jkrojmal Posted May 17, 2015 Share Posted May 17, 2015 Greetings fellow modders. JK here, I'm the author of the JK's series of cities and towns overhauls. Long history short, I'm a fan of the Soul series (Demon Souls, Dark Souls I - II, Bloodborne). I'm working on a new mod inspired by those games called Darkend, it's a new World space , a small island called Phalos. As the title of this topic states, I'm looking for a way to recreate the fog wall shown in the Soul series for the boss battles in my new mod, I'm guessing that some scripting would be needed, maybe placing a collision plane and a mist/fog FX at the gate and set them to initially disable, link both to a trigger and when the player walks trough the trigger the collision and fog FX get activate via script?? would that work??. I have no knowledge whatsoever about scripting, and I'm very busy finishing the levels, testing, tweaking enemy placements, ambushes etc etc, so any help would be much appreciated. Cheers, JK. Link to comment Share on other sites More sharing options...
DDProductions83 Posted May 17, 2015 Share Posted May 17, 2015 It actually looks relatively easy to mimick, looks like its always up you activate, AI takes over walks the player through, fog stays up while inside I am assuming disables when boss dies? After I go see Australia The Movie I will look into it Link to comment Share on other sites More sharing options...
jkrojmal Posted May 18, 2015 Author Share Posted May 18, 2015 fog stays up while inside I am assuming disables when boss dies? Correct, I forgot to mention that, it must disable after the boss dies. Link to comment Share on other sites More sharing options...
DDProductions83 Posted May 18, 2015 Share Posted May 18, 2015 KK GoT then I'll take a shot at it, you want the player AI controlled on activation so the fog wall drops they walk in against their control, fog wall goes back up, also disabling saves for the duration re-enable after boss (Not sure if possible but can save game with a trig box on approach of the door easy enough) DETAILS MAN DETAILS!!!To note the AI control and actually any other form of walking in has a massively high probability of locking companions out, can hold door going back up till boss is engaged might help as a idea lol Link to comment Share on other sites More sharing options...
jkrojmal Posted May 18, 2015 Author Share Posted May 18, 2015 I would not worry about companions too much, I designed the Island to be a solo experience, like in Demon/Dark Souls, I though about adding a summon NPC feature like in those games, but that's completely out of my capabilities, I'm still trying to figure it out the Bonefire off/on activation thing! Link to comment Share on other sites More sharing options...
DDProductions83 Posted May 18, 2015 Share Posted May 18, 2015 Ok so letting the video upload cause typing this might take a while. Going to assume complete lack of competence in anyway so we cover all the bases, though I still might forget something I am including the test esp and the 2 scripts and 2 objects you need, basically fogwall1 and fogwall no collision (For extra fogginess etc)Once in game you can scale these up and down as you like the collision will follow for the one withEverything I am about to explain is done in the esp so feel free to reference it, though a direct copy paste over might not work so better to familiarize yourself with it You need to make the one with collision a activator, the one without can just be a activator or movable static, really doesn't matterYou need 1 quest for a scene and ref alias holdersYou need 3 reference alias in the quest, one for the playerref, point it to the player, forced, cell any, should auto fillOne for Fogwall and one for Xmarker, point these at anything in forced, do not leave them empty Then create a scene, duplicate my scene in the quest, 1 sec pause at start, there will be a script in the start and end phase of the scene you will need to copy over, 1 property for the fogwall reference alias is needed. The scene is a simple travel for the playerref, script at front disables controls enables AI control, end script enables controls disables AI driven. The scene ends when the player reaches their destination. On the fogwall with collision activator this will be your activation door, copy paste the whole included script into a new one on it. And by onto it I mean the base object not the one you put in the world, this is a template script where only one property needs to be filled per door, the rest is auto fire.On the activator fill the 3 propertys, scene1 = the scene you made to make the player walk, fogwall1= the ref alias for the fogwall, xmarkermove = the xmarker alias.Trigcount leave blank and xmarkertomoveto leave blank Now once you place that fog in the world you need to open it in the render window go to scripts and fill the xmarkertomoveto property with the xmarker on the ground you want the player to walk to This will work for all doors, they are one shot only, IE walk through once, then done. You will need to add a ondeath script to your boss to disable the fog door Good luck Dropbox link to the ziphttps://www.dropbox.com/s/kx7hd82vmgwr2rk/Fogwalltemplate.7z?dl=0 Video quality still picking up and processing as I hit send but itl get better Link to comment Share on other sites More sharing options...
jkrojmal Posted May 18, 2015 Author Share Posted May 18, 2015 Impressive, thank you kindly sir, I'll take a look at the ESP later today, I'm not familiar with quest and aliases so is going to take me some time to figure that part out . Thank you again for the help. Cheers, JK. Link to comment Share on other sites More sharing options...
DDProductions83 Posted May 18, 2015 Share Posted May 18, 2015 It's pretty easy actually, also you can try (I stress try) to load up your esp as active mine as non active and just duplicate the quests and 2 objects, then save, then load only your esp, if it worked the two objects will exist and the quest and all the propertys will be there, then all you need to do is place the two fog gates pick the xmarker property per fog gate and presto Link to comment Share on other sites More sharing options...
MotoSxorpio Posted May 18, 2015 Share Posted May 18, 2015 I am so glad Darren doesn't font like JK. :D Nightmares! Link to comment Share on other sites More sharing options...
DDProductions83 Posted May 18, 2015 Share Posted May 18, 2015 (edited) I know I checked it on my phone and he didnt write anything and I was like dafuq? Lol damn white font Also, I am so using the fog gates in DW btw as well, they are pretty pimp Edited May 18, 2015 by DDProductions83 Link to comment Share on other sites More sharing options...
Recommended Posts