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JulianSull

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Everything posted by JulianSull

  1. Hey I'm currently working on writing some songs for my mod. Tell me what you think of them. So far I only made a video of one, but more are to come. This first one is the antagonist's theme entitled "Beatrix's Theme" This is meant to sound, mysterious, creepy and above all, evil. http://www.youtube.com/watch?v=E2aT2r3sEmA Tell me what you think of it =D
  2. True, I could make the whole thing one big trigger box until it is dark and they start using the stone. By the way, they wouldn't arrest the player, they would blow him up. =D
  3. Just to clear things up, the quest goes like this: The player gets the quest whenever, then has to sneak into a castle. The outside wall has a powerful light stone that has a very strong white light that lasts for five seconds, bursts out, recharges in three seconds and then does it again. If the player is in the range of the light then they are exposed and it's pretty much game over. If it is daytime...the guards can see them the whole time regardless of what position the light is in.
  4. Is there a way that I can force what time it is so that certain scenes in my quest occur at night time? Dodging lights doesn't really work in the day time.
  5. In this chase scene the player is chasing the enemy down. Here is the story: The player is in a meeting with the King when screams are hear in the other room. A general has been kills and General Beatrix Gage is seen fleeing the room. The player then has to chase her through the castle until she traps herself where she proves to the player she is innocent but is then threatened by the real murderer, General Fol, to lie about it or be hunted by a mob. What I am currently working on is the gameplay in this sequence. I want this not to be a test of skill but just a flashy and fun sequence where the player needs to stay close to Beatrix the entire time or risk losing her. If the player gets out of range, then the sequence ends and the player has to start over from the autosave that I force. So far I have it so that Beatrix is the same speed as the player and a part where Beatrix casts a spell to jump to another tower so the player has to jump across to the other tower instead of casting a spell to get there. Can anyone think of some more ideas to add to this to make it more interesting and fun? Keep in mind this is NOT suppose to be a test of skill and instead a fast paced easy action sequence. If possible, it should show that Beatrix is one BA SOB if you know what I mean. EDIT: Some new Ideas, what do you think of them? 1. Running through hallways after Beatrix who is the same speed as the player. 2. Jumping from tower to tower while Beatrix simply casts a spell that does it for her. 3. Beatrix destroying a wall 4. A crowd of people at a dinner who start running 5. Forcing the player to walk on a large long dinner table 6. Chasing through a pool 7. Past a bow firing range
  6. I want to create an arena where only melee weapons are allowed. My plan is to make it so that every five seconds, everyone in the arena is silenced so the player cannot use magic. Is there a way that I can check if the player has any arrows or bows in his inventory and put them in a chest that he can retrieve them from later? It would need to be able to catch all types of bows and arrows, including custom ones. OBSE scripts are fine. EDIT: Could I do this instead? Take everything the player has and put it in a case and then give the player pre-chosen weapons, armor and potions?
  7. I am working on a scene where this happens: 1) The player sneaks up through the side of the castle wall 2) The player and his/her female companion are spotted 3) A creature called a Raptor (Based on the Veloceraptor) is sent to kill the two of them 4) They quickly exit the castle and the Raptor is waiting for them as they enter the forest. 5) The Raptor is faster than the two of them so the player needs to slow down the raptor by any means necessary as it can kill the player is pretty much one hit 6) The Raptor corners the two of them and the player needs to use the rocks from cliff above them to crash them into the raptor to kill it. 7) The Raptor is killed and the player is taken back. 1, 2 and 3 are very easy to script. What are some ways that I can slow down a creature that is faster than the player without forcing the player to use something to damage the raptor's speed? Also, can I make it so that a creature focuses only on the player instead of the companion? Maybe make the raptor friendly to the companion during that scene so it ignores her? Also, what are some ways that I can make the rocks from above hit the raptor? I'm not just talking scripting wise, I'm talking about how can I get a rock to easily fall on top of the raptor so the player doesn't get frustrated? I was also considering making the companion take a separate route to the same location to make things easier. Here were some of my ideas of how to slow the raptor down: 1) Tree falls in the way but the player runs by 2) Player jumps over a gorge but the raptor has to run under it and back up 3) The Player cuts a bridge to prevent it from following 4) The player slips through the cracks of the hills/cliffs/mountain and the raptor has to go around Any others? Keep in mind that this is a woods/mountainous area.
  8. The thing is, if the player is coming through the only door that can get the player there, then I know exactly where the player is going to be standing if I start the scripting right away. I was also thinking, if I just make an idle animation for the girl that is pointing the sword in the players face and then have the speaking scripted instead of a normal convo then it shouldn't be too hard. Maybe just have her say one line then put her sword away and talk to the player. Can I also make a custom animation that involves a few people? I don't want it just to be vanilla sword strikes, I want it to be a custom fight. Assuming I take the time to learn how to animate something like that, wouldn't it just be like all of those custom dance mods? I was thinking about this one too. Could I change it to a find package, then have them do an animation together where she is pinned down by the enemy and then the next time they are hit, the animation stops and the companion takes over the find package to where the battle location is and the enemy takes on the ambush package towards the player? That works, I think I can get that to work somehow. This is actually in a cave, so it might take a little bit of work. Maybe a collision box that appears after the player falls down. The scene is the player is forced into a cage so I know exactly where they are. I was thinking, there are those meteor spells out there, so couldn't I just have that mesh go straight from the War machine to the city, then make a screen effect take over that makes everything go white, and then disable certain buildings and replace them in the city with other meshes? Yeah that works. I might do the same trick from above. Not AS amazing, but still might give you chills =). This would be really hard...but it's a big thing. It's the final boss. Heh, I hope I get a chance to have my own company and make some of these a reality. Be really nice to have no limits to what I can create. Speaking of 1st and 3rd person, can I force one or the other?
  9. This is a list of things that I want to try to add to my game and I was wondering if any of these are possible and just a basic idea of how: 1) The player is in a boat, goes to the back of the ship on the deck. The player loses controls and sees a girl with a sword do an animated scene where she kills off two other enemies and then points a sword right in the face of the player. Optional: The player begins talking to the girl while the sword is still pointed at him. 2) Have a scene where something is chasing the player and his companion. During the chase, the enemy goes after the companion and the companion is pinned down by the enemy until the player goes over to the enemy and damages it. 3) Force a companion to stay on a high up ledge and shoot with a bow to the lower level where the player is stuck to offer support. 4) Have a pillar fall over and allow the player to walk up it (I was thinking about it, it kinda works like an animated door, so could I do something similar to that?) 5) Create a custom walking animation that makes the person look like they are hurt badly and limping 6) A scene where the player watches from the outside of city as a big rock is launched into the city, blowing up everything in the center and taking down a building with it. 7) Have a scene where the player is in an arena and one of the walls of the arena blows up, allowing the player to escape out of it. 8) A giant catapult like War Machine that has five weak spots. The four corners (two which hold the catapult, two which hold the main front entrance closed) and one in the center which is basically a ball of energy keeping it powered up. Each would need to be destroyable. Are these possible assuming that I am good enough to make these and I have all available resources to make it?
  10. Oooo I like that idea. It's very cell phone jammerish. Thanks for the help, that's perfect.
  11. Could I have a script that removes all torches from the inventory and puts them next to the device that is causing all of the lights to go out? Play it off as it teleports all light objects to the source.
  12. I want to make a scene where the antagonist creates a "Force Field" kind of effect that removes all light enchantments and turns off all flames. The Flames part is easy, I just shut down all of the lights with a parent source and it's done, but is there a way I can "Auto dispell" ONLY light effects or if that is not possible, dispell all effects constantly? I want the lights to go completely out. Also, nighteye would need to be autodispelled while in this building as well. Any ideas of how to script that?
  13. Think it's possible to create a creature like that? It would have to only used ranged attacks but I think that would be one hell of a boss if you made it bigger. Is there a way to have a creature unable to attack but fully able to use possibly a very fast moving magical attack. And on that note, is it possible to speed up the speed of a magical shot (like make a lightning bolt move faster in game)? EDIT: I was looking up some strange creatures on Youtube and I had an idea. How does this sound: A mod that adds strange creatures into the game but are extremely rare to find. Things like a one eyed dog or a giant slaughterfish or a bigfoot. Just strange creatures that the player can find by talking to people who are hunting them out. The goal is to discover every single creature in the game, each for a reward. Instead of having to kill them, the player would be given a "Moment Catcher Stone" which records each creature. If the beam hits an NPC or enemy, it will add them to the stone if they are a rare creature. It would take a lot of work, but I definitely think it would be kind of a cool idea.
  14. I'm trying to design an arrow for my archery challenge which does no damage, weighs nothing and moves at normal speed. Whenever you fire one off, another is magically placed in your inventory. I tried just putting that script in an enchantment, but I guess it has to hit for it to activate. Is there a way I can make this arrow work without it having to hit a target? EDIT: I just tested it, the script effect doesn't even work when I hit a person.
  15. WOW how did I not think of that. Very nice solution. Thanks for the help =D
  16. I just tried to get OBSE to work...but I have no idea how to make the CS recognize that I have it. I checked the documentation...ReadMes and all that but nothing. Anyone know how to get it up and running? Also even more importantly how do I get extra things such as "Enhanced Music Control" to work which is basically an extension of OBSE. I put it in the OBSE--> Plugins folder but still nothing.
  17. Hmmm, Well what I am trying to do is have the script select a random target that was NOT the target before. My current script is: scn aaaRunArcheryChallengeScript float timer short times short thing short rand begin GameMode if (aaaACisStarted == 0) return else set timer to timer + getSecondsPassed set rand to 1 + GetRandomPercent * (5-1) / 99 if (rand == aaaLastShot) set rand to 1 + GetRandomPercent * (5-1) / 99 ;<-----------This where I try to get a new random location endif if (times < 10) set thing to 5 elseif (times < 20) set thing to 4 else if (times < 30) set thing to 3 endif if (times > 30) aaaTCLight1.disable aaaTCLight2.disable aaaTCLight3.disable aaaTCLight4.disable aaaTCLight5.disable aaaTrigZoneAC1.disable aaaTrigZoneAC2.disable aaaTrigZoneAC3.disable aaaTrigZoneAC4.disable aaaTrigZoneAC5.disable set aaaACisStarted to 0 set times to 0 MessageBox "Total Score = %.0f" aaaACTotalScore if (aaaACTotalScore > aaaACHighScore) set aaaACHighScore to aaaACTotalScore MessageBox "New High Score!" endif set aaaACTotalScore to 0 elseif (timer > thing) set times to times + 1 set timer to 0 aaaTCLight1.disable aaaTCLight2.disable aaaTCLight3.disable aaaTCLight4.disable aaaTCLight5.disable aaaTrigZoneAC1.disable aaaTrigZoneAC2.disable aaaTrigZoneAC3.disable aaaTrigZoneAC4.disable aaaTrigZoneAC5.disable if (rand == 1) aaaTCLight1.enable aaaTrigZoneAC1.disable elseif (rand == 2) aaaTCLight2.enable aaaTrigZoneAC2.disable elseif (rand == 3) aaaTCLight3.enable aaaTrigZoneAC3.disable elseif (rand == 4) aaaTCLight4.enable aaaTrigZoneAC4.disable elseif (rand == 5) aaaTCLight5.enable aaaTrigZoneAC5.disable endif set aaaLastShot to rand endif endif endif end Basically, after a certain number of targets switch, the time that the shot is open decreases. Also, I wanted to add a section where the time to hit goes up to 6 and the player gets two open targets, but how could I script that without having to use a while loop? And is using OBSE a big thing for some people? I mean like does it slow some computers down a lot?
  18. Very simply, what's the syntax for them in the CS?
  19. Last thing...Where can I find a good blender tutorial? If I'm going to make this war machine...I'm going to have to make the mesh myself. There aren't even any wheel meshes in the CS, so that bad idea is right out =/ EDIT: Wiki is my friend. =D
  20. One more thing, how can I disable a ton of objects all at once instead of individually disabling them? I'm trying to create something that is called "The War Machine" which needs to move from spot to spot but not actually make any actual movements...I don't want to script every single piece of it. Is there a way I can make it once and just call the entire thing to a certain XYZ coordinate?
  21. I could just have one of the companions say that she has special arrows with extra notches that pierce through ropes better and another special arrow designed to ...something. I'll work it with thanks for the help. =) Oh and btw, how do I create animations?
  22. What is that begin onreset for? Also why couldn't that script work for melee as well? EDIT: This could work. How would I script ropes to snap when they are hit once by an arrow or a spell? EDIT: Could I have something that is an NPC or a creature with no turning ability, no ability to move and no ability to talk that has the mesh of a block of wood or something? EDIT: Is there a way I could find out what hit the trigger zone, check if it is an arrow and if it is then check how much damage that particular arrow does and subtract that from a global? Same thing with a spell.
  23. If you mean the huge fireballs that come from the ceiling after the light switched on to a really bright red, all it is is a wide range fire spell being shot every .5 seconds at a target that is beneath the ground. Not too difficult to code.
  24. Bump and I created a video of the second to last boss in the game. This is just a test, but tell me what you think of it.
  25. I'm trying to design out the bosses that I have planned and one is a giant machine that is suppose to have five main weak spots in it that the player has to destroy. Is there a way to give an activator or something health via a script or something to simulate the destruction of the five weak spots?
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