Jump to content

Notanon81

Members
  • Posts

    164
  • Joined

  • Last visited

Everything posted by Notanon81

  1. This entire thread is a mountain made out of a molehill by drama queens. As a mod author, I will not be hiding my mods out of misguided spite.
  2. You might have to tinker with the enchantments assigned to the explosive arrows to the point of making your own. I'm investigating this for a planned mod, so will let you know if I can figure how to do this.
  3. You don't need to apply it to every NPC. You can set up quest aliases that reference the NPCs that you want to affect and apply the script to those aliases... What Ammo should attach the property FixedAmmo too? I want the script to work for all types of ammo by default, including the ones added by other mods. Shouldn't I use keyword VendorItemArrow instead of a certain type of ammo? That could work. You'd have to bear in mind that vanilla Skyrim doesn't necessarily add it to all arrows in the Creation Kit, so you would have to add it to all the arrows that you wish for it to apply to. On the other hand, that keyword is used in 3rd party mods for arrows, so that should make it relatively simple. If I had my way, arrows would have AmmoTypeArrow and bolts would have AmmoTypeBolt for the sake of consistency (inline with WeapTypeBow, WeapTypeSword, etc). Seems odd in retrospect why they didn't do this in the first place.
  4. There is a mod called Blackwood Company Hall that introduced adamantium ingots along with a set of armour that required the ingots to forge. Not sure about tempering, never quite played it enough due to bugs with the mod.
  5. In the middle of creating a mod that utilises new keywords for ammunition such as arrows and bolts to be used in a SKSE script. List is currently as such: AmmoTypeArrow, AmmoTypeBolt AmmoMaterial****: Adamantium, Aetherium, Bonemold, Chitin, Daedric, Dragonbone, Draugr, Dwarven, Ebony, Elven, Falmer, Forsworn, Glass, Imperial, Iron, Mithril, Nordic, Orcish, Silver, Stalhrim, Steel, Wood I'm going to add Wyrmstone to the AmmoMaterial**** list, but is there any others that I may have missed? I went through the UESPwiki pages, but I've probably missed one or two. The aim is so that the mod that these will be used for will not need Dragonborn or Dawnguard or so forth, but if they are added, they can be patched to utilise the crafting table that the script in question uses. I might also include AmmoTypeEnchanted and AmmoTypeExploding as well, mainly for the additional ammo variations in Dawnguard.
  6. Well, there goes my idea of replacing Fus Ro Dah with "My Name's Jeff" from 22 Jump Street or even all instances of Dragonborn in audio with "Jeff!"
  7. Interesting approach with the different arrow types, along with the quiver system. Would there be provisions for dragonbone, bonemold, chitin, nordic and stalhrim quivers as well, provided the player has the required DLCs?
  8. ^It'll be winter in the southern hemisphere when it's released, so it's technically true.
  9. Would be all the more an incentive to get the Steam Controller to use the paddle buttons on the back of it for this purpose. Could repurpose the melee/grenade buttons second stage as a harder melee attack.
  10. A minigun that uses shotgun shells as ammunition. Need I say more?
  11. I can see this happening once the Fallout 4 Creation Kit is released. Would just be a matter of creating the XOR, XAND and other applicable functions (or maybe they will be in F4SE?) using the existing scripting based on logic tables going off the standard AND and OR functions that would be present, and then applying conditions based on those functions.
  12. Would be handy. I've got mild protanomaly CVD, so having several options to account for protanopia, protanomaly, deuteranopia, deuteranomaly and so on would be quite useful for a lot of people.
  13. Mainly just for shits and giggles, but would love to see old Alduin roaming loose during the evacuation scene before you enter the vault, breathing fire on random people.
  14. Not really, I'm afraid. Had too much going on in real life and had to put some things on hold. Still want to explore the guild building in Morthal idea, though I've also been wanting to explore an idea using SKSE for upgrading the damage of arrows and bolts based on a fletching skill derived from the marksman and smithing skills, though I would require the creation of a custom fletching table which I am not skilled enough to do myself. I might just create the building itself first and use it as a base to build upon. That said, I might test my SKSE idea separately and incorporate it later on. I like the idea of short-bows and longbows as well, particularly as quite a few mods like Requiem cater for them in their perk systems. As for the hall, I was tempted to have something to do with Angi's Camp in the hills south of Falkreath, perhaps having a couple of vendors there as well. Always just seemed like there was supposed to be a bit more happening with the whole thing, IMO. The reasoning with choosing Morthal is that the Dark Brotherhood have a presence in both Falkreath and Dawnstar, Companions in Whiterun, College of Winterhold in Winterhold, Thieves Guild in Riften, Bards College and Imperials in Solitude, and the Stormcloaks in Windhelm, and the Forsworn having a significant presence in Markarth, so Morthal just seems strangely left out apart from a relatively short vampire quest when you look at the other cities and major towns. Anyway, I'd probably want to treat this mod as being akin to an independent DLC in that it wouldn't rely on Hearthfire, Dawnguard or Dragonborn to function. Nothing to stop add-on patches that allow for additional things related to those DLCs in question, but I would have the aim of having it function without requiring any of those DLCs. In terms of factional relations, I would have them being completely independent of the Civil War and tolerant of other factions such as The Companions, Mages College and perhaps the Dawnguard and Vigilants of Stendarr, but would be wary of the Dark Brotherhood and Thieves Guild and members of the Silver Hand and Forsworn. The main quest would involve corruption due to the actions of disciples of Peryite and perhaps the Thalmor conducting experiments on wildlife.
  15. Thanks, will look into it. I have Archery Gameplay Overhaul installed which does a similar thing to what Immersive Archery does, but will use this instead if I'm not happy with how AGO performs. Some spells would be difficult to replicate due to the change in programming language between Oblivion and Skyrim, but the SKSE team have been pretty good with releasing new options that enable new things that couldn't be done before, so it's only a matter of time. I've considered leading a project that tracks what has been imported over and filled in certain gaps and what hasn't, but haven't really had the time lately.
  16. Personally, I'm not a fan of the anime-style followers, but I choose not to download said mods. I also tend to play as a Bosmer, as they generally fit better in terms of my gameplay style, which is a ranger-type character. I also have a couple of archery-related mods on the Nexus, and am working on a couple more on and off. I also tend to gravitate towards mods that add missing content that didn't get carried over from previous games, such as spells, armour, weapons and so forth. I wish there was a more concerted effort on this front with regards to the use of the overall modding talent, but again, that is my personal opinion. It annoys me a bit when I see people making weapons after weapons, but no one has decided to fill in the missing gaps like a leather shield, steel plate shield and so forth, especially after having access to the Creation Kit for nearly 4 years...
  17. Going through the list of armours and shields on the Elder Scrolls wikia page, it would appear the following are missing from their relevant sets: Fur: Shield Leather: Shield Studded: Shield, helmet, gauntlet, boots Scaled: Shield Ancient Nord: Shield Steel Plate: Shield Is there an all-in-one mod that adds these missing items? I know some people might think that the fur and leather shields are a bit daft, but they were present in Oblivion. Just seems rather strange to have incomplete armour sets after all this time. The fur would be the bare minimum in terms of overall defensive capability, and the leather one would really just be a slightly stronger hide, perhaps using better quality materials. The worst case with fur, even a basic wooden shield would suffice. The studded shield could just recycle the existing hide shield model, which for the hide shield would remove the studs placed and just be textured with some loosely stitched hides on a wooden frame, whereas the leather sheild would be better presented with a more form fitting arrangement with better quality stitching joining the leather to the shield. The scaled one would easily be the studded shield with a couple of added scales. You could even have it so that there is an upgrade path from hide to leather to studded to scaled. Ancient Nord is another one, as I don't see them using hide shields after so many thousand years, even in conjunction with their now rusted armour, and the steel plate shield should be pretty obvious given that nearly all the rest of the heavy armour sets include a shield of some description, and would look like a bit like the dragonplate shield, though with a more layered steel look to it.
  18. The main Nock To Tip mod has been updated to the point where the Master Edition has been made redundant. As a result, the Master Edition page has been replaced with files for compatibility with other mods, and Nock To Tip is now the main file to use instead of the Master Edition.
  19. I'm aware of a mod that adds bonemold and chitin weapons, but as it only seems to require Dragonborn, equivalent crossbows and bolts aren't available. I'm also aware of a mod that adds in additional crossbows and bolts for the other vanilla and Dawnguard materials, but again, no bonemold or chitin variants. For OCDs sake, would it be much to ask if someone could please create bonemold and chitin variants of the crossbow and associated bolts, please? Obviously both Dawnguard and Dragonborn would be required, but surely it wouldn't be too much work to accomplish.
  20. Rayek's End and Breezehome Fully Upgradable. Nothing else has really caught my eye yet.
  21. I think someone else is working on one, though I'm stretching my memory a bit as to if it was announced on here or on the Bethsoft forums. In terms of legalities, so long as you craft all your assets and so forth from scratch, you shouldn't really have any problems. For example, the Gray Cowl of Nocturnal mod has someone voicing one of the daedric princes and has a flashback to a scene straight out of Oblivion, and they haven't been given a cease and desist order, so you should be well and truly ok on that front.
  22. Thank you! Just thought I'd check first before having to rewrite tons of code and make some mistakes as a result!
  23. With regards to declaring a magic effect for a potion, do I declare it as I would with integers and floats? i.e. MagicEffect Potion1Effect1MagicEffect MagicEffect Potion1Effect2MagicEffect MagicEffect Potion1Effect3MagicEffect MagicEffect Potion2Effect1MagicEffect MagicEffect Potion2Effect2MagicEffect MagicEffect Potion2Effect3MagicEffect float Potion1Effect1Magnitude float Potion1Effect2Magnitude float Potion1Effect3Magnitude float Potion2Effect1Magnitude float Potion2Effect2Magnitude float Potion2Effect3Magnitude int Potion1Effect1Duration int Potion1Effect2Duration Int Potion1Effect3Duration int Potion2Effect1Duration int Potion2Effect2Duration int Potion2Effect3Duration int Potion1Effect1Area int Potion1Effect2Area Int Potion1Effect3Area int Potion2Effect1Area int Potion2Effect2Area int Potion2Effect3Area int EffectiveDistillingSkill Or do I do that in the actual function that I plan to execute? i.e. Function GetRetortStand1PotionProperties(ObjectReference akContainer) Global Form Potion1 = RetortStand1.GetNthForm(0) int Potion1NumEffects = Potion1.GetNumEffects() if Potion1NumEffects = 1 MagicEffect Potion1Effect1MagicEffect = Potion1.GetNthEffectMagicEffect(0) Potion1Effect1Magnitude = Potion1.GetNthEffectMagnitude(0) Potion1Effect1Duration = Potion1.GetNthEffectDuration(0) Potion1Effect1Area = Potion1.GetNthEffectArea(0) elseif Potion1NumEffects = 2 MagicEffect Potion1Effect1MagicEffect = Potion1.GetNthEffectMagicEffect(0) Potion1Effect1Magnitude = Potion1.GetNthEffectMagnitude(0) Potion1Effect1Duration = Potion1.GetNthEffectDuration(0) Potion1Effect1Area = Potion1.GetNthEffectArea(0) MagicEffect Potion1Effect2MagicEffect = Potion1.GetNthEffectMagicEffect(1) Potion1Effect2Magnitude = Potion1.GetNthEffectMagnitude(1) Potion1Effect2Duration = Potion1.GetNthEffectDuration(1) Potion1Effect2Area = Potion1.GetNthEffectArea(2) elseif Potion1NumEffects = 3 Potion1Effect1MagicEffect = Potion1.GetNthEffectMagicEffect(0) Potion1Effect1Magnitude = Potion1.GetNthEffectMagnitude(0) Potion1Effect1Duration = Potion1.GetNthEffectDuration(0) Potion1Effect1Area = Potion1.GetNthEffectArea(0) Potion1Effect2MagicEffect = Potion1.GetNthEffectMagicEffect(1) Potion1Effect2Magnitude = Potion1.GetNthEffectMagnitude(1) Potion1Effect2Duration = Potion1.GetNthEffectDuration(1) Potion1Effect2Area = Potion1.GetNthEffectArea(1) Potion1Effect3MagicEffect = Potion1.GetNthEffectMagicEffect(2) Potion1Effect3Magnitude = Potion1.GetNthEffectMagnitude(2) Potion1Effect3Duration = Potion1.GetNthEffectDuration(2) Potion1Effect3Area = Potion1.GetNthEffectArea(2) elseif Potion1NumEffects = 4 Potion1Effect1MagicEffect = Potion1.GetNthEffectMagicEffect(0) Potion1Effect1Magnitude = Potion1.GetNthEffectMagnitude(0) Potion1Effect1Duration = Potion1.GetNthEffectDuration(0) Potion1Effect1Area = Potion1.GetNthEffectArea(0) Potion1Effect2MagicEffect = Potion1.GetNthEffectMagicEffect(1) Potion1Effect2Magnitude = Potion1.GetNthEffectMagnitude(1) Potion1Effect2Duration = Potion1.GetNthEffectDuration(1) Potion1Effect2Area = Potion1.GetNthEffectArea(1) Potion1Effect3MagicEffect = Potion1.GetNthEffectMagicEffect(2) Potion1Effect3Magnitude = Potion1.GetNthEffectMagnitude(2) Potion1Effect3Duration = Potion1.GetNthEffectDuration(2) Potion1Effect3Area = Potion1.GetNthEffectArea(2) Potion1Effect4MagicEffect = Potion1.GetNthEffectMagicEffect(3) Potion1Effect4Magnitude = Potion1.GetNthEffectMagnitude(3) Potion1Effect4Duration = Potion1.GetNthEffectDuration(3) Potion1Effect4Area = Potion1.GetNthEffectArea(3) endif EndFunction I suspect the former, but thought I'd ask to get confirmation.
×
×
  • Create New...