Jump to content

lonewolfkai

Supporter
  • Posts

    1105
  • Joined

  • Last visited

Posts posted by lonewolfkai

  1. Hey I found the two-handed idle i was looking for completely randomly in a bbb kit. it was ether the manga one, the hgec one, or the huhku one (i installed them all at once and i don't feel like checking :/ ).

     

    Now I'm trying to find eye-glasses, i seen them on tesnexus before but i don't see any now.

    I know their are glasses mods for a fact because i found some in my game's testinghall and i know i didn't put them there, but I'm looking for the source and any other pair there is out there.

     

    thanks in advance

     

    Dwemer Specs are the ones I know. It adds different types.

     

    Could you list the links or be more specific on the names of the three mods you listed for the two handed idle pose? I was following that too.

  2. You can reference them directly but the beauty of the variables is that you might have 20 lines of code but most are identical and less likely to be goofed up by a typo. When calling them directly, each and every line of code will be unique...thus, each code block will need to reference that individual reference.

     

    There are many ways to do this, it is up to you how and really depends on how easy it is for you to keep up with it.

     

    LHammonds

     

     

    Hmm. It might be easier for me to keep up with it without ref. at first. I may try to implement them after the code is written.

     

    Another thing I thought about is in part of the script, I'm going to have it where you can detect the NPC before they detect you and attack. What if the NPC appears behind you and you don't see him? He is still there and gets left behind even when you leave the cell. I guess the script would still pull him to your location if the chance for him to appear again is called even though he isn't in his holding cell. Would that be right? He would already be enabled because he is wandering around in the cell. What about the part of the script that tries to enable him again. Would that command just be ignored since he already is enabled?

  3. Nope. You cannot do it like that.

     

    You would need to have a reference variable for the total amount you want to manipulate at one time.

     

    Example:

     

    Set MyNPCa = Assas1

    Set MyNPCb = Assas2

    Set MyNPCc = Assas3

     

    But again, it completely depends on how you use it. You can still get away with just one reference variable but you need to use it one at a time.

     

    Set MyNPC = Assas1

    MyNPC.MoveTo Player 100,100,0

    MyNPC.enable

    Set MyNPC = Assas2

    MyNPC.MoveTo Player 100,100,0

    MyNPC.enable

    Set MyNPC = Assas3

    MyNPC.MoveTo Player 100,100,0

    MyNPC.enable

     

     

    In that case, it may not even be necessary to use a ref, correct?

  4. OOOOHHH Sweet!! I didn't realize you could do that. I can see soooo many possibilities with this now. The light bulb above my head just got about 10x bigger!

     

    What if I wanted to place two or three NPCs instead of just one? Could I use the ref to do that?

     

    Example:

     

    ref MyNPC

     

    set MyNPC to Assas1 & Assas2

     

     

    or would it need to read

     

    set MyNPC to Assas1 + Assas2

     

    Anyone got some insight on this? I suspect I can, but unsure of the correct syntax. More importantly, how would that work with the resurrection command? If the resurrect command is pointed at a ref, would it resurrect both NPCs the ref is pointed to?

  5. I'm looking for an armor I had like last year. I was just using the top of it, and the top was like, a black light armor, it was for assassin's. I really can't remember anything else about it, except for how awesome it looked, lol. I'm really sorry for not providing more detail, but it would be insane if someone could list off mods that look like this.

     

    You should try to be a little more specific. That's a lot of general detail there.

  6. OOOOHHH Sweet!! I didn't realize you could do that. I can see soooo many possibilities with this now. The light bulb above my head just got about 10x bigger!

     

    What if I wanted to place two or three NPCs instead of just one? Could I use the ref to do that?

     

    Example:

     

    ref MyNPC

     

    set MyNPC to Assas1 & Assas2

     

     

    or would it need to read

     

    set MyNPC to Assas1 + Assas2

  7. I prefer to close off each and every If, then, else to make sure everything fires exactly how I plan rather than accidental indenting and forgetting and EndIf here and there.

     

    I reformatted the structure and there seemed to be an extra "End" and an unnecessary "Else" / "EndIf"

     

    Is this how you envisioned this code block to work? (It does nothing if A is greater than 20.

     

    ScriptName StealthWarBook
    
    Begin OnControlDown 9
     Set A to Rand 1 100
     If A <= 20
       Set B to Rand 1 5
       If B == 1
         Assas1.MoveTo Player 100,100,0
         Assas1.enable
       EndIf
       If B == 2
         Assas2.MoveTo Player -100,100,0
         Assas2.enable
       EndIf
       If B == 3
         Assas3.MoveTo Player 100,-100,0
         Assas3.enable
       EndIf
       If B == 4
         Assas4.MoveTo Player -100,-100,0
         Assas4.enable
       EndIf
       If B == 5
         Assas5.MoveTo Player 150,-100,0
         Assas5.enable
       EndIf
     EndIf
    End

     

    Yep, that's exactly it. I wanted it to be a 20% chance, so to speak, of the assassin's appearance to occur. (I may change the percentage if it's too great)

     

    I'm seeing a lot of Ref NPCref codes on similar "hunter" or summoning mods that are placed before the beginon gamemode in a separate block. Is this something I need to do?

  8. I think I might have the basic script engine worked out. Right now, the biggest thing I'm going to need help on is making sure this code will actually work. What I am aiming to do is make a random chance of an assassin appear close to the PC when the PC starts to sneak. This script is supposed to mainly just get the NPC close to the PC so they can start hunting you, which will involve some sort of AI/scripting too. I thought I would put this script on a book that the PC needs to carry. Let me know what you think. here is the code:

     

     

    ScriptName StealthWarBook
    
    Begin OnControlDown 9
      Set A to Rand 1 100
          If A <= 20 Set B to Rand 1 5
               If B == 1 Assas1.MoveTo Player 100,100,0
               Assas1.enable
               If B == 2 Assas2.MoveTo Player -100,100,0
               Assas2.enable
               If B == 3 Assas3.MoveTo Player 100,-100,0
               Assas3.enable
               If B == 4 Assas4.MoveTo Player -100,-100,0
               Assas4.enable
               If B == 5 Assas5.MoveTo Player 150,-100,0
               Assas5.enable
              EndIf
         Else EndIf
       End
    End

     

    Is that even correct usage for OnControlDown (9 is the code for Sneaking btw)? I think I need a "doonce" command line in there somewhere, but I'm not really sure where or the correct syntax. Before the Rand command? As far as the rand command, do I have that correct? Also, do I need references stated before the script for the NPC id's? Currently I have the NPCs' Ids set as Assas1, Assas2, etc. I'm also not sure about the placement of the assassins once they are moved to the PC's location. I know that its stated in units like x,y,z, but I may have that all wrong too. I wanted that some what randomized as well when they are moved to the PC so it doesn't occur the same way everytime. I'd also like to have them placed to the point that the PC might have a chance to spot them out before the assassin strikes. Furthermore, the script is basically just randomizing which of 5 assassins will appear, and that will be changed later to more complixity. For example, I want to code in there that two or three may appear as well. But I'm not sure how to use the MoveTo command for multiple NPCs. Do I just put an & in there with the line, like for example: assas1.moveto player & assas2.moveto player?

     

    Thanks wolfhound. Its from Okami just in case you didn't know. I normally use Lonewolf as a call sign, but it's usually taken. I'll give you a kudo if you can figure out what the Kai means. ;)

  9. Thanks guys, I think I might just use UV.

     

    Edit: But lonewolf_kai a medieval claymore was only 2.5kg. Not heavy at all. Also, looking at the Deadly Reflex video this is exactly what I want.

     

     

    ahh you're right. I just looked up claymores and they were only 5 lbs. I always thought they were like 20 lbs or something. I was also thinking mainly on the lines of Zweihanders too. They get a little heavier, but still they are only like 16 lbs.

     

    Anyways, Deadly Reflex and UV should be compatiable with each other.

  10. Just another idea...

     

    Another way to do this with even more control on the amount of NPCs is by creating all the NPCs, placing them into a holding cage and using a MoveTo command. And attach to each NPC an UponDeath command to disable them, move them back to the holding cage and resurrect them. Then they will be ready to be pulled back in when you need them. This would ensure a finite amount and avoid savegame bloat.

     

    EDIT:

     

    If you created 30 NPCs, your activation script could check to see how many are alive and walking around and if that number is less than you want, move another NPC into the worldspace. This would maintain a fairly consistent amount of live NPCs based on your activation sequence.

     

    LHammonds

     

    Could you make it so that the script would pull out random NPCs? Say 3 of the 50, but each time it would be a different set?

     

     

    Golden, here's where some good info about that type of scripting can be found:

    http://cs.elderscrolls.com/constwiki/index.php/Scripting_Tutorial:_Summoned_Creatures

  11. UV is just what you're looking for

     

    As for the two hander speed. You can probably edit that easily in the CS

     

    Oh, and I have to beg to differ on weaponry being a lighter weight in real life, especially two handed weaponry. I actually think Oblivion has them swinging too fast, or at least with regular attacks. Now the power attacks would seem a little realistic.

  12. I don't really know much about scripting, but I'm learning because I'm making a similar mod, except that the activator will be on the PC..... Or at least I hope so. Anyways, from what I read in the Tutorials you have to put in a "Do Once" command line in there.

     

    Edit: Nevermind. I just re-read your post. You need more than one.

  13. I have a few ideas on how to get this idea working. I'll be working on making the individual assassins atm, but I really need some input here on the scripting/inner workings of the mod's idea. If you know someone that is good with NPC AI and scripting towards them, could you PM me so that I can get in touch with them. I could really use some help here. I'm willing to do the work myself. I just need someone to point me in the right direction so I don't get lost.

     

    Also, Is there any interest in this mod at all?

  14. Well, I kinda wanted them to be usable, but then I thought that it would cause mass clipping problems. Maybe I will just use them to move, but not actually be usable. Do you know exactly how I can blend them on? Another thing I will need is a beard. Do you know of any mods that allow you to just pop a beard onto an npcs face and change the color, or at least have it match their hair color? It isnt urgent, but the characters just wouldnt be right without their beards. If you dont know of one, dont go looking, that would just be a waste of your time and just answer what you know.

     

    hmm, there is fearabbit's Bearded NPC mod. That might have an option like that.

     

    As for making the extra appendages. Just add a couple of arm bones in Blender and then either make them or copy them from another mesh. I'd suggest checking on the tutorials on Blender though. They would better explain it then I could.

  15. Bethsoft Offical WIP thread

     

    After reading through Reneer's Sneak Mod I got to remincising about my days with Dark Ages of Camelot and the stealth wars that would occur there with stealthy toons. Reneer's mod adds an element of surprise by making NPCs have a sort of invisibility to them if your sneak skill was below theirs. Anyways, in DAoC while an assassin was on the prowl hunting or setting up an attack on an unsuspecting player, there was always the chance that another stealther was nearby, possibly hunting you, or after seeing you attack someone while they were waiting, ambush the ambusher (so to speak).

     

    To get to the point, I started wondering about NPCs that sneaked on the player. Did that ever happen in vanilla or was there a mod like that out there already? I don't recall and don't think there is. So I had an idea of making a mod that places a random chance encounter of an NPC assassin that is sneaking and hunting the player, who is completely unaware of it. Perhaps a trigger to the event is when the player is sneaking him/herself. And to further add to it, place a few in select randomizing locations where they stay in sneak mode and wait for the player to come by, such as in the bandit dungeons or the like. Obviously Reneer's sneak mod would have to be necessary in order for the idea to be pulled off.

     

    I'd like to do this mod, but this would be my first NPC type mod and would need a lot of help, both advice, and idealy have a hand in it, especially with the scripting since I'm sure there will have to be a number of them and I'm a super novice to scripts. And to be honest, I'm not sure this could even be done. What do you all think?

×
×
  • Create New...