6TemplaR9 Posted February 12, 2012 Share Posted February 12, 2012 (edited) I have made that you can naturally feed on animals.A perk for that would be extremly hard to make for me currently. Edited February 12, 2012 by 6TemplaR9 Link to comment Share on other sites More sharing options...
Xahstur Posted February 12, 2012 Share Posted February 12, 2012 (edited) Newsflash: Ive made a nice constallation for Lycanthropy perk tree: Here you go: It looks like wolf emblem and i like it! http://img138.imageshack.us/img138/482/tesv2012021219115696.jpg EDIT:TheElderInfinity@There are no psc scripts,we edited all those through object window :P... Edited February 12, 2012 by Xahstur Link to comment Share on other sites More sharing options...
TheElderInfinity Posted February 12, 2012 Author Share Posted February 12, 2012 (edited) I have made that you can naturally feed on animals.A perk for that would be extremly hard to make for me currently. I guess I'll do that on my side then (I'm working on the feeding scripts now); could you make a perk that changes a global variable (in this case cohPlayerCanGainFeedsFromAnimals) to1 when its active? The feeding script will be designed to to only reduce the cohMissedFeedCount variable when the player feeds on a member of a sapient race, unless that variable is true. I'll also have to find a way to disallow feeding on constructs or undead (or apply debuffs when you do, "damaged teeth" or something for the robots and "upset stomach" or something for undead.") I've got a fairly good idea of how to do this by the way. Create an array containing all of the nonplayable races besides Falmer (in order to avoid breaking custom playable races, this array should be exclusive, not inclusive), and disallow feeding on entities that identify with that array. With the perk, change a global variable so that the feeding script references an array that only contains constructs, dragons, Daedra, and undead. Otherwise, the feeding script should be pretty easy. I just have to add seven lines into WerewolfChangeEffect script, edit one message, create 14 magic effects, and one short actor script that runs on the player, all fairly simple tasks. Though I'd eventually like to add a feral system, I think we could incorporate that into the random transform chance script. Edited February 12, 2012 by TheElderInfinity Link to comment Share on other sites More sharing options...
6TemplaR9 Posted February 12, 2012 Share Posted February 12, 2012 I guess I'll do that on my side then (I'm working on the feeding scripts now); could you make a perk that changes a global variable (in this case cohPlayerCanGainFeedsFromAnimals) to1 when its active? The feeding script will be designed to to only reduce the cohMissedFeedCount variable when the player feeds on a member of a sapient race, unless that variable is true. I'll also have to find a way to disallow feeding on constructs or undead (or apply debuffs when you do, "damaged teeth" or something for the robots and "upset stomach" or something for undead.") I've got a fairly good idea of how to do this by the way. Create an array containing all of the nonplayable races besides Falmer (in order to avoid breaking custom playable races, this array should be exclusive, not inclusive), and disallow feeding on entities that identify with that array. With the perk, change a global variable so that the feeding script references an array that only contains constructs, dragons, Daedra, and undead. I think currently you can't feed on undead/constructs.Also I am really new to doing mods for TES games and can't figure out the new scripting language (the old was pretty simple for me) Link to comment Share on other sites More sharing options...
TheElderInfinity Posted February 12, 2012 Author Share Posted February 12, 2012 I guess I'll do that on my side then (I'm working on the feeding scripts now); could you make a perk that changes a global variable (in this case cohPlayerCanGainFeedsFromAnimals) to1 when its active? The feeding script will be designed to to only reduce the cohMissedFeedCount variable when the player feeds on a member of a sapient race, unless that variable is true. I'll also have to find a way to disallow feeding on constructs or undead (or apply debuffs when you do, "damaged teeth" or something for the robots and "upset stomach" or something for undead.") I've got a fairly good idea of how to do this by the way. Create an array containing all of the nonplayable races besides Falmer (in order to avoid breaking custom playable races, this array should be exclusive, not inclusive), and disallow feeding on entities that identify with that array. With the perk, change a global variable so that the feeding script references an array that only contains constructs, dragons, Daedra, and undead. I think currently you can't feed on undead/constructs.Also I am really new to doing mods for TES games and can't figure out the new scripting language (the old was pretty simple for me) Oh good, then that makes my task all the easier. Random idea for when we get to NPC transformations... Instead of removing all the NPC's items and putting them in a container upon transformation like it does with the player, we could just make it unequip all their items and remove them on death, then add back any loot the werewolf is supposed to have. Though naturally that should only be applied to actors who have no chance of carrying quest items to avoid breaking quests. Unique variants of the script could be given to unique actors. Of course we still have a problem with the NPC transformation in terms of storing their original race, the way the game currently does it isn't practical to use on a large scale. Ideally, we could create a custom actor value that recorded an actor's true race (and wasn't changed by the transformation), or we could add a variable to the script that does as much, though it'd have to be exclusive to each actor, but I'm not sure either would be possible. We could always create different versions of the script for each of the races, but once again, that doesn't support custom races. Link to comment Share on other sites More sharing options...
6TemplaR9 Posted February 12, 2012 Share Posted February 12, 2012 There is a huge problem with your concept, AVs are probably hardcoded... Link to comment Share on other sites More sharing options...
DieBySword Posted February 12, 2012 Share Posted February 12, 2012 Random idea for when we get to NPC transformations... Instead of removing all the NPC's items and putting them in a container upon transformation like it does with the player, we could just make it unequip all their items and remove them on death, then add back any loot the werewolf is supposed to have. Though naturally that should only be applied to actors who have no chance of carrying quest items to avoid breaking quests. Unique variants of the script could be given to unique actors. Of course we still have a problem with the NPC transformation in terms of storing their original race, the way the game currently does it isn't practical to use on a large scale. Ideally, we could create a custom actor value that recorded an actor's true race (and wasn't changed by the transformation), or we could add a variable to the script that does as much, though it'd have to be exclusive to each actor, but I'm not sure either would be possible. We could always create different versions of the script for each of the races, but once again, that doesn't support custom races. The original script does not transfer your weapons to a container (its commented out) it just un-equips your weapons/armor and spells and changes your shout power to a custom created for that occasion howl.About the race there is a Companion script that is used to store the race of the actor transforming, so we can already transform npc and player and dont need to worry about race storing.I`m adding a new function to the transformation script so it can both affect the player and npc so if you want to affect a npc you just go into his actor value and attach the main transformation script to his actor. Link to comment Share on other sites More sharing options...
TheElderInfinity Posted February 13, 2012 Author Share Posted February 13, 2012 Wonderful job! Well, I've got an outline of how the feeding is going to go in, it's just an addition of seven lines to the werewolf transformation script plus a function and some debuff spells. I'm gonna test it on the most recent .rar you posted, and report back the results. Link to comment Share on other sites More sharing options...
Xahstur Posted February 13, 2012 Share Posted February 13, 2012 Guys (off topic)...I started new char and ive got major issues with Golden Claw quest,which ofc i cannot progress and finish Dragonstone quest (Bleak Falls Barrow) anyway the glitch: Arvel is dead,on loot theres no journal,golden claw...only his weapon and armor,ive tried to add golden claw through console (it worked) but i didnt get quest update nor i cant open the dragon gate where is word wall and Dragonstone...anyone got solution?.... Link to comment Share on other sites More sharing options...
TheElderInfinity Posted February 13, 2012 Author Share Posted February 13, 2012 (edited) Guys (off topic)...I started new char and ive got major issues with Golden Claw quest,which ofc i cannot progress and finish Dragonstone quest (Bleak Falls Barrow) anyway the glitch: Arvel is dead,on loot theres no journal,golden claw...only his weapon and armor,ive tried to add golden claw through console (it worked) but i didnt get quest update nor i cant open the dragon gate where is word wall and Dragonstone...anyone got solution?.... Do a barrel roll. No just kidding. Use the SetQuestStage command to set the stage to wherever it should be, bang, done. Btw Xahstur, you wouldn't happen to know how we would go about adding in a sneak animation for werewolves (created by DreamCodex)? I'm really, really not that good about that one, in Oblivion there was a clearly labeled "walk" / "sneak" / whatever movement animations, but nothing under the move tab is defined. Edited February 13, 2012 by TheElderInfinity Link to comment Share on other sites More sharing options...
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