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dimmu1313

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  1. Not that I've heard of. From what I can tell it's a physics settling problem. It isn't really a "bug", per se, but this happens all the time in games that have physics. The problem is that the "object", in this case the tail, has a complex shape with no "clear" center of gravity, and the physics calculation is getting screwed up because the game can't find a center of weight, when you factor in other aspects that change the shape of the object on the fly, such as wind and other outside forces. The "flapping" effect comes from the game rapidly recalculating the center of gravity as the object is being deformed when it impacts or is impacted by the other forces. TL;DR: This is more a symptom of physics calculations on deformable objects. The only way to mod around it would be to either mod the object to make it more rigid, or to mod the physics engine (if thats even possible) to allow for more "settling time" when calculating external forces besides gravity on deformable objects. **EDIT: It occurs to me that you may simply be talking about the fact that the Khajiit is actually performing the "wagging" animation that it would normally do while still alive. In that case, what you're seeing is definitely a bug, probably a race condition occurred in which the wagging animation was fired just prior to it being flagged as dead, and then it continues on, never checking to see if still alive. I'm not really sure how that particular animation is triggered.
  2. Shoot me a PM, I'd love to help you out :) I've been working on my own quest/dungeon mod on and off for a year now and I've learned tons, especially in the quest and scripting areas and feel I've become pretty proficient at those.
  3. Also, I just did a quick scan through the Posts section on that mod's page. I recommend you do the same. There is a lot of good info there with the mod author answering various technical problems.
  4. Not sure if it's related, but did the mod instructions give a load order for all those mods? It might be a simple load order issue where something is overriding something else.
  5. Looks like ppl are maybe blowing this out of proportion. I just got finished cleaning these up in my own mod. If I recall correctly, this has to do with the number of shadow-casting lights within a certain area, possibly the whole cell is counted. To fix it, you find the offending light and replace it with a non-shadow version. The easiest way I found is to just look at the list of all lights and sort by count and pick one of the "NS" (no shadow) lights thats used commonly. The reason I say it's no shadow lights is because -- to the best of my recollection -- the problem lights were always the ones with the purple cross in the middle, which I'm fairly certain means it's a shadow caster.
  6. One idea that comes to mind is that you can programmatically change faction and agressiveness. I think you can also change the "combat mode" of the npc as well on the fly. You'd probably want to the code to fire in the OnHit event (can't remember if there's an event for *being* hit or taking damage, but that's easy enough to lookup). Essentially the NPC needs to become "friendly" and drop out of combat. I've never done cinematics, but my understanding is you would simply change the camera position, disable controller input, and force NPC actor model animations, though i don't know if there is a "beg" animation. you may have to look into creating one. As far as the triggering on health level, though, that should be easy. I've done health-value-based code before, and I think it was almost always using the OnHit event to then check to see if the health is below a certain point. The caveat there is that you'd want to check if the damage *before it's applied* would cause the desired threshold to be crossed, because it's possible the landed hit would kill the npc before your new code fires.
  7. What shonuv said. I do it all the time. I didn't really read what the other posters said but it all looked rather complicated. From what I've seen you can use pretty much any .nif texture file on anything that calls for a .nif. I am constantly making moveables, containers, activators, sellable items, etc. using the method shonuv described.
  8. Am I correct in understanding that you want items to be removed from the shelf when something is removed from the chest? What is the purpose of the xmarker? Why are you disabling it? I'm guessing it's the Enable Parent for the items you want to remove? It sounds like you are "removing" items simply by disabling them. Also, is the Ingredient type correct in the getitemcount? I'm guessing you are doing that to "filter" for the item types added to the container. Another thought, have you considered just using a GlobalVariable? I'm thinking that plus the use of a keyword might help as well.
  9. Definitely take a look at mine :) It's technically still WIP (but then, when aren't they??) The link is in my signature, and thanks in advance for your consideration.
  10. Thanks! I'll take a look at that. Not sure where or how I'll add one, but if it adds to mod appeal, I'll definitely consider it :)
  11. Ok thanks all for the tips and info. I guess an idea I had back when I started it was to make it a "serial" mod. I had hoped, and maybe this was asking too much of the community, to make the main quest and series of dungeon cells, an ongoing adventure. It takes literally *forever* to complete a cell, at least for me. My turnaround time is anywhere from 2-3 weeks, unless I have extra time off from work. I have friends and family members asking why the heck I've fallen out of touch lol. So that's why I thought I would roll it out in pieces and use player feedback to see where it would go. Things like "can't wait to see what happens to such-and-such" or "It would be great if 'this' happens to that NPC" or "I would like to see this unique item be used in the story 'this' way". Basically player-driven content. I enjoy writing and I do enjoy the development process but I thought it would be cool to defer to actual player input, not just spend weeks or months developing a dungeon then rolling it out all at once, hoping people notice it, and move on. Maybe that was a bad idea, I guess. Kinda deflating, actually :/ As far as quest markers, unfortunately they just don't want to cooperate. Sometimes they work and sometimes they don't and I can't really do anything about it. I have been placing them though. There is one treasure hunting side quest that is entirely optional and largely the items are found just from normal movement about the dungeon. I wanted people to actually spend time in the dungeon and not blaze through it, but made it optional, which is why it is somewhat hidden, and not story-driving. I kind of thought screenshots would be an issue and I will be working on that directly. I thought about having one of the NPCs be a potential follower, depending on the outcome of the quest, but that just seemed like it would add a level of scripting complexity that is beyond me. I spend a large amount of my dev time debugging and troubleshooting papyrus enough as it is already :/ I'm not a graphics designer by any means. The red font on the picture looked eerie or creepy to me, and I thought it gave a sense of what the dungeon and overall writing would be like. Guess I'll get rid of it :/ Thanks again for the input, and certainly continue giving feedback as it is much appreciated :)
  12. So I have another thread going, to which I gotten a few replies, and a few comments on the file page, mostly positive. What I'm looking for is feedback and reviews, and general input. I can't tell if the problem is me, if my mod sucks, I don't know. But it shows me almost 4000 views, and only a couple hundred downloads. 5 endorsements so far, and all I can think is "what am I doing wrong?" By my estimates, I have over 300 hours put into my mod, which is a series of dungeons and quests. I realize the content isn't for everyone, and the way some of the quests work (in part due to the way I set them up and in part the bugginess of skyrim/CK) are found to be rather difficult. Personally I enjoy having to look a little and think a little, and I don't really like quest markers, but it seems like some people want to race through content and not "stop and smell the roses" so to speak. That's fine, but feedback that tells me that would be nice, because I can certainly tone down the difficulty or just make the dungeons/quests last all of 5 minutes if that's what people want. Regardless of the issues, I need actual feedback in order to make the mod more appealing overall. Do people like it and they just don't know or understand the endorsement function? Is there something about the file page that are making the majority of 4000 page views pass over the file and not download. I would very much appreciate it if some seasoned reviewers could take a look at not only the file page but actually install and run the mod and send me a PM or leave feedback on the file page. If it is particularly scathing or bad, probably a PM would be better as I would like people to judge for themselves, but either way let me know. Right now I feel like hundreds of hours have largely been wasted as it seems like not many people are running and/or liking what they are seeing :/ PS - it is the mod linked in my signature.
  13. Ooh pick me! PM me with details. Writing is what I love most, be it dialog, books, etc. etc. It was the main driving force behind my mod (see signature) but considering the overall lack of attention/feedback on my mod (given weeks and hundreds of hours of dev time spent), I've started looking to other modders who may want help with theirs. In the meantime, check out my mod (a series of dungeons and quests) to see the writing I have done. There are a few NPCs that have dialogue with various branches based on player choice, as well as responses to various quest outcomes, etc. I have around a hundred pages of book/journal/notes written as well in the mod. Send me a note and lets see if we can work something out.
  14. Thanks for the info. I knew someone would say something about the lack of code :p I don't actually have any code, I just have what i gave, which is simply different functions I tried. What was really strange was the fact that events were definitely triggering, because i would put stuff in like notifications to show when the event triggered, and at least in what order. From everything I could see, the cast() function simply wasn't firing. Part of the issue seems to revolve around the fact that the placeactoratme function creates a leveled version of the actor base, and not the actor itself. I never created a leveled actor, i just made my actor. i set stats, etc. by hand right on the actor settings. i don't know if that messes things up. anyway i'll keep playing with it. in the mean time i just ran with a cheaper, less exciting method, which is simply to have the actor pop into existence at the correct moment with the placeactoratme, and i had the aggression on the actor set for the highest, so that the actor immediately attacks the player. kinda lacklustre though because you hit an object and then this npc just "pops" in, which looks wierd, but i guess it gets the job done :/
  15. Part 3 beta has been released! Latest version is 2.5.0 and ready for download. Pending player feedback, it will be considered full post-beta and rev bumped to 3.0.0 hopefully by this weekend, but don't let that stop you from downloading and running now! The mod is fully playable and you can pick up where you left off at the end of part 2 if you saved your game before exiting. As always, stay tuned for further updates and leave a comment here or in the forum if you have any questions, comments, suggestions, etc. :)
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