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Everything posted by Kerberus14
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ROUGH Changelog for Alpha v0.1: Trolls quicky regenerate health. DONE Fast Travel is permanently disabled. DONE Bear's attacks paralyze (50%) if you are under a certain weight(<=27), and 100% chance to throw you around with a power attack if you are under a certain weight(<=27). DONE Death Hounds hit harder and slow you by 100(this almost means to a standstill, basically a mini-stun) for 1 second. DONE Wolves run faster - 150 base speed. Rockjoint disease now lowers your onehanded/twohanded dramatically. Wolves are immune to poison. DONE Vampire NPC's quickly regenerate health. DONE When the player turns into a vampire his hair color turns white. [ColorForm < (000a0437)>] DONE When the player turns into a werewolf his hair color turns red. DONE -Weight Changing Script DONE - Closing Menu adapt weight DONE - Water Percentage DONE - Food Percentage DONE - Changing weight every 1 hour DONE - Add Death timer for Water and Food DONE [14 days for food, 7 days for water] -Add sleeping timer - Timescale lowered to 6. - Beast Form static stats. - Leveled NPC's. - Sanguine Vampiris sets your hp to 1. - Leveling up harder. - vampires take damage from 8 to 20:00 - vampires take damage if they have a fire spell equipped or torch or silver. Vampires regenerate only 1% of their health per second and 15% of their missing health per second. Vampires take damage from sunlight from 8 in the morning to 20:00 at dawn and if the light level is above 70, that way you can use the shadows to hide from the sunlight. Leveled Encounter Zones. Blood Magic is stronger the lower health the caster is at, capped at +40% more damage. DONE Werewolves regenerate 1% of their max Stamina as health + 10% of their missing stamina as health per second. This regeneration is doubled in Beast Form. DONE Item Restriction script now scales with Player Weight rather than by Player Level. DONE Leather Armor <= 9 Iron <= 18 Steel <= 27 Elven <= 36 Glass <= 45 Advanced <= 54 Orcish <= 63 Dwarven <= 72 Ebony <= 81 Daedric <= 90 Dragon <= 99
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RND is too demanding of the player. iNeed is too automated. The solution is midway. Auto-loot nearby dead animals of meat if crouched(not yet decided if it'll be a feature), auto-fill water if you're crouched in a lake or river and an incentive to eat and drink other than just to avoid dying of famine and dehydration, I'd say it makes them look pretty old school. The solution to making most things better is being cost efficient with time while not breaking much of immersion, entering the inventory is meh.. looting tables are meh.. everything that pauses the game is meh. When playing either of them, I felt like I was staying too much in my inventory, or not staying as much, or just consuming items mindlessly, or feeling no need for the mod at all(I'm looking at you iNeed and your automated eating function). With this you have to think about how much to eat, or how little to eat, since your weight has impact on the overall experience, if you are below a certain weight threshold you will be thrown around or shocked from impacts a lot more often, but if you are much more buff you will be more susceptible to poison and fire.
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Help: Spell Tome That Teaches Multiple Spells
Kerberus14 replied to imacatlolol's topic in Skyrim's Skyrim LE
http://www.creationkit.com/Category:SKSE http://www.creationkit.com/Category:SKSE_Script_Objects http://www.creationkit.com/Game_Script http://www.creationkit.com/Actor_Script http://www.creationkit.com/ActorBase_Script http://www.creationkit.com/Category:Events http://www.creationkit.com/List_of_Animation_Variables everything for your scripting needs, bookmark them for extra points! -
--What it is SkyEnd is a complete Skyrim Overhaul which has additional features such as : - The ability to control your own weight by eating, drinking and sleeping. - Non-Vampires characters need to eat&sleep in order to survive, manage their weight, and sleep so they can be at full power in order to fight. - Complete Werewolf and Vampire overhaul with immersive messages. (Example: when you turn into a vampire your hair would turn silver-grey and your skin would be white, when you turn into a werewolf your hair would turn black-red.) - Item's restricted by player's weight, if you are under a certain weight threshold a notification will tell you that you can't wear that armor unless you gain more strength(in this case, weight..) - Non-Vampire/Werewolf characters get some love too, potions that regenerate given to you by the nine divines, adrenaline rush effect that refunds part of your magicka, stamina and health and more. - Overhauled creatures, diseases and more. (For example, a Bear's power attacks would throw you around if you are below a certain weight threshold, or paralyze you with basic attacks with a certain rate of success.) - Overhauled perks, addition of subclasses. - Athletics overhaul, increases your stats by using them, not by leveling up. Leveling up has been made obsolete, it's just a number. There are more features to be added and these are not all of them that are present in current day iteration of SkyEnd. If you want to find out more about SkyEnd, click one of the two pictures in my signature. --What it needs-- A modder that knows how to do these: - Make/Edit an NPC and dialogue for the NPC, know how to make full use of the editor, npc behaviors and so on. - Make interesting quests. - Optional: Make interesting/simple rooms. And TESTERS, as many as possible, I want to deliver a high quality overhaul, but I am only a developer, I only have time to test my changes and scripts in a closed environment. I'm looking for artists and modelers too, but your help in this stage of SkyEnd will be minimal, unless you decide to make something of your own that you would want to implement or jump ahead of the plan. ------------------------------------------------------------------------------------------------------------------------- When did this start? 7 of November. I know the job description is pretty vague but my knowledge of these things are very limited, I only know how to make spells and script the hell out of pretty much anything. I myself am only a somewhat experienced scripter/spell designer with little knowledge about the above, and I have no time as I am working morning to dawn on this mod. I've made a few topics like these a few months ago and I haven't gotten any interest, since then I've been working non-stop on this mod and I hope some people might show some interest. This overhaul will make quite a few mods on Nexus obsolete, such as : Pumping Iron, Better Vampires, Realistic Needs and Diseases and much more.
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It works now, thanks.
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http://puu.sh/ePhx5/dafbb427c9.png
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If I put these scripts on an Alias or a Quest will that change? This magic effect that I attached to a bear's attacks using a spell lingers permanently on the target the bear attacks, it never dispels itself. I made the duration of the paralysis/effect 1 second in the spell, what the hell is wrong? http://puu.sh/eOVLx/1662d1c28a.png
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You can only have one OnUpdate event that runs at a set interval? Any other attempt I make to modify another script's OnUpdate's event will run with the RegisterForSingleUpdate from my other scripts.(I've set it to 5 seconds for example, but it will still run once every 1 seconds like the other scripts.)
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Do Float/Int properties linger in a game? Or do they reset to 0 every time you load a save?
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LocalTimeVar + 1 in your example would be 1 hour, not 1 day, right?
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I still don't know how to use that function. I want to make it so that if a day passes by and a variable is still on 1 then increase another variable by 1. This is the script: http://www.sourcepod.com/wbjbho37-65156 can anything be done to it to make it more efficient?
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How can I get the game days passed?
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I want to add a http://www.creationkit.com/Sleep_(Procedure) to the player, I want the player to go to sleep whenever he is near a bed and a globalvariable is below a certain value, the person who controls the character(the player) will have his controls disabled until 8 hours of ingametime have passed. Then during that time I want the timescale to advance quickly until 8 hours have passed. I know how to do the timescale and disable controls part, but I don't know how to do the sleep procedure.
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But can't you check your inventory for the items, then add them to a FormList, then edit the item that they reference? Indirectly modifying them.
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How to change your player's hair color using a FORMLIST and FORM PROPERTY. - Retrieve the index of your formlist like this: Index=YOURFORMLISTNAME.GetSize() - Memorize the position of the color you want to change to in your formlist. - Use a FORM PROPERTY to memorize the exact one you need Grey = YOURFORMLISTNAME.GetAt(2) as ColorForm just like this. - Then use this line to change your visuals: PlayerRef.GetActorBase().SetHairColor(Grey). - Then after all that, update game visuals: Game.UpdateHairColor()
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Creation Kit does not recognise ColorForm as a valid type, to link Color Forms via Properties a FormList must be used.How can I do that? I know how to make FormLists, but how do I link them via Properties?
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Yes, it is possible, I've researched it because I had to work with it: EnablePlayerControls(Bool abMovement, Bool abFighting, Bool abCamSwitch, Bool abLooking, Bool abSneaking, Bool abMenu, Bool abActivate, Bool abJournalTabs, Int aiDisablePOVType) Enables the specified player controls.DisablePlayerControls(Bool abMovement, Bool abFighting, Bool abCamSwitch, Bool abLooking, Bool abSneaking, Bool abMenu, Bool abActivate, Bool abJournalTabs, Int aiDisablePOVType) Disables the specified player controls.For the record, these are all the things you can enable or disable, you can't disable mounting - You can disable the player's ability to activate the horse, thus disabling his ability to activate it. You can add a script to the horses that checks if the player is a few units close(enough to activate it), then if he is, disable his ability to activate, if he isn't, then enable it with an OnUpdate event.
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This goddamn OnUpdateGameTime event won't run at all unless I load a save.. I don't get why.. OnInit doesn't registerforsingleupdategametimeI wait 1 hour in-game and I don't get either a messagebox or a notification.. @ Any way to use this?http://www.creationkit.com/SetHairColor_-_ActorBase Everything I tried failed, : variable facegen is undefined. ColorForm Properties can't be declared in the properties tab, Form Properties only have two options, nothing I can do! wtfI want to set the hair color of the player to another color..
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In a OnUpdateGameTime event, TimeToEat-=1 worked though. TimeToEat is a Float Property btw.
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if akBaseObject as Potion && akBaseObject.HasKeyword(FOOD) && TimeToEat!=0 Fat=FatGainedDay.GetValue() CountFood=CountFood+1 Fat=Fat+CountFood FatGainedDay.SetValue(Fat) CountFood=0 if TimeToEat!=0 debug.Notification("I still feel a little hungry, I should eat a bit more.") endif if TimeToEat==0 debug.Notification("I'm full.") endif endif I want to make this IF run twice, but everytime I call TimeToEat = TimeToEat - 1 I get this error message: SkyEndWeight.psc(37,10): no viable alternative at input 'TimeToEat'.
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GlobalVariables. or/and http://www.creationkit.com/Script_File_Structure#Imports
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Oh, I copied the wrong snippet, it's because I tested both versions with RegisterForUpdate and RegisterForSingleUpdate to check if that was the problem, but it still behaves completely the same. The other scripts that use the same event seem to work just fine... I can confirm that this event stops one of my other script's OnUpdate events from working. What?
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I didn't, and I used RegisterForSingleUpdate then I Unregistered inside the OnUpdate event, but even if I don't call the Function for registering the event the OnUpdate event will still happen regardless, every 1 second or so, it eventually stops, but it runs a whopping 9 times or more when it is only supposed to run once or not at all, lol. Event OnInit() StatusChecks() Debug.MessageBox("ATTENTION!: This overhaul allows you to manage your body weight by eating and drinking if you are not a vampire and/or undead. If you haven't eaten for 14 days and your weight is 0 you will die. The ratio for Drinks is 4 to 1, the ratio for Food is 1 to 1, you need to consume at least 4-6 food items or drink 4 times that much to keep your current weight, anything above that will increase your weight, anything less than that will decrease your weight. Your weight changes whenever you wake up after going to sleep. Your items are also unequipped when you go to sleep to avoid bugs.") EndEvent Function StatusChecks() RegisterForUpdate(10.0) EndFunction Event OnUpdate() if PlayerRef.HasKeyword(Vampire)==0 PlayerRef.UnEquipAll() Float NeckDelta =0 PlayerRef.GetActorBase().SetWeight(0) PlayerRef.QueueNiNodeUpdate() PlayerRef.UpdateWeight(NeckDelta) Debug.MessageBox("stuff") endif UnRegisterForUpdate() EndEvent This is all I have. This OnUpdate happens more than once.
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Something extremely odd is going on, even if I haven't called the function it will still happen now.
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The script I have in the Spoiler. I have tested with only an OnInit event that calls the function to registerforupdate once every 15 seconds, and unregister it after it happens, and it still happens more than 1 time.