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Glowplug

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Glowplug last won the day on March 24 2015

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About Glowplug

  • Birthday 10/05/1961

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  1. Okay...I guess it just doesn't work.
  2. Setting this on scripted or reference object does not seem to work - anyone know why?
  3. I have just released part 2, Twilight, of http://www.nexusmods.com/oblivion/mods/46102/? While I am scoping the final part 3, Holocaust, for aroun 5-8 weeks as lip synced and scripted I hope to do that in less. During this time I'd like to establish voice actors for roles as well as getting ideas including concept art.
  4. Version 1.0

    16 downloads

    Push Dead Spell by glowplug (aka krahvaal) A Lesser Power Touch Spell for pushing dead actors out of view...or just for fun. Requires a short quest in order to locate it. Credits: Syscrusher for how to do the scripting and suggestions including this standalone mod. Side's Sails for the trig z angle solution. This is a spin off from part of a quest in Nagasteim (WIP). That quest requires stealth but if caught we have to dispatch the observers then throw their bodies off the wharf/boat before the next patrol. There's probably something like this in one of the spell collection mods but I did not find it. The spell automatically levels up with Mysticism as per Novice, Apprentice and so on. If it triggers the Mysticism Leveling dialogue you may not get to see the spell Level up message. Note: Telekinesis is just there for the menu/hud icon but is inactive. Requirements: OBSE v0021 and whatever it requires (it could work on earlier but that is what I used at the time). Known Issues: Problem - An actor hung mid air and out of reach once. Solution - I went out of and back into that cell and he dropped to the ground. Problem - stops working Solutions - change spell and back, aim at different part such as head, move or change angle. Installation: Manual: 1. Extract kvPushDeadMod1.bsa and kvPushDeadMod1.esp to the ..\Oblivion\Data folder. 2. Start Oblivion then select Data Files from the splash screen then tick kvPushDeadMod1.esp Automatic: whatever you normally install 7Zip mods with. Load order should not matter for most things as it makes no changes to Oblivion.esm objects. If you have Oblivion Character Overhaul it will need to load after this for the quest bandits to look right. Instructions: Load your desired/latest save then the mod will add a Scroll called "Push Dead Quest". Select and cast it then go find the "Tomb: Push Dead". Note: The first spell used on Glarthir, Grim Presence, is not part of the Push Dead mod...
  5. Thanks once again for your time. Begin stand alone requires a bit more polish than I had planned but seems worth the effort. Being similar to Telekinesis I put that first to give it a nice icon. I've made it self leveling with Level: Magicka Cost, Distance Pushed... Novice: 10, 180 Apprentice: 30, 270 Journeyman: 70, 360 Expert: 120, 450 Master: 200, 512 ...any feedback on those settings greatly appreciated as I am now testing it. I like the challenge of not changing anything on Oblivion.esm so I'll try making it a start game added travel scroll. That can take the player somewhere to fight off n enemy to retrieve the spell tomb which intern sets them back where they cast the travel scroll. I'll see how it goes. Edit: I've changed the costs to 10, 20, 40, 80 and 120 respectively. Testing on Master Mysticism with a robe enchanted with Fortify Magicka 30, Restore Magicka 25 it's just enough to get a dead actor a reasonable distance.
  6. Thank you for your time on this, you have saved me days or even giving up Having got that going I was able to focus on getting the trigonometry right. Thanks to Side's Sails for the Trig Z solution. I was finally able to put it all on the Touch spell which solves a few other issues. scn kvSpellPushDeadScript ref refActor float fAngle float fX float fY int iWasDead float fTimer begin scriptEffectStart set refActor to getSelf set fTimer to 0 set iWasDead to 0 if refActor.getDead set iWasDead to 1 set fAngle to player.getAngle z if fAngle < 90 set fAngle to 90 - fAngle else set fAngle to 450 - fAngle endif set fX to player.getPos x + 512 * cos fAngle set fY to player.getPos y + 512 * sin fAngle refActor.setPos x fX refActor.setPos y fY endif end begin scriptEffectUpdate set fTimer to fTimer + getSecondsPassed if iWasDead == 1 set iWasDead to 2 refActor.resurrect 1 elseif iWasDead == 2 && fTimer > 0.1 set iWasDead to 0 refActor.kill dispel kvSpellPushDead endif end
  7. As per my Nagasteim post I need the player to be able to push dead NPCs off a wharf into the water. They will have limited time to perform this before the next enemy patrol emerge. Telekinesis and pushActorAway do not work on dead NPC and temporary resurrection is messy. I've tried calculating the coordinates to move the dead NPC to but ran into trouble. To solve Z I had hoped to simply raise the NPC high enough to allow for whatever slope upwards. The dead NPC hangs mid air instead of falling to ground - is there a solution for this? It makes sense to use the player as origin so I started with... newX = player.getPos X + moveDistance * Cos(player.getAngle Z) newY = player.getPos Y - moveDistance * Sin(player.getAngle Z) ...but that goes the wrong direction no matter which angle I cast from. I have not found suitable variation. I've looked at the code behind Side's Sailing Ships but found myself overwhelmed. Any help greatly appreciate, Greg
  8. An update. I am no longer quite so concerned about the wharf play off. At the start there is one Nedic boat docked at the wharf. Hantu will say "More Nedic boats are ready to dock at the wharf." (rather than are docked). At this stage two boats that are anchored off shore are enabled and the player can tcl onto them but nobody is there. This solves the problem with not enabling any quest related Nede soldiers until the right time. For the first stage the player has to gather 3 ingredients, one being the soul of a tainted guar. While doing this I realised I could add some side quests. At each location is a bonus for if the player can solve it. Tainted Guar: soul trap (automatically occurs onDeath) On search it has a map of a ship wreck. It's a bit of a search but the rewards are... * A special glass claymore - I won't spoil this. * Legendary Water Breathing (spell)- Only requires Apprentice but has high Cost. It automatically recasts if you are still underwater and have enough magicka. * An easter egg. Ayleid Citadel: Strong Redwart Flowers (only have to pick one) Close by is a satchel that a Nedic soldier has dropped. Inside is a note about how she has been trying to solve a puzzle in the Ayleid Citadel (that the Nedes have taken over, a second time...sigh). The reward is a Spirit of Chameleon spell but I haven't thought out doing a minigame for the puzzle. I should post on TES Alliance to see if anybody has some suggestions on how to do this Enchanted Garden: Strong Somnalius Flower The player only needs to pick one for Hantu but if all are found then they get moved to the Peryite Shrine for a mini quest. I was thinking of a summon spell for the prize but what? I should post on TES Alliance for suggestions on that and ideas for the mini quest When the player returns the ingredients to Hantu the last stage starts. The enabling of boats is changed again. Only one is anchored off shore (the one that was previously docked) and the previous ones off shore are now docked. The Rules: The player can not be seen poisoning the supplies and therefore not in combat. If detected they can either fight or escape then sneak back. There are random patrols of 2-4. If the player fights then they have limited time to dispose of bodies before the next patrol. I will script body disposal to be a lot easier than the vanilla method. If the player is having trouble they can go back to Hantu to ask for help. I think a lot of this will depend on player stealth. Those patrols are going to keep coming back until the job is done. Under normal circumstances I think a follower would be a hindrance. Of course I could turn that around by scripting windows of opportunity. A window would be where the enemy NPCS are all somewhat closer to the follower than the player. That could be optional by the player activating the follower for... Would you like me to defend you or lead the enemy away? * defend * distract Edit: the video links I had here no longer exist. I am not sure whether to get the Voice Actors Project to start looking at the dialogue as yet. Between finalizing this and the next two episodes I think I can do this in around 2-3 months.
  9. Thanks for the feedback. With all of these posts I'm getting a clear picture of what to do. I had forgotten about the NPC limitation which cuts out half of my first post. When I say first episode it is a major stage where everyone leaves the starting region/island and there's no turning back. The player has already performed a number of tasks so better not to drag this out. I think I can make it significant and variable while keeping it simple. The objective is to clear the wharf ready for the exodus. After that it goes to a cut scene. The player has another agenda where they'll find out about the success of the mission later. Without wanting to let on too much, I will at least say I've broken it up into 2 smaller as well as the "drug enemy" missions. While I'm not sure how I should rate the success of the final mission or what else it could affect it will probably present itself in due course.
  10. Thank for your time and wealth of information. This ties in well with what HeyYou suggests bringing it all into scope for me. I'll take a little time planning this so as it does not overwhelm me.
  11. Thank you, good point about replayability.
  12. Most of my time, as possible, in the last 2 years has been in set design. Having worked out what I can/not do I am finalizing dialogue. I am about to complete the first episode of Nagasteim. A small army of...enemy have taken the wharf preventing an exodus of the locals. Which scenario would you like? 1. The player uses powerful magic to sneak in and drug the enemy (no battle) 2. Same as 1 but the player gets caught and has to fight their way out (the drug enables exodus anyway). 3. Same as 1 but the player uses magic to escape the (drug enables exodus anyway). 4. The player has to reload a save till they drug the enemy which enables exodus. 5. If the player fails to drug the enemy they have to clear the wharf single handed (about 15 enemy) 6. If the player fails to drug the enemy war breaks out of about 9 battlemage + player to 20 enemy. Note: the drug knocks enemy out for around 12 hours to allow the exodus. If you like 6 then please add any changes in odds such as less defense and/or enchantments/spells provided to player by the mod. The final question is how you think the choice should affect the following episodes. Note2: I do not plan to release Nagasteim by episode but as an entire story.
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