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Skot the Sanguine
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Time/Weather based spawning Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

I saw the other day someone mention the idea of a quest similar to the 13th Warrior. One feature in that movie was how the enemy always moved in the fog. Would it be possible to have such a thing done. I remember I experimented with it in Morrowind (I was actually trying to make a mod for myself on those same lines). This would also be useful, with regards to time, for spawning werewolves and such...without having "raving lunatics" here and there.

As for a quest along those lines, I remember reading in an Oblivion book there was a famous vinyard that someone raided with bandits, maybe that would be a good setting (and removed enough not to infringe on any law). Just a thought.

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The Old Ye Bard
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This involves world scripting which if the script is big enough and complex(like the one this would need) can make a reasonable drop in Fps.

We are not focus on improving game quality, big mod groupds like us are more focused on quantity(that is not to say the stuff we make isn't good quality, because quite a lot of the stuff we make is better than Vanilla OB).
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I like the idea, but if it proves to be too big of a hit on the framerate we might consider including it in a separate plug-in.
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This is just going to turn out like the water damage thing, really its to much work for something most people won't even notice.

If you like the idea so much, make a mod over at ESF.
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Yay! the 13th warrior! I love that film, we do need at least one quest which is a total rip-off Wink

Actually the weather/time based spawning Idea is very possible and actually pretty easy. It wouldn't cause a drop in fps either as it would only be needed to run once in the onload block.

Rocking Banana
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This discussin is still errelavant until Skyrim is finished.
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Psychotic
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quote:
Originally posted by Alasdair
Yay! the 13th warrior! I love that film, we do need at least one quest which is a total rip-off Wink

Actually the weather/time based spawning Idea is very possible and actually pretty easy. It wouldn't cause a drop in fps either as it would only be needed to run once in the onload block.

Rocking Banana

So no big bad globals required? Great! =)
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Alasdair
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Nope, no globals needed!

Simply place an activator in a cell, and when it is loaded it can check to see if it's snowing (no fog commands Frown ) if it is, it can then summon a group of beserkers into the cell at positions marked using Xmarkers, simple!
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Psychotic
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quote:
Originally posted by Alasdair
Nope, no globals needed!

Simply place an activator in a cell, and when it is loaded it can check to see if it's snowing (no fog commands Frown ) if it is, it can then summon a group of beserkers into the cell at positions marked using Xmarkers, simple!

...and the Nords rejoiced! Dancing Banana Rocking Banana
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Skot the Sanguine
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Were there Fog commands in Morrowind? I could have sworn I remember seeing Fog as a weather category, I could be mistaken though.

You also support what I thought, that it could be used as a global check. Presumably that could also be tied to a Quest completion, namely if not complete, they spawn, if completed, no spawn.

However, as YOB said, it is something to consider later in development...but its good to keep it in the back of one's head.

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Psychotic
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Banshees are creatures that are supposed to appear only in fog. If we can't make them appear only when there is fog, I'm sure we can make fog appear whenever they appear. Pleased
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There seems to be fog in the game according to this wiki page(ive never seen any fog though):
http://cs.elderscrolls.com/constwiki/index.php/ForceWeather

So it should be possible

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I've seen fog in-game. Yes

Those commands could commands in handy.
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I guess my videocard doesnt render fog Mad screw my videocard

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Qxzyz
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Do you mean the fog generated using the "Water" drop-down menu on the "Common Data" tab from the Cell editor window? (Effectively turns water to misty fog in a given area.) This might restrict the usage of fog-dependant creatures to caves or other low-lying areas where the fog/water hieght level can be reasonably tweaked...

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I was referring to fog in the exterior, like a weather type.
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Skot the Sanguine
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This could have a whole range of possibilities. Imagine making Snow Wolves and Bears only spawn during snowstorms or blizzards....making them even more rare and an extraordinary sight (before you kill them :D )

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theres also a getwindspeed command =D and a forceweather =)

A spell that summons a snowstorm? :D

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quote:
Originally posted by Siesta Guru
theres also a getwindspeed command =D and a forceweather =)

A spell that summons a snowstorm? :D


That would be pretty awesome although there will be no real consequence to it.
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It could be just eyecandy or make it usefull:

example: the voice strike I'm making at the moment does extra damage when cast during snow.

example2: make a snowstorm spell that will damage any non nord for a little bit
as long as the storm is on.

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quote:
Originally posted by Siesta Guru
example2: make a snowstorm spell that will damage any non nord for a little bit
as long as the storm is on.

If we (and by that I mean you :D ) make such a spell it would have to damage everyone, Nords have a high frost resistance anyway. Yes
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are you quoting the mage in skingrad there? =P

forgot about the frost resistance

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I miss Morrowind's immunity though Frown

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We can make it immunity :D takes about 10 secs to change the number 50 to 100 on the nords ability.

But I prefer 50% seems more realistic (and balancing) to me

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After some research I found that the deal frost damage in colder parts isn't that hard, we just create a new climate that will be placed in the parts of skyrim that are supposed to be the coldest, this climate consist of 2 weather types.. snow and blizzard, blizzard is a weather type we gotta create pretty similar to snow (with higher wind speed and maybe a little bit darker). This climate shouldnt be run in towns of course :D imagine all the people dieing because its too cold.

Then we just need a quest script that has this as the base:

Begin Gamemode
if getweather blizzard == 1
---all the effects----
else
return
endif
end

Since there aint no command to check whats equipped, the fur idea seems impossible

Creating a simple spell that wil change the weather into blizzard for some time will trigger the damage.

Spell: Scripteffect 30 secs on self

Begin scripteffectstart
forceweather blizzard 1
end

Begin scripteffectfinish
releaseweatheroverride
end

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For the fur idea:

Would it be worth having an OnEquip/OnUnEquip variable attached to each piece of fur armor itself that the game could call when running the weather script?

Like:
scn FurArmorObjectScript

short WornGreaves ;each piece of armor...you get the idea

Begin OnEquip
If ( WornGreaves == 0 )
Set WornGreaves to 1
Activate
EndIf
End

etc...Unequipping the armor toggles the variable back to 0...

Then, your weather script:

Begin Gamemode
if getweather blizzard == 1
---all the effects, modified by percentages based on status of WornEquipment variables----
else
return
endif
end


Alternatively, wearing any piece of Skyrim fur armor could cause a token to be placed in a hidden container (and removing the armor could remove that token from said container); perhaps then the weather script could merely check the # of tokens in the hidden container to determine % resistances/mollifcation of storm damage...


Just my two septims... I dunno

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Sounds like it could work =)

But this is just for the player right? Its better then nothing but every actor would be awesomeness =)

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For the fur stuff we could simply add frost resistance as an enchantment... to all of them. It is simple and sure to work if the blizzards inflict frost damage. Yes
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I was thinking of just the player, but if the scripts are on the fur armor pieces themselves, it should work for every actor who equips the armor, right?

Also, I haven't looked at the script for the area in which those Frozen Tears are acquired for the "Tears of the Savior" miscellaneous quest (MS37), but the ground in that particular area causes frost damage to the player every few seconds...perhaps there's an easy way to modify this script for our purposes?



Edit: Or we could do what Psychotic said. :D

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This post has been edited 1 time(s), it was last edited by Qxzyz: 18.10.2006 15:30.

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Nice example of trying to do it the hard way =)

Great idea psycho

You talking about a ability added through scripts when you equip? Or a enchantment on the fur.

I vote for the script since youll still be able to enchant the fur and wont be able to make spells with frostresistance yet (i think).

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quote:
Originally posted by Siesta Guru
Nice example of trying to do it the hard way =)

Great idea psycho

You talking about a ability added through scripts when you equip? Or a enchantment on the fur.

I vote for the script since youll still be able to enchant the fur and wont be able to make spells with frostresistance yet (i think).

Whatever works better, and a script does sounds good. Yes
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The basic script would be:

Add script below to Fur Helmet

scriptname WhoCaresWhatthisnameis

ref me

Begin Onequip

set me to getself
me.addspell FurHelmetResistance

End

Begin Onunequip

set me to getself
me.remove FurHelmetResistance

End



A little note: OOO has a worn furn set, we cant give a resistance to those can we?

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A couple of questions...

*Wouldn't the "AddSpell" thingy just add a castable spell to the player's spell book?

*Did we want to have the frost resistance be an "on while wearing equipment" thing or "only when the weather's bad" thing?

*I think there'll be new fur armors coming for this phenomenon, so we wouldn't need to mess with OOO stuff specifically; is this actually true?

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quote:
Originally posted by Qxzyz
*Did we want to have the frost resistance be an "on while wearing equipment" thing or "only when the weather's bad" thing?

I wouldn't mind if the effect was active even when the weather is good.

quote:
Originally posted by Qxzyz
*I think there'll be new fur armors coming for this phenomenon, so we wouldn't need to mess with OOO stuff specifically; is this actually true?

I'm not sure I understand the question. Confused
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1 it would if the spell was a spell, lesser power or power, if its a disease or ability it goes to the abilitys page.

2 Only while blizzard would require scripts that are way harder to make and having frost resistance on fur for all frost effects seems like a good idea anyways.

3 Yeh its true that they got worn fur armor, not messing with OOO is fine but it means that whenever someone plays OOO and skyrim he'll find that his worn fur armor (its the weakest in the game) wont protect gaainst frost.
Its not like its required or something but it would be a nice extra touch

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This post has been edited 1 time(s), it was last edited by Siesta Guru: 18.10.2006 16:37.

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quote:
I'm not sure I understand the question. Confused


lol...fair enough...worded badly...


quote:
Originally posted by Siesta Guru:
A little note: OOO has a worn furn set, we cant give a resistance to those can we?


What I should have said was:
I think we're gonna have separate Skyrim fur armor with which we can play, and these would probably be most appropriate for enchanting of this nature -- even though OOO _does_ have additional Worn Fur armor sets which we could modify (and Artic Fur armor sets, for that matter...worn by "Skyrim Bandits," no less). However, it's probably best for someone other than me to appropriately answer this question...(Psychotic, I'm looking in your direction... :D )

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Psychotic
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Registration Date: 30.07.2006
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quote:
Originally posted by Qxzyz
I think we're gonna have separate Skyrim fur armor with which we can play, and these would probably be most appropriate for enchanting of this nature -- even though OOO _does_ have additional Worn Fur armor sets which we could modify (and Artic Fur armor sets, for that matter...worn by "Skyrim Bandits," no less). However, it's probably best for someone other than me to appropriately answer your this question...(Psychotic, I'm looking in your direction... :D )

Changing the stock OB fur armor by attaching the script is not the best of ideas, but it would be strange when your Cyrodiilic fur armor doesn't protect you from the cold.
As for the OOO fur armor variations, they will be used and modified accordingly. Yes
18.10.2006 16:51 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Siesta Guru
Elder of Skyrim


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Registration Date: 15.10.2006
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Its not like many mods change fur anyways =/ it would probably cause more compability issues if we made sure noone woulld ever get the cyrodillyc armor by editing the leveled items lists.

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18.10.2006 16:57 Siesta Guru is offline Send an Email to Siesta Guru Search for Posts by Siesta Guru Add Siesta Guru to your Buddy List
Psychotic
Jarl of Skyrim


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Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm

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quote:
Originally posted by Siesta Guru
Its not like many mods change fur anyways =/ it would probably cause more compability issues if we made sure noone woulld ever get the cyrodillyc armor by editing the leveled items lists.

True, there are more leveling mods then there are balancing mods. As I said, it's not the best of ideas, but it's the only way to go.
18.10.2006 17:00 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
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Elder of Skyrim


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What was the idea your reffering to? adding scripts to vanilla fur?

If there seems to be a compability issue we could always make a new fur set that you can only get in skyrim that will do this, its not perfect but we can say that cyrodillic fur isn't made to protect against cold =/

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This post has been edited 1 time(s), it was last edited by Siesta Guru: 18.10.2006 17:03.

18.10.2006 17:01 Siesta Guru is offline Send an Email to Siesta Guru Search for Posts by Siesta Guru Add Siesta Guru to your Buddy List
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