MofoMojo Posted April 16, 2012 Share Posted April 16, 2012 Looky looky - We might have light sap working shortly. It will only work on sconces but...it will work. http://skyrim.nexusmods.com/downloads/file.php?id=15267 -MM Link to comment Share on other sites More sharing options...
Jakisthe Posted April 16, 2012 Author Share Posted April 16, 2012 :biggrin: :biggrin: :biggrin: :biggrin: :biggrin: :biggrin: All the closer! Great job! Which reminds me...I need to reply to your PM :ohdear: Link to comment Share on other sites More sharing options...
Userper Posted April 19, 2012 Share Posted April 19, 2012 Hey Guys, just popping in to see how the mods doing.hardly anyones posted lately so I though I would ask, what sort of progress you guys are making? :dance: can't wait for the mod :dance: not very patient :dance: dancing making me feel sick :sick: too much cider :ohdear: Link to comment Share on other sites More sharing options...
MofoMojo Posted April 20, 2012 Share Posted April 20, 2012 Hey Guys, just popping in to see how the mods doing.hardly anyones posted lately so I though I would ask, what sort of progress you guys are making? :dance: can't wait for the mod :dance: not very patient :dance: dancing making me feel sick :sick: too much cider :ohdear: Hi Userper, Quite honestly I got the LightSap POC and an additional mod released based on that work and then continued my break until we rounded up all of the feedback. The Beta ends today which means that Jakisthe will be collecting all the feedback and putting it together for both of us to discuss and make changes as necessary. Once those changes are done, we'll be releasing it publicly. Having absolutely no idea how much feedback we've gotten, or what kind of feedback and the lengths to which it may take to implement, I'm not sure what we're talking about in terms of a release date. I should hope it's not much further out than end of May. So... not much progress has been made but that's because we've had the exchange of beta comments pretty much behind closed doors and development has slacked off while the beta cooked. Thanks for the continued support! It's great to see that people are still anticipating our work! -MM Link to comment Share on other sites More sharing options...
chaosaeon Posted April 22, 2012 Share Posted April 22, 2012 I'm going to throw some ideas out there. I'm a vampire fan so I have a big interest in this. I wasnt in the beta so if anything I say is stupid, disregard it, lol. I was wondering a few things.Did you manage to have speed running and high jumping ? For a solution to people not wanting to always high jump, maybe make high jump a double tap of the jump. Have you considered long jumps as well ? I feel long jumps are more vampire like than higher ones and maybe more important to have. Being able to clear 20 feet speedily with a horizontal jump/dash through the forest would be intense and awesome. So maybe a long jump ? Or a dash with a blurring effect to show speed. Will the cloud of bats still have the bright activation aura like in the video ? A dark red or black and shadowy aura instead could be awesome for that ability. Actually, having deep red or blackened auras for move activations would work great with most vamp moves. Maybe for the invisibility effect the player could actually become a shadow rather than just being see through. And the invisibility activation should be a swarm of bats. So, bats swarm, you become invisible/a shadow before the bats dissipate making it appear to NPCs as though you turned into them and vanished. The slow motion in the video was pretty cool. As for someones suggestion of kill moves, if you start into those at all, you should use very raw physical and brutal ones that maybe have a little finesse as well (maybe like the slow motion spin around neck break from behind that the character HUNK uses in the resident evil 4 mercenaries minigame. I think as far as being in sunlight, maybe a very subtle smoke/steam effect should emanate from the character, and hopefully with this mod, not everyone in the game will instantly hate you for being a vampire. In fact, it would be awesome if the people in the game didnt know you were one at all. I mean, everyone knowing defeats half the purpose of being one if you think about it. No one is sneaky if everyone knows youre a sneak, lol. Anyway, these suggestions are coming from someone who basically only saw the video, so for all I know all of these things could be in, but I'm just throwing ideas out there. Actually, here's an awesome idea. Vampire characters should carry a small vile of blood that begins empty, but each time you feed it fills up a small percentage. When it's 100% full, if you are killed, you fall into a pile of ash, but then the vile breaks, with a swarm of bats coming out of it and you revive with half health. Your character receives a new empty vile at the next sleep feeding. Link to comment Share on other sites More sharing options...
Jakisthe Posted April 22, 2012 Author Share Posted April 22, 2012 Hey, and welcome! Beta is winding down (THOSE OF YOU WHO HAVEN'T SUBMITTED THE REPORTS, YOU KNOW WHO YOU ARE :devil: ), and I've started to piece together the doc for MM. As far as:-speed running: in the game!-high jumping: people may not want to always jump high, and as I recall, we can't do button combos like double-space. If we could, well, I'd just go nuts, but...alas...-long jump: maybe. I don't know how feasible it is to have jumping while running.-cloud o' bats/aesthetic stuff: for after release. We wanna get this out quick!-killmoves: besides the fact that KMs don't play very well with certain aspects of our feeding system, they're also for after release. -Attack on sight: man oh man, is our AoS system awesome. Trust me :laugh: -Resurrection on death: we've looking into it for later implementation. Link to comment Share on other sites More sharing options...
MofoMojo Posted April 23, 2012 Share Posted April 23, 2012 (edited) Hey, and welcome! Beta is winding down (THOSE OF YOU WHO HAVEN'T SUBMITTED THE REPORTS, YOU KNOW WHO YOU ARE :devil: ), and I've started to piece together the doc for MM. As far as:-speed running: in the game!-high jumping: people may not want to always jump high, and as I recall, we can't do button combos like double-space. If we could, well, I'd just go nuts, but...alas...-long jump: maybe. I don't know how feasible it is to have jumping while running.-cloud o' bats/aesthetic stuff: for after release. We wanna get this out quick!-killmoves: besides the fact that KMs don't play very well with certain aspects of our feeding system, they're also for after release. -Attack on sight: man oh man, is our AoS system awesome. Trust me :laugh: -Resurrection on death: we've looking into it for later implementation. Looking forward to getting this all put together and get some intense discussions back up around this thread! :) Please get the feedback submitted. I will very likely NOT get the feedback to even start polishing until it's mostly all turned in so... :) @chaosaeon - I have given some thought to the implementation of jumping. The way that sprinting works is, I believe, that there's no behavior graph for going from a sprint to a jump and sowhile it's not hardcoded, it's just not easy to do and this is why the game doesn't support it. I'm not a havok behavior modder so... If there were an easy way to do it, we'd probably see a release of it by now as I think it's easily one of the more annoying things about the standard movement implementation in Skyrim. As for allowing you to jump farther ahead, or up, I think that's doable but as a spell/ability, and not something implemented with just a double-tap of the jump key... unless we started meshing with something like Script Dragon or SKSE assuming we could track the jumpkey press. As it stands right now no SKSE or Script Dragon use in our mod. So, from a power perspective it's something we could probably do as a voice but without being too much like Whirlwind Sprint. It's something to consider for future releases. The challenge, as always, is how do we make the powers accessible without the player being overburdened with too many choices which is already a concern. Fumbling around with Favorites and hotkey'ing spells. I do, however, like the idea of toning down the color on the "Vampire's Speed" effect. I turned off the tinting effects with Vampire's Sight and think I might just turn off the tinting in Vampire's Speed as well....but maybe make it a little more vibrant when it's kicked in. Something that makes the screen "POP". We'll see. I'm going to leave everything alone until I get the feedback and we can have some meaningful discussion around it. I don't want to start changing anything only to find that I went in the opposite direction that our testers felt we should go. Thanks for the feedback! And thank you testers! -MM Edited April 23, 2012 by MofoMojo Link to comment Share on other sites More sharing options...
Jakisthe Posted April 27, 2012 Author Share Posted April 27, 2012 BETA IS DONE! Thank you for everyone who responded and participated! We were right; you guys could find stuff that us two couldn't :whistling: Changelog has been passed on and work on fixes is underway. Some things you might be happy to hear:-Trespassing and related damage is being reworked!-Companion issues to be looked at!-Vampire Kiss will...hopefully work!-No more endless feeding! And more! Please PM me if you have a specific question regarding the beta. For now though, one of the more common complaints was a lack of a means to heal beyond feeding and hearts. Still no regen, but what do you guys think of these combined idea:-Dark Gift: Sacrifice 5/10/25/50/66% of your remaining health to heal you for 2x/2x/3x/3x/4x the amount sacrificed over the next 10 seconds.-Bloodlust: Combat regen is 2x what it normally is outside of combat. Hmm? Link to comment Share on other sites More sharing options...
elricshan Posted April 27, 2012 Share Posted April 27, 2012 so the dark gift does it sacrifice of the total health poll? if it does how quick does it work or is it like you sacrifce what you have left? anyway it sounds like a good idea Link to comment Share on other sites More sharing options...
Jakisthe Posted April 27, 2012 Author Share Posted April 27, 2012 As I planned it there, it instantly takes that % from your current (not maximum) health pool, with each level of vampirism taking more. Then, over the next 10 seconds, you get X times that much health back. Say, for instance, that you're a fledgling with 100 health out of 100 (for simplicity >.<). Use DG, and you lose 5(5%*100)hp. Then, over the next 10 seconds, you get 10hp back, at a rate of 1 per second.Then, you level up, and you've gotten more maximum health via normal leveling. But you're hurt down to only 100 hp out of 500! What do you do? DG takes 66(66%*100) hp, leaving you with only a scant 34 left. However, then the good bit kicks in, and you gain 264(66%*100*4)hp over the next 10 seconds, at a rate of 26.4 per second. If this seems too powerful, I am considering the potential of adding a non-refunded magica component. Link to comment Share on other sites More sharing options...
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