fpconflict Posted November 27, 2007 Share Posted November 27, 2007 Hey guys I used to have alot of time on my hands to plan and make some mods, unfortunately reality strikes back and i don't have time to spend on that good ol CS anymore, so here`s what i used to work on, feel free to take those project ideas and make them rise and shine if you please. Those are realisable project, no wet dreams from some gamer.===========Invest Gold + Price reduction on all merchandise depending on % gold donated.+ Higher level items appear in the buy list can be bought, they're expensive but it makes you stronger faster, this will occur after significant donation, around 7k.+As you donate, NPC disposition rises. ===========Teleport (lighter script) Upon cast, in that order: Invisible, increase speed and force forward momentum. Make all those fade away after let's say 0.5 seconds, distance easily tweakable depending on the speed you give, wich will determine the distance with the time. Alot of scripter were trying to dig their head out for X Y Z map thing, that's a pain, the above method works , it's all about testing to get the right timing. =============Anatomy Knowledge Master of Sneak and Hand-to-Hand can now deliver a 1 hit kill with his bare hand. While the target is calmed and relaxed, hitting cracking the victims skull with viciously precise trained hits of the fist, the skull of the victim suffers from instant dying ;)============= If anyone pushes any of these mods to a Final version, all i'd want is a ''Thanks to .conflict for the idea'' somewhere in the readme. If no one use those ideas, expect at least one of them to be released shortly after 2008. Until then....Busy Busy ;) Link to comment Share on other sites More sharing options...
Vagrant0 Posted November 27, 2007 Share Posted November 27, 2007 Hey guys I used to have alot of time on my hands to plan and make some mods, unfortunately reality strikes back and i don't have time to spend on that good ol CS anymore, so here`s what i used to work on, feel free to take those project ideas and make them rise and shine if you please. Those are realisable project, no wet dreams from some gamer.===========Invest Gold + Price reduction on all merchandise depending on % gold donated.+ Higher level items appear in the buy list can be bought, they're expensive but it makes you stronger faster, this will occur after significant donation, around 7k.+As you donate, NPC disposition rises. ===========Teleport (lighter script) Upon cast, in that order: Invisible, increase speed and force forward momentum. Make all those fade away after let's say 0.5 seconds, distance easily tweakable depending on the speed you give, wich will determine the distance with the time. Alot of scripter were trying to dig their head out for X Y Z map thing, that's a pain, the above method works , it's all about testing to get the right timing. =============Anatomy Knowledge Master of Sneak and Hand-to-Hand can now deliver a 1 hit kill with his bare hand. While the target is calmed and relaxed, hitting cracking the victims skull with viciously precise trained hits of the fist, the skull of the victim suffers from instant dying ;)============= If anyone pushes any of these mods to a Final version, all i'd want is a ''Thanks to .conflict for the idea'' somewhere in the readme. If no one use those ideas, expect at least one of them to be released shortly after 2008. Until then....Busy Busy ;)None of these can really work.Essentially:Shop prices are based on the base cost of the item, players dispositoon with the merchant, and what they're haggling at. In some ways, ths is already done by when you have high mercantile. However, items can't be sold for more than their value, or bought for less than their value. This is to prevent people from getting an unlimited supply of money selling for more than it costs to buy back. The problem with a teleport spell that uses invisibility is that the player still has to move, and anything which is currently trying to attack the player can usualy see through that invisibility. The more useful ways of teleporting "player.moveto or player.movetomarker" will stop combat briefly, but can cause instability. Generally there isn't any good way to teleport the player. Bare hands cannot have enchantments or scripts. While there are mods which get around this, doing something similar probably wouldn't work too well in this case since you're trying for a 1 hit kill. Link to comment Share on other sites More sharing options...
Sypron Posted November 27, 2007 Share Posted November 27, 2007 Actually, mods can alter the sneak multiplier based on 1 or 2 different skills. If se t up to have a 100x multiplier with sneak and h2h at master level, it has the same effect. Link to comment Share on other sites More sharing options...
bben46 Posted November 27, 2007 Share Posted November 27, 2007 I have been using a mod for teleporting for quite some time. It has been very stable and I have teleported from indoors, outdoors, shivering isles, oblivion, as well as out of and back into many mods and out of the middle of a fight. I have never had a problem when using this one. It is called PrivateQuarters-SP by Sergius, modified from an older version by Lazy Monk. It only takes you to a 3 room pocket universe house where you can store things, sleep, enchant and do alchemy. If you leave by the door, it takes you back to where you teleported from. However, It has a set of buttons that change the target to any of your owned vanilla houses, plus a user defined button that you can set up to go to a destination that you designate. I am using over 50 mods with no problems. As to being invisible, I have used it while over 120% chameleon. and sneaking. You can duck out in the middle of a fight. use the Mark button to tag that location. Unload all of your loot, repair your gear, pick up new weapons if necessary, Jump to a house. run down the street to your local potion seller and buy a bunch of heal potions, stop by the mages guild and get your magic items recharged, rest if necessary. Then teleport back to your private quarters. press the recall button and exit back into wherever it was you were getting your tail kicked fully refreshed. There is a function to teleport an NPC into the Private Quarters and back out - handy when you have a companion - works for getting a companion out of oblivion - send them there before you grab the sigil stone. I haven't looked at the script, mainly because I have never had a problem with it. I have made my own small change in that there wasn't enough storage. I cleaned out the entry room and put in 30 named chests. When you teleport in you can reach all 30 without moving - handy for when you are over encumbered. Link to comment Share on other sites More sharing options...
Vagrant0 Posted November 28, 2007 Share Posted November 28, 2007 You misunderstand what is meant by a teleport in this case. In this case, we are talking about an ability which would allow the player to quickly move from where they are to somewhere nearby quickly for the purposes of getting out of corners durring a fight, getting around an opponent, or crossing small gaps. Not moving to some outside area. Actually, mods can alter the sneak multiplier based on 1 or 2 different skills. If se t up to have a 100x multiplier with sneak and h2h at master level, it has the same effect. Except that would be a constant change, as in not being able to adjust it through scripting. And would probably bleed to other aspects of the game beyond hand to hand. Additionally, any increase to hand to hand damage would also affect anything which uses hand to hand attacks (creatures). Technically, weapon skill would translate partially to being able to use that weapon to hit vital areas easier, and improved aim... Which would satisfy this as well as it can be. Even one skilled at killing probably wouldn't be able to walk up to anything, and kill it with one hit, and replicate those results endlessly. Honestly, being able to do so actually ruins some of the fun of the game. Link to comment Share on other sites More sharing options...
Sypron Posted November 28, 2007 Share Posted November 28, 2007 Except that would be a constant change, as in not being able to adjust it through scripting. And would probably bleed to other aspects of the game beyond hand to hand. Additionally, any increase to hand to hand damage would also affect anything which uses hand to hand attacks (creatures). Technically, weapon skill would translate partially to being able to use that weapon to hit vital areas easier, and improved aim... Which would satisfy this as well as it can be. Even one skilled at killing probably wouldn't be able to walk up to anything, and kill it with one hit, and replicate those results endlessly. Honestly, being able to do so actually ruins some of the fun of the game. It would not be a constant change, it only applies the multiplier when in sneak mode, just like normal sneak attacks. It doesn't bleed, you can alter multipliers on any combat skill to change to any value at any level, and it can be based of multiple skills simultaneously (Besides, when was the last time an NPC performed a stealth attack on you?). JOG's stealth overhaul is evidence of this, it's where I got the idea from. I never claimed that an instant kill mod would be fun or balancing, just pointing out its possible because it has already been done. Link to comment Share on other sites More sharing options...
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