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Everything posted by Bluarchon
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Hi, I'd like to ask if anyone has an idea on how to detect different character states: Detect when a character jumps. Detect when a character is falling.Thanks.
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Damn why didn't I see this post sooner. I really hope you're still interested on collaborating on a mod, Aeryn. I sent you a PM just in case you come back to the Nexus.
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The Voice Actors of Skyrim (Nexus)
Bluarchon replied to Hotemochick1992's topic in Skyrim's Skyrim LE
Hey there. I just wanted to let you guys know I am in need of a male voice actor for this mod I am currently working on. The role is small (has only 4 lines) but I am thinking to make the character as some sort of a recurring role in my future mods (depending what you decide to do with him). Kind of like a Mass Effect sort of thing. Anyway, if any of you guys are interested here's the link to the auditions post. Thanks! -
Project Information: The project is named, Wrath of Nature: The Champion of Kynareth. It is a quest mod for Skyrim. I have posted on taking auditions for a female role before but now a new small male role has come up with just about three or four lines. Audition Deadline: Again there is no tight deadline on this but I guess with just 3-4 lines it won't be much of an issue. Contact Information: Anyone interested can contact me through email: [email protected] Character Information Name: Ingar Gender: Male Nord Age: Middle-aged, balding Bio: Ingar is a farmer who currently travels between holds to deliver hay. Voice Type: Ingar preferably has a not so grungy voice but should still have that nordic accent. Should also maybe show a bit of cowardice and nervousness. He is of light build in terms of physique. Line 1: "Run! Some crazed Dunmer attacked my wagon!" Line 2: "Are you seriously considering standing up to him? You're mad!" Line 3: "Do whatever you want, it's your funeral. Now move away, I have to chase down my horse!" Line 4: "Cloverleaf come back!" <Calls to horse while he runs away from the player> A bit of context: The player finds themself looking for this Dunmer who was supposedly about to go on a rampage. The player first sees a runaway horse galloping across and then immediately followed by Ingar who is chasing it down. Ingar stops to warn the player of the oncoming danger. Recording formats could be an MP3 and the lines can be sent in one whole file. I just want to request that the sound quality be at least clean and crisp with minimal to no reverb from the microphone. Thanks for taking the time to read this!
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Hi. I was wondering if anybody knew how to trigger a certain quest after a calculated number of in-game hours have passed. Is this something to be accomplished through Story Manager? I couldn't find a specific event that could trigger the quest in such a way.
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Hi there. I'm in need of a female voice actor for a mod that I am making. It's a sequel to my first mod, Wrath of Nature: The Path of the Druid. The character is an ethereal being called Amaralda. She doesn't belong to any particular race in the TES series as she will be using the wisp mother model. I'm thinking that her voice should be relaxed, a bit monotone and somewhat emotionless. Probably a british accent might help her sound a bit more regal but it's equally fine without it. Some sample lines from the character: For anyone who would like to see a spoiler image of the character here it ist: Thanks!
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Wanted: Dialogue Script Writer for a Quest
Bluarchon replied to Bluarchon's topic in Skyrim's Skyrim LE
Yeah I suppose I can see him as being complex. I have the idea of how I want the character to sound like but I don't have the words. Maybe I'm just not confident enough to write it as I want it to come out great. But I guess you're right it's not a grand quest to be asking for any help. Thanks for your time. -
Wanted: Dialogue Script Writer for a Quest
Bluarchon replied to Bluarchon's topic in Skyrim's Skyrim LE
I couldn't really write in that kind of style as I posted so I was looking for help. The character is also a possible follower so more lines need to be written. But anyway thanks for at least showing interest. :happy: -
Wanted: Dialogue Script Writer for a Quest
Bluarchon replied to Bluarchon's topic in Skyrim's Skyrim LE
My apologies as I didn't want to post the story here earlier. I could also send you the quest plot with all the information as to how the characters unfold if you are interested. Anyway the dialogue sample I posted is a male dark elf that is supposed to be the focus of the quest. He's a bit cynical and witty the first time the player meets him. He slowly becomes deep and a bit depressed as the story progresses. The dialogue from this dark elf is basically conversations with the player only. He will never converse with any other NPC. These conversations are mainly about the bitterness of the dark elf's life. The other character is a female spirit which I could probably write myself if it is too much work. -
Hi there. I'm in need of a script writer willing to write a few lines of dialogue for a quest mod I am making. The quest plot has already been written as well as the layout of the number of quests for the whole quest line including the draft of quest objectives. A portion of the dialogue has also already been started. The quest will only involve two characters. It would be nice if the writer can also meet / improve the current writing style from the material that has already been written. Here's a sample dialogue written by a friend @ScaryMonster. This kind of style is what I would like to maintain if possible: Note that this project is NOT on a strict deadline. I am working full time as a software designer and usually only have weekends to work on mods. :biggrin: I am very passionate on modding though so rest assured that I will not abandon this in any way. This mod will be the sequel to my first mod, Wrath of Nature: The path of the druid. Thanks.
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Prevent player from skipping quest conversations
Bluarchon replied to Bluarchon's topic in Skyrim's Skyrim LE
It seems this is exactly what I need. I already am setting up collision planes to isolate the people inside the room. I will try your solution out. Thanks dude! -
I noticed on a number of major quests the player is unable to "tab out" of a conversation. I'm making a quest with several lines of dialogue and I was wondering if anybody knows how to prevent the player from exiting from the conversation abruptly. Basically I want the player to finish the dialogue before regaining control of their character. Many thanks in advance.
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Possible to make Fire & Forget spells last forever?
Bluarchon replied to Bluarchon's topic in Skyrim's Skyrim LE
Yes that is currently how I deliver the constant effect to the player. You don't think it's performance hogging to have that kind of setup do you? -
Possible to make Fire & Forget spells last forever?
Bluarchon replied to Bluarchon's topic in Skyrim's Skyrim LE
Thanks EnaiSiaion although I wanted the spell to go continuously without any interruptions and I'm a bit of an OC and I don't like to see a huge number on the spell menu. I guess the only way is to use a constant effect. -
Is there a scripting practice to first check if SKSE is installed? That way I would only continue using SKSE commands if it exists.
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Is it possible? I ticked the no duration checkbox but the spell still expires instantly. It's a fire & forget spell that is cast on self. My current solution is to use a constant ability but I just want to know if the latter is possible or not. Thanks.
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Hey there. I'm currently making a mod that involves dog animations. Any of you by any chance know a way in order for dogs to keep their mouths closed? Without the constant panting animation? Also I'm fairly new at altering behaviors so I would also like to ask if it's possible to make it only applicable to one specific dog? Thanks!
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How to make an ESP refer to things inside another ESP
Bluarchon replied to Bluarchon's topic in Skyrim's Skyrim LE
I agree. I read up more on the GetFormFromFile function and I'm positive that this would enable me to accomplish what I needed to do. Also I've read in the CK website that it is possible to add stuff to an existing FormList of another mod. Of course the addition is not permanent (I would think) and that the bit of code to add the stuff in the FormList needs to be run everytime for the 2nd mod to work properly. ; Obtain form 0000ABCD we expect to be added by the KillerBees plugin ; Note the top most byte in the given ID is unused so 0000ABCD works as well as 0400ABCD FormList beekillerlist = Game.GetFormFromFile(0x0000ABCD, "KillerBees.esp") As FormList ; If "KillerBees.esp" is not loaded the form will be NONE. Otherwise, add our weapon to the list. if ( beekillerlist ) beekillerlist.AddForm( WeapBeeSlayer ) endif And now that I read that the function is not dependent on the load order as you only need to use the lower bits of the FormID. Awesome! Thanks again scrivener07!- 16 replies
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How to make an ESP refer to things inside another ESP
Bluarchon replied to Bluarchon's topic in Skyrim's Skyrim LE
I haven't played with Globals before and as you said, would they leave trails when users uninstalled the mod? I'll try experimenting with this one too. Thanks mate :)- 16 replies
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How to make an ESP refer to things inside another ESP
Bluarchon replied to Bluarchon's topic in Skyrim's Skyrim LE
Sorry for not being able to read this thread sooner. Lots of good ideas here. This is only half true. You don't need to convert it into an actual .esm-file. You do however need to esmify the first mod using Wrye Bash while working on the second mod inside the kit. @BlueArchon: What is supposed to trigger your second quest to start? @Sjogga I wanted the second questline to trigger once it detects that the player has already finished the first questline. Ummm no, Game.GetFormFromFile(int aiFormID, string asFilename) @scrivener07 This command looks really promising if I make it work haha. What FormID do I pass on the function though? I'm not sure but don't they include a prefix for the load order? And the resulting FormID would be different per user? @jet4571 This is by far the easiest solution to my problem I think. Like finding a rock on the very edge of the map for me to disable. It is a dirty solution but the most practical. I'll see what I can do with it. @unuroboros I'll try experimenting with this method too. I'm currently conflicted whether enforcing the dependency is such a good idea considering all the issues that come with it should users decide not to play the first one. Thanks to all you guys for your suggestions! I appreciate all of them!- 16 replies