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GrimyBunyip

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Everything posted by GrimyBunyip

  1. between 135 and 225, 90 to 180 would give you the bottom right 90 degree slice of the clock. or the bottom left, i have no idea if getheadingangle works clockwise or counterclockwise.
  2. it's the Z axis, measured in degrees. if target.getheadingangle(playerref) = 0 then target is facing the player. if it returns 180, then the player is behind the target.
  3. you just need a script using this function http://www.creationkit.com/GetItemHealthPercent_-_ObjectReference I have been told that an item health of 1.7 is legendary
  4. wait this is an on self spell isn't it? Just make the spell also give yourself a no effect perk or some other magic effect for the duration of the cooldown. And change your entry point condition functions to also require the player not have that effect/perk.
  5. oh, then you'll need to put an extra conditional modifier into the perk entry point. Like a global variable maybe, or anything else really. just get a script that flips the global on and off based on the cooldown.
  6. someone asked this like 3 days ago too lol. But if you're talking about like a skill. Add a perk that increases the cost to some obscenely high value. Then add/remove that perk during the duration of the cooldown, with a script (or just directly, if it's an on self spell)
  7. I'd say there's still a reasonable amount of content that hasn't been released yet, outside of quest/worldspace kind of stuff. It's just a matter of the modding community figuring out how to jerry rig things, and SKSE releasing new scripts and stuff. And that's always expanding.
  8. well that mod was made because there just so happened to be unused dialogue, for stormcloaks and imperials commenting on your clothing. there probably isn't any unused dialogue that hasn't been used yet, so, you'd either have to recycle existing dialogue, or just do stuff like make npc's react by attacking or fleeing. Or I suppose you could create new dialogue, but it would be kind of weird since the voice acting wouldn't be quite right. either way, I can't really see anyone doing something like this.
  9. Thats a pretty good idea actually, and easy enough to script. I'm on my phone so heres the script you need to put into a MGEF record and link the correct properties. the rest is sticking it in a spell or enchantment and attaching that to the player however you want. ScriptName NAME extends ActiveMagicEffect ACTOR PROPERTY PlayerRef AUTO SPELL PROPERTY WerewolfTransformation AUTO EVENT OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \ bool abBashAttack, bool abHitBlocked) IF PlayerRef.GetActorValuePercentage("Health") < 0.25 WerewolfTransformation.Cast(PlayerRef) ENDIF ENDEVENT
  10. Personally I'd love to have the variety. Find me someone who is willing to split the meshes and send me the nif's. And I can handle all the tedious CK work.
  11. This might come off as a bit shameless, but SkyTweak is by far the best utility for this. http://skyrim.nexusmods.com/mods/33395/ Other mods scale spells. But SkyTweak lets you pick how each spell class scales.
  12. its very easy to add a new slot. the issue is nobody feels like splitting greaves, chest, and pauldron meshes apart.
  13. I plan on making a SkyProc version eventually. That way it would affect the weight of all ammunition, including stuff from your mods. And it would let you control the weight with a slider, instead of forcing you to pick whatever arbitrary weight that's dictated by the ESP you download. But I'm trying to collect more ideas, because I want as many options as possible before I release a patcher. Ammunition Weight Potion Weight Weight of Gold Weight of Gems Spell Casting Time Trap Damage Removing essential tags from all npc's Make everyone respawnable (may break certain stuff but still lol) Make everyone protectable (cannot be killed except by the player) No Stealth Meter Reaction (Stealth eye icon is always closed) if you think of anything else, I'll crank it out.
  14. this is a small mod, I could get it out tonight. Why is it not working though, because of an SKSE update? edit: nevermind, it's working fine, I just coompletely skipped the OP.
  15. I always felt like arranging collaborations in the Skyrim modding community was kind of awkward. The odd thread pops up now and then, but they don't get very much attention. I thought maybe it'd be nice to have a single webpage for requesting, offering, and exchanging services. I figured it wouldn't hurt to try and see if people like it. Skyrim Collaboration Exchange
  16. make a perk http://www.creationkit.com/Perk_Entry_Point use the while sneaking perk entry point. And attach the spell you're talking about to that perk. Then you can put that perk into a magic effect or whatever. I'm not sure just how much more clarification you need beyond that though.
  17. The trick is that just setting it to the light archetype isn't enough. Creation Kit doesn't actually give you access to all the settings. So making a new magic effect and setting it to light archetype isn't enough. Some necessary settings that aren't visible aren't being changed. You need to copy and paste a candlelight/magelight MGEF and edit it from there You can crack open one of my mods, it's called GELO and take a quick look at how I implemented it if you like. the relevant MGEF you are looking for is called Torchlight in my mod. and no the light orb shouldn't be hardcoded to exist. It's one of the visual effects, just remove it.
  18. About Me Since I'm recruiting collaborators, it's a good idea to tell you about myself and what my expectations are. I'm Grimy Bunyip (although I go by MorionicIdiot on Steam and the Bethsoft forums) I'm going to grad school for a masters in CS in 5 months. So I want to make one last, huge mod before I go. I've made 3 notable mods so far: GELO, SkyTweak, and SkySet And since then I've realized one thing: Brainstorming and modding on my own is really boring compared to working with others. At the very least, so it would just nice to have a few extra ears to bounce ideas off of. That being said, I'm don't really expect any specific skills from anyone. But I do expect collaborators to be willing to learn some new skills if necessary. Since most modders have to learn something new each time they make a new mod. I'm fine with doing this entire project on my own if that's necessary. And even with a few recruits, I'd still expect to be doing the majority of the work myself. But any extra helping hands would be appreciated. In terms of communication, I'm personally a fan of gtalk. But either that or private messages on skyrim nexus. What kind of people am I looking for? I'm in particular need of people who can do models/meshes/nif's And don't worry, I'm not going to any absurd requests like remodelling every item in the game. Other modders in the team might put in a request for a few models every now and then. Maybe they want to make throwing knife for a combat mod for example, that kind of thing. Aside of that, I'm looking for modders and brainstormers. People who have ideas for new perks, gameplay mechanics, etc. I'm pretty good with coding/scripting, so I can implement ideas, but it definitely doesn't hurt to know how to do those kinds of things on your own. If you're interested, post here, or send me a PM, or email me at [email protected] About the Project The project is tentatively named Distinction. There's a lot of gameplay overhauls centered around Hardcore-ness and Immersion And while immersion and hardcore elements are not mutually exclusive with this mod, I really want to focus on character creation. What do I mean by Character Creation? If you play your character in skyrim, and play someone else's character in skyrim. The gameplay will always feel pretty much the same. No hard you try to make yourself unique through perks, armor, weapons, skills. At the end of the day, your character creation decisions have very little impact on gameplay. Enchantments, perks, weapons, gear, yada yada. The player makes decisions when he chooses them. And these decisions should reflect meaningfully in gameplay. That's the goal of Distinction: To make characters very distinct based on these gameplay decisions. Modularity There's one reason I don't use gameplay overhauls. Because they're never "quite right", there's always something about each one that bothers me. And naturally the best way to allieviate this is modularity. Sure, a lot of gameplay overhauls claim "modularity" by dividing their mods into submodules. But each submodule forces the player to decide: Do I want everything in this sub-module? or do I need to settle for vanilla? But I plan to do one better. MCM Settings Each submodules will have an MCM settings menu that allows users to fine tune the mod in game. How long should timed blocks last? How long should my potion cooldown be? Redundant Submodules Most modders only release a single vision for any given game mechanic. Lets say we have a modder who thinks that potions should be stomach wrenching amalgamations. He releases his gameplay overhaul submodule: Vile Concoctions It punishes players who drink too many potions too fast with debilitating potion sickness. Well what if you don't like that vision of alchemy as a game mechanic? Well then you're out of luck. It's that modder's way or the vanilla way. Distinction is going to approach this by adding redundant submodules with radically different design paradigms. Lets say one member of the team releases vile concoctions. Someone else might release another submodule, lets call this one Nature's Balm. This one reinvisions potions as druidly elixirs made from herbs, rather than noxious chemicals. That way users aren't cornered to buy into one vision of a game mechanic. They'll have a more diverse selection to peruse. What kind of Content can I expect? Depending on the people I recruit, anything and everything really. I don't believe I know the single best way to play Skyrim. I have my own opinions, and I intend to implement them. (I like diablo style loot and I like game mechanics that reward good reflexes, timing, and planning for example) I intend to allow redundant submodules. So if another member of the team has a vision of a gameplay overhaul that is radically different from mine: I'll do my best to help him/her reach their vision, and insure compatibility between submodules. But all of them should be centered around one theme. Changing the game so as many decisions of any kind, will directly affect gameplay. Credits Everybody will be credited of course. Specifically once in the mod descriptions page. And again in the MCM menu of each mod in game. If you're looking for something else other than that, you can bug me about it.
  19. SkyProc would affect modded NPC's as well. As for your second question, I don't know. It would help to know what exactly you're attempting though.
  20. there's always skyproc, but that cloak method is really good. Why do you need the NPC's to have a magic effect before you've met them? http://www.uesp.net/wiki/Tes5Mod:SkyProc
  21. download TES5edit, open it with your load order, and look through your magic effects for each mod
  22. make unplayable and remove all the models and yes it will be invisible when equipped.
  23. http://skyrim.nexusmods.com/mods/33395 skytweak has a slider for the attack speed for all 2h weapons. not for all 1h weapons atm actually, but i'll probably add one eventually.
  24. create a perk that increases the spell cost to something obscenely high. and apply/remove the perk as the effect is cast and the cooldown wears off.
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