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flexcreator

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Everything posted by flexcreator

  1. Added new controls for boating, now you can sit on the boat and row backwards (control the direction with the movement keys). Unfortunately, there will be no support for third person in this mode. It's much easier to control the ship in this mode. Demonstration: Sailing the Sea of Ghosts in Falskaar
  2. @dan56w, I already provided a link two posts earlier. I can give another one, no problem :) http://www.nexusmods.com/skyrim/mods/49654/?
  3. ApplyHavokImpulse Like I said, the most hard part was NOT to script this thing, but to keep the boat stable without sinking. You can't just take the vanilla mesh and use "ApplyHavokImpulse" to it
  4. Darren83, only when rowing (accelerating) or having an obstacle in the way. See this part? It's pretty smooth, because player is not accelerating. http://www.youtube.com/watch?v=t27KLMnCo5w#t=570 SKSE or not - doesn't matter, the player skeleton is trying to maintain it's inertia. It's expected and I don't think it's gamebreaking. Are you using the "TranslateTo" function? This will make things worse, because the engine will fail to calcualte friction correctly.
  5. Actually, It's pretty easy to control on the plain surface like some lake. Usually, only rocks and waterfalls give some hard time. Unfortunately, I never use SKSE in my mods.
  6. I love the idea of having driveable boats in Skyrim, but I'm unhappy with the existing implementations, so I decided to make my own. The mod provides driveable realistic boats with respect to physics. All the movement is controled by the game physics engine (Havok). Scripts are used only to navigate and accelerate. Boats are literaly acting like boats (and YES, you DO have collisions). No more car or horse-style movement. The boat is stable enough (it wasn't easy, but after 4 days of some fancy math, I finally managed to keep it stable), it can even carry some cargo without sinking. The boat is also a good shooting platform for the player. Unfortunately, can't say the same about followers :( The first boat stability test: Boating down the Falskaar, the boat control mechanics is updated: How to control the boat? - Hide the weapon - Activate the boat at one end to move to the oppisite direction. The player will keep rowing until you start to run or change the position - To change the direction, activate the right or left sides of the boat. - Rowing will decrease the stamina - To push the boat, activate it from the bottom Possible practical usage: Fast travel for cargo. For example 1) Player can make the place A as a dock 2) Drive to the place B 3) Clear some dungeon and place all the loot on the boat 4) Order one of the followers to drive the boat (with the cargo) back to the dock If you have any ideas about usage, feel free to share. This is still work in progress. Future plans: - I still have to deal with the critter collisions. Right now, I temporary disabled them, but player is unable to collect insects or fish anymore, so it's not the solution. - Using ingredients (like Troll Fat) to remove the friction and speed up the boat - Ways to deliver the boat to the water (and NO, you can't just take it to your inventory!)
  7. It's already released. I provided a link
  8. Ok, it's on nexus: http://www.nexusmods.com/skyrim/mods/49654 Finally... :)
  9. Well, I'm trying to keep it simple Uploaded http://www.nexusmods.com/skyrim/mods/49038/?
  10. Another video: http://www.youtube.com/watch?v=5tQdOduLI5M
  11. The mod will be released tomorrow if everything will go ok.
  12. Almost done: http://www.youtube.com/watch?v=hX8oYjIPrH4
  13. The first alpha version is available in Steam Workshop. Called "Dark Maneuvers"
  14. The first version will be released in a week I guess.
  15. Dark Maneuvers - Overall scheme How different spells relate to each other http://static2.nexusmods.com/110/images/110/875705-1385765203.jpg
  16. Blood & Stone You can create Gargoyles from Ore and your own blood. 1) Find "Iron Dagger" (maybe it will also require some poison in the final version) 2) Drop the dagger and some ore to the ground. Create a pile. Keep the stones as close as possible. 3) Take the dagger (keep yoursefl as close as possible to the stones). Your character will cut himself and will drop some blood on the stones. 4) Turn into Vampire Lord. You blood will give life to these stones and all the piles you created will turn into Gargoyles. Distance matters. If you walk away from the pile, the effect will be lost Drink more blood to enlarge the maximum distance. These self-made gargoyles are not perfect (for the balance purposes). The creature will turn into stone for a few seconds on each hit. The more light it recieve the longer it will be stoned. The more stones you put into the pile, the stronger your dark companion will born. Each Ore item consumes one Life Blood point. This affect size, attack power and speed. The quality of the Ore also affect the flexibility of the result creature. The more expensive Ore you put into the gargoyle, the more health it will recieve and the faster it will be animated from the stone. These creatures will NOT follow you, but you can create as many as you want. There is no time limit, so they will protect the area until they die.
  17. Nightmare Ability Send nightmares to sleeping characters. Victims will be tortued by invisible force both physically and mentally until player starts moving or attacking.They will awake frightened to death and will give up without any resistance.
  18. No uploading for prototypes. It has dirty edits, no safety conditions and it can ruin your game. I'll post the link to the mod when the first stable version will be released. Bats flying - second implementation Cast while standing still to rush into the selected direction If the player is in the levitating mode, VL will stay in the air for a while (player is able to attack or cast but unable to move). If you want to drop to the ground - simply jump or exit the levitating mode
  19. Unnamed flying spell (Group of Bats) The main problem with levitating or flying techniques from other mods is that they DO AFFECT other objects in the game. If you raise jumping ability, all other living creatures can jump as high as you. The fact that AI is unable to do that is not an excuse. Same story with Gravity. It affects all objects in the game, and you can actually see it by yourself. You can also fly using "ToggleCollisions" and catch glitches like going through walls and so on. My mod present a new flying technique (kind of high jumping / fast moving) that WON'T affect any other object, race or NPC in the game and WILL respect collisions. No platforms, no gravity changing. So I believe, it will less ruin the immersion. However, it does have it's flaws and WILL NOT work in the interior cells. Bats are divided in several groups, they will reach your destination step by step. In the following video player is trying to reach "Throat of the World" in two minutes: Please, note that lags are caused by cell changing. The actual game experience (without recording) is much smoother. Plugin will be renamed to "Dark Maneuvers"
  20. It's easy to explain. Because, there is no such spell really. The final battle with Harkon is fully scripted, and he uses his shield only in that room. That's why I had to recreate the spell from the scratch.
  21. Sorry. There is no download link. The mod is still in the prototype stage.
  22. Sorry. I don't work with animation or models :( Thanks for the suggestion anyway, I think other modders will be interested.
  23. No promises about Hellsing. The game will be unbalanced as hell then :mellow: Possession (video) Control the mind of your Thrall remotely. Use him or her to seduce your enemies. They will unequip armor and give the equipped weapons to your Thrall. So they will become more vulnerable and you will recieve tactical advantage. Thrall will die after the process. Moral and Level values affect the chance of seduction. Bandits can be seduced more easier than Guards, because they have weak Moral. Drink more blood to seduce more advanced characters. You can also just let your Thrall to attack the enemies (by controlling his mind) while you stay in the shadow.
  24. When it's done :mellow: I have 2-3 more abilities to implement, make the starting quest, make the Blood points framework and move all the code from the prototype to real esp. At least the end of October, I guess. Until then you can start upgrading your Vampire Lord. You will NOT gain access to all these powers until you have all the Vampire perks anyway.
  25. Shadow Step Enter one shadow and exit from another. Materialize right from the back of your enemies. Can be used for hit-and-run tactics, so Vampire Lord now suits stealthy gameplay. Cast the spell while standing still in the shadow to teleport to your enemy (if there is one) or any of the closest characters. The target NPC must stand in the shadow too. If player is not levitating, Lord will bite the enemy, but not to death. Cast the spell while RUNNING in the shadow. You will unite with the Darkness. While time is freezed, move to any shadow where you can materialize and wait few seconds (you can't attack or activate anything in this mode). You are not allowed to appear in the light areas, Vampire Lord will be immediately teleported back to initial shadow.
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