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speaker60

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  1. Just a quick reply for you comment, when i say static i just men not a container it could be a movable static and you could have the skeleton as separated as in the skeleton has broken apart Skull, rib cage, feama ect. The point is to remove the constant growth of npc corpse containers causeing save bloat(it used to casue bloat atleast i dont know if there has been a fix for this in some NVSE mod) So intearms of stages, the second to last stage could be a full skeleton but still a npc corpse with ragdoll last stage the skeleton has broken apart and swapped out for statics/movable Given the second to last stage would have the skeleton in clothes before being looted to a broken skeleton you could say for immersion the reason the skeleton gets broken is when the copes is looted by whoever. Obvious this happening off screen but its the notion of why the skeleton becomes naked and suddenly broken For existing dead npcs(npcs that are dead from the start) you would want to make the decomposition suspended and or not apply on the npc till after the player interacts with them for the sake of quests, so story driven dead npcs are not all skeletons by the time you get to them Thinking about it there are already skeletons in the game that are 'movable statics' Im sure they are rigged like what your talking about there are also parts of the skeleton in the movable static list, there is 15 skeleton related statics in vanilla Edit just looked at a nif of a skeleton they are rigged and they are the nifs used in the 'movable static' so theres your answer you can have ragdoll skeletons as statics as there in vanilla already
  2. Theres an old mod called 'Strip your enemies' despite the name all it actually did is allow you to shoot off the headwear of npcs, the headwear flew of the heads and became pickupable items on the ground. The mod is hidden now but if your search 'fallout nv Tomminfinite's Stuff' in google you will find it on readit If you took a look at the mod you could see how its doing the headwear removal so you in your mod you could first have headwear 'fall' of npcs eather at death or sometime after then the head slot is free for 'whatever' wile not actually deleting the original headware as it would be on the ground next to the corpse. In the strip your enemies mod the headwear fly's off with some force but i assume thats scripted you probably could making it have no force so it just simply falls where its at. If your lucky helmets like the riot helmet might just stay visually in pace and look likes its still warn by the corpse till you move the corpse or the help Would be a cool effect moving a corpse and the helmet falls off You could include your version of headware being shot off too as its a concept thats not officially available, essentially with this no corpes would have headwear as it would of been shot or hit off during combat you could always set a 50/50% chance it falls of in combat and 100% chance it falls off at death or just before the first stage of decomposition One thing you could do for the very last stage of decomposition is replace the npc with a static skeleton for 2 reasons 1 too many npc corpse containers building up in a save bloats and lags having then replaced with a static skeleton model removes the expense without them just disappearing compleatly 2 Its kind of immersive to have corpses looted eventually in a wasteland filled with scavengers, when you replace with the static it would obviously be a naked skeleton with no loot You may also want to have it so corpses are outwrite removed in towns/cities, there not or they shouldnt just leave a rotting corpese in the middle of town, maybe you could be tactical with this though like letting corpese rot in the back streets of freeside which makes sense for the feel and danger of that area Also the 'fallout nv redesigned 3' mod has some corpes content https://staticdelivery.nexusmods.com/mods/130/images/56312-2-1404552027.jpg Its applied to existing dead npcs you find via quests or just randomly, there is fly swarms added into as well. Id say the corpse stuff from here would be good for the first stage
  3. https://www.nexusmods.com/newvegas/mods/61920 I want to make an edit to this mod This mod adds in a FO4 style intimidation system where you can point your gun at an npc and pacify them, once pacified you get this new FO4 style command menu/interface(see video of mod on the page) What i want to do is figure out how to automatically 'apply' this command state to companions so all companions and followers have this new contextual command menu/interface. Yes there other command menu mods but i like this and want to attempt to get this working they way i want. I dont think its a particularly complex edit, iv just not done this kind of modding before so i dont know what im looking at Opening the mod up in xedit i can see a bunch of scripts obviously but also factions one of which being 'PacifierFactionCommand' faction I dont know if its as simple as setting companions to this faction, Which i dont know how to do anyway If someone could take a look as see what i need to do, like i said it should be a simple alteration for those that know what the hell there doing lol
  4. Im trying to make a small script to have the vault suite switch between 5 different armor addons There different zip states Half Unzipped, fully zipped ect, My first version made years ago simply swapped between 4 different armors when using an ingest-able(called zipper that never left the inventory) This works all fine but it basically removes and adds armors and auto equips them which means i cant or rather its pointless to modify the armor at a armor bench as the mods will be lost when i use the zipper So now im attempting to make a version of this that is one armor object that just changes its armor addon to change the visual appearance this will maintain any mods the armor has Its been many years since iv done any kind of scripting and i have forgotten most of it :( Im hoping what i want to do is simple enough, i have already setup the vault suite with armor bench mods so i can change the zip appearance at the workbench already i just now want to set it up to work with the 'zipper' ingestable so i dont need to modify it at a workbench just to visually unzip the suite Old Script If anyone could help me with an example of code, my old script swapped between 4 states the new one will be 5 as iv added a version of the vault suite with the torso half down by the waist with the arms tied around the waist
  5. Like many of the display cases and the mod functional displays a display rack or create for fusion cores as we end up with so many of them I was also thinking of having one that charges the cores its displaying, was thinking of a wall mounted device with several fusion core slots/ports theres a couple of mods to do charging already it adds a workshop buildable that is a container with a script My requested difference is it actually displays the cores its charging like there plugged in to several slots all in a row An additional feature to have a version of the fusion generator buildable that is a single core display for where the core slots in This generator then should only produce power when there is a core in its inventory and displayed in its slot This could dran the core but im not fussed by that
  6. So im having the CTD issue with the floating healthbars there are many threads about the issue when used with shyhud or less-intrusivehud Basicly if floatingbars isnt installed a certain way it causes a crash when its trying to be used so anything combat related any hostile npc being near you and any attacking anything combat related instant ctd So i did what had been said to fix the issue by moving the 3 files floatingwidget.swf hud_extension.swf hud_extension_config.txt from the exported folder to the interface folder This dose not fix the issue it crashes all the same So i think well i dont want it anyway ill just remove it So i delete those files along with the hudextension.dll file form the skse folder Yet i still get crashes and in the split second before the crash i see the floatingbar appear as if its not deleted So okay perhaps those files exist elsewhere i use MO lets check the overwrite folder nope not there So i scan my entire machine for all 4 of these files nothing they do not exist on my machine Yet the floatingbar still persists in my game if i walk upto a city guard and attack for one second i see the floatingbar(i do see the vanilla enemy bar also i see both im not mistaking this bar as vanilla it is the floatingbar) i then ctd So im stuck how can i fix something that dosnt exist how can a removed mod do this I tried a newgame its the same so its not some sort of persisting save thing the floatingbar dosnt use scripts anyway My best guess is the floating healthbar is in side a bsa somewhere iv been looking inside alot of them(i have loads) cant see anything sooooo my brain huts so if anyone can help share brain power because i would love to know what the logic is here I assume there is a reason but like what the actual ****
  7. A request for a dialogue like fallout 4 where your not tethered to the dialogue menu Where you can look away from the npc your speaking too and the dialogue menu hides and you gain player controls where you can move around, go to inventory ect then when you look back at the npc the dialogue menu reappears where you left off In FO4 using this feature it allows you to do inventory management wile an npc is talking It allows you to engage with more then one npc at a time, as you can look away from one npc your in dialogue with and speak to another then look between them to engage with each of there dialogue menus I feel that second part could be more complex then its worth, but the main part of the request is to kinda make the dialogue menu more like the quick loot mod that uses the crosshair to show hide the menu and frees up player controls in doing so
  8. Could someone with scripting know how make an edit of this mod https://www.nexusmods.com/skyrim/mods/88796 where it activates when you have any magic drawn in any hand instead of having to cast a spell/power Im using all floating/hovering animations for magic so when ever im in combat and have a spell out i float so id like levitation to automatically begin when i draw magic in any hand sometimes i have a sword in one hand. I dont really know much about scripting but im sure there is a way to detect if you in magic mode Iv not discussed an edit with the author yet so this is only for personal use Also id be using this for sse but i assume that will work across game versions as i ported that mod just fine
  9. I am hoping to do that when I update Rigmor of Bruma once the sequel is released/ Awesome! Oh i was wondering about a follower feature that rigmor could have perhaps as a separate addon after your main project is complete and released Its based on a feature vilja another follower mod had where you could ask her to take you somewhere and you become there follower in a sense. It was a cool feature iv not seen any other follower have it, made them seem more human by saying "hay take me on an adventure" and they start leading you to a random cave or dungeon. You could have a few dialogue choices like "take me to a city/town" and they lead you to where you have selected, "take me to a favourite spot" and so on I cant remember but i think vilja did this in a radiant way so she would always take you to new places based on a small range of the area your in at the start of the dialogue. I think it just randomly picked a map marked location with in a radius from you or something like that. Iv always wanted this as a global feature that all followers can do but having rigmor able to do this would be soo cool Anyway it would be cool for an addon later down the line
  10. Did you have any luck fixing that id like this mod for sse, i wonder if it works abit quicker on a 64bit engine
  11. Are you able to replace the sorry for an excuse for a white gold tower lod model the vanilla game has in the skyrim worldspace with your imperial City lods. I have a house mod that overlooks cyrodill but that 6 poly blob thing the vanilla has is gross haha I'm hoping to do a connection point to the gray fox of nocturnal mod to have all linked provenance, I'll probably do that at some point just a 5 minute ck job :p
  12. Are you planning to release this in betas or when its fully finished? Id love to see a explore beta with no quest content so we can run around and take screenshots of landscape bugs or floating meshes ect Would that be helpful to you?
  13. Im currently making a mod where i switch the players race via a spell, its used to swap between animation sets as the race im switching to has its own custom animation path Im already done with the mod its all set up and works but the game freezes slightly when switching from one race to another it dose it for vampire lord/werewolf transformations too Id really like this transition to be seamless as possible, is there any kind of fix that can be done in the ways of an skse pluging to reduce the slight game freeze that happens? Im fine with it lagging from when i triggered the race switch and the time it takes to actually switch If it just looks visually seamless then thats enough for me even if i triggered it 5 seconds ago or whatever Anyone got any ideas?
  14. So i recently saw the sim settlements mod and thought it was amazing but havnt installed it yet as right know im building a mega vault in vault 88 After seeing people making various addons for sim settlements i had an idea for vault 'rooms' that work like 'building plots' from the mod Like an apartment room that i place down and assign a settler(I mean vault dweller) to and it is slowly filled with clean vault furniture and items Could have various rooms of various sizes setup like this like apartments with and without ensute bathrooms and kitchens, shops, reactors, Offices(for vault administration) ect I figure the rooms could snap on to the atrium door frames or room endcap door frames I think this would make vault building so much better, i can spend more time being the overseer and less time meticulously hand placing ever last object Id like it to be compatible with the vault bed mod(well the bed was just cut content so id like to see it used) Id like to hear what people think
  15. Hi there Im currently creating a mod were i need to switch out to a race, this would have no visual change like a transformation would im just using this new race to toggle a specific thing on and off so the idea is during gameplay you dont notice your switching races(Its to do with swapping to an animation and then back to normal animationsagain) I have already done what i need to do with the race setup and animation wise all work as i intended, so if i use racemenu to switch to this race its doing what i want it for. So now what i want to do is set up a spell via a lesser power to switch to and from the new race iv setup Iv seen this been done in many mods, iv been trying to reverse engineer them but im hitting walls.... with my face..... really hard T.T Anybody out there who could shed some light on how to do this properly id be realy grateful, just a routh brake down on how its done This is probably really simple to do and im just being stupid(wouldn't be the first time)
  16. Hay all So im starting a project with a goal to make skyrim look as close to a watercolour/oil painting as possible Inspired by this - http://www.nexusmods.com/skyrim/mods/48480/? Main difference is i want full detail up close, this will use texture replacements instead of a paint shader, as it allows better visual control Now i can generally go round and make textures look hand panted just fine, im well adept in photoshop Heres an example of iron armor - https://www.dropbox.com/s/441mlmbm5n3bc4z/Untitled-5.png?dl=0 What i thought id tackle first is grass, grass has a very specific look in a painting Heres an example image - http://i.imgur.com/JjPQNaD.jpg That image isnt actually a painting but a 3d model on the polycount site, It a great inspiration as its a 3d model showcasing the look im going for. Now i have replaced grass ingame with a new model and texture - https://www.dropbox.com/s/67ip9ba9qk5pxh2/Untitled-6.png?dl=0 The model and texture are more placeholder, ill probably do an alpha plane version rather then an actual model and i need to make different grass blades different shades od green rather all one block colour So what i need advice with is how to get the look right ingame as close as possible to that of the example image This is what it currently looks like ingame with enb - https://www.dropbox.com/s/giy9pfbw9gtux9i/enb%202016_12_09%2019_39_11_78.bmp?dl=0 Here it is without enb - https://www.dropbox.com/s/339p1crbde4j4fg/enb%202016_12_09%2019_39_16_94.bmp?dl=0 (I think i have an esp that alters game lighting for enbs so this none enb version might look weird) The major thing wrong here is the shadows/shading on the grass, in order to achieve the look im going for i really need to have shading and shadows disabled on the grass. I know you can disable grass shadows in the games ini but apparently enb need grass shadows enabled, I tried it with grass shadows disabled in the ini but had weird shadow errors/artefacts on the grass. So I need specific advice about the grass shadows and what to do there, what settings i can tweak and play with. Any tricks in nifskope i can use to make a mesh 'shadeless' (to not be self shaded by light) For anyone interested heres how i would get this look in a 3d modelling program https://www.dropbox.com/s/lp9ruptqzuvnc8l/The%20Grass%20Method.png?dl=0 The text was speaking to someone specific(who i made the image for lol) This method achieves the look with textures alone using no rendering shaders I do intend to have darker grass and tundra grass ect... for now im just replicating the example image as best i can Anyway any advice anyone can give will be much appreciated thanks :smile:
  17. pm me i might be able to help :) i also posted in the other topic
  18. awesome i think the blade should be in a tomb somewhere with the assassin symbol on the wall with and maybe a book with a skyrim-ish version of the assassins story. i also think that the hidden blade should auto kill-move a target if undetected with any of the kill-moves that fit more like it appears in ac, but if detected allows you to block and maybe counter kill-move but has a normal attack strength of a weak dagger. could be cool to mount a hidden blade to the gauntlet/bracer of each armor type and maybe duel hidden blades :P could go so far to have an assassin perk tree becoming a master assassin allowing you to basically auto kill anyone :P
  19. shorte term possession has been done is the full blown character switch is what im after and thanks to the tc command its aready doable just needs to be programed into spells and have the simulated inventory system
  20. Sounds more like a simple possession thing your after - its very similar to what you want only you don't disappear and reappear so a modification of that would do for what you need much more simpler then what im after, a full blown character control with a inventory simulation :P
  21. Iv seen this float about before so I know its not a new idea I was watching this video - using the console command tc to play as creatures and npcs/creaturs, so by design in the game its defiantly possible to play as other characters. difference being you cant access an inventory like you can the player. so using a scripted based spell I believe its possible to simulate switching to another character, -firstly a spell using the 'tc' command on a targeted npc/creature to take control of that character. -then the spell needs to make the original player completely invisible and make a copy/npc version of the player with what ever ai package(so that the new player could use the original player as a follower if desired) -next saving/moving all the original player items to a safe box or even the 'npc player' and copying the new players inventory so when the inventory is opened it reflects the new players equipment and items(both inventories would need to mimic each other so if an item is added to one it is added in both) -somehow getting the new player to mimic any changes the user makes in the inventory e.g. unequipting/equipting items, changing spells or dropping items(As original player is invisible all that needs to be done is make the original player constantly centre on the new player's location so that the original player is always standing were the new player is that way when an item is dropped from the players inventory it falls right in front of the new player) -lastly saving original players stats and swapping to new ones to reflect the new players stats(the new player would need to mimic level and skill growth) it might be easier to make a specific script/spell per npc/creature. Due to the complexity of all the tracking, if the script is designed for a certain npc things can be scripted more specifically. Also the spell/script could be gained in a lore-friendly way by being given to the player by the npc/creature after a certain relational status. also having different spells for different people you can then hotkey them to switch to different people on the fly, good for tactical situations. So you start of with the default character the dragonborn then you make good enough friends with a person or creature and your given the spell to switch to them were you can wonder off independently from you main character who is left to his own devices as an npc. Or you and your new best friend can take the world by storm by tactically conquering any challenge. Any thoughts on this? more importantly any skilled scripters with a better understand have any input on the plausibility of this being possible, my knowledge only comes from what mods I have already seen that add mind control spells, shape shifter spells, a clone of the player mod and even the companions match the skill and level growth of the player. heres a list of example mods that have parts that have supporting features and scripts -npc inventory mimicking - http://skyrim.nexusmods.com/mods/11032 so I know inventory mimicking is possible -mind control - http://skyrim.nexusmods.com/mods/10474 (changing the faction to the player werewolf so any crimes done are not aimed at the original player) -possession mod - http://skyrim.nexusmods.com/mods/22383 -controllable summoned creatures - http://skyrim.nexusmods.com/mods/20420# -shape shifter - http://skyrim.nexusmods.com/mods/15045 -player clone - http://skyrim.nexusmods.com/mods/18608 Any other mods with features that tie in with this?
  22. Its not something i have over looked, i wanted to have something at a working condition to show each author, in anycase the origonal mods are required and are listed here wich should state there credits, wich is what is asked of the readmes. If the esp i have is working fine then i plain to post it off to each author to get an official seal of aproval from them and to genuinly see what thay think, i didnt want to send them an esp thay may not even work properly and waist there time. If any of the origonal authors have any issues or dissagree with the project then im more then happy to remove there mod and create my own version from scratch to fit with my goal. p.s. the attatchment is up for a limitted time for a week or so depending on responce time hope that answers your question :)
  23. Hi all im in need of beta testers to for a mod i currently working on... To sum up the mod, i am combining a lot of popular mods and mods that are otherwise un heard of but just as good. a. Im working to get these to be more intergrated in to the fallout world, for instance a mod that adds some objects to one place i would add them through out the fallout world space and not just in contaners. An other example would be mod that adds a new function to an object like the portable table fans but adds them as a new object rather then adding it to all the existing fans. b. The second thing im looking to achive is an intergration between mods rather then them ignoring eachother, examble is the imps more complex needs and the sprinting mod. you shouldnt be able to sprint if you starving and dying of thirst. c. Im also looking to implicate extra functions and things that should have been in the game in the first place. example here is there is a mod that adds the animation to eating food when you eat something in your inventory but dosnt have the correct food model acording to what you have eaten, so i aim to fix that So far i have simply combined the following mods all in to one unified esp Imps more complex needs See you... It's Bedtime Ambient Temperature Sprinting mod Animated ingesterbles Animated consumables The beta esp requires all these mods for there reasorses files but the origonal esp and esm files should not be activated and all dlcs are required Im looking to see if the functions from the mentioned mods are working and wernt broken in anyway, food and drink should have calories and other needs effects and should cause the player to animate when eaten(currently only displays one object for all food and one for all drink) any bugs or missing function please let me know. Any new ideas or mods to include please list them i shall post a compleate list of all the mods im planing on combining.
  24. Not shore if you have seen this yet => http://forums.bethsoft.com/index.php?/topic/1276818-most-of-tamriel-heightmap-is-already-in-skyrim/ might help with getting morrowinds landmass aligned and what not, although according to the screenshots Vvardenfell is shaped oddly, wich might be due to the events of the red year and red mountains explosion ripping the island apart. red mountain looks bloody nice though its finally a mountain!! I like the fact you can see the white gold tower aswell although be it a low res model perhaps a mod of a better mesh that includes the walls of the city and the other towers of the city, id find the best viewing spot and make camp hehe. Some glowing lava on the top of red mountain gleaming in the distance would be epic and would really put the "red" red mountain :P I for one would love to see morrowind in skyrims time-line, this could be were you start your mod by visiting Vvardenfell in its ruined state. Like in the fable series i like to see how things were and how things have changed over the years. And how things would have changed, i would love to visit the reminents of vivecs crumbling ruins or the bunt towns and abandon cities. For anyone who played and used morrowind mods id like to have house mods and other various building mods remade in a post ruined version. Even though its been destroyed its been sometime since so plant-life/creatures must have at-least started to return by now and some old plant-life/creatures would have survived, people must have returned to the island by now as-well with small settlements, villages maybe even restorations to old citys, Now id love to be able to help rebuild balmora or hunt for lost artefacts in the sunken canntons of vivec, see some old ghost characters along the way help lay them to rest and find the Nerevarine tomb with some artifacts that you would have used in morrowind like sunder, kneeing and the wraithguard i loved those tools. Then deep inside red mountin in a reminent sector of Dagoth Ur lair, were you might be able to find a old chard/scratched familiar mask perhaps :P Here you could find the time portal/dewmer device to travel back in time. But id like it to be some point just before events of the red year, with quests here and there see old characters and were there lives have taken them and see how the towns and cities have grown. A cool feature to have here would be to collect items/weapons/armor from this time-line and hide them somewere were morrowind isnt changed a lot in the futures time-line and recollect them later in the future, then being able to keep or sell what ever as extremely rare items as they would be in good condition. Id like to have quests and take part in the events of the red year, how guilty would you feel if you ended up being the cause of the disaster. An epic scene were the world is being torn right before your eyes as you rush to the time portal/device watching everything rip and crumble.................... With all the chaos you could get thrown back further in to the past were you can meet and help or even kill the Nerevarine at the beginning or morrowinds game and take his/her place on the imperial ship in a bazaar paradox or bring in the ultimate explanation of were the player from morrowind came in the first place, as you nether know what the players background is or were he/she came from, you seem to just drop in the the world and end up impassioned somehow, like you fell out of time haha How f**ked up would that persons destiny be if he/she ended up being all these heroes through out time, youd properly end up being your own mother/father. well there's a whole story of ideas there for ya hope helps for ideas or at least was an interesting read :P
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