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acidzebra

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Posts posted by acidzebra

  1. The expanded version of my potion combiner offers a polymorph poison (chicken and rabbit - I have a dremora and mudcrab version too but it causes immense havoc, so I left out those recipes. It's still in the esp so you can get it by console). You need to have a pretty high alchemy perk level AND the poisoner perk AND figure out what additional ingredients you need though. It's also kind of beta - it works fine for me but who knows what havoc it'll wreak on your game ;)

     

    http://skyrim.nexusmods.com/mods/27220

     

    The whole thing is still kind of new and bare-bones (the original intent was just for cleaning inventory by combining low-level potions into better ones), but I'm adding new potions/potions and am always open to suggestions.

  2. but this isn't how Bethesda done it

     

    It's exactly how they did it. But if you're looking for a wolf or bear marker you're looking in the wrong place. They all spawn from lvlanimal[environment]predator, as you see there are tons of them placed (first column of numbers).

     

    <br><br>http://i46.tinypic.com/2vjv7ly.jpg<br><br>If you want to restrict how far your animals roam from their editor loc or something like that, you can do that with AI packages.<br>

  3. An Encounter Zone dictates how leveled lists are generated, specifically what level the NPCs should have. It doesn't generate monsters. You create a leveled list with monsters you want, then place the leveled placeholder in your world where you want them to spawn.

     

    The logic goes

     

    Take monsters with names starting with "enc" - these are your base monsters.

    Put them in a leveled character list - these are the names in CK starting with "lchar".

    Finally, you create a NPC using the lchar as a template.

    This final one is the one you drop at points in your dungeon.

    Then when you set an encounter zone you can set minimum and maximum levels for this generated character.

     

    A good example in the CK is "lvlsailor" - it takes a random character from the "lcharsailor" list. This list in turn has an "encsailorimperialM", "encsailorredguardm", and "encsailornordm", which are in themselves templated (but different from) the "encsailor00Template".

     

    Now when you drop an lvlsailor in your dungeon, the engine will pick one of these randomly when you visit it. So you will encounter either an imperial, redguard, or nord. If an encounter zone is set with, say, a minimum level of 15 the sailor will always be at least level 15 when encountered, higher if the player's level is higher. If a maximum is set, it will be of a level no higher than that.

     

    These leveled spawns are placed (by hand) all over Tamriel - they are the icons which look like an M with an arrow (which indicated the initial direction they face). Once placed you can edit that instance of the leveled character - setting the difficulty from easy to very hard - easy will be a green M, very hard is red, middle is yellow/orange. There is no magic autospawn setting as far as I know.

  4. Yes, object\tree\landscape LODS all end up where they should, except for the texturesets, they end up in \source\DDStextures (one folder up from the main skyrim folder - heaven knows why). But I would recommend doing a run with Oscape after that - much better textures and flexibility in LOD meshes. In fact the CK screws up the textures quite often.

     

    But for objects and trees it'll work fine - as long as you run while the worldspace isn't loaded and you close the CK without saving when you're done.

  5. Well, it inspired me to do a quick texture/grass change for my own amusement, not release. I wanted to figure out how textures are applied to landscape objects and how grass settings work anyway.

     

    Flowers! Flowers EVERYWHERE! lol

    Turns out the settings are quite subtle and it's REALLY easy to overdo it :thumbsup:

     

    I feel like my horse should have a pink bow on its tail now.

    http://i46.tinypic.com/35d11s0.jpg

  6. I love it (saw it in the other thread before) - it should have a force push on the player so you move back half a meter when you fire it to get that real "heavy ordnance" feeling :)

     

    (and of course a knockback or ragdoll flying effect on the unlucky fellow who gets hit, or possibly an area effect)

     

    Just daydreaming ;)

  7. I'm not sure what you're trying to do exactly, if you're just looking for "read the book, gain daedric smithing capability" then attaching this to your "skill book" would do it:

     

    Scriptname BOOKREADPERKNAME extends ObjectReference  
    
    Perk Property THEPERKYOUWANT Auto  
    
    Event OnRead()
    Game.GetPlayer().AddPerk(THEPERKYOUWANT )
    Debug.MessageBox("You learn perk " + THEPERKYOUWANT )
    EndEvent

     

    (remove the debug line once you test it works okay, and after you add the script you'll have to tie the properties of THEPERKYOUWANT to an actual perk - in the properties window)

     

    If you want to set up "you need to know both daedric smithing by going through the regular perk tree, THEN learn how to make daedric armor by reading one book, a shield by another" (as an example) you'll do the same as above but define a custom/dummy perk which you get for reading the book, then changing the relevant recipe(s) in items\constructible objects to require that perk (by adding a hasperk "daedricarmorshieldsmithing" == 1 to the match conditions in addition to the existing one)

  8. No idea how you can not use fast travel it takes so long to get from place to place on foot and i dont really like horses cus they die to dragons if there "unmodded" I was thinking of trying to see if theres a teleport spell like the mages in world of warcraft has and it would add more immerison to the game for me

     

    I do have convenient horses installed, both to make horses cowards and to make them pack mules. And lots of landscape/flora/weather/lighting mods, moar npc mods including warzones, more wildlife/birds/insect mods, that sort of thing. I love just riding through Tamriel, following different paths, gawking at stuff going on around me. It really is quite a beautiful place. But to each his own - teleport spells dont do it for me at all. Even though the Portal-inspired ones were fun to toy with.

  9. I just hold the left or right mouse button (depending on which side my intended target is on) to keep my sword at the ready (and charge the power strike) then let go the moment they are standing right beside me as I thunder past them, then turn and strafe again. I rarely miss, but you have to remain somewhat on level ground, too much of a climb or descent and you will move out of the "strike" position.

     

    Archery on horseback only really works on far-away targets for me.

     

    When I did a warzones run I liked to have the convenient horses mod installed, you can alter the "horse charge" settings and plow through a bunch of people, sending them flying left and right just by holding the sprint button. Oodles of fun.

  10. Working with the CK has made me extremely tolerant of inside/outside size differences. You don't want to look at the imperial tower kit ever if this sort of thing bothers you. Just don't make it too extreme and most users won't notice. Or add a basement. Can't see underground from above.

     

    TARDIS all over the place.

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