What are you working on? (pin this?)

Post » Wed Jun 20, 2012 6:50 pm

As the title suggests what are you working on in the Skyrim Creation kit? I figure Polycount has one of these threads so we should too. So feel free to post any snippets you want to show us your work thus far on whatever mod you're doing.


Mods, can this maybe get pinned? :biggrin:
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N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Wed Jun 20, 2012 2:41 pm

Good idea. I'd like to hear about all the interesting concepts people have.

I'm almost finished with my initial version of a more immersive jail sequence, which is my first ever mod. Rather than being teleported to and from the jail and having the whole thing over in a second, the guard drags you through the town to the jail where you have to wait to be released.
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Chloe Botham
 
Posts: 3537
Joined: Wed Aug 30, 2006 12:11 am

Post » Wed Jun 20, 2012 1:35 pm

Ugh... *It's isn't not almost done...

  • Quest:
    Spoiler
    ScriptName BagOfHoldingQuestScript extends Quest ConditionalActor Property Player AutoArmor Property BagOfHoldingARMO AutoArmor Property DecapitatedHead AutoBool Property bUpdate Auto ConditionalFloat Property fVersion Auto ConditionalFormList Property BagOfHoldingItemFLST AutoLeveledItem Property BagOfHoldingLVLI AutoLeveledItem Property GetGameLoadedLVLI AutoMessage Property BagOfHoldingDeliveryMESG AutoMessage Property BagOfHoldingSpoilerOptMESG AutoMessage Property BagOfHoldingSpoilerMESG AutoObjectReference Property BagOfHoldingREF AutoObjectReference Property dunAnsilvundSummonSwordMarker AutoObjectReference Property QASmokeXMarkerREF AutoObjectReference Property MapMarkerAnsilvundREF AutoQuest Property DunAnsilvundQST AutoSoulGem Property SoulGemGrandFilled AutoEvent OnInit()	RegisterForSingleUpdate(1)EndEventEvent OnUpdate()	If GetGameLoaded(GetGameLoadedLVLI, DecapitatedHead, BagOfHoldingREF)		While bUpdate != (fVersion < 1.15)			bUpdate = !bUpdate			If bUpdate				fVersion = 1.15				BagOfHoldingREF.RemoveItem(BagOfHoldingItemFLST, BagOfHoldingREF.GetItemCount(BagOfHoldingItemFLST))				Player.RemoveItem(BagOfHoldingARMO, Player.GetItemCount(BagOfHoldingARMO) - 1, True)				If DunAnsilvundQST.IsCompleted()					If !Player.GetItemCount(BagOfHoldingARMO)						Player.AddItem(BagOfHoldingARMO, 1)					EndIf				EndIf			ElseIf !Player.GetItemCount(BagOfHoldingARMO)				If Game.IsMenuControlsEnabled()					Int iButton = BagOfHoldingDeliveryMESG.Show()					If (iButton == 0) ; Quest reward						If !BagOfHoldingREF.GetItemCount(SoulGemGrandFilled)							BagOfHoldingREF.AddItem(BagOfHoldingLVLI)						EndIf						BagOfHoldingREF.BlockActivation()						iButton = BagOfHoldingSpoilerOptMESG.Show()						If (iButton == 0) ; Yes							iButton = BagOfHoldingSpoilerMESG.Show()							If (iButton == 0)								MapMarkerAnsilvundREF.AddToMap()							EndIf						EndIf					ElseIf (iButton == 1) ; Immediate gratification						Player.AddItem(BagOfHoldingARMO, 1)					EndIf				EndIf			EndIf		EndWhile		RegisterForSingleUpdate(30)		If BagOfHoldingREF.IsDisabled()			If !Player.GetItemCount(BagOfHoldingARMO)				If BagOfHoldingREF.GetParentCell() == QASmokeXMarkerREF.GetParentCell()					Player.AddItem(BagOfHoldingARMO, 1, True)				EndIf			EndIf		EndIf		EndIfEndEventBool Function GetGameLoaded(LeveledItem akLeveledItem = None, Form apItem = None, ObjectReference akContainer = None)	akContainer.AddItem(akLeveledItem, 1, True)	If akContainer.GetItemCount(apItem)		akContainer.RemoveItem(apItem, akContainer.GetItemCount(apItem), True)		Return False	Else		akLeveledItem.AddForm(apItem, 1, 1)		Return True	EndIfEndFunction 
  • Inventory Item:
    Spoiler
    ScriptName BagOfHoldingArmorScript extends ObjectReferenceActor Property Player AutoArmor Property BagOfHoldingARMO AutoArmor Property DecapitatedHead AutoBagOfHoldingContainerScript Property BagScript AutoObjectReference Property BagOfHoldingREF AutoEvent OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)	If akNewContainer		If akOldContainer == Player			If !akNewContainer == BagOfHoldingREF				RemoveItem(BagOfHoldingARMO, 1, True, Player)			EndIf		EndIf	Else		SetScale(0)		BagOfHoldingREF.MoveTo(Self)		If BagOfHoldingREF.IsDisabled()			BagOfHoldingREF.Enable()		EndIf		Disable()		Delete()	EndIfEndEventEvent OnEquipped(Actor akActor)	If akActor == Player		Game.DisablePlayerControls(False, False, False, False, False, True)		Player.UnequipItem(BagOfHoldingARMO, False, True)		BagOfHoldingREF.AddItem(DecapitatedHead)		If BagScript.iAccessMode == 2			BagOfHoldingREF.BlockActivation(False)		ElseIf Player.IsSneaking()			BagOfHoldingREF.BlockActivation(!BagScript.iAccessMode As Bool)		Else			BagOfHoldingREF.BlockActivation(BagScript.iAccessMode As Bool)		EndIf		Game.EnablePlayerControls(False, False, False, False, False, True)		BagOfHoldingREF.Activate(Player)	EndIfEndEvent 
  • Bag:
    Spoiler
    ScriptName BagOfHoldingContainerScript extends ObjectReference ConditionalBool bMessage = FalseBool bShownOnce = FalseBool bVar = FalseForm FormVar = NoneFormList FormListVar = NoneInt iVar = 0Actor Property Player AutoArmor Property BagOfHoldingARMO AutoArmor Property DecapitatedHead AutoBool Property bMenu Auto ConditionalBool Property bSorting = False Auto ConditionalBool Property bSortingItems Auto ConditionalBool Property bTesting = True Auto ConditionalEffectShader Property GhostFXShader AutoFormList Property BagOfHoldingCategoryFLST AutoFormList Property BagOfHoldingItemFLST AutoFormList Property BagOfHoldingSortApparelAllFLST AutoFormList Property BagOfHoldingSortApparelFLST AutoFormList Property BagOfHoldingSortArcheryFLST AutoFormList Property BagOfHoldingSortArmorFLST AutoFormList Property BagOfHoldingSortArrowsFLST AutoFormList Property BagOfHoldingSortBookFLST AutoFormList Property BagOfHoldingSortBooksFLST AutoFormList Property BagOfHoldingSortBowsFLST AutoFormList Property BagOfHoldingSortClothingFLST AutoFormList Property BagOfHoldingSortClutterFLST AutoFormList Property BagOfHoldingSortFoodFLST AutoFormList Property BagOfHoldingSortGemsFLST AutoFormList Property BagOfHoldingSortHeavyArmorFLST AutoFormList Property BagOfHoldingSortIngredientsFLST AutoFormList Property BagOfHoldingSortJewelryFLST AutoFormList Property BagOfHoldingSortKeysFLST AutoFormList Property BagOfHoldingSortLightArmorFLST AutoFormList Property BagOfHoldingSortMiscFLST AutoFormList Property BagOfHoldingSortNotesFLST AutoFormList Property BagOfHoldingSortOneHandedFLST AutoFormList Property BagOfHoldingSortPoisonFLST AutoFormList Property BagOfHoldingSortPotionFLST AutoFormList Property BagOfHoldingSortPotionAndPoisonFLST AutoFormList Property BagOfHoldingSortScrollsFLST AutoFormList Property BagOfHoldingSortShieldsFLST AutoFormList Property BagOfHoldingSortSkillBooksFLST  AutoFormList Property BagOfHoldingSortSmithingFLST AutoFormList Property BagOfHoldingSortSoulGemsFLST AutoFormList Property BagOfHoldingSortSpellTomesFLST AutoFormList Property BagOfHoldingSortStavesFLST AutoFormList Property BagOfHoldingSortTwoHandedFLST AutoFormList Property BagOfHoldingSortWeaponsAllFLST AutoFormList Property BagOfHoldingSortWeaponsFLST AutoInt Property iAccessMode Auto ConditionalKeyword Property BagOfHoldingItemKYWD AutoLeveledItem Property BagOfHoldingLVLI AutoMessage Property BagOfHoldingConfirmationMESG AutoMessage Property BagOfHoldingDeliveryMESG AutoMessage Property BagOfHoldingDefaultActivationMESG AutoMessage Property BagOfHoldingGrabMESG AutoMessage Property BagOfHoldingMainMenuMESG AutoMessage Property BagOfHoldingOptionsMESG AutoMessage Property BagOfHoldingTestingMESG AutoMessage Property BagOfHoldingSortApparelMESG AutoMessage Property BagOfHoldingSortArcheryMESG AutoMessage Property BagOfHoldingSortArmorMESG AutoMessage Property BagOfHoldingSortBookMESG AutoMessage Property BagOfHoldingSortBooksMESG AutoMessage Property BagOfHoldingSortClothingMESG AutoMessage Property BagOfHoldingSortClutterMESG AutoMessage Property BagOfHoldingSortFoodMESG AutoMessage Property BagOfHoldingSortGemsMESG AutoMessage Property BagOfHoldingSortHeavyArmorMESG AutoMessage Property BagOfHoldingSortIngredientsMESG AutoMessage Property BagOfHoldingSortJewelryMESG AutoMessage Property BagOfHoldingSortKeysMESG AutoMessage Property BagOfHoldingSortLightArmorMESG AutoMessage Property BagOfHoldingSortMiscMESG AutoMessage Property BagOfHoldingSortNotesMESG AutoMessage Property BagOfHoldingSortOneHandedMESG AutoMessage Property BagOfHoldingSortPotionsMESG AutoMessage Property BagOfHoldingSortScrollsMESG AutoMessage Property BagOfHoldingSortShieldsMESG AutoMessage Property BagOfHoldingSortSkillBooksMESG AutoMessage Property BagOfHoldingSortSmithingMESG AutoMessage Property BagOfHoldingSortSoulGemsMESG AutoMessage Property BagOfHoldingSortSpellTomesMESG AutoMessage Property BagOfHoldingSortStavesMESG AutoMessage Property BagOfHoldingSortTwoHandedMESG AutoMessage Property BagOfHoldingSortWeaponsMESG AutoMessage Property BagOfHoldingSortingMESG AutoMessage Property BagOfHoldingSpoilerMESG AutoMessage Property BagOfHoldingSpoilerOptMESG AutoObjectReference Property MapMarkerAnsilvundREF AutoEvent OnLoad()	bMessage = 1	GhostFXShader.Play(Self)	BlockActivation()EndEventEvent OnUnload()	If IsDisabled()		If Player.GetItemCount(BagOfHoldingARMO)			MoveToMyEditorLocation()		EndIf	EndIfEndEventEvent OnGrab()	bMessage = 1	BlockActivation()EndEventEvent OnActivate(ObjectReference akActionRef)		If akActionRef == Player		If Player.GetItemCount(BagOfHoldingARMO)			If iAccessMode == 2				If !bMenu					Menu()				EndIf			ElseIf IsActivationBlocked() != iAccessMode As Bool				If !iAccessMode					If !bMenu						Menu()					EndIf					Utility.Wait(0.1)					BlockActivation(False)				EndIf			ElseIf IsActivationBlocked()				If !bMenu					Menu()				EndIf			EndIf		ElseIf bMessage			If !bMenu				Menu()			EndIf		EndIf	EndIfEndEventEvent OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)	If !BagOfHoldingItemFLST.HasForm(akBaseItem)		Return	ElseIf akBaseItem == BagOfHoldingARMO		Player.RemoveItem(BagOfHoldingARMO, Player.GetItemCount(BagOfHoldingARMO), True)		RemoveItem(BagOfHoldingARMO, 1, True, Player)		If bMenu == False			Menu()		EndIf	ElseIf akBaseItem == DecapitatedHead		RemoveItem(DecapitatedHead)		If bSortingItems			iVar = 9			While (iVar > 0)				FormListVar = BagOfHoldingCategoryFLST.GetAt(iVar) As FormList				FormVar = BagOfHoldingItemFLST.GetAt(iVar) As Form				If GetItemCount(FormVar) As Bool != (GetItemCount(FormListVar) || Player.GetItemCount(FormListVar)) As Bool					If GetItemCount(FormVar)						RemoveItem(FormVar, GetItemCount(FormVar))					Else						AddItem(FormVar)					EndIf				EndIf				iVar -= 1			EndWhile		EndIf	EndIfEndEventEvent OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)	If !akBaseItem.HasKeyword(BagOfHoldingItemKYWD)		Return	ElseIf Player.GetItemCount(BagOfHoldingItemFLST) > 2		Player.RemoveItem(akBaseItem, akDestContainer.GetItemCount(akBaseItem), True)		If !Player.GetItemCount(BagOfHoldingARMO)			akDestContainer.AddItem(BagOfHoldingARMO, 1, True)		EndIf	Else		Player.RemoveItem(akBaseItem, 1, True, Self)		If !bSorting			iVar = 1			While akBaseItem != BagOfHoldingItemFLST.GetAt(iVar)				iVar += 1			EndWhile			Menu(iVar)		EndIf	EndIfEndEventFunction Menu(Int aiMessage = 0, Int aiButton = 0)	bMenu = True	While bMenu		If bSorting		ElseIf (aiButton == -1)		ElseIf (aiMessage == -3) ; Sorting			aiButton = BagOfHoldingSortingMESG.Show()			If (aiButton == 9) ; Back				aiMessage = 0			Else				aiMessage = aiButton + 1			EndIf		ElseIf (aiMessage == -2) ; Testing			aiButton = BagOfHoldingTestingMESG.Show()			If (aiButton == 9) ; Back				aiMessage = -1			Else				TestList(BagOfHoldingCategoryFLST.GetAt(aiButton + 1) As FormList, GetItemCount(BagOfHoldingCategoryFLST.GetAt(aiButton + 1) As FormList) As Bool)			EndIf		ElseIf (aiMessage == -1) ; Options			aiButton = BagOfHoldingOptionsMESG.Show()			If (aiButton == 0) ; Default Access Mode				aiButton = BagOfHoldingDefaultActivationMESG.Show()				iAccessMode = aiButton			ElseIf (aiButton < 3) ; Sorting Items On/Off				RemoveItem(BagOfHoldingItemFLST, GetItemCount(BagOfHoldingItemFLST))				If (aiButton == 1) ; On					bSortingItems = True				ElseIf (aiButton == 2) ; Off					bSortingItems = False				EndIf				AddItem(DecapitatedHead)			ElseIf (aiButton == 3) ; Delivery/Find the bag				aiButton = BagOfHoldingDeliveryMESG.Show()				If (aiButton == 2)					aiButton = BagOfHoldingConfirmationMESG.Show()					If (aiButton == 0) ; Yes						bMenu = False						RemoveItem(BagOfHoldingItemFLST, GetItemCount(BagOfHoldingItemFLST))						RemoveAllItems(Player, True, True)						Player.RemoveItem(BagOfHoldingARMO, Player.GetItemCount(BagOfHoldingARMO), True)						BlockActivation()						aiButton = BagOfHoldingSpoilerOptMESG.Show()						If (aiButton == 0) ; Yes							aiButton = BagOfHoldingSpoilerMESG.Show()							If (aiButton == 0)								MapMarkerAnsilvundREF.AddToMap()							EndIf						EndIf						Utility.Wait(0.1)						RemoveAllItems(Player, True, True)						AddItem(BagOfHoldingLVLI)					EndIf				EndIf;			ElseIf (aiButton == 4) ; ;			ElseIf (aiButton == 5) ; ;			ElseIf (aiButton == 6) ; 			ElseIf (aiButton == 7) ; Testing				aiMessage = -2			ElseIf (aiButton == 8) ; Back				aiMessage = 0			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		ElseIf (aiMessage == 0) ; Main Menu			aiButton = BagOfHoldingMainMenuMESG.Show()			If (aiButton == 0) ; Access				BlockActivation(False)				If !Player.GetItemCount(BagOfHoldingARMO)					bMessage = 0					If !bShownOnce						bShownOnce = 1						BagOfHoldingGrabMESG.Show()					EndIf					BlockActivation(False)				EndIf				Activate(Player)				Utility.WaitMenuMode(0.1)				bMenu = False			ElseIf (aiButton == 1) ; Sort				aiMessage = -3			ElseIf (aiButton == 2) ; Take				Disable()				bMessage = 1				Player.AddItem(BagOfHoldingARMO, 1)				BlockActivation(iAccessMode As Bool)				bMenu = False;			ElseIf (aiButton == 3) ; ;			ElseIf (aiButton == 4) ; ;			ElseIf (aiButton == 5) ; ;			ElseIf (aiButton == 6) ; ;			ElseIf (aiButton == 7) ; 			ElseIf (aiButton == 8) ; Options				aiMessage = -1			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		ElseIf (aiMessage == 1) ; Weapons			aiButton = BagOfHoldingSortWeaponsMESG.Show()			If (aiButton < 2) ; All				Sort(BagOfHoldingSortWeaponsFLST, aiButton As Bool, 1, aiButton As Bool)			ElseIf (aiButton == 2) ; Archery				aiButton = BagOfHoldingSortArcheryMESG.Show()				If (aiButton < 2) ; All					Sort(BagOfHoldingSortArcheryFLST, aiButton As Bool, 1, aiButton As Bool)				ElseIf (aiButton == 2) ; Take Bows					Sort(BagOfHoldingSortBowsFLST, False, 1)				ElseIf (aiButton == 3) ; Stash Bows					Sort(BagOfHoldingSortBowsFLST, True, 1, True)				ElseIf (aiButton == 4) ; Take Arrows					Sort(BagOfHoldingSortArrowsFLST, False, 1)				ElseIf (aiButton == 5) ; Stash Arrows					Sort(BagOfHoldingSortArrowsFLST, True, 1, True);				ElseIf (aiButton == 6) ; ;				ElseIf (aiButton == 7) ; 				ElseIf (aiButton == 8) ; Back					aiMessage = -3				ElseIf (aiButton == 9) ; Done					bMenu = False								EndIf			ElseIf (aiButton == 3) ; One Handed				aiButton = BagOfHoldingSortOneHandedMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortOneHandedFLST, aiButton As Bool, 1)				EndIf			ElseIf (aiButton == 4) ; Two Handed				aiButton = BagOfHoldingSortTwoHandedMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortTwoHandedFLST, aiButton As Bool, 1)				EndIf			ElseIf (aiButton == 5) ; Staves				aiButton = BagOfHoldingSortStavesMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortStavesFLST, aiButton As Bool, 1)				EndIf;			ElseIf (aiButton == 6) ; ;			ElseIf (aiButton == 7) ; 			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		ElseIf (aiMessage == 2) ; Apparel			aiButton = BagOfHoldingSortApparelMESG.Show()			If (aiButton < 2)				Sort(BagOfHoldingSortApparelFLST, aiButton As Bool, 2, aiButton As Bool)			ElseIf (aiButton == 2) ; Armor				aiButton = BagOfHoldingSortArmorMESG.Show()				If (aiButton < 2) ; All					Sort(BagOfHoldingSortArmorFLST, aiButton As Bool, 2)				ElseIf (aiButton == 2) ; Light Armor					aiButton = BagOfHoldingSortLightArmorMESG.Show()					If (aiButton < 2)						Sort(BagOfHoldingSortLightArmorFLST, aiButton As Bool, 2)					EndIf				ElseIf (aiButton == 3) ; Heavy Armor					aiButton = BagOfHoldingSortHeavyArmorMESG.Show()					If (aiButton < 2)						Sort(BagOfHoldingSortHeavyArmorFLST, aiButton As Bool, 2)					EndIf				ElseIf (aiButton == 4) ; Shields					aiButton = BagOfHoldingSortShieldsMESG.Show()					If (aiButton < 2)						Sort(BagOfHoldingSortShieldsFLST, aiButton As Bool, 2)					EndIf				EndIf			ElseIf (aiButton == 3) ; Clothing				aiButton = BagOfHoldingSortClothingMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortClothingFLST, aiButton As Bool, 2)				EndIf			ElseIf (aiButton == 4) ; Jewelry				aiButton = BagOfHoldingSortJewelryMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortJewelryFLST, aiButton As Bool, 2)				EndIf;			ElseIf (aiButton == 5) ; ;			ElseIf (aiButton == 6) ; ;			ElseIf (aiButton == 7) ; 			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		ElseIf (aiMessage == 3) ; Potions			aiButton = BagOfHoldingSortPotionsMESG.Show()			If (aiButton < 2) ; Take/Stash All				Sort(BagOfHoldingSortPotionAndPoisonFLST, aiButton As Bool)			ElseIf (aiButton == 2) ; Take Potions				Sort(BagOfHoldingSortPotionFLST)			ElseIf (aiButton == 3) ; Stash Potions				Sort(BagOfHoldingSortPotionFLST, True)			ElseIf (aiButton == 4) ; Take Potions				Sort(BagOfHoldingSortPoisonFLST)			ElseIf (aiButton == 5) ; Stash Poisons				Sort(BagOfHoldingSortPoisonFLST, True);			ElseIf (aiButton == 6) ; ;			ElseIf (aiButton == 7) ; 			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		ElseIf (aiMessage == 4) ; Scrolls			aiButton = BagOfHoldingSortScrollsMESG.Show()			If (aiButton < 2)				Sort(BagOfHoldingSortScrollsFLST, aiButton As Bool);			ElseIf (aiButton == 2) ;  ;			ElseIf (aiButton == 3) ; ;			ElseIf (aiButton == 4) ; ;			ElseIf (aiButton == 5) ; ;			ElseIf (aiButton == 6) ; ;			ElseIf (aiButton == 7) ; 			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		ElseIf (aiMessage == 5) ; Food			aiButton = BagOfHoldingSortFoodMESG.Show() 			If (aiButton < 2)				Sort(BagOfHoldingSortFoodFLST, aiButton As Bool);			ElseIf (aiButton == 2) ; ;			ElseIf (aiButton == 3) ; ;			ElseIf (aiButton == 4) ; ;			ElseIf (aiButton == 5) ; ;			ElseIf (aiButton == 6) ; ;			ElseIf (aiButton == 7) ; 			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		ElseIf (aiMessage == 6) ; Ingredients			aiButton = BagOfHoldingSortIngredientsMESG.Show()			If (aiButton < 2)				Sort(BagOfHoldingSortIngredientsFLST, aiButton As Bool);			ElseIf (aiButton == 2) ; ;			ElseIf (aiButton == 3) ; ;			ElseIf (aiButton == 4) ; ;			ElseIf (aiButton == 5) ; ;			ElseIf (aiButton == 6) ; ;			ElseIf (aiButton == 7) ; 			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		ElseIf (aiMessage == 7) ; Books			aiButton = BagOfHoldingSortBooksMESG.Show()			If (aiButton < 2) ; All				Sort(BagOfHoldingSortBooksFLST, aiButton As Bool)			ElseIf (aiButton == 2) ; Books				aiButton = BagOfHoldingSortBookMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortBookFLST, aiButton As Bool)				EndIf			ElseIf (aiButton == 3) ; Notes				aiButton = BagOfHoldingSortNotesMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortNotesFLST, aiButton As Bool)				EndIf			ElseIf (aiButton == 4) ; Skill Books				aiButton = BagOfHoldingSortSkillBooksMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortSkillBooksFLST, aiButton As Bool)				EndIf			ElseIf (aiButton == 5) ; Spell Tomes				aiButton = BagOfHoldingSortSpellTomesMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortSpellTomesFLST, aiButton As Bool)				EndIf;			ElseIf (aiButton == 6) ; ;			ElseIf (aiButton == 7) ; 			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		ElseIf (aiMessage == 8) ; Keys			aiButton = BagOfHoldingSortKeysMESG.Show()			If (aiButton < 2)				Sort(BagOfHoldingSortKeysFLST, aiButton As Bool);			ElseIf (aiButton == 2) ; ;			ElseIf (aiButton == 3) ; ;			ElseIf (aiButton == 4) ; ;			ElseIf (aiButton == 5) ; ;			ElseIf (aiButton == 6) ; ;			ElseIf (aiButton == 7) ; 			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		ElseIf (aiMessage == 9) ; Misc			aiButton = BagOfHoldingSortMiscMESG.Show()			If (aiButton < 2)				Sort(BagOfHoldingSortMiscFLST, aiButton As Bool)			ElseIf (aiButton == 2) ; Clutter				aiButton = BagOfHoldingSortClutterMESG.Show()				If (aiButton < 2) ; 					Sort(BagOfHoldingSortClutterFLST, aiButton As Bool)				EndIf			ElseIf (aiButton == 3) ; Gems				aiButton = BagOfHoldingSortGemsMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortGemsFLST, aiButton As Bool)				EndIf			ElseIf (aiButton == 4) ; Soul Gems				aiButton = BagOfHoldingSortSoulGemsMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortSoulGemsFLST, aiButton As Bool)				EndIf			ElseIf (aiButton == 5) ; Smiting Goods				aiButton = BagOfHoldingSortSmithingMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortSmithingFLST, aiButton As Bool)				EndIf;			ElseIf (aiButton == 5) ; ;			ElseIf (aiButton == 6) ; ;			ElseIf (aiButton == 7) ; 			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		EndIf	EndWhileEndFunctionFunction Sort(FormList akCurrentList = None, Bool abStashing = False, Int aiMode = 0, Bool abStashingAll = False, ObjectReference akDonor = None, ObjectReference akRecipient = None, Form akCurrentForm = None, Int aiListIndex = 0, Int aiListOfListsIndex = 0)	bSorting = True	If abStashing		akDonor = Player		akRecipient = Self		If aiMode			If !Player.IsEquipped(akCurrentList)				aiMode = 0			EndIf		EndIf	Else		aiMode = 0		akDonor = Self		akRecipient = Player	EndIf	If (aiMode == 0); Normal sorting		akDonor.RemoveItem(akCurrentList, akDonor.GetItemCount(akCurrentList), True, akRecipient)	ElseIf (aiMode == 1) ; Weapon sorting		If abStashingAll			aiListOfListsIndex = (BagOfHoldingSortWeaponsAllFLST.GetSize() - 1)			While (aiListOfListsIndex > -1)				akCurrentList = BagOfHoldingSortWeaponsAllFLST.GetAt(aiListOfListsIndex) As FormList				If Player.GetItemCount(akCurrentList)					If Player.IsEquipped(akCurrentList)						aiListIndex = (akCurrentList.GetSize() - 1)						While (aiListIndex > -1)							akCurrentForm = akCurrentList.GetAt(aiListIndex) As Weapon							If Player.IsEquipped(akCurrentForm)								If Player.GetEquippedWeapon() == akCurrentForm									If Player.GetEquippedWeapon(True) == akCurrentForm										Player.RemoveItem(akCurrentForm, Player.GetItemCount(akCurrentForm) - 2, True, Self)									EndIf								ElseIf Player.GetEquippedWeapon(True) == akCurrentForm									Player.RemoveItem(akCurrentForm, Player.GetItemCount(akCurrentForm) - 1, True, Self)								EndIf							Else								Player.RemoveItem(akCurrentForm, Player.GetItemCount(akCurrentForm), True, Self)							EndIf							If Player.GetItemCount(akCurrentList)								aiListIndex -= 1							Else								aiListIndex = -1							EndIf						EndWhile						aiListOfListsIndex -= 1					Else						Player.RemoveItem(akCurrentList, Player.GetItemCount(akCurrentList), True, Self)						aiListOfListsIndex -= 1					EndIf				Else					aiListOfListsIndex -= 1				EndIf			EndWhile		Else			aiListIndex = (akCurrentList.GetSize() - 1)			While (aiListIndex > -1)				akCurrentForm = akCurrentList.GetAt(aiListIndex) As Weapon				If Player.IsEquipped(akCurrentForm)					If Player.GetEquippedWeapon() == akCurrentForm						If Player.GetEquippedWeapon(True) == akCurrentForm							Player.RemoveItem(akCurrentForm, Player.GetItemCount(akCurrentForm) - 2, True, Self)						EndIf					ElseIf Player.GetEquippedWeapon(True) == akCurrentForm						Player.RemoveItem(akCurrentForm, Player.GetItemCount(akCurrentForm) - 1, True, Self)					EndIf				Else					Player.RemoveItem(akCurrentForm, Player.GetItemCount(akCurrentForm), True, Self)				EndIf				If Player.GetItemCount(akCurrentList)					aiListIndex -= 1				Else					aiListIndex = -1				EndIf			EndWhile		EndIf	ElseIf (aiMode == 2) ; Apparel sorting		If abStashingAll			aiListOfListsIndex = (BagOfHoldingSortApparelAllFLST.GetSize() - 1)			While (aiListOfListsIndex > -1)				akCurrentList = BagOfHoldingSortWeaponsAllFLST.GetAt(aiListOfListsIndex) As FormList				If Player.GetItemCount(akCurrentList)					If Player.IsEquipped(akCurrentList)						aiListIndex = (akCurrentList.GetSize() - 1)						While (aiListIndex > -1)							akCurrentForm = akCurrentList.GetAt(aiListIndex) As Armor							If Player.IsEquipped(akCurrentForm)								Player.RemoveItem(akCurrentForm, Player.GetItemCount(akCurrentForm) - 1, True, Self)							Else								Player.RemoveItem(akCurrentForm, Player.GetItemCount(akCurrentForm), True, Self)							EndIf							If Player.GetItemCount(akCurrentList)								aiListIndex -= 1							Else								aiListIndex = -1							EndIf						EndWhile						aiListOfListsIndex -= 1					Else						Player.RemoveItem(akCurrentList, Player.GetItemCount(akCurrentList), True, Self)						aiListOfListsIndex -= 1					EndIf				Else					aiListOfListsIndex -= 1				EndIf			EndWhile		Else			aiListIndex = (akCurrentList.GetSize() - 1)			While (aiListIndex > -1)				akCurrentForm = akCurrentList.GetAt(aiListIndex) As Armor				If Player.IsEquipped(akCurrentForm)					Player.RemoveItem(akCurrentForm, Player.GetItemCount(akCurrentForm) - 1, True, Self)				Else					Player.RemoveItem(akCurrentForm, Player.GetItemCount(akCurrentForm), True, Self)				EndIf				If Player.GetItemCount(akCurrentList)					aiListIndex -= 1				Else					aiListIndex = -1				EndIf			EndWhile		EndIf	EndIf	AddItem(DecapitatedHead)	Player.AddItem(DecapitatedHead, 1, True)	Player.RemoveItem(DecapitatedHead, 1, True)	Debug.Notification("Sorting done.")	bSorting = FalseEndFunctionFunction TestList(FormList akList = None, Bool abRemove = False, Int aiIndex = 0, Form akForm = None)	aiIndex = akList.GetSize() - 1	While (aiIndex > -1)		akForm = akList.GetAt(aiIndex) As Form		If abRemove			RemoveItem(akList, aiIndex)			AddItem(DecapitatedHead)			aiIndex = -1		Else			AddItem(akForm)			aiIndex -= 1		EndIf	EndWhile	Debug.Notification("List added/removed")EndFunction 

*beta update to http://skyrim.nexusmods.com/downloads/file.php?id=8066 with multilevel, looping, sieving menu action.
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Joanne Crump
 
Posts: 3457
Joined: Sat Jul 22, 2006 9:44 am

Post » Wed Jun 20, 2012 7:19 am

@JustinOther Holy [censored] that is one long script!

I am almost done with my restructuring of the destruction perk tree, then on to the other magic schools. Implemented a scaling for destruction damage and took out all "cost 50% less" perks. Instead the costs now naturally scale down to 20% instead of 40% costs.

Spoiler
  • Novice Destruction[DONE]: Renamed to Destruction training. Now gives a 5 point bonus to Destruction skill.
  • Apprentice Destruction[DONE]: Now adds the Destruction surge ability: whenever you cast a destruction spell, there is a 33% chance your Destruction damage will increase by 20% for 5 seconds. This effect has a 20 second cooldown (including the 5 seconds) to prevent spamming
  • Adept Destruction[DONE]: Now grants the Witch Blood ability: You have learned to channel your pain into destructive energy enhancing your spells: Starting at 50% health, you gain 10% increased damage on destruction spells per 10% health missing (Damage increases by 10/20/30/40/50% at 50/40/30/20/10% health). Like to gamble?
  • Expert Destruction[DONE]: Now adds the Destruction Infusion ability: Whenever you cast a destruction spell, there is a 20% chance one of your destruction spells will establish a connection to the daedric realms, allowing you to draw your spell energy directly from the aether and reducing destruction spell costs to 0 for 5 seconds. Has a 30 second cooldown
  • Master Destruction[WIP]: You are so infused with the forces of Fire, Frost and Flames that the elements no longer affect you as they do others. All destruction spells that hit you are 25% weaker. This is actually supposed to give you magicka based on the damage you take, but until SKSE is out, there is no way to assess the strength of an incoming spell, so that will have to wait.
  • Impact[DONE]: Stagger is no longer automatic. Instead, the targets maximum stamina (aka it’s “fortitude”) is evaluated. The chance to inflict a stagger is (Destruction x 2.5)/Target Stamina. That means at 100 Destruction, you have a 100% chance to stagger anything with 250 or less maximum Stamina. At 50 Destruction, you have a 50% chance etc. Also considering to add a small damage stamina effect when the target resists. Should SKSE some day allow to check whether a spell was dual cast or not, I will rewrite the script to allow stagger on single cast spells, but with a much smaller bonus.
  • Augment Flames/Frost/Shock[DONE]: Instead of a (boring) 25% damage increase these spells now lower the targets resistances to a Different! Element: Flame spells lower Shock resist, Shock spells lower Frost resist, and Frost spells lower Flame resist. The formula for this is based on the above mentioned damage formula of (dest/4)^1.22 +90. That Resistances are decreased for 25% of that value (between 22.5 and 35%) for 4 seconds at rank 1 and for 40% of that value (between 36 and 56%) for 4 seconds at rank 2.
  • Intense Flames [WIP]: Considering changing the fear effect to a “melt armor” that decreases the targets damage resist
  • Deep Freeze[WIP]: Instead of the <20% health condition, Deep Freeze is now chance based, where the chance is determined by the target’s CURRENT Stamina and health. This is also a “fortitude” save of sorts, but it allows to tire the target and then freeze it. The chance to freeze is now: Destruction skill / Current Stamina x (1+current health percentage). So at 100 Destruction, you have a 50% chance to freeze an enemy that has 100 Stamina and full health.
  • Disintegrate[WIP]: Same principle as above, however, the formula is changed due to the deadly effect: The chance for a Disintegrate is: Destruction Skill / Current health x (maximum Stamina /100) At 100 Destruction you will have a 100% chance to disintegrate anything that has less than 100 health so long as it has no more than 100 Stamina. For comparison, at 100 Destruction a dual cast ice spike will cost 56 magicka and deals 77 damage (without any modifiers), so the effect should not be OP. An Ice Lance would deal almost 200 damage.
User avatar
Brιonα Renae
 
Posts: 3430
Joined: Mon Oct 22, 2007 3:10 am

Post » Wed Jun 20, 2012 12:39 pm

Dragged to jail, that sounds awesome :biggrin:

Liking the sound of the bag thing too, like a lil rucksack. And that magic revamp sounds pretty complicated, and cool! :biggrin:


I've just been working on a smuggler/pirate community, I've finished the level pretty much, now it's just NPCs, Quests, the exterior entrance to the cave community etc. Below is a tiny snippet of the level

http://cloud.steampowered.com/ugc/560937156375079021/4B6878B406F785D6FEEF3CA038362E84CFE48942/
User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Wed Jun 20, 2012 6:10 pm

I'm working on a follower mod that will have 5+ quests, as much dialogue as I can stand to write and voice,a background story with a house, follower-y type things, etc. I started out thinking she'd be a follower with a couple of quests, but she's kind of turning into a quest hub kinda thing that will go with the player eventually. She'll take me about four months total (probably longer because I tend to obsess over the details, but I am hoping for four) for the initial release; I started about a month ago. I'm mostly working on quest locations and props right now.
User avatar
Kevan Olson
 
Posts: 3402
Joined: Tue Oct 16, 2007 1:09 am

Post » Wed Jun 20, 2012 5:08 pm

Just pretty stuff for me:

http://i.imgur.com/Vv3Ko.jpg
http://i.imgur.com/qH1Gw.jpg
http://i.imgur.com/487z5.jpg
http://i.imgur.com/x0Ggh.jpg
http://i.imgur.com/LMWcG.jpg

Edit: @James: Oh hey pirates! It'd be cool if there's a "Pirate" leveled list in vanilla's LL's, so I could give you some http://i.imgur.com/hxX2Q.jpg and http://static.skyrim.nexusmods.com/imageshare/images/534078-1332703304.jpg, if people use our mods together.
User avatar
Symone Velez
 
Posts: 3434
Joined: Thu Sep 07, 2006 12:39 am

Post » Wed Jun 20, 2012 12:04 pm

I been working on making animals give the illusion of being smart by giving them complete new ai packages from scratch, anyone interested can check the mod here:

http://skyrim.nexusmods.com/downloads/file.php?id=10175
User avatar
Theodore Walling
 
Posts: 3420
Joined: Sat Jun 02, 2007 12:48 pm

Post » Wed Jun 20, 2012 6:01 pm

I'm working on a follower mod that will have 5+ quests, as much dialogue as I can stand to write and voice,a background story with a house, follower-y type things, etc. I started out thinking she'd be a follower with a couple of quests, but she's kind of turning into a quest hub kinda thing that will go with the player eventually. She'll take me about four months total (probably longer because I tend to obsess over the details, but I am hoping for four) for the initial release; I started about a month ago. I'm mostly working on quest locations and props right now.
Looks like you've got a fair bit of experience in that area :D

Just pretty stuff for me:

http://i.imgur.com/Vv3Ko.jpg
http://i.imgur.com/qH1Gw.jpg
http://i.imgur.com/487z5.jpg
http://i.imgur.com/x0Ggh.jpg
http://i.imgur.com/LMWcG.jpg

Edit: @James: Oh hey pirates! It'd be cool if there's a "Pirate" leveled list in vanilla's LL's, so I could give you some http://i.imgur.com/hxX2Q.jpg and http://static.skyrim.nexusmods.com/imageshare/images/534078-1332703304.jpg, if people use our mods together.
That's not a bad idea :D This mod so far has used no 3D modeling skills and that could be changed

I been working on making animals give the illusion of being smart by giving them complete new ai packages from scratch, anyone interested can check the mod here:

http://skyrim.nexusmods.com/downloads/file.php?id=10175

That's amazing :o
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TWITTER.COM
 
Posts: 3355
Joined: Tue Nov 27, 2007 3:15 pm

Post » Wed Jun 20, 2012 1:03 pm

Primarily a spy/covert ops themed questline and a few dungeons to go with it. See sig below :biggrin:
Spoiler

On a deeper level, it's an execution and experiment with ways I've come up with the pump out long, fun quests in minimal time.

I made the entire quest including five new quest 'locations' (less than a dozen elements added, just enough for the story), three self contained many staged quests with placeholder audio'd dialog, about 12 new items of varying type and function, two cells readied and linked to finished exteriors with a few template interior vanilla cells in place for editing, and 8 new scripts. I did all of this in about 4.5 hours on one day. Slimmed down quest structures, maximum use of default scripts, and planning were the key. Not alot of planning either, just enough to make sure exactly what is to be done. Maybe an hour and a half of planning since I had a specific method of planning in mind after I'd put some notes on the quest script I was given.

My real goal is to pass this on, possibly in the form of some template mods, so adding quests isn't a big deal. This is so the focus can be on story, and dressing up the the fun locations instead of spending countless hours in the quest editor messing about with a 'general vision' in mind.

This is what my past experience with making quests has lead me to do at least.
Also:
- A town with a lucrative trade that the dragonborn has to save from the shackles of corporate racism and oppression, becoming owner (... kick out a boss that's treating some dunmer and argonians almost like slaves. Town done, some of quest)
- An Tavern in Whiterun with one of several quest lines savior, tavern regular, or regular inn with a permanent room upstairs,... I've made most of two of them, and about half for the savior part and can't decide which to actually finish up...(also, Tavern done, three versions with three separate partially complete quests >.<)
- Encounters with pickpockets who relieve you of the burden of your gold in various ways. Was intended to compliment the skyrim trade guild in particular(a reason to put your money away) but that kinda died so I'm sitting at four types of encounters and less inclined to release a mod with such a counter intuitive purpose.
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Lyd
 
Posts: 3335
Joined: Sat Aug 26, 2006 2:56 pm

Post » Wed Jun 20, 2012 12:30 pm

I don't want to say much (As I'm being unnecissarily secretive, muahahaha!) but I'm making a new lands mod. It currently has 5 completed quests, two cities, and about 6 dungeons. When I'm done it will have like 30 quests, 3 cities, and about 40 dungeons. >: D
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Nick Tyler
 
Posts: 3437
Joined: Thu Aug 30, 2007 8:57 am

Post » Wed Jun 20, 2012 4:13 pm

Helgen Rebuilt Project - http://www.gamesas.com/topic/1313928-wip-helgen-rebuilt-project/

Currently about 1/3 of the way finished with the first quest. (Im)patiently waiting to see how the navmesh bug & bride thereof sort out, as a proper fix is critical for the completion of my mod. Planning on starting building new dungeons this week. It will probably have 4 to 6 new dungeons, and will completely refurbish the fort and add a lot of new NPC's, shops, an Inn and some other stuff that will get rebuilt as the player completes quests.
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Damian Parsons
 
Posts: 3375
Joined: Wed Nov 07, 2007 6:48 am

Post » Wed Jun 20, 2012 6:30 pm

Cool :D Glad I made this thread, sounds like theres alot of cool stuff in the works
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Miranda Taylor
 
Posts: 3406
Joined: Sat Feb 24, 2007 3:39 pm

Post » Wed Jun 20, 2012 5:42 pm

I think there's at least 1 other thread like this I've seen pop up and get burried, but it is, at the moment, quite burried under new posts.
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luis dejesus
 
Posts: 3451
Joined: Sun Aug 19, 2007 7:40 am

Post » Wed Jun 20, 2012 2:24 pm

I think there's at least 1 other thread like this I've seen pop up and get burried, but it is, at the moment, quite burried under new posts.
http://www.gamesas.com/topic/1259367-show-us-what-youre-working-on/
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Music Show
 
Posts: 3512
Joined: Sun Sep 09, 2007 10:53 am

Post » Wed Jun 20, 2012 1:28 pm

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
User avatar
Chantelle Walker
 
Posts: 3385
Joined: Mon Oct 16, 2006 5:56 am

Post » Wed Jun 20, 2012 5:23 pm

I think there's at least 1 other thread like this I've seen pop up and get burried, but it is, at the moment, quite burried under new posts.
http://www.gamesas.com/topic/1259367-show-us-what-youre-working-on/

My bad, I tried looking for a duplicate thread. One of these should definitely get pinned (and his was first)
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Epul Kedah
 
Posts: 3545
Joined: Tue Oct 09, 2007 3:35 am

Post » Wed Jun 20, 2012 11:47 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

An ebony mine? :s
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Jah Allen
 
Posts: 3444
Joined: Wed Jan 24, 2007 2:09 am

Post » Wed Jun 20, 2012 10:33 am

My bad, I tried looking for a duplicate thread. One of these should definitely get pinned (and his was first)

That thread is in the Mods Forum. Here, if we want, we can talk about stuff that we are doing in a more technical way, and how we are working on things, like JustinOther showing his script, EtaYorius talking about what kind of packages he's using or Balok and his navmesh bug concerns, me yakking on and on about all the details of my mod, timeline issues, etc. I wouldn't post in the Mods Forum thread about my mod right now, because it's still too far away from being complete, but since I'm in here all the time and post fairly often, I'll talk about what I'm doing with you guys as other modders because I agree that it's fun to know what other people are doing :)
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Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Wed Jun 20, 2012 2:09 pm

I'm not actually working on anything, still just trying to get familiar with the CK. I spent the past three weeks figuring out Papyrus (I'm slow!) and now I'm going to start messing around with NPCs and spells. Hopefully in three weeks I'll be able to make myself an extremely tough boss fight without resorting to cheap methods like 1-hit kill spells and such.
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Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Wed Jun 20, 2012 11:07 am

I'm not actually working on anything, still just trying to get familiar with the CK. I spent the past three weeks figuring out Papyrus (I'm slow!) and now I'm going to start messing around with NPCs and spells. Hopefully in three weeks I'll be able to make myself an extremely tough boss fight without resorting to cheap methods like 1-hit kill spells and such.
If I were you (And this is just what I personally think), I'd pick something to do. Instead of wandering aimlessly in the world of the CK, give yourself a goal, and learn everything you need to do that thing. That's what I've always done. When I started modding for Fo3, I planned out a large project, and simply learned what I needed to get my work done that day. It builds and eventually you know how to do everything. :P
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Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Wed Jun 20, 2012 9:29 am

Much of Papyrus remains a mystery to me. >.>

One of the things I'm working on is a script that makes an item glow once it is taken out of inventory. Been able to modify the nirnroot script to get it to glow if I leave the area and then come back, but not when immediately taken out of inventory. Been thinking I should just merge the torch .nif with my custom item and call it a job well done.

But yeah man, like Alexander said; give yourself a goal while teaching yourself. That's why I built a house mod.
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luis ortiz
 
Posts: 3355
Joined: Sun Oct 07, 2007 8:21 pm

Post » Wed Jun 20, 2012 6:01 pm

Well, I've not been wandering around totally aimlessly. While learning Papyrus, I made my own version of the throwing knife mod, flight/flying ship mod, jewelry display case mod, and decorator assistant mods.
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helliehexx
 
Posts: 3477
Joined: Fri Jun 30, 2006 7:45 pm

Post » Wed Jun 20, 2012 2:46 pm

I wonder how hard it would be to make a pirate ship player house. Although it being static wouldnt exactly be great. I wouldnt mind there being another ship bar like there was in Oblivion though

That thread is in the Mods Forum. Here, if we want, we can talk about stuff that we are doing in a more technical way, and how we are working on things, like JustinOther showing his script, EtaYorius talking about what kind of packages he's using or Balok and his navmesh bug concerns, me yakking on and on about all the details of my mod, timeline issues, etc. I wouldn't post in the Mods Forum thread about my mod right now, because it's still too far away from being complete, but since I'm in here all the time and post fairly often, I'll talk about what I'm doing with you guys as other modders because I agree that it's fun to know what other people are doing :smile:

Yeah :D


I'm not actually working on anything, still just trying to get familiar with the CK. I spent the past three weeks figuring out Papyrus (I'm slow!) and now I'm going to start messing around with NPCs and spells. Hopefully in three weeks I'll be able to make myself an extremely tough boss fight without resorting to cheap methods like 1-hit kill spells and such.

Here's a few tips then I've compiled so far

1. Shift + F is also useful for re-adjusting the cameras rotation to rotate around an object

2. Beware about using ice and falmer pieces, their shaders don’t show up in sandbox and otherwise they look the same (but arent!)

3. Shift + Q - I use this one a lot, and do remember to have snapping turned on. Can also be useful to use this when going off the grid and you find even the small increments are off so you want a bit of adjustment as to where the object moves

4. Markers can interfere when placing navmesh points, so turn those off with M when creating the navmesh

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Damian Parsons
 
Posts: 3375
Joined: Wed Nov 07, 2007 6:48 am

Post » Wed Jun 20, 2012 11:56 am

4. Markers can interfere when placing navmesh points, so turn those off with M when creating the navmesh

So do FX. Fog, light beams, you name it. That's why my creative process for levels usually goes: Layout, clutter, navmesh, enemies, FX. That way I can test enemies and everything to test loot and difficulty, THEN I can add FX and make it look beautiful, without tripping over them while I navmesh.
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TWITTER.COM
 
Posts: 3355
Joined: Tue Nov 27, 2007 3:15 pm

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