xp32 Posted March 7, 2012 Share Posted March 7, 2012 http://forums.nexusm...ost__p__4793801 Watch the teaser video on page 24, linked above, and you'll see it. There is no animation for it right now. You choose 'feed' on an NPC once they are staggered and kneeling, and it kills them. I see... It means we are going to the hard ways such as editing behavior files. However what kind of animations is going to put there? Sucking blood (like animal) or something else? Link to comment Share on other sites More sharing options...
MofoMojo Posted March 7, 2012 Share Posted March 7, 2012 http://forums.nexusm...ost__p__4793801 Watch the teaser video on page 24, linked above, and you'll see it. There is no animation for it right now. You choose 'feed' on an NPC once they are staggered and kneeling, and it kills them. I see... It means we are going to the hard ways such as editing behavior files. However what kind of animations is going to put there? Sucking blood (like animal) or something else? For bleed out victims we may not even need a new animation. I just need to know how to trigger the original VampireFeed animation that the call to Game.GetPlayer().VampireFeed() triggers and whether you can force that during combat. For the feed effect when you sneak up on someone, that's an entirely different story and yeah, I think that needs a new behavior... I was thinking if you could grab them and just bite at the neck and pause their for a second or two (similar to the vampire feed animation, only standing and....more interactive). -MM Link to comment Share on other sites More sharing options...
phil11 Posted March 7, 2012 Share Posted March 7, 2012 (edited) For bleed out victims we may not even need a new animation. I just need to know how to trigger the original VampireFeed animation that the call to Game.GetPlayer().VampireFeed() triggers and whether you can force that during combat. For the feed effect when you sneak up on someone, that's an entirely different story and yeah, I think that needs a new behavior... I was thinking if you could grab them and just bite at the neck and pause their for a second or two (similar to the vampire feed animation, only standing and....more interactive). -MMTheru, one of the people I asked for help from, responded and said she made a quick animation based on bethseda's own bite animation. She changed...." "rotate spine of skeleton" so the animation become standing instead, now it will work for both front attack and sneak attack or back attack" Here is the link to the havok file: http://www.2shared.c...ed_vampire.html I'm too much of a neophyte to even know what to do with it, let alone judge if it'd be useful for its intended purpose. Edited March 7, 2012 by phil11 Link to comment Share on other sites More sharing options...
FranzLiszt Posted March 8, 2012 Share Posted March 8, 2012 (edited) just a brief question. How does satiation work with the vampire ranks currently?Does it work on a set level or do you become unsatisfied more quickly at one level or the other? Also, how much must you drink to become satiated? A whole person?Maybe there should be, under the feed button, choices for how much of a person you want to drink. But Maybe only when the victim are sleeping, otherwise someone would be able to auto one shot enemies from sneak attacks, which would not be good for balance. Edited March 8, 2012 by FranzLiszt Link to comment Share on other sites More sharing options...
MofoMojo Posted March 8, 2012 Share Posted March 8, 2012 (edited) just a brief question. How does satiation work with the vampire ranks currently?Does it work on a set level or do you become unsatisfied more quickly at one level or the other? Also, how much must you drink to become satiated? A whole person?Maybe there should be, under the feed button, choices for how much of a person you want to drink. But Maybe only when the victim are sleeping, otherwise someone would be able to auto one shot enemies from sneak attacks, which would not be good for balance. Satiation is tracked between 0 (starved) and 100 (full) and restores 25 when you feed (as long as you're not in combat). You currently drop about 4 points every game hour meaning it takes about 24 hours to go from fully satiated to starved. It doesn't scale at the moment. You also damage your victim based on your satiation level. So if you're 100% starved, unless you feed on an essential character, you'll kill the victim. If you're not starved, you'll do a minimum of 25% damage to the victim. When in combat, however, you get 5 points of satiation (as of a change I made last night). My take is, you're in the heat of combat, you don't have time to latch on and actually get a full 25 points of satiation. You still do 25% damage however, under that circumstance. Sounds like a lot, but really, the only time you can do it in combat is when the victim is bleeding out and if he's bleeding out he's only got about 5% health anyway. I just set that amount to ensure the attack kills the victim. Note: Those are defalt values, the values are/will be customizable. If you feed on a victim four times in a row, outside of essentials, it's very likely that you'll kill them. I got the "Attack Feed" animation wired up last night using just the basic Feed animation. It worked surprisingly well, although just like the feed animation, you're somewhat...disconnected...from your victim so I'm trying to figure out how to rotate the player and place them so it looks well ALL of the time, instead of most of the time. Theru sent me animation files for the sneak attack. I need to have a look and try and hook those up next. I think for the next few days I'm going to sit back, go through our thread here and recollect all the feedback to update my tracking list. I know we've discussed A LOT that I'm not tracking right now. Plus, I'd like to stop focusing on adding features and put a little bit of polish on what we do have. Last night I spent a few hours trying to get "Dark Fire" working and learned a valuable lesson. I have no idea how to use NifSkope to create new "magic" projectiles. I need to get a flame spell which, rather than normal flames, they're .... black essentially. Like the Darken effect. That will be the last offensive spell, for now and will round out the vampire. I also did some testing using my "Blood Rend" and "Darken" scaling formula. For Darken, the formula works great, for Blood Rend, not so much. It required some tweaking so the new formula is : AbsorbtionAmount = (BeluaGlobalCurrentVampireLevel.GetValue() /10) * (Player.GetLevel()/2) * 1.5 The 1.5 was to increase the damage/absorption amount. So at ~Level 25 you do roughly 9 points of absorption. That's still less than half of what you saw in the video, where I was doing 20....per target. It was a little excessive. 9 per target seems to work well, the question will be how does it scale at levels 1- 20 and 30-75. Once I get some "fit and polish" on the mod, I'll make a new video and show the new stuff, as well the effects of sunlight, sensing garlic, etc,. -MM Edit: And WOOT on the thread name change! Edited March 8, 2012 by MofoMojo Link to comment Share on other sites More sharing options...
FranzLiszt Posted March 8, 2012 Share Posted March 8, 2012 (edited) I was watching the video again, and I noticed 26 seconds in that you seemed to not be able to go into the Hall of the dead. And afterwards you went over it with a spell. Was that a realization of an aversion to holy stuff? If so, Sweet! Edit: The first film, not the Darken one. Edited March 8, 2012 by FranzLiszt Link to comment Share on other sites More sharing options...
xp32 Posted March 8, 2012 Share Posted March 8, 2012 I got the "Attack Feed" animation wired up last night using just the basic Feed animation. It worked surprisingly well, although just like the feed animation, you're somewhat...disconnected...from your victim so I'm trying to figure out how to rotate the player and place them so it looks well ALL of the time, instead of most of the time. -MM I already predicted that. If you are using basic feed animation which is not pairing animation type, that will happen. Disconnected. You see there are dynamic changes of position of the feeding "object" and it will never be same in every battle. You might achieve what you want with trial and error by rotate change axis for basic feed animation (I suppose so). The best solution is making pairing animation (e.g finisher/killing moves). I hope that will help. Link to comment Share on other sites More sharing options...
MofoMojo Posted March 9, 2012 Share Posted March 9, 2012 (edited) Some more teaser demo's....much more passive this go around. http://www.youtube.com/watch?v=izkv47KINbs&feature=youtube_gdata @FranzLiszt, to answer your question, no...that was Levitation and a terrible demonstration of it I might add. @XP32, Yup... Without behavior files that's probably going to be difficult I imagine? I haven't checked out Theru's animation that he sent. -MM Edit: Sorry for the quality on this one... I shot it at half resolution. Edit2: Callout for peeps who know nifskope. I'd like to make some new HandArt/CastingArt which requires NifSkope knowledge, something I burned a few hours on last night with no progress so I'm going to stay away from it for now and continue to focus on implementation. So yes, there's quite a bit of place holder material going on. We also still need to do Dark Fire (which was what I was trying to work on) which I thought would be a simple retexture of the Flames model, but ... I had no good luck getting it to actually work. Things I need some nifskope help with: Dark Fire - This is basically a "flame like" look but the fire is black, much like the effect for Darken. Remove ice particles from Conjure Fog hand artCreate a darker version of the Conjure Fog hand art, preferable with small little lightning shooting around, or water droplets for Conjure StormDarken - Hand art that is essentially just like the current Darken effect, but only on the casting hand That's all I can think of at the moment.... Edited March 9, 2012 by MofoMojo Link to comment Share on other sites More sharing options...
FranzLiszt Posted March 9, 2012 Share Posted March 9, 2012 That. Is.So. Epic!I really like the way you have implemented sunlight and garlic. The slow fall seems a tad slow to fall though. Link to comment Share on other sites More sharing options...
MofoMojo Posted March 9, 2012 Share Posted March 9, 2012 That. Is.So. Epic!I really like the way you have implemented sunlight and garlic. The slow fall seems a tad slow to fall though. Thanks FranzLiszt. Tonight I also figured out the very basics of followers. I've got a very rudimentary quest system to support Command Animal with up to 10 animal followers. No, I'm not going to allow you to create an army of Wolves, Skeevers, Sabrecats, and Bears. It was just to see if I could do multiple animal followers and others....so... what does this mean? I can now cast a spell on someone and force them to be a follower. One thing that Jakisthe wanted was the ability to actually create a permanent thrall like follower that you could interact with, open inventory, give commands, etc,. as well as be able to command animals to follow you or dismiss them. THAT door is now open. http://www.youtube.com/watch?v=xu7TQXOZhFQ&feature=youtube_gdata -MM Link to comment Share on other sites More sharing options...
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