sergyu2500 Posted February 7, 2012 Share Posted February 7, 2012 (edited) Well, time to upgrade the members of the team list, shall we? EDIT: Oh and by the way the werebear looks BEAST! I'm pretty sure after Codex posts his mesh maybe we can get a Pre-Alpha release to the public so we can gather a small fanbase? This way more people will come. Edited February 7, 2012 by sergyu2500 Link to comment Share on other sites More sharing options...
Xahstur Posted February 7, 2012 Share Posted February 7, 2012 Not likely if you release a mod too early,it can be either disaster or nonstable <- experience talking ;)So my advice,at least lets finish (if im in the team) all green aspects of the mod and then release it to be sure if its stable,meaning : run tests etc.Do you agree? Link to comment Share on other sites More sharing options...
sergyu2500 Posted February 7, 2012 Share Posted February 7, 2012 Right mate. 'Course your on the team. At least from my perspective. Lets just wait for Elder's approval. It will take some time, because of the time difference. Link to comment Share on other sites More sharing options...
TheElderInfinity Posted February 7, 2012 Author Share Posted February 7, 2012 (edited) I'll get to updating the OP later today...Very, very busy...' Edit: Regarding the release, I'm not planning on putting the .esp on steamworks, nexus, fileplanet, or the other mirrors until we're done with most of the work, but I will (generally) be giving testing builds out to people on request. Edited February 7, 2012 by TheElderInfinity Link to comment Share on other sites More sharing options...
TheElderInfinity Posted February 7, 2012 Author Share Posted February 7, 2012 Okay, if deadlines hold up, the creation kit should appear on steam under tools any minute now, or we'll hear about a delay. Link to comment Share on other sites More sharing options...
TheElderInfinity Posted February 7, 2012 Author Share Posted February 7, 2012 Alright, time to get working on the script. After about 15 minutes work, I've got this .Scriptname cohTransformTiming extends Quest {Controls the Timing for transformation.}short cohGetMoonPhase_GetMoonPhaseshort wwPhaseDay_GetPhaseDayint cohnightvar_cohnightset GetMoonPhase (( GameDaysPassed + ( GetCurrentTime / 24 ) - 0.5 ) % 24 )set GetPhaseDay GetMoonPhase / 3;/List of moon phases returned by cohGetMoonPhase calculation0 = full moon1 = 3/4 waning2 = half waning3 = 1/4 waning4 = new moon5 = 1/4 waxing6 = half waxing7 = 3/4 waxing/;If GetCurrentTime >= 20 || GetCurrentTime <= 6 && GetPhaseDay = 0set cohnight 1elseset cohnight 0endifif cohnightvar = 1 && cohbmvar != 0 Which doesn't compile, and returns the following errors...(though its to be expected) Starting 1 compile threads for 1 files...Compiling "cohTransformTiming"...c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\cohTransformTiming.psc(4,13): no viable alternative at input '\\r\\n'c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\cohTransformTiming.psc(6,12): no viable alternative at input '\\r\\n'c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\cohTransformTiming.psc(8,9): no viable alternative at input '\\r\\n'c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\cohTransformTiming.psc(9,17): required (...)+ loop did not match anything at input '('c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\cohTransformTiming.psc(10,29): required (...)+ loop did not match anything at input '/'c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\cohTransformTiming.psc(10,4): Unknown user flag GetMoonPhasec:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\cohTransformTiming.psc(21,13): required (...)+ loop did not match anything at input '1'c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\cohTransformTiming.psc(23,13): required (...)+ loop did not match anything at input '0'c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\cohTransformTiming.psc(23,0): script variable cohnight already defined Link to comment Share on other sites More sharing options...
TheElderInfinity Posted February 8, 2012 Author Share Posted February 8, 2012 Well, I've worked on the script, and its ALMOST compiling. Scriptname cohTransformTiming extends Quest {Controls the Timing for transformation.}short cohGetMoonPhasefloor cohPhaseDayint cohCanTransformint cohbmvarcohGetMoonPhase = (( GameDaysPassed + ( GetCurrentTime / 24 ) - 0.5 ) % 24 )cohGetMoonPhase = cohPhaseDay / 3;/List of moon phases returned by cohGetMoonPhase calculation0 = full moon1 = 3/4 waning2 = half waning3 = 1/4 waning4 = new moon5 = 1/4 waxing6 = half waxing7 = 3/4 waxing/;If GetCurrentTime >= 20 || GetCurrentTime <= 6 && cohPhaseDay = 1 && cohbmvar != 1cohWWtimingQuest.SetQuestStage 5cohCanTransform = 1elseif GetCurrentTime >= 20 || GetCurrentTime <= 6 && cohbmvar = 1cohWWtimingQuest.SetQuestStage 10cohCanTransform = 1elseif GetCurrentTime <= 20 || GetCurrentTime >= 6cohWWtimingQuest.setQuestStage 0cohCanTransform = 0endifif GetGlobalValue PlayerIsWerewolf = 1 if cohCanTransform = 1player.addmagiceffect WerewolfChangeEffectelseif cohCanTransform = 0SetGlobalValue BeastFormTimer 0endifendifend with compiling errors Starting 1 compile threads for 1 files...Compiling "cohTransformTiming"...c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\cohTransformTiming.psc(7,16): no viable alternative at input '='c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\cohTransformTiming.psc(29,0): missing EOF at 'if'No output generated for cohTransformTiming, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on cohTransformTiming Link to comment Share on other sites More sharing options...
nateneurotic Posted February 8, 2012 Share Posted February 8, 2012 Thanks for the comments everyone. To all the people that have made comments on the legs... Unfortunately, they're kinda stuck that way. Trust me, I've been looking at a LOT of bear anatomy, and the legs bug me as well, but because I'm making the werebear to fit the werewolf's skeleton, the legs and feet have to reflect the existing skeleton. If anyone knows someone who can edit skeletons and change animations, feel free to make a werebear skeleton and I can make a mesh that reflects the natural bear anatomy better. I've kept the face neutral up to this point because the werewolf's face was also quite neutral, so I assumed that some expressions would come when everything gets skinned up to the skeleton. But I'll go and push some vertices around to reflect a more savage expression. Also keep in mind that with the addition of the fur planes, the werebear will definitely take on a more primal and savage appearance. Link to comment Share on other sites More sharing options...
TheElderInfinity Posted February 8, 2012 Author Share Posted February 8, 2012 care to post the mesh file so we can get to work on textures? Link to comment Share on other sites More sharing options...
TheElderInfinity Posted February 8, 2012 Author Share Posted February 8, 2012 Update on the scripts: I've gotten close to a working script. (as in, one that compiles properly and therefore can be tested) Scriptname cohTransformTiming extends Quest{Controls the Timing for transformation.}short property cohGetMoonPhase _cohGetMoonPhasefloor property cohPhaseDay_cohPhaseDaybool property cohCanTransform_cohCanTransformbool property cohbmvar_cohbmvarEvent OnUpdate()RegisterForUpdate(5.0)cohGetMoonPhase = (( GameDaysPassed + ( GetCurrentTime / 24 ) - 0.5 ) % 24 )cohGetMoonPhase = cohPhaseDay / 3;/List of moon phases returned by cohGetMoonPhase calculation0 = full moon1 = 3/4 waning2 = half waning3 = 1/4 waning4 = new moon5 = 1/4 waxing6 = half waxing7 = 3/4 waxing/;If GetCurrentTime >= 20 || GetCurrentTime <= 6 && cohPhaseDay = 1SetStage(5)cohCanTransform = trueelseif GetCurrentTime <= 20 || GetCurrentTime >= 6 && cohPhaseDay = 0SetStage(0)cohCanTransform = falseendifwhile GetGlobalValue(PlayerIsWerewolf = 1)if GetGlobalValue(PlayerIsWerewolf = 1) if cohCanTransform = trueplayer.addmagiceffect(WerewolfChangeEffect)elseif player.player.DispelSpell(WerewolfChangeEffect)endifendifEndWhileEndEvent Link to comment Share on other sites More sharing options...
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