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[WIP] Belua Sanguinare Revisited


Jakisthe

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to: MM

 

I am really curious about how you make "the red and blur" screen like that when the character make "feed attack". Would you mind sharing some of your knowledge about it. My plan is to make a sprinting animation which show that kind effect when she/he dash. Could we change the color (e.g. red to green or red to white). What could I say is thanks right now if you don't mind to answer my stupid question.

Edited by xp32
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Ok everyone, after a few conniptions with NMM, I've started testing...won't be long now! Sorry for the delay, but I see MM has done a fantastic job of teasing everyone in the meantime :P

Once I finish testing, MM and I will discuss my findings, some polish, and..beta.

 

and yes..hehe...a topic title change, courtesy of Mr. bben46!

Edited by Jakisthe
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well THIS is a vampire mod!, but i sure that a lot of people will had to say something about this mod, because your vampire its not beautiful, its not immortal, its not a god, and its not a good Character, but the evil itself, a demon walking on nirn a plague on skyrim a plague that MUST be destroyed

 

Love your work (a part of the blue glare ;) )

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to: MM

 

I am really curious about how you make "the red and blur" screen like that when the character make "feed attack". Would you mind sharing some of your knowledge about it. My plan is to make a sprinting animation which show that kind effect when she/he dash. Could we change the color (e.g. red to green or red to white). What could I say is thanks right now if you don't mind to answer my stupid question.

 

Hi Xp32,

 

It's an image space modifier. Declared in the script:

 

imageSpaceModifier Property VampireTransformIncreaseISMD  Auto

 

And then used later in the VampireFeed function within the script:

 

	VampireTransformDecreaseISMD.applyCrossFade(2.0)
if(FeedAttack == true)
	Debug.Trace("FEED ATTACK ANIM")
	Game.ForceThirdPerson()
	Game.GetPlayer().PlayIdle(VampireFeedingBedRight)
	Utility.wait(1.0)
EndIf
utility.wait(2.0)
imageSpaceModifier.removeCrossFade()

 

That's also how we do the sunglare when in direct sunlight.

 

Edit, and yes, you could change the color to Green. Look in the ImageSpacemodifiers for VampireTransformIncreaseISMD and duplicate and rename the duplicate. Then just go into the properties and changing the Fade color to Green should do it, though admittedly I haven't tried doing that. It's applying as a cross fade over 2 seconds that makes it a gradual transition rather than a sudden one.

 

-MM

Edited by MofoMojo
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well THIS is a vampire mod!, but i sure that a lot of people will had to say something about this mod, because your vampire its not beautiful, its not immortal, its not a god, and its not a good Character, but the evil itself, a demon walking on nirn a plague on skyrim a plague that MUST be destroyed

 

Love your work (a part of the blue glare ;) )

 

Thanks Yota71. Yea, my character isn't exactly the must stunningly handsome individual. I actually set out to make him look like that as I wanted to make a Conjurer/Necromancer who looked the part (at least to me). We're not currently doing anything to change the overall look of the character so if you want to have a beautiful vampire you'll need to start out with a beautiful character.

 

But you are correct, our Vampire's are not immortal nor gods. From the evil side of things, they're hunted by the Silver Hand and Vigilant of Stendarr, and people will fear and attack them if they are walking around in a starved state. Outside of that, whether you choose to be evil or not is up to you. For now, the poor people of Whiterun are my testing ground. :)

 

-MM

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@MM and/or Jakisthe

 

In the case of Levitation and Slow Fall I'd agree. They absolutely just have place holder (if any) art. Here in lies the problem with the way bethesda configured things. There are only really three ways to use abilities. Left Hand, Right Hand, and the all inclusive (Shout, Lesser Power, Power) button....

 

This was from the other thread, and I just wanted to comment here where I know you'll see it sooner. Ever heard of the mod called Extra Hotkeys? It requires Script Dragon, but it lets you bind abilities to any key you want. Could be very useful here. You could remove the 'spell in hand' effect from some of the abilities (like levitation) and let us bind them to whatever key we want.

 

Oh, and the new videos look very good! The Attack for Blood animation looks smoother than I'd anticipated. The garlic effect is very good, too. I think once people see this in a higher resolution, not 480p or less, it will be far more obvious. I like the steam effect in the sun, but what do you think about adding a short glare effect also? The Vampire FX Project on the Nexus has one (but not the steam effect) where the entire screen brightens for a few seconds when you're out in the sun. Edit: the glare effect in that mod is much more pronounced than in this one, which is why I didn't notice it at first.

Seeing as how I can't use this mod yet, I've been using the Vampire FX mod with the Vampire Overhaul mod. I tried sending kieranh7, the creator of the Vampire FX Project, a message to see if he wanted to share ideas, work on animations with you guys, or just collaborate in a more general sense. I haven't gotten a response from him, unfortunately. However, he has some similar implementations/ abilities, like 'Vampire Guile', which is a slow-fall ability. A lot of the abilities he's added are way overpowered IMHO, like 'Invade Mind' and 'Shadowform'. His Vampire Speed ability doesn't slow time, but rather gives you 2 seconds of insane speed, with no cooldown. While I prefer the way this mod does things in almost every way, some of his ideas, abilities, and effects are still pretty cool. http://skyrim.nexusm...le.php?id=10898 There is the link if you want to check it out.

 

I was also looking into another mod called Draekic Vampires because apparently it has a 'Quick Bite' ability that's done from stealth, with an animation to boot. I haven't tried it yet, but I did contact its creator Draeka, and he said his animation was kind of clunky thus far due to trying to pair a modified 'hug animation' (for the player) with the 'stagger animation' (for an NPC). Still a potential avenue for a feeding animation, if it could work. I'll try it out as soon as I can.

 

Edit: Okay, I tried it, and it doesn't properly line up your player with the victim's neck. It can be close though, but it's finicky. Too often your head is like a foot away from the victim's neck. There is no havok file that comes with his mod, so I'm not sure if the hug animation is actually modified. Oh, and Jakisthe, have you looked at Theru's animation yet to see if it has promise?

 

Here is a video I made of the Quick Bite animation. Unfortunately, I didn't realize how much video quality loss there would be when uploading, because the picture became a lot darker

http://www.youtube.com/watch?v=_T5rP7lD-1Y&feature=youtu.be

Edited by phil11
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@MM

 

Thanks for the answer.

Though I know the script function I don't really know how to implement it since I'm totally "noob" when it come to those kind of thing. What I really want to know is how to add imagespace modifier effect to specific action (e.g. jump, running or sprinting). Btw thx again by answering my foolish question. My experiences with CK is really low.

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@MM

 

Thanks for the answer.

Though I know the script function I don't really know how to implement it since I'm totally "noob" when it come to those kind of thing. What I really want to know is how to add imagespace modifier effect to specific action (e.g. jump, running or sprinting). Btw thx again by answering my foolish question. My experiences with CK is really low.

 

Ahhh.... well, you could do this several ways. An easy way is to create a constant effect ability "spell" whose magic effect is simply a script. This is COMPLETELY from memory so it may not work:

 

Scriptname XP32_SprintingMagicEffect extends activemagiceffect  

imageSpaceModifier Property VampireTransformIncreaseISMD  Auto
Bool SprintingISMApplied = false

Event OnEffectStart(Actor akTarget, Actor akCaster)
  RegisterForUpdate(1.0)
EndEvent

Event OnUpdate()
  ; Only apply the ISM if it's not already applied. Keep track of this in a local script var
  If Game.GetPlayer().IsSprinting() && SprintingISMApplied == false
     SprintingISMApplied = true
     VampireTransformIncreaseISMD.Play(ApplyCrossFade(2.0)
  Elseif Game.GetPlayer().IsSprinting() == False
     SprintingISMApplied = false
     ImageSpaceModifier.RemoveCrossFade()
  EndIf
EndEvent

 

You'll need to compile the script, and then you need to go into the Script Properties and Auto-Fill so it associates the VampireTransformIncreaseISMD ImageSpaceModifier property with the actual ImageSpacemodifier in the game with the same name. I think something like that will do it for you. Let me know if you need any other assistance.

 

-MM

 

Edit: And then of course, you need to add the spell to your player....

Edited by MofoMojo
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@MM and/or Jakisthe

 

In the case of Levitation and Slow Fall I'd agree. They absolutely just have place holder (if any) art. Here in lies the problem with the way bethesda configured things. There are only really three ways to use abilities. Left Hand, Right Hand, and the all inclusive (Shout, Lesser Power, Power) button....

 

This was from the other thread, and I just wanted to comment here where I know you'll see it sooner. Ever heard of the mod called Extra Hotkeys? It requires Script Dragon, but it lets you bind abilities to any key you want. Could be very useful here. You could remove the 'spell in hand' effect from some of the abilities (like levitation) and let us bind them to whatever key we want.

 

That's a possible idea. My only concern with using SKSE or Script Dragon, and I've discussed some of this with Jakisthe, is I don't like having external dependencies that can break your mod IF the game executable is updated. Granted, those teams have been pretty good at getting updates out after the fact but if Bethesday updates the game engine, SKSE/Script Dragon typically break until they get their update to re-address the in memory function locations with the update.

Oh, and the new videos look very good! The Attack for Blood animation looks smoother than I'd anticipated. The garlic effect is very good, too. I think once people see this in a higher resolution, not 480p or less, it will be far more obvious. I like the steam effect in the sun, but what do you think about adding a short glare effect also?

 

The glare is in there, just not incredibly bad. I can't wait for us to get a ... beta... pushed out so we can get some real solid feedback on the implementations. Oh, I see you noticed the glare. lol. Once we get to testing, we'll have to find out if we need to adjust the glare. It's very easy to do. We have varying levels of glare for each of the vampire levels, so what you DID see WAS the brigtest currently.

 

A lot of the abilities he's added are way overpowered IMHO, like 'Invade Mind' and 'Shadowform'.

 

Invade Mind, that's similar to what Jakisthe had wanted to do.... I'm curious how he achieved that! That's awesome that he did.

 

His Vampire Speed ability doesn't slow time, but rather gives you 2 seconds of insane speed, with no cooldown. While I prefer the way this mod does things in almost every way, some of his ideas, abilities, and effects are still pretty cool. http://skyrim.nexusm...le.php?id=10898 There is the link if you want to check it out.

 

Tempted to look, but I also don't want to be influenced by other mods directions...although we all seem to have some similar goals and ideas. Sometimes you need inspiration as you get "locked" into one state of mind.

 

Thanks for all your ideas and feedback Phill11. I hope I can reward it soon.

 

-MM

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