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Zaerosz

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Everything posted by Zaerosz

  1. So I want to make a spell that converts items directly into a percentage of their value in coins, because honestly, screw finding buyers for some of this crap, especially with how much I have. So the idea is to have it be a projectile spell that, when it strikes an object with a value of 1 or higher, destroy that item and give you its value in coins, multiplied by X, where X is the magnitude of the spell divided by 100 - the default magnitude is 25, so without any Fortify Alteration effects, this spell would give you a flat 25% of the item's value. Bearing in mind that I have no bloody idea how to script, what kind of script would I require to do this? Summary of intended effect: On hit, check value of struck item. If 0, do nothing. If 1 or higher, get value. Calculate X/100, where X is magnitude of spell. Multiply value by X/100. Add resulting amount of coins to player's inventory. Destroy target item.
  2. Yeah, I know, I just seriously needed to vent because I've been building up a lot of frustration and this was just sort of the straw that broke the camel's back, as it were. Sorry if I offended anyone there.
  3. Alchemy ingredients in official content have standardized effect values for a reason. Use them. Think about how your ingredients affect the balance of the game ("Hey, is it really a good idea for me to make these fish power up enchanting nine times more than anything else in the game?") or whether they make sense at all ("Fortify Barter, magnitude 6, duration of... 0 seconds. Yep, that looks good."). Think about whether your arbitrary values are really necessary ("All ingredients in the base game have Slow at 50%, and the description of Slow is locked at 50%... Let's make this one 17%!"). Test your stuff ingame. Have some quality standards, for Talos' sake ("Should I maybe check what vanilla ingredients have for Paralysis duration? ...nah, let's make it 60."). And above all, please do not make ingredients with Fortify Alchemy. I swear, this is just... There's a reason there are no Fortify Alchemy potions or Fortify Enchanting enchantments in the game, people! The Fortify Restoration glitch and Fortify Alchemy/Fortify Enchanting loop were bad enough, you don't need to make them even worse! Sincerely, the guy who just spent about an hour patching two other people's mods because they were amazingly imbalanced, and is very frustrated right now.
  4. ...so basically, what you're telling me is that I am a complete fecking moron and I've wasted multiple days trying to create something that was already there. Lovely. Absolutely lovely. Should I maybe try and replicate the enchantments as potions, in that case? Might as well salvage some semblance of dignity out of this.
  5. Attempting to make alchemical effects that increase the magnitude of spells from a given school of magic instead of decreasing the cost (e.g. Bolster Destruction 100% would cause destruction spells to do double damage, Bolster Alteration 100% would cause Xflesh spells to increase armor rating by twice the usual amount). However, in practice these effects do absolutely nothing. Here's the Creation Kit panel for Bolster Destruction (I can't imagine the other schools of magic would be vastly different, save possibly for Conjuration) - if anyone can correct my errors or help figure out what I need to be doing, it would be much appreciated. Also on my list is a Detect Life effect (and Detect Undead), which also does nothing. Creation Kit panel here.
  6. Normal maps aren't saved with their own file format, they're just .dds files. The _n comes before the ., and is just used by Bethesda devs (and, by extension, modders) to remind them that that file is indeed a normal map.
  7. Is there a way to make it possible for player made potions to satisfy quest objectives? E.G. Say there was an NPC that would give you Radiant Quests for making certain potions or poisons and delivering them to certain places, e.g. a poison of paralysis to take to the Abandoned Shack north of Morthal, where you would deliver it to a Dark Brotherhood member and receive payment. Would it be at all possible for the quest to require the player to mix up one such poison themselves? If so, would it also be possible to limit it so that it's required to be a single-effect potion/poison?
  8. Three straight hours of work to get what essentially looks like a small pile of wasabi peas into the game. Goddamn this stuff is annoying.
  9. Hmm... Your Khajiit voice is decent, but I'm afraid the others aren't quite what I'm looking for. I'll keep you in mind, send you some script bits when I can.
  10. Your Altmer voice sounds like what I'm looking for, but the volume is quite low. Is there anything that can be done about that without sacrificing audio quality? I can definitely try and increase the volume. If you want to give me a test line I can try my best to get a good quality take that also has good volume and then let you decide after hearing that? Sure, I'll write a bit of script and send it to you.
  11. So it looks like two-to-one, people would rather I just make this require Dragonborn outright. Now, I'm happy to comply, but there is a slight issue. Namely, that the last time I tried to mod DLC, it f*#@ed up real hard. I think. I'm not completely sure, to be honest, it's been so long I can't remember too well. I'm going to make a backup and try to make this Dragonborn-dependent.
  12. Your Altmer voice sounds like what I'm looking for, but the volume is quite low. Is there anything that can be done about that without sacrificing audio quality? Effects have now been listed, though all are currently untested. I'm pretty sure the elemental damage poisons, Night Vision, and Fortify Attack Speed should be working, but I'll have to wait and see. Also, if anyone feels like ripping textures and meshes for Morrowind ingredients that aren't present in Dragonborn, that would be awesome. I have Oblivion myself, but not Morrowind. Never mind, got a hold of them.
  13. If you're talking about this mod, the monsters from it just appear to be exceedingly rare; in the month or so I've had the mod installed I've only come across a Skeleton Warrior or whatever it is, the fleshy one with the unique sword and shield, and a few Scamps. I don't think it's a problem with your mods unless any of your mods mess with levelled monster lists, and even then you can solve that kind of issue by using WryeBash to patch mods together so they don't conflict.
  14. Which races are you capable of playing, and which gender (if only one?) We have a male Breton, Argonian, Khajiit, Imperial, Redguard and Altmer, and a female Altmer, Bosmer, Dunmer and Orc all in need of voicing. Once I write up the dialogue.
  15. This post is a work in progress, and will be updated as time and planning permit - starting after I get me some pizza. Suggestions for ingredients, alchemical effects, quests, guild NPCs and the like are fully welcomed and taken into consideration, though at this time I'm not taking ingredient suggestions for Cyrodiil or Morrowind imports - since they already have official representation, there's no real need for me to make stuff up for them. North along the road from Salvius Farm, built into the side of a mountain in the Reach, lies an old Dwemer mansion. Irinde, an alchemist of minor renown and somewhat less minor infamy, is inviting aspiring alchemists all across Skyrim to join her in establishing an official Alchemist's Guild, but has neglected to consider that the Jarl might not take too kindly to what he essentially considers an unauthorized explosion factory waiting to happen. Your job is to convince the Jarl to let Irinde establish the guild, restore the dilapidated ruin to its former glory, recruit faculty members, aid in daring rescues and bizarre experiments, and uncover a plot to shake the very foundations of Skyrim. Features: Over 120 more ingredients, including both brand new items from all over Tamriel and old favourites from Cyrodiil and Morrowind, complete with unlockable merchants from each region to sell them.12+ new alchemical effects, including Night Vision and Beast Form.A greenhouse with Hearthfire-style planters, with additional types unlockable as you assist the greenhouse keeper Caraway with her experiments. These additional planters range from exotic to downright bizarre, being capable of growing many otherwise unplantable ingredients such as briar hearts, taproots, ashland plants from Morrowind and Solstheim, ranging to human hearts, troll brains, clannfear claws, draugr flesh, and even dragon teeth.A smuggler who can acquire rare ingredients for you... for a price, of course.Altered drop tables to make certain ingredients as common as they should logically be, such as human hearts and flesh.A series of ingame books detailing each of the ingredients available in game, including hints of the effects of each.Several questlines related to the Guild and its occupants, including one that finally ties up that blasted Lost Apprentices quest.Full voice acting for each of the many new characters! Eventually. I hope.Progress: Ingredients: Effects: What needs to be done:
  16. I've started work on a mod that will add an alchemist's guild not far out of Markarth, and the intended features include unlockable Hearthfire-style planters with nonstandard ingredient lists, as well as merchants from other countries selling imported ingredients. My issue here is that I want the Morrowind merchant to sell the same ingredients available on Solstheim, which naturally requires Dragonborn, but I want the mod itself to be playable without any DLC at all, with DLC having extra features (e.g. adding yellow mountain flowers and the like to regular planters through Dawnguard, or growable ashland plants in a different set of planters). If possible I'd even like to add support for other mods, if I can get permission (e.g. adding Dreugh Wax to the drop table for the Dreugh from the Monster Mod, allowing copper dust and the like to be made from metals added by The Gemstone Collector) Unfortunately I have no idea how to go about doing this, as trying to puzzle it out myself hasn't worked, and I haven't been able to find any tutorials. Naturally, this is really quite annoying. Would anyone be able to offer me any assistance with this? (Also if you have suggestions for ingredients from other provinces, that would be wonderful. Morrowind and Cyrodiil are basically sorted, thanks to the previous two games in the series, but Daggerfall isn't much help in terms of ingredients and I can find very little canon information about any other regions' flora and fauna.)
  17. So if you were one of the 18 people that saw my last post, you may remember I'm working on several mods, one of which is an alchemy mod including new ingredients, and an expansion to said mod, requiring Hearthfire, which allows you to complete a quest and use its reward to convert Fertile Soil patches to Blooded Soil patches, with a different plant list. My problem is thus: every time I load this mod extension in the Creation Kit, the parts involving the plants that give modded ingredients always break. I AM loading the base alchemy mod, with the extension set as the active file. However, the plants that grow custom ingredients have their products removed, and the formlist with the ingredients has the custom ingredients removed and replaced with random things. This appears to happen when/after saving, as I cannot plant any of these custom ingredients in the test patches I made. If anyone has any idea what could be going wrong here, please let me know.
  18. So for my second mod (the first hasn't been published, since it's incomplete) I'm making a multitude of new alchemy ingredients (e.g. orc tusks, argonian scales, draugr flesh), as well as alterations to drop tables designed to make annoyingly rare ingredients slightly more common. There will also be an expansion for Hearthfire, which will have a quest that rewards you with a daily restock of an item you can use to treat your garden/greenhouse patches to be able to grow body parts instead of normal plants. However, I have a number of issues: Issue the first: I have no idea how magnitudes of alchemy effects function whatsoever, and I can't find any obvious correlation between the magnitude and the output except that (obviously) more magnitude = more effect. I'd rather not have these new ingredients be hideously OP. Issue the second: I need someone with a working knowledge of Papyrus scripting and the Hearthfire DLC to help me edit the Fertile Soil script (BYOHPlanterSoilScript) so that when you have a certain item (PotionEarthBlood) in your inventory and activate the empty soil patch (BYOHPlanterSoil), you can choose whether to plant things as usual or use one of said items to convert the Fertile Soil to a patch of Blooded Soil (BYOHPlanterSoilBloody) which offers a different list of plantable ingredients (flPlanterPlantableItemBloody, flPlanterPlantedFloraBloody), and can be converted back to Fertile Soil, though you don't get the item back. Issue the third (optional, not recommended, probably not worth your time): I need models and textures for the aforementioned new plants. Currently I'm intending to just use a placeholder plant, but eventually I'll need proper models, e.g. a small tree with slaughterfish scales for bark, with a secondary texture with patches of scales missing for when you've harvested from it. Apologies if this seems unclear at all, or is too demanding, I'm still new to this.
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