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A New Daedric Prince


zprospero

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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I haven't read the spoiler text so I don't know if this is out of date, but if you keep on with that test with the three doors and guards, could you make it that their position / order is randomized each time?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!

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Yes, that book is actually apart of the Apocrypha trip. Divayth Fyr gives

it to you to tell you what to expect and even attributes the creation of the

portals mentioned within to Ealdor, since the book only says a Telvanni wizard

presumed long dead.

 

As for the ghosts, maybe a strong chameleon spell? You have to find

and talk to one of them or else you'll never finish the quest. Either that

or they all stay invisible and Divayth or Ealdor gives you a constant effect

detect life spell.

 

I'm not sure how to randomize the positioning of the three guards or how

to make it so that the lying/random/truth teller is different each time. I would

like 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 who

found people in the forest and tricked them to their deaths.

 

Overall it's coming along. I overhauled it and started from scratch so it would

be 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.)

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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.

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Yes, they do stay in the same place at all times.

 

Now, the same door needs to be behind same

ghost for this to work according to Pallas' instruction,

you need to find the random liar, unless there's someway

to make that randomized, (but finding the liar or truth teller

is the easy part) so the right door has to stay behind him.

 

I think I got it. Using your script here, and then adding

a Quest variable that's randomized similarly, I can use

that to control the dialogue so that they are randomly

assigned their truth teller/liar/random answers.

 

Thanks! Kudos to you. That helped a lot. Now this already

hard 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 again

the 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?

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I changed the ghosts so they're pretty much invisible now, I was worried about being

able to find them, but I forgot that they're all reading. So now there are books floating

in midair turning their own pages. It really adds to the creepiness of the place and

makes you have to notice or literally bump into and 'feel' them.

 

Thanks of reminding me of that, grmblf.

 

Does anybody know what might be

causing 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 all

the books are arranged around me, most clipping through the floor.

 

Any ideas?

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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.myVar

where 2 is the number of decimal values you want it to print, "%.f" is enought for integers. It may require obse.

 

good luck!

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