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[WIP] Call of Hircine: Bloodmoon Rising


TheElderInfinity

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That video is so freaking cool that i want it now O.o damn...

 

Elder i have advice now if that is Bethesda DLC (which im 100 % positive it will be) then we can lay low for now and see what that DLC offers besides all of that weve seen in the video.Then after that we can get back to work. What do you think?

If we create mod now for sure we can expect the bugs and solving bugs is a pain in the ass dont you think?

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DreamCodex and myrm@

Yea i know ive been too harsh and pissed,nevertheless i dont like that sort of critisism with "-.-" in there (it was a little too harsh Dream) so i got pissed off a little...anyway my apologies...

 

<- Exams,University = so im little edgy...

 

But anyways...im here to mod not to argue or fight (which means the same as argue) because we cant fight on PCs right? :P

 

But enough of this lets work on a mod...

 

Elder can you send me the scripts you maded so far? I have few ideas that poped on my mind today so can you please send...

 

Just one script so far, and its small enough to just post here. Thanks to debug flags, I've narrowed the problems down: the Global Variables aren't being properly read; all of them come up as zero no matter what I do. I think that means the script may not be properly attached to the quest I made for it.

 

 

 

 

 

scriptname cohTransformTiming extends Quest
{Controls the Timing for transformation.}

;calling properties, spells, globals, and importing the maths.

import Math
float property cohGetMoonPhase auto
float property cohPhaseDay auto
bool property cohCanTransform auto
bool property cohbmvar auto
bool property IsFirstChange auto
Spell property WerewolfChange auto
GlobalVariable Property GameHour auto
GlobalVariable Property GameDaysPassed auto
GlobalVariable Property PlayerIsWerewolf auto
GlobalVariable Property PlayerWerewolfShiftbacktime auto
MagicEffect Property WerewolfChangeEffect auto


; The script should run once every in game minute in this state, otherwise the flavor texts could be desychronized.
Event OnInit()
RegisterForUpdate(1)


EndEvent




Event OnUpdate()

; Determining Moon Phase Below...Not yet implimented.
int timeOfDay = GameHour.GetValueint()
int DaysPassed = GameDaysPassed.GetValueint()
; Ignore PhaseDay, not functioning in this iteration of the script.

;/List of moon phases returned by cohGetMoonPhase.
0 = full moon
1 = 3/4 waning
2 = half waning
3 = 1/4 waning
4 = new moon
5 = 1/4 waxing
6 = half waxing
7 = 3/4 waxing/;

;Not sure what cohPhaseDay should return, though one is an adequete placeholder.


debug.Notification(TimeOfDay)


If TimeOfDay >= 20 || TimeOfDay < 6 || TimeOfDay == 0
Utility.WaitGameTime ( 0.05 )

cohCanTransform == true
else
       cohCanTransform == false
endif


; Hell, it's morphing time!


if ( PlayerIsWerewolf.GetValue() == 1 && cohCanTransform == true ) && IsFirstChange == true && game.getplayer().HasMagicEffect(WerewolfChangeEffect) == 0
debug.notification("The player can transform!!!")
PlayerWerewolfShiftbacktime.SetValue(10000)
WerewolfChange.Cast(Game.GetPlayer(), Game.GetPlayer()) 
Utility.WaitGameTime ( 0.05 )
Debug.Notification ("Generic Flavor Text")

elseif PlayerIsWerewolf.GetValue() == 1 && cohCanTransform == true && IsFirstChange == false && game.getplayer().HasMagicEffect(WerewolfChangeEffect) == 0
PlayerWerewolfShiftbacktime.SetValue(10000)
WerewolfChange.Cast(Game.GetPlayer(), Game.GetPlayer()) 
Utility.WaitGameTime ( 0.05 )
Debug.MessageBox ("First Post Transform Flavor Text")

elseif PlayerIsWerewolf.GetValue() == 1 && game.getplayer().HasMagicEffect(WerewolfChangeEffect) == 1 && cohCanTransform == false
PlayerWerewolfShiftbacktime.SetValue(1)
endif

EndEvent

 

I think the problem is that I've set the event to "on init", which is causing the script to start up independent of the quest, which means the property configurations, which define the properties as the Globals we're using, aren't being loaded. I believe in order to initialize this script, you need to write a papyrus fragment that registers the script for updates.

 

 

 

Here's the property window by the way.

 

http://i1173.photobucket.com/albums/r593/InfinityArch/NewBitmapImage3.jpg

Edited by TheElderInfinity
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Then who did that cool Werebear model? I've searched every mod on that video and haven't found anything!

 

That's Bethesda content. It was all removed fro the game early in development due to time constraints, balancing problems, ect. I honestly doubt that werebears will be the first DLC. There's a lot of other stuff they could release instead you know. Plus I imagine they'll wait and see for mods that they might end up competing with; a really popular mod in the same grain as a DLC could damage that DLC's sales significantly, so they'd probably steer clear of that.

 

Xahstur: Papyrus is extremely, extremely different. The operators are the same true, but the syntax is very different. I guess I'll make another thread on the official forums, this time specifically asking "How does one get a script to properly reference global variables?"

Edited by TheElderInfinity
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anything - and i mean ANYTHING you use in the script, whether it be variable, adding a book, whatever... needs to be in the properties window. That's what I've learned! :D

 

Everything is in the properties window. All the globals are defined, as are the variables, and the spells/magic effects. Its just not working. The script is plain not initializing properly, or not reading the globals. I think it just hates me.

 

Speaking of which, do you need to use the papyrus fragment stuff to start a script that's attached to a quest?

 

 

Sergyu: Why wouldn't we?

Edited by TheElderInfinity
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Then who did that cool Werebear model? I've searched every mod on that video and haven't found anything!

 

That's Bethesda content. It was all removed fro the game early in development due to time constraints, balancing problems, ect. I honestly doubt that werebears will be the first DLC. There's a lot of other stuff they could release instead you know. Plus I imagine they'll wait and see for mods that they might end up competing with; a really popular mod in the same grain as a DLC could damage that DLC's sales significantly, so they'd probably steer clear of that.

 

Xahstur: Papyrus is extremely, extremely different. The operators are the same true, but the syntax is very different. I guess I'll make another thread on the official forums, this time specifically asking "How does one get a script to properly reference global variables?"

 

Yea i ment operations :S,i still didnt all figured out about Papyrus so give me some time to learn this new stuff,damn bethesda why Papyrus! Im lazy to learn new stuff xD....

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