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VitaminJay

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  1. Ok so I'm relatively new to the CK so I figured I'd start with something simple - creating a follower. I started by duping Muiri (I like her voice and general look) and figured I'd deal with her functionality before messing with aesthetics. Wiped her class info and gave her a custom class for stats - good Wiped her combat style and gave her a custom style - good Wiped her inventory and default getup - good Wiped all factions but left potentialmarriage and added potentialfollower - good (placed her in Breezyhome faction for now) Gave her some spells, etc, etc Everything looks good until I take her out for a test run. In combat she works fine, buffs up and then casts spells like a maniac. The problem I'm having is putting her into passive combat stance (pull out my weapon but no enemy to attack). She keeps trying to pull out a dagger which obviously isn't there so she gets stuck in a loop and I can't figure out why. Now, if I give her a dagger it works fine and she just puts it away once we find something to shoot at but is there any way to set her default stance to be 2 spells? Note: All combat multipliers are set to 0 with magic set to 10. She's set to non-aggressive for now but that shouldn't affect anything (she only attacks when I'm in danger). I also noticed that if I give her a bow she occasionally pulls it out but then generally switches back to magic. I thought with the ranged multiplier set to 0 she should never choose a bow, was I mislead? The reason I ask is because I planned to marry her in the game but that would give her the marriage shop -> extra inventory and I've seen in the past issues with married followers pulling weapons from their shop inventory. If there happens to be a bow in there, it will cause issues. Thanks to whoever takes the time to answer ^_^
  2. Heroes of Old New Game+ Overview The idea for a New Game+ has been floating around since Skyrim vanilla but I've yet to really see it done. I know this is mostly due to the immense complexity involved with trying to reset the game (resetting NPCs, quests, item locations, resurrecting NPCs, etc, etc the list goes on practically forever). I am proposing a different approach. Rather than try and reset the game, let the built-in New Game feature do the work for you and instead port the important aspects of a character into a clean game. Skyrim's level-scaled foundation almost makes this too easy really, the only complication is how to go about porting over the appropriate values. Again, I'm sure some other people have thought of this as well however I've yet to see a reasonable amalgamation in any of the existing mods (even for Skyrim vanilla). I'll detail how I suggest doing this not only in a functional but also immersive way. First off, I'd like to preface this suggestion with the fact that it will likely need access to many of the methods only available through SKSE64. I could be wrong of course but judging by what I've seen is available in the existing mod editor and the list of mods available it just doesn't seem feasible without some of the more advanced functionality SKSE offers. With that said, here's what I hope will be possible one day: Requirements Minimum: Level 1 Maximum: Level 1 Repeatable: No Location Falkreath Cemetary Premise Falkreath is home to many of Skyrim's denizens who have moved on. Among the graves, the spirits of fallen heroes lie waiting for a new host upon whom to bestow their vast power and knowledge. Quest Activation Entering the Falkreath Graveyard automatically activates the quest and adds it to the Player's journal. Quest Details TO BE ADDED AT A LATER TIME This will likely involve a dungeon, accessible via a specific unmarked grave located in Falkreath's graveyard which transports the Player to a dream-like location (similar to Dawnguard's Soul Carin). This ultimately leads the Dragonborn to a gravestone. The Meeting Upon reaching the grave and reading it some special effects occur, lighting dims and a ghostly presence appears. This ghost will bare the appearance of the previous hero equipped with their weapon(s) and armor (details below). Movement is disabled and a dialogue will ensue. DIALOGUE DETAILS TO BE ADDED AT A LATER TIME The main gist of the dialogue is the "ghost" tells you that you are worthy, of great power, etc, etc. No mention of the fact that you're Dragonborn (since this should not actually be known to the character yet), only that you possess great potential waiting to be unlocked. The spirit offers to imbue their soul unto yours. This effectively transfers all stats, spells, equipment etc to you (details to follow). More flashy effects and so on and then... Note: You will also be given the option to decline which results in the quest completing anyway but no transfer is done. Note: The quest automatically fails should the player enter Falkreath Cemetary but leaves without progressing as soon as the Player reaches level 2. What gets transferred / updated Player's level Player's maximum Heath Player's maximum Magicka Player's maximum Stamina Player's level of all skills Player's "Legendary" status of all skills and "Legendary" count Player's Perks assigned to all skills Gold ** One set of equipment ** ** One set of weapons (2h or two 1h) ** Player's list of available spells Enchantment Knowledge (ex: Fortify Smithing) Alchemy Knowledge (effects of each ingredient) What doesn't get transferred / updated Shouts (for storyline reasons) Abilities (also for storyline reasons) Unique equipment (No passing Auriel's Bow for example) Quest - tagged equipment Any other items Followers or Pets Partial progression of Skills Werewolf status Vampire status or associated perks Any storyline progression at all (thane status, houses, etc) Becoming a Host Requirement: Level 30 Location: Falkreath Cemetary Activating the Unmarked grave while above level 30 will give you the option to trap your soul so that future heroes may use your power. This will effectively create a save file where the required data is stored for use in "imbuing" a New Game. This could potentially also have a quest, dungeon, etc.. associated with it but that is to be figured out at a later time. The script would have to pull all required data from the character and store it to a data file (possibly serialized if SKSE can actually do that). This will include all items listed above as well as the visual representation of the character (Character edit values and name). This will also have to pull the data on equipped items (possibly uniquely named) Points of possible complication The majority of what I'd like to see transferred over is pretty straightforward and could easily be done in the console. The exceptions are the equipment (possibly uniquely named) and Enchanting / Alchemy knowledge. Enchantments on equipment would need to be pulled as well as the unique names given to each piece. The Legendary status of skills might also pose a problem, I don't really know if SKSE has the ability to pull or modify that data. I am a programmer so I understand the pipeline involved in creating this mod and in all honesty it's pretty straightforward however I'm unfamiliar with specifically modding for Skyrim so I would need to be informed of the limitations. Another possible complication might be modded character appearance (ex: Hitachi Hairstyles, etc..). This would mostly affect the "ghostly" appearance of the NPC that would act as the Hero of Old. If this does end up being a problem we could just use a standard model for the NPC but equip the appropriate armor/weapon and only the gender would matter. It wouldn't be a perfect representation of the previous hero but it would be reasonable. Mod-created equipment (Any standalone equipment introduced via mod) might also pose problems. Ideally these should work assuming the mod for said equipment or character style is running when the player tries to perform the transfer but I can't be sure and saving mod-specific data might pose problems as well. WORK IN PROGRESS - Will update this as I have more time.
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