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Posted

For the record too, I must admit that my experiencing with quests is still pretty basic I'm sure: couple of followers, small scenes and small adventures (nothing I uploaded), but I haven't dug in the full possibilities they offer yet. My mod is using no objects, aliases or cells from other mods - and when other mods may be useful (like follower mods or sleep mods for instance, which use quests), I contacted the creators of these mods and have built my own scripts and objects so they they can fully benefit from these mods without altering anything else - and it works.

 

But you got my curiousity aroused about quests and maintenance scripts - if what you're saying is that I could later add a quest that would host and develop some of my mods features, that I need to investigate because that's exactly what I have in mind for future developments.

 

If you don't mind taking a look at it to give me your opinion, I'll probably upload a small preview video I made showing some of these features. Not exactly because I want to advertise it, but rather because I am not sure if I should upload that video with an adult tag or not - nothing much to frown about though, it's just that when capturing it with Fraps I was paying much more attention to followers using my mod's features than to their possibly exposing some skin in the process, but the mod is definitely not an adult mod. Still after spending so much time video capturing and editing it all, I find myself wondering...

 

In any case, many many thanks for your help, IsharaMeradin, it's really precious to have people like you helping when we have questions :).

Posted

Adding a quest with maintenance scripts to an existing project is not much different than adding a MCM menu to an existing project. The most easiest solution is to create some global variables that will be set by the MCM menu or by the maintenance script and use those global variables within the other scripts to modify behavior accordingly. Yes, it requires minor editing of the existing scripts but nothing so major as a rewrite. This method of grafting on MCM or maintenance support also gives the benefit of using the console to make adjustments for those users not using the MCM menu system.

 

But don't let me sway you from your intended design. I'm merely sharing information that may be helpful in future projects.

Posted

Thanks for your concern - no you won't sway me from my design, but a good advice is always to take into consideration when learning. Even if I think I know what I'm doing, there's probably better or cleaner ways to do it. Global variables, I've used, without MCM though, mostly because I'm trying to keep this mod MCM free and for immersion reasons. I'll probably use SKSE in another version.

 

I've uploaded my video by the way, if you don't mind giving me your opinion about whether to upload (the video not the mod) with an adult tag or not, I'd appreciate it. Here's the link:

some skin in the process. Now before uploading, I'm having second thoughts: adult tag or not?

 

If you have the patience to watch, here the link:

 

https://www.youtube.com/watch?v=CAk4FO8YtrU

 

And if I'm not mistaken, a while ago we talked about a carrying bag you had worked on. I managed to create one (with the mage bag for now) which can be accessed while equipped or dropped. For now it has a fixed weight though, I have no idea yet how to calculate it's weight from its content. Could be discuss that? (somewhere else than here probably)?

 

Thanks again, IsharaMeradin :).

Posted
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And if I'm not mistaken, a while ago we talked about a carrying bag you had worked on. I managed to create one (with the mage bag for now) which can be accessed while equipped or dropped. For now it has a fixed weight though, I have no idea yet how to calculate it's weight from its content. Could be discuss that? (somewhere else than here probably)?

Here is just as good as anywhere else...

 

I did not come up with the process. I did put it into a function for easier use.

 

  Reveal hidden contents

 

As far as the video, I personally would give it the adult tag.

Posted

Well thanks for sharing you script. What I meant though was: would you want to use my meshes for your mod? If you don't mind my using your script, I'll keep for another mod I have in mind because I see it relies on SKSE functions again and I want to keep my next uploaded mod as SKSE-free as possible.

 

Thanks for watching the video too btw. Adult tag, uh? You confirm my doubts - while 2 other people told me "not adult content"... I'll think again... But thanks.

Posted

Meshes? In my mod? Possibly. I'd have to see them.

 

When it comes to tagging mods, videos and the like, it is better to play it safe than sorry. I'd rather tag something as being adult and be informed by staff that it is not than to tag it as non-adult and get a warning or worse. Best case scenario is to ask a member of the staff directly.

Posted

Nothing fancy about it: I took the mage robes meshes, seperated the shoulder bag from the rest of the armor and reskinned them for Vanilla male and female bodytypes, tightening up a bit the shoulder strap so they would'nt float too much around the body. It looks pretty much like Bandolier's shoulder bags, I wanted to create custom textures for them but did not find the time to - the main difference it is does not modify the character's carry weight, it has a fixed weight, but its content can be accessed when the bag is equipped (as well of course as when the bag is dropped). Basically, it works like a cloud chest. And I added in my house mod a peg where you can hang the bag and of course still access its content - with a possibility to use it for auto-storage too: you don't automatically store some type of items into the bag, but the content from the bag, if worn, can be automatically transferred to crafting supply containers if the player choses to do so. (Not craftable, and also scripted to prevent the player to store the bag inside itself)

 

As you can see, for the moment, it is completely part of the mod I'm about to release. I was planning to make it a stand alone mod later on anyway so that means separating the files and scripts from the rest of my house mod. As soon as I've done that, I'll send you the files if you wish. I think it'd be nice to have a version of it where the bag's weight is calculated from its content - I was thinking perhaps not the full weight, but to keep something "magical" about it, half the weight?

 

About the video, we are absolutely along the same line of thoughts: after our last exchange, I contacted an admin. He says "nothing to tag there" - so I guess I'm safe now :).

Posted

I've thought about having access to bags when dropped. But the havok settings always go wonky on me and the bag shoots across the room or falls through the floor out of reach. In the end, I felt it better to not allow dropping. But maybe with a bag done proper, I could revisit the idea.

 

I really need to get my inventory mod released.... I keep putting it off for testing reasons and never get around to fully testing it. I should let the users test it :P But then if I change or add something I have to deal with users who update incorrectly. Would rather release the final version and be done with it.

 

As far as half weight, just use the function I posted earlier then divide it by two.

Posted

I can't remember what I used to set up the dropped item, that was while back, but probably made it like the ground item of the equippable bag, i.e. the ground version of some clothes. I'm not very at ease with Nifskope, there are many nodes and blocks I have no idea how to move around. Fairly often, I end up using a Vanilla Ground model and replacing the nif with my own which works just fine as long as they're approximately the same material and size. I also tried to make the collision nif with Chunk Merge but I ended up not using it - in rare cases, Chunk bugs and I wouldn't want to risk that for an item the player may end up using often.

 

I remember I tried to animate the bag opening up on the ground item, which worked too but then the havok was no longer working and when dropped, it just remained hanging in mid-air. I'm sure it can be done properly to get both working, I just haven't found out how yet. In the end, I use 3 different meshes, the wearable version, a ground item and a static version.

 

I don't have a personal dropbox, just the one I use for work (and I try not to mix things... ;)) - how would I do to send you my files once I've isolated the ones that may interest you?

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