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Dominic

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  1. Hey, I would be happy to try it out, I completed this script too, but I lost it in august. I guess I could write it again, to see if it feels right. I thought of sound too initially but it became annoying when every bump broke the item, which might be true to brittle glass items, but bottles and pumpkins can take a fair bit of thrashing before they break, I accounted that to mass and material choices, so every itemid can have it's own finetuned breaking settings. I also have the meshes uploaded somewhere, if you want to take a personal look at them.
  2. Dominic

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  3. For sure, I think it's granted that when glass stuff breaks, it goes out with a satisfying clarion crash. I'm still struggling, don't worry you'll get to play with this in no time. Just need to figure out a correct formula for sufficient collision detection. It's so finicky and dependent on the fps right now that the breaking is almost random. Critterman has some stuff to do so I'm pretty much a sitting duck right now, I'm currently using the time I have to make progress with stuff that I can actually make reasonable progress with, like my SurReal Necromancy mod with Craftybits. I'm not being lazy by any means
  4. How about gangrene? Could even develop if you get hit by frost damage too much. Name: Black Rot Effects: Drain strength - 15 drain endurance - 10 drain fatigue - 30 drain speed - 10 drain personality - 15 Comments: All the penalties would increase very quickly. ------- Name: Lumbar Leukemia Effects: Stunted magicka damage fatigue - 1 drain health - 15 weakness to magic 15% weakness to disease 50% Comments: Just a blood disease which puts a stop to mana regeneration among other things.
  5. Well I've been playing with some diseases in my necromancy mod. They are mostly decay or blood themed, so nothing much positive there. There also one disease that's more like a curse. Name: Touch of the Dead Effect: Restore magicka 1 spell absorbtion 6 drain willpower 10 weakness to normal weapons 10 weakness to frost 10 Comment: Well a common physical ailment for astral necromancers. Dealing with spirits opens your mind but you're open to their presence.
  6. Okay, should probably start working on this again. Had some severe studying to do, but I have loads of time now.
  7. My my, you've been busy DaneZ and Lemon Major congrats on the release.
  8. I'll try to whip something helpful up in my spare time too.
  9. Eh, I think Vector is quite useless. Sure it allows you to infect the entire population of tamriel and the effects get more severe but that's about it.
  10. Vector forces you to use cure potions and spells several times?
  11. Anything that suits you fancy
  12. That's cool, I thought maybe it's even possible to make cure potions improve the symptoms, like the diseases have stages. So for example when you have the Colliwobbles, you start out with the vanilla effect, but it will get more severe over time, so cure potions will have a higher success rate but only cure one stage. High quality cure potions could cure several stages and lower would need more cure potions to cure one stage. If you act quickly enough after being infected, you can get rid of the disease with relative ease. This will however need custom disease stages made, which I'm more than happy to do. Or we can simply use an obse command to temporarily manipulate the magnitudes of the effects and reset them after the disease has been cured (This will be a more compatible solution). Edit: I always thought the vampirism disease should really incapacitate you for several days if you don't act quickly. It's killing you after all. And have an extra incubation stage after "Dying" too.
  13. You've made great progress! What kind of quality levels are you planning and what kind improvement method will you use? I'm working on a sunburn relieving potion so that may go with realistic healing. Cure Disease spells could be overhauled too, it shouldn't be very difficult. If it's in a spell form you could make it ease all diseases a little bit(by using a quest script to keep track of what diseases you have and toggle between different levels of the diseases). Will Porphyric Hemophilia and Astral Vapor medicines be specific? I don't know if there's a mod that makes diseases become more severe over time, but I could help you do that too.
  14. That made very good sense to me in the logic department. I can't really imagine it in script form, but I'm very looking forward to test it out with your handy work. This is the first time this actually made some progress over a span of months, so It's a shame the meshes have been waiting dormant in some folder of mine, with me and others being clueless how to get them to break.
  15. It great to hear you've been experimenting too My script is a lot more primitive then that, it was just a test to see if I can do anything at all. I'm a little confused about the Difx + Dify + Difz, but I guess it should be all right. I'm stumped with bouncing too, it would be better if we could register a change in direction too, for instance if the distance on any axis is suddenly negative compared to the last recorded distance on a corresponding axis + taking into account stopping too, but the greater the velocity, the less it actually slows down, and bounces more. Object Meshes can have different mass values too, so some act more realistically with havok than others, I tried to tweak the mesh to act as natural as possible. I guess the whole deal is a matter of trial and error. Your script is much more elegant, that acceleration bit should improve things a lot, but here's my useless script anyway for your viewing torment, it registers at every frame It's really interesting that it records the player's velocity when it's in the inventory. I wonder what uses it could have?
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