What are you working on? (pin this?)

Post » Wed Jun 20, 2012 7:38 am

http://i.imgur.com/dWoTi.jpg http://i.imgur.com/0Q1Ja.jpg http://i.imgur.com/dmodO.jpg http://i.imgur.com/RrzmY.jpg

I have armors made too but, I need help (badly) to make a script to update NPC's Outfits. When I change their outfit in my plugin it makes no effect. I need a script to update it =/.

Also: http://i.imgur.com/BSeFD.jpg.
I take it you're winding up with tullius, etc, in their underwear when they first load? Try a script on the equipment that checks OnContainerChanged() and forcibly equips itself if it is entering an actor that is not the player.
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Steve Smith
 
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Post » Wed Jun 20, 2012 5:42 am

I take it you're winding up with tullius, etc, in their underwear when they first load? Try a script on the equipment that checks OnContainerChanged() and forcibly equips itself if it is entering an actor that is not the player.

Yeah they end up naked.

I'm really bad at scripts though...do you think you could help me out? =/
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Taylor Thompson
 
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Post » Wed Jun 20, 2012 12:10 pm

Yeah they end up naked.

I'm really bad at scripts though...do you think you could help me out? =/

Something like this should work:

Scriptname GearNPCAutoForceEquip extends ObjectReferenceEvent OnContainerChanged(NewCont, OldCont)    if (NewCont as Actor) && NewCont != Game.GetPlayer() ; If we have entered an actor that is not the player        (NewCont as Actor).EquipItem(Self)    EndifEndEvent
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Mélida Brunet
 
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Post » Wed Jun 20, 2012 2:50 pm

Incase anyone is wondering; I've planned everything out and my goal is to announce my project in mid-May. :D
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Oyuki Manson Lavey
 
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Post » Wed Jun 20, 2012 2:24 pm

new wip shot - Amethyst Hollows:
http://static.skyrim.nexusmods.com/downloads/images/5696-1-1335207211.jpg
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Shae Munro
 
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Post » Wed Jun 20, 2012 4:24 am

new wip shot - Amethyst Hollows:
http://static.skyrim.nexusmods.com/downloads/images/5696-1-1335207211.jpg

Great shot! And cool, you found the legendary fishing pole. Congratulations!
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stacy hamilton
 
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Post » Wed Jun 20, 2012 8:03 pm

check out my shooting range LOL

http://i48.tinypic.com/au8r3k.jpg
http://i49.tinypic.com/157d4zl.jpg
http://i48.tinypic.com/2ywcwv6.jpg
http://i46.tinypic.com/hur8uq.jpg
http://i49.tinypic.com/5tz4gx.jpg


runs on a 60 sec timer, the targets move horizontally at various speeds and score is calculated by proximity (further targets worth more per hit) with headshots and multi-kill bonuses. a trophy is awarded for obtaining a certain score mark. the trophy can be placed in the home and displays your highest score when activated

i wish i could record video but fraps not working for me duno why
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Kaylee Campbell
 
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Post » Wed Jun 20, 2012 6:18 pm

I finally got the one script I've been wanting to get working for the longest time. Changed the name from Soul Transfer, to Soul Disintegration.

What happens is the same thing with the last script I did, but this time, the target will fade out and disappear at the end. There are 2 checks to prevent the advanceskill from firing(I'm being lazy by not having it after the conditions ;p). This means just casting it on anyone will not give you skills up. Have to be dead only, and not a vampire, or reanimated. It's a free idea for anyone to build upon XD, I just do this to spice up the game for myself. It's an easy script but was hard for me, sure someone out there can make something awesome out of it.

The next thing I'm going to add to it, is giving dragon souls, since dragons are becoming rare in my game.

Spoiler

Scriptname souldisintigration extends activemagiceffect{Makes target disintegrate}import utilityimport sound;Properties used -  FXGreybeardAbsorbEffect ,GreybeardPowerAbsorbFXS, GreybeardPlayerPowerAbsorbFXS, TimeFadeOut;Sounds used - NPCDragonDeathSequenceWind, NPCDragonDeathSequenceExplosion;********;Properties;********VisualEffect property SoulBurningAway auto;Targets soul begins to leave the bodyEffectShader property SoulBurningAway02 auto;Targets body disappearsEffectShader property SoulAbsorb auto;Shaders for initial soul transfer from the targetEffectShader property SoulPlayerAbsorb auto;Shaders for initial soul transfer from the target to playerKeyword property Vampire auto;If the target is a vampire, no soul absorbedSound property SoulAbsorbSound autoSound property SoulAbsorbSound02 autoint actorHealth;Using this for later..;*********;Variables;*********actor selfrefEvent OnEffectStart(Actor akTarget, Actor akCaster)		selfref=akTarget		akCaster=Game.GetPlayer()		game.AdvanceSkill("Conjuration", 250.0)			if akTarget.IsDead() == true && akTarget.IsCommandedActor() == false && akTarget.HasKeyword(Vampire) == false				SoulBurningAway.Play(akTarget, 3, Game.GetPlayer())		   		SoulAbsorb.Play(akTarget, 3)				SoulPlayerAbsorb.Play(Game.GetPlayer(), 3)				SoulAbsorbSound.Play(akTarget)				SoulAbsorbSound02.Play(akTarget)				wait(2.0)				SoulBurningAway02.Play(akTarget)									endifEndEventEvent OnEffectFinish(Actor akTarget, Actor akCaster)		selfref=akTarget		wait(6.0)		akTarget.delete()EndEvent
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Francesca
 
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Post » Wed Jun 20, 2012 5:45 am

check out my shooting range LOL

http://i48.tinypic.com/au8r3k.jpg
http://i49.tinypic.com/157d4zl.jpg
http://i48.tinypic.com/2ywcwv6.jpg
http://i46.tinypic.com/hur8uq.jpg
http://i49.tinypic.com/5tz4gx.jpg


runs on a 60 sec timer, the targets move horizontally at various speeds and score is calculated by proximity (further targets worth more per hit) with headshots and multi-kill bonuses. a trophy is awarded for obtaining a certain score mark. the trophy can be placed in the home and displays your highest score when activated

i wish i could record video but fraps not working for me duno why
Wow, that's pretty awesome! :D
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Nomee
 
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Post » Wed Jun 20, 2012 5:56 pm

Wow, that's pretty awesome! :biggrin:

I myself am making a spell testing arena with enemies that spawn versions of themselves when they die.
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Shannon Lockwood
 
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Joined: Wed Aug 08, 2007 12:38 pm

Post » Wed Jun 20, 2012 1:13 pm

Im working on a new semi zone / home. its not quite done yet but i will have a custom weapon and a few new quests.
These will be based around mages. As such im calling the area the Arch-Mages Lair.
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brenden casey
 
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Post » Wed Jun 20, 2012 11:45 am

I'm giving Largashbur an ebony mine. It's taking forever because:

A: This is my first complete mod
B: I overcomplicate things
C. RL

Well, RL has intervened in a big way - I haven't even touched this WIP for a month. I will probably strip all the quest/dialogue/interesting stuff out of it and just install the mine with no backstory whatsoever. I really hate to do it like that, but I started it for a friend's son (whom I had told I was doing something for the Orcs, and he asked if I could first do an ebony mine), and he's getting impatient (as 12 year olds tend to do). I just can't concentrate enough to learn everything I need to learn for the mod. It svcks, but there it is.
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Darlene Delk
 
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Post » Wed Jun 20, 2012 4:27 am

new wip shot - Amethyst Hollows:
http://static.skyrim.nexusmods.com/downloads/images/5696-1-1335207211.jpg
Is that a perpetual sunset?
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brian adkins
 
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Post » Wed Jun 20, 2012 8:06 am

http://i.imgur.com/dWoTi.jpg http://i.imgur.com/0Q1Ja.jpg http://i.imgur.com/dmodO.jpg http://i.imgur.com/RrzmY.jpg

I have armors made too but, I need help (badly) to make a script to update NPC's Outfits. When I change their outfit in my plugin it makes no effect. I need a script to update it =/.

Also: http://i.imgur.com/BSeFD.jpg.

Nice but just for curiosity where does the spear stays when in scabbard?
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emily grieve
 
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Post » Wed Jun 20, 2012 4:38 pm

Several small mods to learn more about CK and papyrus. And one major (expansion-like) project with my brother-in-law which should be ready somewhere late 2014 or early 2015. With the major project we are still doing landscapes and new meshes but most of it's concept art are ready. At this point there's nothing we are ready to show you, but when it's time to ask others to join in our team we'll show what we have made.
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Ann Church
 
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Post » Wed Jun 20, 2012 8:08 pm

A http://img840.imageshack.us/img840/4710/tronoc.jpg ...
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Jeff Tingler
 
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Post » Wed Jun 20, 2012 12:14 pm

A http://img840.imageshack.us/img840/4710/tronoc.jpg ...

That looks AWESOME! I've always thought it was a bit lame that the Skyrim nobility sat in pretty normal looking chairs when holding court.
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Richus Dude
 
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Post » Wed Jun 20, 2012 1:14 pm

I'm working on part three of my sewers mod, Whiterun Sewers.
http://img99.imageshack.us/img99/7523/whiterunentrance01.jpg
http://img546.imageshack.us/img546/7748/whiteruntunnel.jpg
I'm trying to keep the Whiterun sewers smaller than the others. I have sections planned for the sewers
- Southern Tunnel
- Cloud District Sewers
- Dragonsreach Underworks
- Jorrvaskr Underworks
- Burrowed Tunnels
- Tomb of Kings
I'm currently scratching my head on how to add encounters such as thieves and skooma dealers into the sewers. Apparently these encounters are controlled by some quests and simply placing the actors in question won't make them interact with the player as the do in vanilla Skyrim.
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Miss K
 
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Post » Wed Jun 20, 2012 7:22 am

I just got some video recordings of some of my voice actors for a secret thing I'm doing with my mod, and it's rediculously awesome! I can't wait to show you guys some of what I'm working on! (My head just may explode!)
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StunnaLiike FiiFii
 
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Post » Wed Jun 20, 2012 6:44 am

I just got some video recordings of some of my voice actors for a secret thing I'm doing with my mod, and it's rediculously awesome! I can't wait to show you guys some of what I'm working on! (My head just may explode!)
Now pwople will remember ur mod as the secret thing unless u start giving a name ...
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Matt Terry
 
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Post » Wed Jun 20, 2012 4:04 am

Now pwople will remember ur mod as the secret thing unless u start giving a name ...
Haha, I know. I bring it up waaaaay to much. I'm sorry, I'm just so excited! Things are on schedule for me to announce next week. Then it will have a name, and you guys will know a lot more about it. I probably need to stop bringing it up until then. xD
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Lew.p
 
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Post » Wed Jun 20, 2012 3:55 am

Until then I dub it... Project Velicky Super Enigma Force!

(I may need to lay of the anime.)
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Benjamin Holz
 
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Post » Wed Jun 20, 2012 6:12 pm

Damn, there are so many good projects in the works (Helgen Rebuilt, Issgard, Interesting NPCs, Horseman, Alexander's Supermegasecret project and many others that I'm forgetting to mention) that who really need Bethesda DLC's anymore? I mean compared to Oblivion we have a lot of professional sounding voice actors that make the mods on par (and beyond) any official stuff that Bethesda publishes.
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Stacey Mason
 
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Post » Wed Jun 20, 2012 7:14 pm

Damn, there are so many good projects in the works (Helgen Rebuilt, Issgard, Interesting NPCs, Horseman, Alexander's Supermegasecret project and many others that I'm forgetting to mention) that who really need Bethesda DLC's anymore? I mean compared to Oblivion we have a lot of professional sounding voice actors that make the mods on par (and beyond) any official stuff that Bethesda publishes.

I think the only reason Beth bothers making DLC is consoles. If it were a PC world they would probably just let people make mods and then play around with them themselves.
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Chloe Botham
 
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Post » Wed Jun 20, 2012 5:08 am

I'm not really a conspiracy guy, but I was thinking that maybe the reason Beth does not release the navmesh bug fix is because they want to hold back the big content mods until they get their own DLCs sold.
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dav
 
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