L33Nexus Posted December 18, 2009 Share Posted December 18, 2009 Nuh uh dude it'll be a long long LONG LONG time before it's finished :D i can show you an image of how he will look like though like how i've based him to look?? Link to comment Share on other sites More sharing options...
zprospero Posted December 18, 2009 Author Share Posted December 18, 2009 Yeah, if you want. PM it to me though. Link to comment Share on other sites More sharing options...
L33Nexus Posted December 19, 2009 Share Posted December 19, 2009 k dude :) Link to comment Share on other sites More sharing options...
grmblf Posted December 21, 2009 Share Posted December 21, 2009 Hi there, how's this going? Now that I remember, some days ago I read a book somewhere in Tamriel that was telling about a guy who went through almost every daedric plane, and described Apocrypha as you do, but he mentioned that he couldn't see the spirits guarding the library although he could feel them, so maybe they should have an invisibility effect on them. It just came to my mind and I remembered about your mod so I thought I should post it :) I haven't read the spoiler text so I don't know if this is out of date, but if you keep on with that test with the three doors and guards, could you make it that their position / order is randomized each time? That would be really cool, like if you don't care too much about the test, go to the first door to try and fail, reload, go to the second and fail, reload, go to the third... and fail again! and then you start to care about what they say. It may be a bit silly, but after all you'll be dealing with the daedric princes! Just some random thoughts. Keep up the good work! Link to comment Share on other sites More sharing options...
zprospero Posted December 21, 2009 Author Share Posted December 21, 2009 Yes, that book is actually apart of the Apocrypha trip. Divayth Fyr givesit to you to tell you what to expect and even attributes the creation of theportals mentioned within to Ealdor, since the book only says a Telvanni wizardpresumed long dead. As for the ghosts, maybe a strong chameleon spell? You have to findand talk to one of them or else you'll never finish the quest. Either thator they all stay invisible and Divayth or Ealdor gives you a constant effectdetect life spell. I'm not sure how to randomize the positioning of the three guards or howto make it so that the lying/random/truth teller is different each time. I wouldlike to do that though, it's Hermaeus Mora after all, it should be very tricky,especially to keep it in line with the Nordic legends of him as Herma-Mora whofound people in the forest and tricked them to their deaths. Overall it's coming along. I overhauled it and started from scratch so it wouldbe a bit cleaner, so lots of what I've shown here will look a little different. (Although I've made myself into a liar about the 1 custom mesh thing.) Link to comment Share on other sites More sharing options...
L33Nexus Posted December 21, 2009 Share Posted December 21, 2009 Now one thing i can count on is this mod is going to be AMAZINGLY AWSOME :D just tell me if you need help again for anything at all Zprospedude. :) Link to comment Share on other sites More sharing options...
grmblf Posted December 22, 2009 Share Posted December 22, 2009 yeah, sometimes it's better to start again from the begining to clarify things, it's good to know that you still working on it. About the ghosts, assuming that they are in a static position, you could run a script when the player enters apocrypha to track each one's position and then move them randomly in those positions. Then for the door you could move the doors themselves with the same prodecure. Something like: set pos1X to getposX ... set pos1Y to ... ... set pos3Y to... set rnd to getRandomPercent if rnd <= 33 ghost1 to pos1 set posOcc to 1 elseif rnd <= 66 ghost1 to pos2 set posOcc to 2 else ghost1 to pos3 set posOcc to 3 endif set rnd to getRandomPercent if rnd <= 50 if posOcc == 1 ghost2 to pos2 set posOcc to pos3 elseif posOcc == 2 ghost2 to pos3 set posOcc to pos1 else ghost3 to pos1 set posOcc to pos2 endif else if posOcc == 1 ghost2 to pos3 set posOcc to pos2 elseif posOcc == 2 ghost2 to pos1 set posOcc to pos3 else ghost3 to pos2 set posOcc to pos1 endif endif ghost3 to posOcc That's how I'd do it, but there are more ways. In the second random I've set the var "posOcc" to the unused position. You can use a short as index, but it should correspond to the positions stored, maybe using an array. I hope it helps. Link to comment Share on other sites More sharing options...
zprospero Posted December 22, 2009 Author Share Posted December 22, 2009 Yes, they do stay in the same place at all times. Now, the same door needs to be behind sameghost for this to work according to Pallas' instruction,you need to find the random liar, unless there's somewayto make that randomized, (but finding the liar or truth telleris the easy part) so the right door has to stay behind him. I think I got it. Using your script here, and then addinga Quest variable that's randomized similarly, I can usethat to control the dialogue so that they are randomlyassigned their truth teller/liar/random answers. Thanks! Kudos to you. That helped a lot. Now this alreadyhard puzzle is going to even harder. :devil: Also, I found a bug in the book trap script.If you die by the trap when you load up againthe trap still kills you, but the books don't appear.If you quit the program and then open it again it works. Any idea why? Link to comment Share on other sites More sharing options...
zprospero Posted December 23, 2009 Author Share Posted December 23, 2009 I changed the ghosts so they're pretty much invisible now, I was worried about beingable to find them, but I forgot that they're all reading. So now there are books floatingin midair turning their own pages. It really adds to the creepiness of the place andmakes you have to notice or literally bump into and 'feel' them. Thanks of reminding me of that, grmblf. Does anybody know what might becausing the problem with the book trap? The code is essentially: begin onActivate bookRefXX.MoveTo ...;over and over and over player.addSpell...;the part that kills you end Did I miss something? Do I need a conditional statement for part of this?What's really weird is after I reload the save and go back to Apocrypha allthe books are arranged around me, most clipping through the floor. Any ideas? Link to comment Share on other sites More sharing options...
grmblf Posted December 23, 2009 Share Posted December 23, 2009 Not really... might it be some kind of weird cell reset? Are those books marked as permanent references so they don't respawn? Don't know if it has something to do, though. Maybe you save a variable before entering, so the var is already changed next time you enter and therefore it doesn't trigger the effect? If this helps, you can print quest vars into the console using:printC "%.2f" myQuest.myVarwhere 2 is the number of decimal values you want it to print, "%.f" is enought for integers. It may require obse. good luck! Link to comment Share on other sites More sharing options...
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