Scripting Werewolves |
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Couldn't you remove any new items added? Using the OnAdd function?
The greybody suit is on TESsource, just search werewolf of Lycanothropy.
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03.11.2006 20:14 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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Onadd only works on the item, so id hav to attach it to every object in the game
__________________ ou av andanyammis
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03.11.2006 20:27 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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disable doesnt work like that, I havent been working on the script for a hour (watching a movie)
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03.11.2006 21:02 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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Onstartcombat is fine but it will not track hits or deaths, onhit would work but we gotta atatch it to every npc
I think I found a way but ill need to test it before I'm sure
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03.11.2006 21:35 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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They would still need to open locked doors.
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04.11.2006 03:27 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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04.11.2006 08:42 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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I think I jsut disabled the inventory..
I'm owndering why it works though, lol its supposed to give billions of equipped messages, but it doesnt.
Ah well lets be happy
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04.11.2006 17:37 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Cool! lets just hope it stays disabled
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04.11.2006 17:47 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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If you place the item at the players location and then make the object
activate the player you won't get any annoying messages
It's a useful litte cheat
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04.11.2006 18:09 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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Are you talking about the script that is supposed to detect the dead NPCs?
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05.11.2006 17:16 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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Yeh and scare them, and a detection for npcs around when transforming, so that they can report you to the local police
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05.11.2006 17:49 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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if it was only once in 1 or 2 secs... its 1 a frame, I can shut them
sounds off by changing the script magiceffect.. but thats bad too
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05.11.2006 17:57 |
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demonpower20
Guardian
Registration Date: 26.10.2006
Posts: 55
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I have a question. Have you guys got the model for the werewolves of are u guys working on just the scripting atm.
This must be realy complex. Good luck with the work guys.
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05.11.2006 18:03 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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Weve got a model from a exterior source, currently I'm jsut scripting.
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05.11.2006 18:03 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Siesta Guru
I can shut them sounds off by changing the script magiceffect.. but thats bad too |
You're probably just thinking of the hardcoded magic effects... if
those are modified the modifications will translate to all the spells
using those effects, so yes that would be bad.
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05.11.2006 18:08 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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You sure? I thought effects would ask the data from the magic effects
thingy so if you change the magiceffect it will indeed change every
effect but that wont cause compatability issues, only if someone else
changes the magiceffect it will, or isn't that true?
hmm well anyways it seems like I need to find another way to do each of
those effects, I already know a kill detection method without the area
effect but thats even worse for compatability since it will not work
with new factions.
So it wont work with any other beyond cyrodill project which is really bad.
Ill think of a way.
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05.11.2006 18:20 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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Well yes something like that, no script effect will make sounds anymore
if I change it, but I dont think anyone cares about those sounds, do
you?
__________________ ou av andanyammis
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05.11.2006 22:17 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Siesta Guru
Well yes something like that, no script effect will make sounds anymore
if I change it, but I dont think anyone cares about those sounds, do
you? |
I think they might... I don't know.
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05.11.2006 22:22 |
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Qazaaq
Apprentice
Registration Date: 28.06.2006
Posts: 3
Location: The Netherlands
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I've only read the last 2 pages, but can't you use GetPCMiscStat 5/6
for kill detection? Two checks per second should be fast enough, so
there is no performance hit. For detection and scaring I think an area
of effect script is the best way to go. Transforming is only once, so
if you wish you can hide the sound by playing a louder one at the same
time.
For scaring people I recomment casting a very big area of effect spell
at the player every second or even once every two seconds and add a
scripted effect that adds a token to the target when they're an NPC.
The token should have a script to trigger the running and screaming
when the player comes close and they should remove themselfs when the
player is not a werewolf anymore (do an IsSpellTarget check). You can
try casting the AoE spell on an xmarker above the player to reduce the
volume, but keeping the marker in place might be a waste of resources
and the higher the marker is the bigger the AoE spell has to be.
I look forward to being a werewolf in Skyrim, good luck with the script!
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09.11.2006 17:35 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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How does the "Ghostly Visage" spell form PJ's spell compendium work, maybe that could give you some ideas?
Qazaaq, welcome and thank you for your contribution.
Using the GetPCMiscStat function sounds interesting, but I'm no scripter.
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09.11.2006 18:06 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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never heartd of the miscstat, but I know for sure that placing a xmarker will also create sounds, and thats bad.
__________________ ou av andanyammis
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09.11.2006 21:19 |
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Could you intergrate the scripts in this
mod into the script(s) you already have so instead of lock picking
which is now imposible (because of the inventory being emptied every so
often) it gives players the chance to bash them to breakage point. It
wouldn't be so handy for chests, but for doors it would be really handy.
Also if you haven't aready, in the new race stats could you set it so they recieve more damage from silver weapons.
Cheers,
TOYB
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10.11.2006 07:13 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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Hmm great idea
theres only one thing that troubles me a bit with this mod, its in OOO
1.31, so does anyone know how to make sure no compatability issues
arise when using it with ooo?
Ah ill guess ill have a look at the lock bash scripts first and see where they can cause problems
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10.11.2006 08:39 |
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It should be compatible as you can't use heavy weapons, actually any
weapons at all and it doesn't work by changing the locks.
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10.11.2006 09:36 |
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Where are you at with this? Also you might want to look for some Werewolf noises, or get Sulan to get some for you.
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11.11.2006 19:08 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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Well currently I'm kindda stuck on the sounds created by the aoe spell,
but I think I might have found a way 1 minute ago, I can tell you in a
few minutes if I got it to work.
About the sounds, how can you replace the normal uff and ahs by wolve
sounds? The only way I know of is creating a new race but you cant
change the pc in that race.
__________________ ou av andanyammis
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11.11.2006 19:10 |
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quote: |
Originally posted by Siesta Guru
Well currently I'm kindda stuck on the sounds created by the aoe spell,
but I think I might have found a way 1 minute ago, I can tell you in a
few minutes if I got it to work.
About the sounds, how can you replace the normal uff and ahs by wolve
sounds? The only way I know of is creating a new race but you cant
change the pc in that race. |
I thought you had already gotten a new race...
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11.11.2006 19:23 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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No
where did you get that idea? Its impossible to change the players race,
we can make a new one for the wild werewolves but I havent done
anything for those yet.
__________________ ou av andanyammis
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11.11.2006 19:29 |
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quote: |
Originally posted by Siesta Guru
No
where did you get that idea? Its impossible to change the players race,
we can make a new one for the wild werewolves but I havent done
anything for those yet. |
Are you sure, I thought there was a change race function. If you could try and change the race it would solve a lot of things.
Though I could of sworn you had made it a new race already
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11.11.2006 19:36 |
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