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hex0ff

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Everything posted by hex0ff

  1. I'm doing this as part of the new UV with some help from odysseus on the animation. Still lots of work to go though. HeX
  2. You could try unnecessary violence, which adds all the animations from seph's mods, DMC and various others and well as giving you dual wielding of any weapons where you can actually fight with the off hand weapon instead of just using it as a shield. With UV you'll have a whole lot more attack choices than picking and choosing the animations you want from sephs and DMC and just using the basic combat engine. sample: Max moves possible with two weapons with the vanilla game: 6. Max moves possible with two weapons with UV installed: 24.
  3. I would guess (s)he means tamriel NPCs revamped?
  4. you've got a spurious else in there. get rid of either that lone else or the line elseif opened == 1 since they do essentially the same thing here. then close your second if with an endif just before end. and you should be okay.
  5. Or you could use unnecessary violence, since that can convert any weapon to off hand in game, without editing any meshes and let you actually use it as more than a shield...
  6. as an addendum to that. using the unnecessary violence attack key while your weapon is sheathed will have you use a hand to hand attack instead of drawing your weapon.
  7. The next revision of unnecessary violence will have fully animated combat feeding for vampires, and will be accessible as a resource for vampire mod makers to integrate with.
  8. The green clouds are caused by another mod (usually supreme magicka) overwriting certain invisible magic effects (needed for some of the UV scripts) with a billowing green smoke. From the UV FAQ: Q: I keep seeing big green clouds and hearing bangs when I throw weapons. A: If you are experiencing green clouds when you throw weapons, it's most likely an issue with supreme magicka, which adds magic effects to hitherto silent ones. All you have to do to fix this is apply supreme magicka's 'SM_NoPoisonLevitationEffects.esp' and you'll be just fine. The most recent version of supreme magicka removed that esp and included it as an INI option instead. If you still have problems, or you're not using SM, then try duke patrick's script effect silencer. HeX
  9. Unnecessary Violence will sheathe your OH weapon on your back. There are several shield on back mods that work with vanilla shields (and UV will also do this for mod added shields in the next update). However - be warned UV is still in public beta and will be for the next month or so. Be sure to read the FAQ as it covers the known bugs, almost all of which have simple workarounds. Skycaptain made a mod that lets you sheath one handed weapons on your back - I forget the name, but look at his profile and you'll find it.
  10. Deadly Clutter is probably what you're looking for. I believe armamentarium also adds a lot of farm implements as weapons. Unnecessary violence will let you use anything you can pick up as a throwing weapon, but not as a melee weapon.
  11. all you have to do is edit one game setting. iActivatePickLength it's not hard.
  12. Personally I prefer companions who come with quests and back stories. The best in my experience are Ruined Tail's tale, Viconia and Stoker Wolff. I'd also recommend tears of the fiend as much of that mod revolves around companions.
  13. Fantsay figures might be the best bet for your body. T.I.E is a pretty good overhaul aimed at sneaky types. Unnevecessary Violence has some handy odds and ends for your sneaky girl, with even more coming in the next update. As for quests, i'm less sure. There are plenty of great ones, but specifically for sneaks - i'm not sure. Take a look at the oblivion quset list (just google 'TOQL') as it describes and reviews most of the well known ones in detail.
  14. Download supreme magicka: http://www.tesnexus.com/downloads/file.php?id=12466 Read the readme, and edit the included INI to set whatever changes you'd like :) It's dead easy and greatly enhances the magic system as much as you let it.
  15. Supreme magicka. You can tweak the SM INI to massively increase the amount of enchantment you get from a soul if that's what works your woggle.
  16. Because of the complexities of gametime vs menutime hierarchical menu boxes are necessarily complex. They're not actually difficult, but they take a lot of work to script well and are prone to easy bugs, because of the number of values you have to keep track of. Here's a link to the best tutorial on writing menu box stuff - including multiple menu depth: http://cs.elderscrolls.com/constwiki/index...ageBox_Tutorial You could simplify it a little using MessageBoxEX from OBSE which would allow you to dynamically change the strings displayed on a single menu box and thus simplify your code a bit, though there's no tutorial that i'm aware of for that - you'd have to work it out yourself from the OBSE documentation. Not too hard if you have some programming experience, but it might be a little perplexing if you don't. There's a mod called persuasion overhaul which attempts to do what you're trying to do through dialogue instead. You might want to take a look at that one. HeX
  17. If you kill an opponent with a UV move, it might not register the kill properly for the DB quest, since the UV combat engine is necessarily outside the vanilla system. Try ensuring you kill somebody with a vanilla move and see if it registers. I may have forgotten to include that test in the current version. I'll get it fixed for the next update to UV. HeX
  18. I believe those weapons are in the Romuska Fantasy Store. And yes UV uses every single one of the DMC stylish animations, as well as those from seph's dual wield. I made *none* of the animation for UV, instead using those from the two most popular dual wield animation mods. Further - if you just install DMC, you can only use about half of its animations, since you have to choose between dual wield animations and the other ones. The major difference however is that with UV, your second weapon can actually do damage, which is simply not the case if you just use an animation replacer. I too shall avoid rudeness, and simply recommend you make an effort to check your facts before slinging insults about. simply prefacing rudeness by saying you don't mean it doesn't make it any less insulting.
  19. I certainly don't consider it my territory. PM me if you want me to talk you through the methodology I planned to use. It's a little complex to describe if you're not serious at having a crack at it. It will require some reasonably complex OBSE 17 scripting, but certainly nothing impossible. You might want to start by getting in a little scripting practice with the tutorials on the TES CS wiki, since it would help a lot if you were at least a bit familiar with the scripting language and some of the basic OBSE tools like reference walking and arrays.
  20. The way I described on the beth forums would have done it dynamically with scripting. I do plan to revisit the idea at some point, but I have at least three complex scripting mods that have priority over it for now.
  21. The next version of UV is going to include a a new climbing skill (complete with animations) that will let you jump from wall to wall etc.
  22. I have changed UV's request for ratings to a request for screenshots in line with the new rules. This seems like a nice alternative. Looking forward to seeing what Dark0ne has come up with for the new system :)
  23. Hmm. I have a few pots on the boil. Unnecessary Violence Update A Mod to allow NPCs to perform custom plays in a theatre and modders to easily write/direct new plays Extensions to Insanity's Pet Shop Mod Another undisclosed project that will bring some community competitiveness to the game. A long needed update to my Avariel race mod That's all I can remember at the moment...
  24. I think I'd like to comment here. I don't usually post much outside my own mod threads on nexus, but I think the topic is relevant to me since I'm currently leading the FOM vote. I did notice a comment early about buggy betas winning FOM, which I assume was largely directed at me. Just for the record. I haven't solicited FOM votes for UV by clickthroughs or any other methods. I do however request in my readme that if people use the mod they rate it (note that I don't say 'rate it a 10' just rate it). Yes its a largely selfish thing to do, but for me requesting ratings has nothing to do with getting on lists (i'll get to the top 100 in a minute) but rather its a way of vindicating having spent such a large portion of my time on the mod. As a comparison. I have a much older mod (been up for well over a year) in which I didn't ask for any feedback, and which was also a hugely complicated and challenging mod. It's been rated some 21 times in all that time despite having a similar download count to UV (and many of those ratings only happened after people have seen my recent work and decided to go back to my older stuff). It does thus seem that if you don't explicitly ask people to rate they just don't bother. I think its clear where I stand then. I don't think clickthrouhs are fair game (especially from other forums straight to the FOM vote) and in general I think FOM should not require/should actively discourage soliciting. I do however thing its acceptable to ask for ratings/comments - just not to ask for '10' ratings, and certainly not to offer anything in return. UV has taken well in excess of a thousand hours or work, and the complexity of it, combined with the fact its a beta, because I simply haven't the resources to test it in every situation with every mod by myself, mean that some 75% of the comments I receive are bug reports. In the two weeks or so it's been available i've had over 500 posts, and at least 400 of them have contained a complaint of some kind, either of a bug or by someone who refuses to read the manual and demands answers. I've also had three full threads on the beth forums since release, similarly stuffed with bug reports. What stops reading that from being soul destroying is the people that take the time to rate the mod. When a post containing a complaint also contains a line that essentially says 'i've taken the time to rate this' or 'i've rated this highly' it can really take the edge off. But here's the thing. The rating system here *is* broken. It should work, however there's a culture here of 10 is good, everything else is bad. Unfortunately not everyone buys in to that. And there's the problem if there was a consistent understanding across the user base then there would be no problem, but there simply isn't. I know people don't mean it badly when they give me an eight or a nine. in most situations 9/10 is a brilliant review. But here its frustrating, as I watch single ratings make me yoyo around the top 100. It's also pretty disheartening to see every retex of a bikini with a few 10 ratings ostensibly considered 'better' (at least in terms of its average rating) than a thousand hour project. I'm not just referring to my own work here. The official average rating of midas magic is 9.94. According to average ratings, my first ever attempt at a mod (with 4 ratings of 10) is 'better.' So, surely the obvious answer seems to be to just swap the votes for a thumbs system. easy. Well no. and here's the kicker. A thumbs system doesn't by nature take into account the age of the mod. The top 100 is largely populated by an 'old guard' of mods (because rating count is taken into account). Sure the older and more mature mods are excellent, but if you have a hall of fame based on a count of thumbs up (especially if its moderated by download count) older mods have a huge advantage. We're now starting to see the completion of some massive projects. The elswyr mod, the dark brotherhood chronicles, the underdark, silgrad tower etc. These mods have in some cases been in development since OB came out. Their complexity and the time and dedication that has gone into them is phenomenal, and in the system I've just described, they'd have a hell of a time getting into a hall of fame, because many mods have two or three years worth of ratings on them. And of course as the options for mods expand (i'm thinking of OBSE17 here and the forthcoming changes for 18 as well as the ever improving OBSE plugin API) future mods can and probably will change the game in ways that simply weren't possible before. So what could be done. Well I have two suggestions on top of the thumbs system, which incidentally I approve of fully, though i'd rather have only thumbs up and no downs. It's pretty crushing when somebody just comes in and tells you your work is cr*p. Mods take a lot of time - even cr*p ones, and people that don't mod themselves often don't realise the effort that has to be invested to bring any mod to fruition. I have never personally given a mod a poor rating - I just don't rate it if I don't like it. So to my ideas. 1) When doing the maths for figuring out rankings, the respective age of the mods is taken into account as well as the ratio of votes to downloads. 2) Instead of having one big hall of fame (top 100) mods are split more into categories. Frankly I think its silly to compare something like midas magic to something like frostmourne (to take the top two mods as example). I don't think you *can* compare them. So i'd suggest splitting into some (broad) categories. Models, Quests, Gameplay Changes, Utilities, Saves Obviously there's going to be some crossover. Take OOO for example. It's largely gameplay changes, but it does contain some quests. or MMM, which again is gameplay changes but includes many many models. I'd say it should be up top the modder to pick *one* of the categories in which their mod can compete. Now this still doesn't solve the problem of 'big' mods vs 'small' mods. Should they be separated? Is it fair to compare something that takes a thousand hours to something that took 10 minutes? What if that thing the took ten minutes makes a fundamental and incredible change to the game. As an example I put forward the chase camera mod. It changes one global, but it makes the game actually playable in third person. To me that's a *vital* mod, but would I feel short changed to see it above Deadly reflex in a list. Yeah, probably. One might sat the same thing about comparing something like the armamentarium (1000s of items) to a mod that adds one stunning set of armour. So in my ideal world we'd have several halls of fame. separated by category and internally by 'small' 'medium' and large. I guess that's probably enough rambling from me...
  25. I discussed methodologies for doing this on the BSG forums a couple of months ago. I've got a few other projects with priority over it at the moment, but I might well come back to it.
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