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Post by ghastley on Jan 26, 2017 18:18:16 GMT
I'm still getting my head around what body slots are which. There are ones that displace body parts, and ones that don't, with Better Bodies complicating things with the extra Left slots. I'm unclear if I can block all the slots with invisible clothing, but I'll check it all out. Angeline's outfit is all in slots that don't displace body, so she has feet as well as shoes, and so on.
When I played Diablita as the player character she used a pitchfork that she enchanted with soul trap and fire damage, intending to use it with Azura's star to feed itself. Prior to obtaining the star, it would run out of charge very quickly, but retained its ability to affect all enemies even when fully discharged. I suspect that full discharge lasts zero time, because of the constant self-recharge, making it minimally charged at all times.
My intent with the enchantment on the pitchforks is that they would drop to nothing quickly, and so the base damage would be the norm, but would give a nice boost at the onset of a battle, when most needed. Once the enemy numbers drop, it's not needed so much
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Post by ghastley on Jan 25, 2017 22:01:32 GMT
If memory serves me well (it's been years since I tweaked Morrowind), NPCs will don the highest rated armor they have for their major armor class; so if their medium armor rating is significantly higher than their heavy armor rating, they will opt for medium armor even if carrying better heavy armor; if they have two similar pieces of armor they will use the most expensive. With clothing they always wear the most expensive, so to keep them in certain clothes just make a custom set and value each piece higher than anything else you are likely to give them. The problem with that is that Diablita's outfit is a lack of one. See the image link in the opening post. I wish there was a simple races-allowed list for each item, as Diablita would automatically not wear anything. Angeline's could be set beyond exquisite, though. I always preferred "absorb health" since very few enemies are immune to this, you could also set the pitchforks as silver weapons. I like the idea of absorb health for a companion, as it will let them catch up on the lesser opponents what they might have lost on the tough ones. That avoids some micro-management of their health. I assume checking the "silver weapon" box doesn't show anything in-game? I might use that on the lowest-level one.
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Post by ghastley on Jan 25, 2017 16:56:56 GMT
I just added Improved Teleportation to their game, so that I can use Mark/Recall and the Interventions (sounds like a pop group from the sixties) and they're moving along.
So far, I've been able to withhold "better" equipment to keep them dressed as intended, but that meant leaving some valuable heavy armour behind a couple of times. I'm reluctant to edit their costumes up to higher defence ratings just to to keep them wearing them, and need to find a better way that won't make them over-powered. I'll probably have to add it to their script(s).
I'm also considering making the pitchforks enchanted weapons, so there won't be creatures immune to them. What's a good enchantment to use? Minimal fire damage?
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Post by ghastley on Jan 23, 2017 17:13:40 GMT
The log-jam is behind SKSE64, which expects to go to beta mid-March. That is required by SKYUI/MCM, which is another bottleneck with so many mods dependent on it.
Half of mine work with SE now, half are waiting for SKSE64.
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Post by ghastley on Jan 19, 2017 14:23:52 GMT
Another request to add: is there a recommended way to implement a "stand aside" to prevent companions from blocking the player into confined spaces? This is twice as likely with a pair of them!
And who in Bethesda designed the AI that makes all followers prefer to stop in doorways? That happens in every one of the games.
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Post by ghastley on Jan 17, 2017 14:20:56 GMT
I've started work on a mod for Morrowind based on the Grumpy Template version 3, which features two sisters with unique outfits, and in one case, race. In-game imageThey were originally created for an Oblivion mod which was never completed. Partly that was because of issues involving invisible headless dead sheep, but also because of the amount of voiced dialogue that I wanted, and couldn't produce without help. Morrowind's use of text-based dialogue makes them potentially more viable there. The TES IV mod worked (mostly) with silent dialogue, and the glitches were confined to issues of location detection, mostly when the two were separated. I've also played them as player characters in Skyrim. Without an unarmoured skill, it was challenging, but having the extra perks available for offence balanced that quite well. Voice concerns meant that I never started a mod for that. I need help on a number of improvements on the base companion: - Making them use Unarmoured, and keeping the original "outfits" viable, as that's a major visual feature.
- Levelling Diablita's pitch-fork (spear) so she can continue using it as a primary weapon. Angeline would probably use bow and spells for balance.
- Re-using Hello/Idle sound files for Diablita's race. It doesn't matter if she sounds like a Breton, or Imperial, as nobody has pre-conceptions of her voice.
- Any inter-companion ideas.
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Post by ghastley on Sept 17, 2012 18:00:55 GMT
There's a mod that forces you to unequip broken armor, but it doesn't appear in your list. Have you ever used it?
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Post by ghastley on Jul 27, 2012 15:36:38 GMT
I've been wanting to do something a little less than this - i.e. a compromise between the current pig node, and the human one - as a modified morph, so it can be controlled in character generation with a slider.
Can you point me at the tools and how-to's you used?
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Post by ghastley on Dec 5, 2011 19:17:47 GMT
Interestingly, it appears not to prevent anyone from competing with Valve by providing the same mod for free on another site (e.g. SkyrimNexus)
It remains to be seen if they can prevent anyone from knowing that a mod is freely available elsewhere.
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Post by ghastley on Sept 21, 2011 18:18:08 GMT
It's not just a question of the outfits themselves, there's a fair chunk of script to determine when the outfit should be worn that needs to be added to each companion.
I don't believe there would be any way to do that as an add-on to the others. It has to be built-in to the character's object script.
You've also got some script logic to specify which outfit is the swimwear, that has to be added somewhere. Again hard to add on without rewriting the companion mods.
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Post by ghastley on Aug 30, 2011 20:41:02 GMT
Hircine's quest is only available after level 17, (I think that's the right number), but apparently the minotaurs will be there even if you can't do the quest. Whether you can kill one is a different matter!
Clannfears don't show before level 11, so how did you get the claws? There's only one statically placed set.
There's another in the Basement at Gweden Farm if you do the Sirens Deception quest to get in there, but I don't know if would be acceptable for this quest. Like the two varieties of Vampire Dust or Bonemeal aren't always equivalent.
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Post by ghastley on Aug 25, 2011 20:57:55 GMT
Requiring Steam may be enough to stop me buying it. I don't like having my gaming machine connected to the internet, as connection requires active AV, and active AV causes games to stutter.
I also get the impression that you won't be able to activate your disk-installed game without getting automatic patches. I want to be able to download and install patches as two separate processes, so that I can control which ones get applied (and be able to re-apply them selectively if I re-install).
So even if I only have to connect to Steam for activation, I won't buy.
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Post by ghastley on Jun 23, 2011 17:35:06 GMT
I'm starting to make my own companion mod (with two sisters as companions, so they can interact with each other as well as with the player). That means I'm looking for pointers on how to do it well.
I'm curious as to how you came up with the "tell me about yourself" dialog that progresses through the quest. The script mechanics aren't difficult, but getting the revelation of the character to pace with the rest of the quest can't have been easy. Did you just write down all the things you wanted her to tell you and then sort them into order, and have the result drive the quest, or did the quest come first, and the dialog was written to fit?
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Post by ghastley on Jun 23, 2011 13:55:48 GMT
A minor request - can you add an indication on the list of how many companions the houses provide beds for? I'm running around with Vilja and Neeshka - and creating a mod of my own that has two companions (so that it can have dialog between them, as well as with the player). I'm therefore particularly interested in houses for three.
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Post by ghastley on Jun 23, 2011 13:39:48 GMT
It appears that the defense of armor in the decision is based only on the base value, and not on any enchantments. That means that an Elven Cuirass will be chosen over a Mithril one, even though the latter has a Shield enchantment that makes it "better".
The same applies to weapons. A companion will select a bow and arrow that add up to a higher base damage, over a staff, even though the staff's damage is not affected by skill level, and actually delivers more.
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