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MofoMojo

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Everything posted by MofoMojo

  1. GetDead? I'm not at an editor but I remember the console condition is GetDead not IsDead. Found one of my scripts...Your problem is that you're using Jenassa as an ObjectReference. IsDead is a function on the Actor script. Cast? -MM
  2. That depends on whether you were affected. I know I've seen your posts on the Beth forums for the new CK update, but I think it was just in reference to the voice files (Haven't seen you mention any amor problems on those threads) Are you armors showing up in game? I can definitely say, if you make even a seemingly innocuous edit to a race, the 1st person view of that race will get messed up, or if you load up a version of your mod where you've made race changes prior to 1.6 and just hit save, the same will occur. Edit: And many amor modellers are having invisible/naked PCs because they aren't showing up any longer after upgrading to 1.6. Seems like the biped points for weapons/armor/1stpersonview etc,. are getting....corrupted or altered in 1.6 in a way not compatible with the version of Skyrim out. Just my guess since the CK doesn't seem to complain. -MM
  3. Customizing any race (and possibly creating new races) is broken in 1.6. I tried to warn people of this, http://forums.nexusmods.com/index.php?/topic/701965-if-you-are-doing-custom-race-work-please-read-before-upgrading-ck/, and also on the Beth forums. If you've edited a race... quite literally the only thing you have to do to BREAK your mod is open it in the 1.6 CK and hit SAVE. -MM Edit: Customizing weapons/armor may also have a similar problem.
  4. I found this out with our Vampirism Mod, but suspect this could be much more painful if you're doing custom race modding. Here are my posts about this: http://forums.bethsoft.com/topic/1383509-need-help-with-serious-mod-bug-missing-1st-person-view/page__fromsearch__1 http://forums.bethsoft.com/topic/1381788-the-new-unofficial-creation-kit-bug-list/page__view__findpost__p__20977559 http://forums.bethsoft.com/topic/1383060-creation-kit-16910-now-live-on-steam/page__view__findpost__p__20977522 Just a warning. I don't know if it affects custom races (such as Ashen) or only people customizing existing races but... -MM
  5. Posted this @ Beth but... So looks like Invisibility has changed. It now works....somewhat.... like Chameleon did back Oblivion days. Ok, maybe it's been like this for a while but my users recently started complaining of permanent invisibility and given the beta and 1.6.89 it seems the culprit. For starters Player.SetAV Invisibility 50 Nothing will really happen. But now change cells. You'll be 50% transparent. 100 = 100% transparent and 0 of course = no transparency. I haven't investigated what else can trigger the change. It somewhat stinks, because before you could use invisibility AV to stay visible but have actors ignore you but the chameleon like effects I know some have wanted to do. Has this been this way long and I just somehow missed it? -MM
  6. Just wanted to give an update. I'm still holding out on releasing the 1.2.6 update which has some features that have been requested until we can get more testing done. I'd feel much better releasing it if they'd release the creation kit updates that provides compatibility between the differences in the 1.6.89 update and the previous. We're going to hold off for now. More on Dawnguard - Dawnguard is going to be an interesting beast. I know it's easy to say they probably haven't revamped vampirism much but there's one important thing to consider. Dawnguard adds a Perk Tree for Vampire's, http://www.youtube.com/watch?v=Cv23p_ZFBB8 I'm not so interested in the fact that there's a Perk tree (which is wonderful and something I've always wanted to do) but I'm MUCH more excited about the facts behind having a perk tree. I.e. In order to have a Perk Tree you generally have to have it associated with a skill. Which means, they've potentially added Vampirism as a skill which is something I've wanted since the beginning and opens up so many interesting ideas. Now it's quite possible they've simply gimped a different unused skill to hack this in, or they combined some previous skills like they did in the gamejam videos but I find this unlikely. At least, I would hope they'd code this proper rather than hack and slash like some of us modders have had to do. So... if vampirism becomes its own skill... I'm going to be both ecstatic and depressed. Ecstatic because I've always held to the notion that levelling as a vampire should be based on doing "Vampiric" activities. Feeding, Draining Victims, Using vampiric abilities such as slow fall, thralling, using Darken or Blood Rend, etc,. Depressed because it's how I wanted to design Vampirism from the start of this project but couldn't because of hard coded limitations, and just knowing how much time we've invested in the development of BSR only to ... potentially... get our wish. Now Jakisthe and I might differ on some of these ideas. t's really been many months since we discussed this and since it was a non-issue without having vampirism as a skill, we didn't focus on it much. But just having a perk tree accessible to us is going to open up so much for us. Perks were something we both wanted to do but I held against doing our own perk tree as I knew at the time it would require changing the base game. I have held fast to the idea that we should NEVER touch the original mechanics of the game to be as compatible as possible, and knowing there would likely be incompatibilities we'd introduced if someone had a version of our mod that changed perk trees along with another mod that did the same (re: lycanthropy for instance). So all of that said, I think we're definitely in a wait and see on how much vampirism may have changed. They did create a new perk tree....you might infer that they've created a new vampirism skill to create that perk tree, although there are other skills in the game that aren't used that they could just be piggy backing on. Replacing Perk trees has always been possible, but they've most certainly ADDED it (it's hardcoded into the TESV.EXE). If they DID create a Vampirism skill will they utilize it? If they do utilize it, chances are good they've completely re-vamped (hehe) vampirism. Either way, Dawnguard is going to provide us MUCH content to modify to our liking, we WILL utilize the new Perk Tree and put it to good use and if they've created/renamed a skill to "Vampirism" then chances are good Jakisthe and I are going to have some discussion on how to utilize that in new and interesting ways. I think the other concern is in deciding whether or not we REQUIRE Dawnguard moving forward once it's released. I personally think most people interested in BSR will purchase Dawnguard so I don't feel too bad about deciding to require it. I know I do not want to have to keep up with different versions of BSR. -MM
  7. Is this using 1.2.5? I no longer use calls to SetAlpha so I'm somewhat surprised but.... does this only happen when you dual wield? The spell wasn't designed to be dual wielded so that might be part of the problem. I'll disable dual wielding the spell. As a side note, I have noticed with Mist Form that this happens occassionally (you get stuck in transparent state) due to some issue with the engine. Saving the game actually triggers a fix in that case...just don't save over your quick save or something in case it doesn't help. -MM
  8. Posting this here as well, in case it gets lost in the comments. Hi All, I am quite literally just getting back and moving forward after being out of town on business for a week and some family medical issues. I have not had a chance to catch up on the goings on but just wanted to drop in and say thank you for your support and to let you know that I'm back. I will be, slowly, going through the posts to catch up on everything. I have a pretty full message box so if you've sent anything to me in the past two weeks and I haven't responded, know that a response is forthcoming. Also, with quite the busy schedule, I just found out about Dawnguard. Looks AWESOME! I love that they're giving Vampire's some much needed attention. -MM
  9. Thank you very much Asuke01. Can you describe what you mean by Vampire's Sight doesn't work? Too bright? If that's the case, read the documentation on customizing asyou can alter the brightness of Vampire's Sight. For better looking faces try http://skyrim.nexusmods.com/downloads/file.php?id=2356.
  10. Phil11, I took a moment to break away when I looked at my phone and saw in my email you had posted. I hope you are safe dude! Thank you for your service! We've come a long way, and while we still have a way to go, and some kinks to work out, I think it's turned out relatively well so far. Stay safe. -MM
  11. If you want to drop a save game on dropbox for me I can see what I can determine about it. Otherwise, PM me and I'll send you my email address if you haven't narrowed it down. -MM
  12. I looked for the documentation but it isn't in the mod, or I am blind. I know I saw it a few days ago, but now I don't see it anymore. Could you double check if it maybe wasn't removed or if is stil there. I probably should have installed it in the first place, but I didn't see the need on editing the mod too much. Meh, we learn from our mistakes. I took down the seperate documentation download. It was up becuase I left the documentation out of one of the builds. Just downloaded 1.2.3 and cofirmed it's in the .RAR. BSRrelease_manual.docx and BSRrelease_manual.pdf. I wonder if NMM does something different with them. A little wary to test NMM right now as I have changes in progress that I don't want to lose. They're definitely in the manual download. -MM
  13. Console commands. It's a fairly involved mod so you want to make sure all the active spell effects, etc,. are removed. Take a look at the documentation, as we have a section on it, but the short of it is to use the following in console: Set BeluaGlobalCurrentVampireLevel to -1 And then wait, "T", an hour. Nthomas5143, As of 1.2.3 Sunlight health damage can be reversed (Sire's take no damage while fledglings take most) or removed entirely. Vicelight - I removed the repositioning of the player when harvesting hearts in 1.2.2 and 1.2.3 so I'm hoping that will keep you from falling through floors. Prior to that I tried to reposition the player to align with the corpse, but it just didn't work as well as I had hoped and quite honestly, resulted in too many drops off ledges, etc,. flavyneo - I'm thinking of adding an option when you feed to just go ahead and fully satiate yourself at the cost of the victims life. Adding in options to support varying levels of feed is just too difficult but I hope being prompted for Normal Feed/Drain Victim won't be too much of an immersion breaker. Alternatively, I'll create a "Drain" option so when you activate a person you get either "Feed" or "Drain". We'll have to see. It's on the drawing board so to speak. -MM
  14. I like the idea. I'll have to get some thinking around it. -MM
  15. ah.. I mean Frostfall hypothermia and Total realism basic need. in generally vampire shouldn't need a meat or fear to cold weather,right? but im just curious[if it's can work together,it would b cool] I mean it's pretty fun and a little bit hardcore to survival as a vampire while he need every basic need like a human, and some blood to survive I wish I can try it myself soon after all of these exam ended. : P Asuke01, It would really depend on the mod maker of the survival/realism mods. It would be great if 1) They disabled survival needs for vampires or provided and option to and 2) if the seperated out survival/realism needs that they might do for other creatures (Vampires, Werewolves) into modular components. FranzLiszt, Welcome back! Right now while we're trying to nail down the next direction, I'm still making some tweaks for optimization, trying to track down bugs, and make some adjustments for flying. -MM Edit: HOLY COW....the flood gates opened last night or something? We doubled in downloads and endorsements almost over night.
  16. Thanks for the update Rugbydoc. I've applied the changes to all of the ALWAYS ON cloak based spells but there are others that could also do it, like Detect Life and Detect Dead type spells that I have not gotten to. Oh, for anyone that's interested I've uploaded the latest version of the documentation seperately. It contains some options that are going to be in 1.2.2 release such as ability to control the brightness of Vampire's Sight, disable/enable shrine damage, disable/enable garlic damage (both shrine and garlic still on by default). Just trying to provide a little more customization. Being able to disable/enable NPC protection when using garlic probably won't make it in. For those that don't want that, I simply suggest not using the LootTable addon.
  17. It might be fixed Rugbydoc. Some of the spells we use to provide opportunities for hearts, and detecting Garlic did not have the Hit Event disabled, so it caused a problem with Solitude because the guards thought you were assisting the prisoner. I expect Brawls might be similarly detecting the cloak spells previous to 1.2. Please give 1.2 a try, now that the solitude issue is fixed, and let me know what happens. -MM
  18. v1.2 is out with the following changes: Removed ability to become Belua Sanguinare Vampire if not using default races.This will prevent certain anamolies and game breaking issues, such as Forma, which rely on switching out classes. Fixed Solitude Attack Bug. If you are a vampire and never been to solitude, the guards would attack you during the prisoner scene. Fixed pale vampires. This was in the system previously, but got disabled at some point possibly after a system crash I had. If you use Vampire's Kiss and the victim dies, if they owned the bed they slept in, it will have no ownership. If you use Vampire's Kiss inside a residence they owned, and the victim dies, it will become yours. If you Thrall a victim inside a residence they owned, it will transfer ownership to you. Removed "Belua Holding Cell" from game
  19. Ok, next release (v 1.2) contains preventative code to keep you from being a Belua Sanguinare Vampire if you're using custom races, or are a child. The CTD on progressing when a child is likely because the animation used for the levitation is not intended to be used on child models (guessing). Custom races *could* be supported, but there are some caveats. Custom races technically aren't supported as vampires, even in the default scripts, because of the race change to a vampire race, although if memory servers the original player vampire script has a "default" race if you don't match up to one of the other races. The problem with that approach, to me, is one of vanity. Switching races between races that don't support morphing will screw up your characters face, and I don't want that to happen. There's also the cure problem which needs to switch you back to your previous race. I'm still working on figuring out the Solitude issue. I can reproduce it, but I can't determine why or who is there that wants you dead. As long as you've not been to solitude before (which is the key) if you're a belua sanguinare vampire, then someone at the scene wants you dead. I thought it might be a secret Vigilant or Silverhand member but that doesn't seem to be the case. If you're not a vampire, and you use the blood during that scene they'll attack you. If you're not a vampire and you hide, use the blood, and what until the scene is over they will not attack you. I've gone through the scripts that manage that scene and they use CrimeFactionHaafinger and SolitudeOpeningPrisoner faction but neither are enemies of the Belua Factions. Still investigating this one. -MM Edit: OK, I have an "idea" of what is going on. It's probably one of the cloak effects being registered as applying to the prisoner, and if you apply any "positive" effect to the prisoner during that scene the guards will attack you. I think I have some work to do. Edit2: Solitude bug is squashed and will be in the 1.2 release. This will likely also keep people from referring to your dangerous spell even when you don't have a spell readied.
  20. Yeah, the links in the description are doing weird things. If I edit the link in the description it looks correct, but skyrimnexus is prefixing skyrimnexus' own URL to it. You bring up an interesting point on the Belua Sanguinare and mods that potentially (unfamiliar with it) add additional classes. This wouldn't be combatible with custom classes, so I should work on the Blood Script not to allow you to use it unless you were a supported class. Additionally...and maybe this is a bonus.... I am pretty sure we'll let you become a werewolf/vampire hybrid too now that I think about it. The Champions may not like that. -MM Edit: Fixed the URLS. Need to use single quotes instead of doublequotes for URL links.
  21. We definitely have it in long term plans to do the bat form, but currently we're just not at a place where we can do it. The Bats you see in the teleportation spell are actually a visual effect as opposed to models, so they work a lot differently. We're still starting from ground zero on this one. But good idea! Personally I love this idea, Dracula was ever to shape shift into wolf form but as Jakisthe said we had a lot of discussion and suprisingly, most thought we should leave that out as it reminded them too much of werewolves. I am going to be doing some testing with a private mod that was sent to us by ravenmast0r that provides support to do just this. If it works out we're going to either integrate or package the mod up for release with ours in a soon to be released update. As Jakisthe points out, she's made extensive plans with regards to implementing Vampire Clans and we've had some discussions on creating some vampire themed weaponry and armor, but most likely as quest rewards. What type of traders and trainers are you thinking about? Can you expand on this a bit? Have to agree with Jakisthe on this. We feel that there's a very good balance right now with having to feed and managing feed requirements, especially with the high availability of hearts which can be hoarded and provide good levels of satiation. If anything I might consider making the Fresh Healthy Hearts provide a little more satiation than the damaged ones.
  22. Good to hear stanleemojo! Thanks for letting us know! -MM
  23. Definitely try the update out, it did resolve the issue for one of our uses experiencing the problem. Asuke01, That's a pretty good description. Blood Rend is VERY powerful. It can drain multiple enemies at once, each enemy your drain is healing you so the more enemies around you as you near death, the quicker it is to heal up. For that purpose we made the ability require two hands to even use, as it just seemed over powered if you could also use a weapon at the same time. Magicka consumption is higher for each additional enemy as well. So yes, it's intention is to both heal you and damage enemies, not really to satiate you. I am not convinced we need another way to satiate the vampire (especially now that the combat/sneak feeds should be fixed) This was done to limit your options for running away from a fight. You can already use your incredible speed, assuming you have the stamina, or Ianuae Magicae to teleport away from the fight. -MM
  24. Leeira, We're not doing anything with Perk trees and I'm hoping that changing this requirement condition on those two perks will work. Incidentally, the sleeping feed command uses a different set of conditionals against the player which at the moment, I don't recall if I had a good reason to do. I think it was just an oversight. I will get an update out tonight that addresses that, and cleans up the feeding unless you're in combat, or famished/ravenous/starved. -MM Edit: Potential update fix out. Please test 1.1.
  25. Awesome discovery Ravenmast0r. Originally we had not intended to give the blood until you were a vampire, but then I left it in there thinking, might as well give people an easy way to become one but I guess we missed this in testing, using vampirism infected characters only. I can get a fix for that out tonight I think.... I could have sworn this was tested... but the perks do require that the player character have the Vampire keyword. Edit: Hmmm....You guys aren't by chance under the affects of Forma Mortalis are you? That's a race switch which would remove the keyword. I can switch this up to use a better value than the keyword. -MM Edit: Check out update 1.1 and see if this resolves the feed problems folks.
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