What are you working on? (pin this?)

Post » Wed Jun 20, 2012 5:45 am

Yeh but how you script the boat ? ^^

The boat is an activator so that I can put a script on it. Since I haven't set up any dialogue yet, for testing purposes I use OnActivate to start the boat:

Spoiler
Scriptname fg109SMShipScript extends ObjectReference{Script controlling the sea merchants' ship.};;;;;;;;;;;;;;;;;; Properties ;;;;;;;;;;;;;;;;;;FormList property RouteA auto{FormList of navigation markers between Solitude and Dawnstar.}FormList property RouteB auto{FormList of navigation markers between Dawnstar and Winterhold.}FormList property RouteC auto{FormList of navigation markers between Winterhold and Windhelm.}Int property Speed auto{Speed at which the ship sails.}Int property MaxRotation auto{Maximum rotation speed in degrees per second.};;;;;;;;;;;;;;;;; Variables ;;;;;;;;;;;;;;;;;FormList CurrentRouteInt TargetIndexBool AtPort = TrueBool Anchored = TrueBool InvertRoute;;;;;;;;;;;;;;;;; Functions ;;;;;;;;;;;;;;;;;;Function to convert local rotation to global rotation, and vice versaFloat[] Function ConvertRotation(Float AngleX, Float AngleY, Float AngleZ, Bool FromLocal = True)    Float NewX    Float NewY    if (FromLocal)        NewX = AngleX * Math.Cos(AngleZ) + AngleY * Math.Sin(AngleZ)        NewY = AngleY * Math.Cos(AngleZ) - AngleX * Math.Sin(AngleZ)    else        NewX = AngleX * Math.Cos(AngleZ) - AngleY * Math.Sin(AngleZ)        NewY = AngleY * Math.Cos(AngleZ) + AngleX * Math.Sin(AngleZ)    endif    Float[] Angles = new Float[3]    Angles[0] = NewX    Angles[1] = NewY    Angles[2] = AngleZ    Return AnglesEndFunction;Function to set which route we're using, and if we should reverse-iterate through the routeBool Function SetRoute(Int Route = 0, Bool Reverse = False)    if (Route == 0)        Debug.Trace(self + "[fg109SMShipScript] SetRoute() received invalid 'Route' parameter.")        Return False    endif    if (Route == 1)        CurrentRoute = RouteA    elseif (Route == 2)        CurrentRoute = RouteB    elseif (Route == 3)        CurrentRoute = RouteC    endif    InvertRoute = Reverse    if (Reverse)        TargetIndex = CurrentRoute.GetSize() - 2    else        TargetIndex = 1    endif    Return TrueEndFunction;Function to move the shipBool Function Sail()    ObjectReference Target = GetTargetMarker(CurrentRoute, TargetIndex, InvertRoute)    if !Target        Debug.Trace(self + "[fg109SMShipScript] Sail() failed to locate navigation target.")        Return False    endif    float OffsetAngle = GetHeadingAngle(Target)    if (Math.Abs(OffsetAngle) > (MaxRotation / 2))        GoToState("Curved")        Curve(OffsetAngle)    elseif (GetState() == "Curved")        GoToState("Straight")        Settle(OffsetAngle)    else        Target.SetAngle(0, 0, GetAngleZ() + OffsetAngle)        TranslateToRef(Target, Speed, MaxRotation)    endif    Return TrueEndFunction;Function to have the ship curve towards the target markerFunction Curve(Float Yaw)    if (Yaw < -MaxRotation)        Yaw = -MaxRotation    elseif (Yaw > MaxRotation)        Yaw = MaxRotation    endif    float AngleZ = GetAngleZ() + Yaw    Float[] Angles = ConvertRotation(0, -Yaw, AngleZ)    float OffsetX = Speed * Math.Sin(AngleZ)    float OffsetY = Speed * Math.Cos(AngleZ)    TranslateTo(X + OffsetX, Y + OffsetY, Z, Angles[0], Angles[1], Angles[2], Speed, 0)EndFunction;Function to have the ship settle after curvingFunction Settle(Float Yaw)    if (InvertRoute)        TargetIndex += 1    else        TargetIndex -= 1    endif    float AngleZ = GetAngleZ() + Yaw    float OffsetX = Speed * Math.Sin(AngleZ)    float OffsetY = Speed * Math.Cos(AngleZ)    TranslateTo(X + OffsetX, Y + OffsetY, Z, 0, 0, AngleZ, Speed, 0)EndFunction;Function to get the target markerObjectReference Function GetTargetMarker(Formlist Markers = None, Int Index = 0, Bool Reverse = False)    if (Markers == None)        Debug.Trace(self + "[fg109SMShipScript] GetTargetMarker() missing 'Markers' parameter.")        Return None    endif    if (Reverse)        if (Index - 1 < 0)            Debug.Trace(self + "[fg109SMShipScript] GetTargetMarker() received invalid 'Index' parameter.")            Return None        endif        Return Markers.GetAt(Index - 1) as ObjectReference    else        if (Index + 1 >= Markers.GetSize())            Debug.Trace(self + "[fg109SMShipScript] GetTargetMarker() received invalid 'Index' parameter.")            Return None        endif        Return Markers.GetAt(Index + 1) as ObjectReference    endifEndFunction;;;;;;;;;;;;;; Events ;;;;;;;;;;;;;;Event OnActivate(ObjectReference akActionRef)    Anchored = !Anchored    if (AtPort)        AtPort = False        SetRoute(1)    endif    if (Anchored)        StopTranslation()    else        Sail()    endifEndEventAuto State Straight    Event OnTranslationAlmostComplete()        if (InvertRoute)            if (TargetIndex <= 0)                Return            endif            TargetIndex -=1        elseif (TargetIndex >= CurrentRoute.GetSize())            Return        else            TargetIndex += 1        endif        Sail()    EndEvent    Event OnTranslationComplete()        if (TargetIndex == 0) || (TargetIndex + 1 == CurrentRoute.GetSize())            StopTranslation()            AtPort = True            Anchored = True        endif    EndEventEndStateState Curved    Event OnTranslationAlmostComplete()        Sail()    EndEventEndState
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Lou
 
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Post » Wed Jun 20, 2012 10:44 am

If you want to use the cubemaps from weapons of the third era (my mod), you can, since it's a mod resource now.
In the game they look like:
http://static.skyrim.nexusmods.com/downloads/images/3871-1-1326325319.jpg

Here's a jpeg of the actual cubemap if you don't want to download the mod:
http://i.imgur.com/5zpgI.jpg

The ones that Bethesda made are seriously bad.

For "gems" I also recommend setting making their specular map for them black but the env mask pure white.

God (or Nirn) bless you!

I knew something was up with those environment mask settings, it was so hard to work with. I'll check out your stuff to see :D. Thank you again!
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Christine Pane
 
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Post » Wed Jun 20, 2012 10:26 am

http://skyrim.nexusmods.com/downloads/file.php?id=14799, a Nordic house.
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GPMG
 
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Post » Wed Jun 20, 2012 6:02 am

God (or Nirn) bless you!
You mean divines? That would be like saying 'Earth bless you', as Nirn is the planet. :P
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Richard Thompson
 
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Post » Wed Jun 20, 2012 12:10 pm

You mean divines? That would be like saying 'Earth bless you', as Nirn is the planet. :tongue:

You think you're joking, http://en.wikipedia.org/wiki/New_Age_Gaian
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saxon
 
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Post » Wed Jun 20, 2012 7:19 am

You think you're joking, http://en.wikipedia.org/wiki/New_Age_Gaian
By the Nirn(har har) that brings me back to my days a' playin' Age of Empires!
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James Hate
 
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Post » Wed Jun 20, 2012 11:25 am

You mean divines? That would be like saying 'Earth bless you', as Nirn is the planet. :tongue:


By Sithis! You just blew my mind!

I suddenly have a new appreciation for the word 'NirnRoot'

Duh! why did I see that before?
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Krystal Wilson
 
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Joined: Wed Jan 17, 2007 9:40 am

Post » Wed Jun 20, 2012 3:55 am

Just released http://skyrim.nexusmods.com/downloads/file.php?id=15267 (and carried torches) last night.

-MM
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Anthony Rand
 
Posts: 3439
Joined: Wed May 09, 2007 5:02 am

Post » Wed Jun 20, 2012 2:25 pm

currently working on Amethyst Hollows - a player house/estate with in-game customization and other interactive stuff

currently, you can customize your scenery view by pushing a button on the master control panel (switch from an aquarium or a sunset forest view) as well as change the patio from a cliff side waterfall view or a lake side docks (with fishing of course lol)

http://static.skyrim.nexusmods.com/downloads/images/5696-1-1334563529.jpg
http://static.skyrim.nexusmods.com/downloads/images/5696-2-1334563531.jpg

my previous mod (still work in progress)
http://skyrim.nexusmods.com/downloads/file.php?id=5696
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April D. F
 
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Joined: Wed Mar 21, 2007 8:41 pm

Post » Wed Jun 20, 2012 10:36 am

Currently working on PC Exclusive Animation Path (that is, need to stamp out bugs)
Is planning on making PC Exclusive Armor Path (that is, if you see a bandit that is wearing the same kind of armor, yours will be entirely different)
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Darian Ennels
 
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Post » Wed Jun 20, 2012 2:05 pm

By Sithis! You just blew my mind!

I suddenly have a new appreciation for the word 'NirnRoot'

Duh! why did I see that before?

Guess that makes everyone living there a http://tvtropes.org/pmwiki/pmwiki.php/Main/NamedAfterTheirPlanet At least it's better than having your planet named "Dirt" (What did you THINK "Earth" meant? Not to mention "Terra")
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Yama Pi
 
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Post » Wed Jun 20, 2012 7:28 am

Guess that makes everyone living there a http://tvtropes.org/pmwiki/pmwiki.php/Main/NamedAfterTheirPlanet At least it's better than having your planet named "Dirt" (What did you THINK "Earth" meant? Not to mention "Terra")

Terra is in Italian , and same translation and meaning of Earth in English and tierra in spanish ...

Dirt you woudl translate with sterrata ...

I guess Terra is also the proper name of the planet Earth in the astronomical term as is derived from Latin word ?
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emily grieve
 
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Post » Wed Jun 20, 2012 4:45 am

@ Amethyst Deceiver

That is an awesome idea! I have never seen a mod like that before and it looks great. Can't wait to download that one and feel the seasons change or just see a reflection of my characters wrath. :biggrin:
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Kelsey Anna Farley
 
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Post » Wed Jun 20, 2012 3:53 pm

I just added weather regions based off of Skyrim's default ones. I'll customize them later, but for now they have taken my land from drab and colorless, to simply amazing! (The weather REALLY makes a difference!) http://cloud.steampowered.com/ugc/560939203690524018/17908F1C9F2D561E9E8D972905A20F45A9E65A09/
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Jennifer Munroe
 
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Post » Wed Jun 20, 2012 1:15 pm

Working on a new home/quest, working title http://www.gamesas.com/topic/1320851-wip-legend-in-the-sky-2-player-owned-home/

Exterior is done for the most part, that issue with dissapearing statics is haunting me but I figured I should move on. Currently I'm cluttering the castle, next on the list is lighting.

@Amethyst Deceiver

Very cool idea with the scene change. I was planning on adding in a small aquarium in my house somewhere but wasn't too sure what I would use to build it yet...care to give a tip? :biggrin:
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leigh stewart
 
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Post » Wed Jun 20, 2012 8:21 am

@Amethyst Deceiver

Very cool idea with the scene change. I was planning on adding in a small aquarium in my house somewhere but wasn't too sure what I would use to build it yet...care to give a tip? :biggrin:

for my aquarium, i didn't put any actual water in it, as it would have messed with the physics of the rest of the playable area (as far as i know). so instead i had to create a mesh for the aquarium glass that applies a water shader so it refracts and warps as you pass by it (you can kind of see some of the refraction in the pic, but its really only noticeable in motion when you walk past). this helps give it the illusion of being in water.

the fish can spawn anywhere you put them (even in mid-air as i have done here) so that is not a problem.

the trickiest part for me was getting the fish to disappear after the scene change otherwise i had floating fish in a forest LOL
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Hannah Barnard
 
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Post » Wed Jun 20, 2012 3:47 pm

Finally created the script for the main part of my long dormant Soul Magic project.. HOWEVER the KEY element I still can't implement..*yet*. However the script for that was made by Ducey some time ago, so I'm a bit excited at trying to implement that later.

Spoiler

Scriptname actorexplosion extends activemagiceffectimport utilityimport debugimport soundActor selfRefVisualEffect property FXGreybeardAbsorbEffect autoEffectShader property GreybeardPowerAbsorbFXS autoEffectShader property GreybeardPlayerPowerAbsorbFXS autoExplosion property AtronachFlameDeathExplosion autoSound property NPCDragonDeathSequenceWind autoSound property NPCDragonDeathSequenceExplosion autoint actorHealthEvent OnEffectStart(Actor akTarget, Actor akCaster)		selfref=akTargetEndEventEvent OnDying(Actor myKiller)	actorHealth = selfRef.GetAV("Health") as int	if  actorHealth <= 0		wait (2.0)		selfRef.PlaceAtMe(AtronachFlameDeathExplosion)		wait(10.0)		FXGreybeardAbsorbEffect.play(selfRef, 7, Game.GetPlayer())		GreybeardPowerAbsorbFXS.play(selfRef)		GreybeardPlayerPowerAbsorbFXS.play(Game.GetPlayer())		NPCDragonDeathSequenceWind.play(selfRef)   	 NPCDragonDeathSequenceExplosion.play(selfRef)					endifEndEvent
Ignoring some redundancy which I'll deal with later, this script does 2 things.

1. An explosion on death which will damage nearby enemies(the amount of damage I don't know how to set). Similar to that of a dying Flame Atronach.

2. 10 seconds after the explosion, the visual effects for soul absorption begins. (I need to set the duration of the sounds)
This here was what I was trying to accomplish for a long freaking time, I was just looking at the wrong scripts..

This is basically a combination of 2 bethesda scripts, with my own little tweaking thrown in. (not sure how they were able to get GetPlayer() to work without the Game. part. I can't compile the script with just GetPlayer())
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Travis
 
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Post » Wed Jun 20, 2012 9:27 am

This is basically a combination of 2 bethesda scripts, with my own little tweaking thrown in. (not sure how they were able to get GetPlayer() to work without the Game. part. I can't compile the script with just GetPlayer())
I read somewhere you should use this:
 import Game
something along that line.
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Queen of Spades
 
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Post » Wed Jun 20, 2012 6:37 pm

Working on a pack of element-themed magic. It'll include my current elemental magic mods as well as a bunch of new ones, including this:
http://www.youtube.com/watch?v=ehGMpvTuq0Y
http://www.youtube.com/watch?v=YNlbRelbNok

Still tweaking the physics, sound effects, etc... the npcs now scream as they fly around, which is both funny and horrifying... the BEST combination! :devil:
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Rachael Williams
 
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Post » Wed Jun 20, 2012 3:25 pm

I read somewhere you should use this:
 import Game
something along that line.

Yeah, I just saw that in one of their scripts.

Furthermore I've found out how to modify the damage received from the explosion. Heh it's so simple. Explosion FXs have enchantments attached(though there is also a field to give it damage).
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Racheal Robertson
 
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Post » Wed Jun 20, 2012 8:40 am

Yep. It's really neat, I've got most of the DnD mechanics programmed, and now I have a partner helping me with dungeon design.

That sounds nuts, could garner alot of attention
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Lory Da Costa
 
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Post » Wed Jun 20, 2012 9:42 am

I am working on a dungeon (yeah yeah I know, original right) lol..... anyway, This is gonna be the stronghold of the bandits. Alot of secrets, alot of money, alot of supplys naturally enough, but there are strange notes that keep showing up in places that usually send you to other places in the world for keys an such like which unlock cases an chests within the dungeon, giving you special items. The trick is gonna be, once you have all those items the original owner is going to want them back. There wont be any way to make said items, so if you lose them, you'll have to retrieve them from those who took them off you.

This means your always going to have to be on your toe's since he is not a mere bandit. This guy put the scares into the Daedra, so you can imagine. He will be sending merc's an sellswords after you at time's you will never know when they are coming.

Getting the items will be difficult enough, but hanging onto them is going to be really difficult.
"No-one will know who "The Guv'na" is, but he will start making his presence felt...

The quests so far are my biggest challange, I can tell they are time consuming so it's going to take me a while.
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Yung Prince
 
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Post » Wed Jun 20, 2012 11:11 am

I'm working on a rather simple quest-line with lots of lore tie-ins and some books [take em or leave em but they are there] I just placed my first image in a book and I'm pretty excited.

http://img36.imageshack.us/img36/3521/2012040100001i.jpg

Cool, that is what I want to do in my books too.... hence its possible I can stop searching and start trying...
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Greg Cavaliere
 
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Joined: Thu Nov 01, 2007 6:31 am

Post » Wed Jun 20, 2012 11:01 am

Finally created the script for the main part of my long dormant Soul Magic project.. HOWEVER the KEY element I still can't implement..*yet*. However the script for that was made by Ducey some time ago, so I'm a bit excited at trying to implement that later.

Spoiler

Scriptname actorexplosion extends activemagiceffectimport utilityimport debugimport soundActor selfRefVisualEffect property FXGreybeardAbsorbEffect autoEffectShader property GreybeardPowerAbsorbFXS autoEffectShader property GreybeardPlayerPowerAbsorbFXS autoExplosion property AtronachFlameDeathExplosion autoSound property NPCDragonDeathSequenceWind autoSound property NPCDragonDeathSequenceExplosion autoint actorHealthEvent OnEffectStart(Actor akTarget, Actor akCaster)		selfref=akTargetEndEventEvent OnDying(Actor myKiller)	actorHealth = selfRef.GetAV("Health") as int	if  actorHealth <= 0		wait (2.0)		selfRef.PlaceAtMe(AtronachFlameDeathExplosion)		wait(10.0)		FXGreybeardAbsorbEffect.play(selfRef, 7, Game.GetPlayer())		GreybeardPowerAbsorbFXS.play(selfRef)		GreybeardPlayerPowerAbsorbFXS.play(Game.GetPlayer())		NPCDragonDeathSequenceWind.play(selfRef)   	 NPCDragonDeathSequenceExplosion.play(selfRef)					endifEndEvent
Ignoring some redundancy which I'll deal with later, this script does 2 things.

1. An explosion on death which will damage nearby enemies(the amount of damage I don't know how to set). Similar to that of a dying Flame Atronach.

2. 10 seconds after the explosion, the visual effects for soul absorption begins. (I need to set the duration of the sounds)
This here was what I was trying to accomplish for a long freaking time, I was just looking at the wrong scripts..

This is basically a combination of 2 bethesda scripts, with my own little tweaking thrown in. (not sure how they were able to get GetPlayer() to work without the Game. part. I can't compile the script with just GetPlayer())

To do something after a sound plays, you can use http://www.creationkit.com/PlayAndWait_-_Sound so you don't need to guess when the sound will end.
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Assumptah George
 
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Post » Wed Jun 20, 2012 4:12 pm

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.
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Terry
 
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