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DJD2010

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Posts posted by DJD2010

  1. Hello! Hope everyone's doing well.


    I'm making a mini DLC-sized mod that takes place in Stros M'kai. I've been putting a lot of time and work into it with this quarantine and here's a time lapse of me designing and putting in the player home "Palatial Hall" (yes inspired by the one from ESO, but a bit smaller) in the main city:



    It took about 15 hours total which I split into 3 days, I'm almost done with Port Hunding/Stros M'kai, so there's that. Hope you all like it. :smile:


    I'm considering doing regular updates on my progress on this mod here on this thread.


    Hopefully the instructors in my uni agree to make this my senior project so I can at least guarantee finishing it and a release date for it.



    (Side note: I work on this all by myself and I don't have much experience, I'm learning as I go, so progress is a little slow, but I'm trying to achieve the highest quality I could make.)


    Also, I could do a full vid of a "run through" the whole island to show my current progress if anyone is interested. :smile:


  2. Try putting "as string" at the end of "name = target.GetActorBase().GetName()"

    The GetName() function already returns a String, but yeah I did try that and it didnât work.

     

    Someone on Reddit pointed out that the GetName() function probably doesnât like or canât deal with leveled actors, in this case something like a âFeral Ghoulâ is a leveled actor.

     

    The thing is, I have no idea how to acquire a leveled actorâs name dynamically and store it in a string variable.

    Is there no syntax of any sort that would allow me to do that?

  3. Hi.

     

    I'm trying to acquire the current Combat Target's name, and it's not working.

     

    Here's how I wrote the code:

    string name
    Actor target

    target = Game.GetPlayer().GetCombatTarget()
    name = target.GetActorBase().GetName()
    Debug.Notification("Actor name is: "+name)

    Every time the message appears, it just says "Actor name is: " and that's it.

     

    I don't really care of what exactly is the actor's name, I just want it to be assigned because I want to know the length of it. Some other part of the code changes depending on the length of the actor's name.

     

    Can someone help please?

  4. Hi.

     

    I'm trying to acquire the current Combat Target's name, and it's not working.

     

    Here's how I wrote the code:

    string name
    Actor target
     
    target = Game.GetPlayer().GetCombatTarget()
    name = target.GetActorBase().GetName()
    Debug.Notification("Actor name is: "+name)
    

    Every time the message appears, it just says "Actor name is: " and that's it.

     

    I don't really care of what exactly is the actor's name, I just want it to be assigned because I want to know the length of it. Some other part of the code changes depending on the length of the actor's name.

     

    Can someone help please?

     

    EDIT:

    I realize this post should be in another forum, sorry.

  5. Hey y'all,

    So I've been attempting to edit HudMenu.swf to replicate FO76's, I've managed to get it to look somewhat close, but I'm by no means a pro at using Adobe animate, so when I try to export it to .swf file I get compilation errors that I have no idea how to handle, and I honestly think I shouldn't even be exporting it "as a movie", since the hud menu isn't technically a movie...

    If anyone would like to help out please PM me, I already have the .fla file with all the sprites adjusted to look like FO76 kinda.

    Here's a screencap if anyone is interested...

     

    sadface.jpg

  6. Hello folks!

    I just released a simple - yet effective - mod about disallowing certain combat actions from being preformed when stamina is depleted.

     

    Here's a brief description from the mod page:

     

    Basically disallows normal attacks, power attacks, jumping, bow draw, blocking (with or without shield) when stamina reaches a certain threshold, it also forces the player from drawing their bow or keeping their guard up at zero stamina.This mod DOES NOT make any of those actions consume stamina, nor does it alter any of the stamina consumption of any of them; It just simply restricts those actions at a certain threshold.
    So it's highly recommended to use this mod with others that do actually affect stamina consumption like Vigor, Action combat, Fighting Fatigue, etc... for a better and more challenging experience.

     

    Link to mod:

    https://www.nexusmods.com/skyrimspecialedition/mods/25367

     

    Hope y'all like it. ^_^

  7. Hi,

    I'm getting a little infuriated with this.. I'm trying to edit the source of a mod's MCM menu in CK, the mod has the loose psc files included with it, and I quadruple checked that they are in fact in the Scripts/Source folder, but for some unearthly reason I can't edit the source in CK...

    I also attempted to make a new script but it won't allow me to extend SKI_ConfigBase because "it doesn't exist" even thooooooooooo it's also in the friggin' source gash dang folder...

     

    Please help, I'm this close to smashing my PC into bits...

    I love this PC.

    Thanks.

     

     

    EDIT: Holy god damn, I figured it out.. The new CK for SE reads psc from Source/Scripts... I'm used to LE CK and this is my first time using SE CK... Anyway, I'm stupid.. Yeah.

  8. Not sure how to accomplish that in CK, but Violens has a setting where the sheer horror of witnessing your kill move stuns enemies for a few seconds, which may give you the result you need. They'll stumble and you can usually be finished your kill move and back on track, before they recover.

    Oh, sweet!

    What about critical hit tho? Does violens consider that as a killmove as well or..?

  9. Hi everyone! Hope yâall doing well.

    Iâm using critical hit and violens while having killmoves enabled without last enemy restriction, Iâm attempting a strategic difficult run and all that, but the only problem is that during the animations of the player kill moves/ backstabs enemies can still attack and they deal a lot of damage so Iâd have no chance to heal or move away.

    So this is what Iâm asking basically, is there a mod that disallows enemies from hitting you during those specefic animations?

    Iirc, the mod âAnimationsâ which had the player character play different animations during certain actions, had an option like that, so it should he theoretically possible, right?

    Also if there are no mods that currently do that, any ideas of how this could be done jn CK? I might attempt doing it myself.

  10.  

    All I can say with the few informations you provided is :

    • Does the mod you're using to create your caracter is well installed ?
    • Do you have settings in the MCM menu ?
    • Try deactivating ALL your mods, (not uninstall) then try again to see if it's mod related. If so, increase slowly to find what is causing this glitch.

     

    Hi.

    1- Yes.

    2- Yup.

    3- The glitch appeared out of nowhere during another savegame that I had, it wasn't a mod, I'm sure of it, cause it only happened after editing the .ini files, but I can't recall what I edited in them.

  11. I'm not normally the kinda person who posts the kinda thing that im gonna say next... but...

     

    It looks really cool.

     

    If you don't think that you can complete this project, then you're probably right to release as a resource. However, that would be a shame and rather like starwars 7 (Lucas had no part in it, so it's therefore not a SW film by default).

    Thanks.

    I still wanna figure out how to make the LOD before publishing tho... :/

  12. So.. Reviving this thread just for this..

    I recorded a video sometime ago. This is the last progress that I've made on the mod. Sorry the video is unedited, my editing software expired. And also sorry about the lack of audio..

     

    So as I said, I may just release this as it is. I'll have to think furthermore about that though...

     

    Landscape is 90% done

    Interiors are 1% done

    Yup.

  13. I would love to see this finished since your project seemed to be very promising. But unfortunately I am no modder and I cannot help you at all in finishing it.

    Yeah, no I understand. But I was thinking of completing the Exterior and Interior since those are within my experience and just release this as a landscape mod, or some sort of Alpha build or whatever, that way it could draw some attention to it. I hope...

  14.  

    As someone who's had to abandon a lot of passion projects for many reasons, I'm telling you that you might not want to continue with this. It looks to me like you bit more than you can could chew, even if you tried to aim for something reasonable. Forgive me if I'm a bit presumptuous, but this is what I garnered from your updates:
    • Exterior area is almost done, but you'll still need to do a polish pass to make sure that everything looks decent, which basically means you'll be spending about 25-50% of the time you spent on exteriors to make it look great. That's a lot of days of work.
    • Interiors are still unfinished, which means that's another load of work that still needs doing. Include the whole bit about polish and it's gonna take even longer.
    • Quests still need to be implemented. Have the quests been written yet? Do you know how implementation works? It's a lot of knowledge you'll have to absorb in order to pull it off properly, which again might take some time. Making kill quests are easy, but anything that involves dialogue, scenes, or packages can easily increase the amount of time it takes to do a simple quest. I don't want to come off as belittling, but it can bite you in the ass rather quickly.
    • Custom meshes and new creatures are a pretty big thing to ask. Artists generally don't throw themselves at projects that haven't gotten to a far stage yet, unless they're crazy-obsessed with the idea or know you as a friend.

    These points already will take you a long time to do, and if you're not able to give it you all, then the disappointment will only increase with time. You'll either want to find about 3-4 people that'll be as invested as you are in this project to help you out, or decide that this might not be the best way to spend your energy. Don't be disheartened about having invested time in this and having to abandon it. Everyone's had that one big overscoped project that didn't work out for them. I'm pretty sure you had fun doing it, but will have even more fun on something smaller. Maybe make a smaller island next time with a single, really awesome quest?

     

    I'm fine with working on polishing exterior and making interiors, I would spend time on this, however, realizing no one is interested enough to even help out with some quest stuff -which I've never been good at, especially scripts- just removes all motivation to even work on anything... I did in fact, REALLY enjoy working on the exterior, a lot. But as I said, no motivation...

    But yeah, I don't know... I still am very indecisive about what I should do with this.. :/

  15. So umm.. I haven't touched this in a LONG time.. but uhh, I've done little to no progress since the last post.

    I don't know.. Seems to me like this mod isn't getting enough support, and it doesn't even require all that much of it anyway..

    So maybe I should just... Stop? Or just release this as a landscape mod no more? I'm not sure...

  16. AAALLLLRIGHT!

    So I know there's probably like.. 2 billion threads like this all over the Nexus. But for real, I've done my research and tried everything, still the same gosh dang problem.

    I got bored of my old character, so I decided to create a new one to play as an Assassin-Thief sorta thing.

    I made the character customized everything to my liking and started playing, but when I'm in an outside cell I keep getting random crashes every 1 - 5 minutes. IT FRUSTRATES ME!! I tried disabling all the mods and reinstalling their newest versions and cleaning them n stuff, but that didn't work. I deleted both my .ini files to make sure I haven't added anything false there, nothing. I disabled ENB... Nothing. I checked script logs and googled similar ones and was told that it was normal and the problem turned out to be something else like load order or some thing, nothing. I checked my SSME and it was working just fine. My load order, however I'm not sure about. So, here 'tis:

     

     

     

    Skyrim.esm=1
    Update.esm=1
    Unofficial Skyrim Patch.esp=1
    Dawnguard.esm=1
    Unofficial Dawnguard Patch.esp=1
    HearthFires.esm=1
    Unofficial Hearthfire Patch.esp=1
    Dragonborn.esm=1
    Unofficial Dragonborn Patch.esp=1
    Wyrmstooth.esp=1
    Skyrim Project Optimization - Full Version.esm=1
    RSkyrimChildren.esm=1
    ClimatesOfTamriel.esm=1
    hdtHighHeel.esm=1
    Lanterns Of Skyrim - All In One - Main.esm=1
    Gray Fox Cowl.esm=1
    Omegared99-Compilation.esm=1
    Nafaalilargus.esp=0
    Requiem.esp=1
    SkyUI.esp=1
    LessIntrusiveHUD.esp=1
    vAutosaveManager.esp=1
    Brawl Bugs CE.esp=1
    EnhancedLightsandFX.esp=1
    WATER.esp=1
    Eyes of Aber.esp=1
    BBD_CatsuitSpearhead.esp=1
    TBBP_Black Leather Thief.esp=1
    7Base Remodeled Armor - Replacer - Dragonborn.esp=1
    Better Dynamic Snow.esp=1
    Better Stealth AI for Followers.esp=1
    Fantasy Soundtrack Project.esp=1
    Customizable Camera.esp=1
    ScarletDawnArmor.esp=1
    CoT-WeatherPatch.esp=1
    FreckleMania.esp=1
    CoT-WeatherPatch_Snow-40.esp=1
    RaceMenuPlugin.esp=1
    The Coenaculi_Makeup.esp=1
    360WalkandRunPlus-RunBackwardSpeedAdjust.esp=1
    EnchantedArsenal.esp=1
    Dynamic TimeScale.esp=1
    AnonymousPeople.esp=1
    NonEssentialChildren.esp=1
    Shadows.esp=1
    Lock Overhaul.esp=1
    KJ Tattoos 2K.esp=1
    KS Hairdo's.esp=1
    LostGrimoire.esp=1
    dD - Realistic Ragdoll Force - Realistic.esp=1
    NotSoFast-MainQuest.esp=1
    Omegared99-WeaponSets.esp=1
    RaceMenu.esp=1
    ReadingTakesTime.esp=1
    Serana.esp=1
    Shadows - Skyrim.esp=0
    SeranaDialogEdit.esp=1
    SkyFalls + SkyMills Wyrmstooth.esp=1
    The Coenaculi.esp=1
    WetandCold.esp=1
    AOS.esp=1
    DeadlySpellImpacts.esp=1
    Complete Crafting Overhaul_Remade.esp=1
    7Base Remodeled Armor - Replacer - Dawnguard.esp=1
    Skyrim Immersive Creatures.esp=1
    imp_helm_legend.esp=1
    Immersive Weapons.esp=1
    Unique Uniques.esp=1
    Skyrim Immersive Creatures - DLC2.esp=1
    Requiem Patches.esp=1
    Tamriel Reloaded.esp=1
    RLS-DG-HF-EX.esp=1
    JKs Skyrim.esp=1
    Requiem - Immersive Creatures.esp=0
    Requiem - USKP + UDGP.esp=0
    Relighting Skyrim - Dawnguard.esp=0
    Immersive Sounds - Compendium.esp=1
    Requiem - Immersive Weapons.esp=0
    ELFXEnhancer.esp=1
    Shadows - Weather Tweaks.esp=0
    TrueStorms.esp=1
    TrueStorms-CoT-WeatherPatch.esp=1
    RelightingSkyrim-ExteriorsOnly.esp=0
    SkyFalls + SkyMills + DG + DB.esp=1
    OBIS.esp=1
    PWwaterfall.esp=1
    MoonAndStar_MAS.esp=1
    Undeath.esp=1
    OBISDB.esp=1
    ISCompendium AOS Patch.esp=1
    7Base Remodeled Armor - Replacer.esp=1
    ArcaneCleanser.esp=1
    ArcaneCleaner - Unique Uniques.esp=1
    dD - Enhanced Blood Main.esp=1
    dD-DG-DB-Immersive Creatures EBT Patch.esp=1
    Disparity.esp=1
    Guard Dialogue Overhaul.esp=1
    AOS and IS patches.esp=1
    Combat Evolved.esp=1
    Immersive detection of NPC.esp=1
    CoT.esp=1
    ClimatesOfTamriel-Dragonborn-Patch.esp=0
    CoT-WeatherPatch_DB.esp=0
    CoT-WeatherPatch_NL3.esp=1
    ClimatesOfTamriel-Nights-Level-7.esp=0
    ClimatesOfTamriel-Dungeons-Hazardous.esp=0
    AOS2_WetandCold Patch.esp=0
    AOS2_EBT Patch.esp=0
    WATER DB Waves.esp=1
    OBIS DG Faction Patch.esp=1
    Artifact Disenchanting.esp=1
    BFT Ships and Carriages.esp=1
    Requiem - Hearthfire.esp=0
    Requiem - Audio Overhaul for Skyrim.esp=1
    AOS2_Requiem1.7.3 Patch.esp=0
    AOS2_CoT3_1_patch.esp=0
    ClimatesOfTamriel-Dawnguard-Patch.esp=0
    aMidianborn_Skyforge_Weapons.esp=1
    Sneak Tools.esp=1
    ABT.esp=1
    ABT - Increased Bolts Damage (Vanilla) +150%.esp=0
    ABT - Merchants Arrows +100%.esp=0
    ABT - Loot Arrows +50%.esp=0
    ABT - Faster Bolts Improved +100%.esp=0
    Requiem - Improved Closefaced Helmets.esp=0
    Sneak Tools Vanilla Masks.esp=1
    Artifact Disenchanting - Dragonborn.esp=1
    Requiem - Unique Uniques - AOS.esp=0
    AOS2_GDO Patch.esp=0
    RS Patches.esp=1
    RSChildren - Complete.esp=0
    RSChildren_PatchNEC.esp=0
    RSChildren_PatchUSKP.esp=0
    Shadows - Dawnguard.esp=0
    WATER DG.esp=1
    Better Vampires.esp=1
    ISCompendium Requiem Patch.esp=0
    FormsEdit.esp=1
    Artifact Disenchanting - Dawnguard.esp=1
    SMIM.esp=1
    SMIM-DragonbornTernFix.esp=0
    SMIM-FarmhouseFlickeringFix.esp=0
    SFO - Dragonborn.esp=1
    Relighting Skyrim - HearthFire.esp=0
    SMIM-FurnitureChestSnowFix.esp=0
    SMIM-ShackRoofFixes.esp=0
    Skyrim Flora Overhaul.esp=1
    ABT - Faster Arrows Improved +75%.esp=0
    ABT - Increased Progressive Damage (Vanilla) +100%.esp=0
    Solstheim Landscape Overhaul.esp=1
    SMIM-ShackRoofFixesDragonborn.esp=0
    Sneak Tools Vanilla Hoods.esp=1
    MoonAndStar_Undeath_compat.esp=1
    BlackSacramentArmor.esp=1
    Apocalypse - The Spell Package.esp=1
    CandlelightToggle2.esp=1
    MK 9 Jade Armor.esp=1
    ABT - Recover +50% Arrows and Bolts.esp=0
    VioLens.esp=1
    VioLens - Requiem Patch.esp=1
    WetandCold - Ashes.esp=1
    BlackSacramentDBReplacer.esp=1
    Footprints.esp=1
    Footprints - Ash.esp=1
    FightingFatigue.esp=1
    ERSO 09 - Vendor Trainer Quest-giver protected USKP.esp=1
    Verdant - A Skyrim Grass Plugin.esp=1
    Alternate Start - Live Another Life.esp=1
    Requiem for the Indifferent.esp=1

     

    Some of the disabled files were merged to reduce amount of plugins.

    Any ideas?

  17. Thanks for the support everyone! :)

    I just wanted to let y'all know that I'm still working on this.

    I finished the first interior in the worldspace and I've finished the landscape apart from N'gasta's Isle.

    But I'm almost done with the first main quest so expect a new video in a few days! :D

  18. Alright, I've started creating the main quest alongside Navmeshing the exteriors, generating LOD and creating interiors, so basically many things are going on now.

    But I wanted to consult you people about how I should make the first quest start, so here are my 2 ideas:

     

    1st:

     

    A courier delivers a message to you from a stranger that needs your help, his "clients" are looking to retrieve a valuable artifact in Stros M'kai, and so you travel with him *illegally* to Stros M'kai and then you get caught, and recognized by the guards and so commanded to defeat Nafaalilargus (Nafahlaar).

     

     

    2nd:

     

    A dragon attacks but before he starts combat he says these words: "My lord Nahfalaar has ordered your death, Dovahkiin!" Then after you defeat him you'll find an unusual gem that you need to take to a wizard, he'll tell you more about it and then lead you to Stros M'kai, you then travel from Solitude docks for the cost of 500 gold to Stros M'kai to look for Nafaalilargus and defeat him.

     

     

     

    Of course there will be multiple quests to the main story but these two are just the start-offs, and I wanted to see which one the people would like to see.

     

     

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