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Skyrim CK Experimenting, Post Your CK Fun Here: |
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mALX |
Oct 11 2014, 09:09 PM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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QUOTE(SubRosa @ Oct 11 2014, 03:18 PM) Oh, that Misa! I forgot her name is all. You should definitely import her into Skyrim, and Oblivion for that matter!
I think Bella's mod was the first one I used to fix the blocky faces, back when I first started playing. But I didn't like the extra makeup it added to all my character's faces. They are not all meant to be glamor girls wearing blush all the time. So I stopped using it, and started looking at other mods.
Wow, those pics at the end look amazing! That table with all the bottles and stuff on it is fantastic. That must have taken forever to place it all.
Not that long to place, about an hour to lay all the changes in that whole house out - but much longer digging through the items lists to find what I wanted to use. The garden took only a couple hours from start to finish, but the basement took a LONG time. I kept finding gaps in the raised floor that needed fixed, my steps in the raised floor kept disappearing every time I fixed a gap - GAAAAH! And today I got on there and found one of the structure meshes had moved and was gapped from the rest, urk. "Snap to Grid" and I don't play well together, for some reason. Oh, thank you for the info on Bella - that is exactly what I was looking for, some input on the two to determine which would suit Misa best. She definitely wouldn't want heavy makeup, but I'd like a bit of enhancement to the eyelashes, maybe some lip gloss. Also, I would like her cheeks to look a bit flushed - but not makeup blush; if that makes sense. There was a mod in Oblivion that made the character's "blush" ("naturally"), lol - something like that. I just realized I never posted the basement and garden screens, lol. Here they are: The Basement: http://i434.photobucket.com/albums/qq67/Ma...zps7351fd76.jpgThe Alchemy Garden: http://i434.photobucket.com/albums/qq67/Ma...zps2685f022.jpgThanks, Grits! That is the same place you are working on at the TESAlliance, they are the same people who taught me modding in Oblivion.
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SubRosa |
Oct 11 2014, 10:03 PM
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Ancient
Joined: 14-March 10
From: Between The Worlds
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I am in love with those hardwood floors in the basement! And that garden is just beautiful. I love how you used the stone floor around the garden itself, with the big stone planters, and then it turns to wood farther out where the alchemy table is. Here is an example of Hrafngoelir using Bella's Face Textures. What really started to bug me was how Bella's made most of her face darker with makeup, but there is a little strip of skin back near the ears without it, with a much paler color. That drove me nuts. I took this picture of Hrafn just a moment ago with my current mod loadout. What I really like about the current mods is that when you get in close, you can actually see little pores and tiny bumps in the skin on her face. That little strip of lighter skin near the ears is still there, but it isn't nearly as dramatic as it is with Bella's. This post has been edited by SubRosa: Oct 11 2014, 10:04 PM
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mALX |
Oct 11 2014, 11:22 PM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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Thanks everyone for your kind words on that mod - I have really fallen in love with that inn, and it will be my first mod in game when this class ends. I'm keeping it, lol. Here is the grounds and stable area - the garden was added after these were taken, it sits on top of the stables: The Grounds: http://i434.photobucket.com/albums/qq67/Ma...zps1e7ae4dd.jpghttp://i434.photobucket.com/albums/qq67/Ma...zps3e76da77.jpghttp://i434.photobucket.com/albums/qq67/Ma...zps539bb3fa.jpgAt night: http://i434.photobucket.com/albums/qq67/Ma...zps0c5c460a.jpgThe Stables – water in the trough, and I didn’t have to make it! Lol. Everything in this mod is vanilla, I used only basic meshes through the whole mod, actually. I just had to really dig to find stuff to make the place the way I like it. (and that is probably the most time consuming task of all of this - well, that and building that wood raised floor in the basement). I'm about to turn on my game and head over there, see if the in-game screenshots look anywhere near as good as it does in the CS, lol. Oh SR, you are right - way too much makeup with Bella! Was there no way to tone that down? Urk, I'm with you on going with CoverWoman. Thanks for helping me on that! EDIT: Oops! Forgot to add stable picture in: http://i434.photobucket.com/albums/qq67/Ma...zps90f4e8db.jpgThis post has been edited by mALX: Oct 11 2014, 11:26 PM
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mALX |
Oct 11 2014, 11:45 PM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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QUOTE(SubRosa @ Oct 11 2014, 06:24 PM) That pic was with the character wearing no makeup at all from character creation, except lip color. All the sliders were set to the far left for the face colors.
I love the little wooden arch on the grounds, and especially the way the stable is under the second story deck.
There should have been some way to turn that down, she looks like she stepped out of the 40's Era or something - a "Glam Girl." Well, that really helped me decide, thank you. That stable - I built that from scratch materials gathered from all over, the deck on top was a plus I discovered after the first two pieces were in place. And then it was go time, lol. I got really excited at the possibilities when I saw that deck, there was no turning back then, lol.
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mALX |
Oct 12 2014, 12:31 AM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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* Can't remember if I mentioned the Smithy and Wood-chopping set up or not, but I didn't have a screen of it (till now): A full Smithy, Wood-Chopping, and mining on the grounds: http://s434.photobucket.com/user/Maxical1/...a3b033.jpg.html.
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ghastley |
Oct 13 2014, 03:01 PM
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Councilor
Joined: 13-December 10
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Following my usual habit of play-testing my NPC's as PC's, I rolled up Drelka, the Daedra Seducer from Clark's story in Oblivion, to see what I could do with a drain health spell as primary weapon. She may get a role in the Thieves Guild expansion if she works out.
The vampire version of this is a bust, as it doesn't provide any experience. It also seems to be very weak, perhaps because the health gain from the absorb effect is a bonus to the damage. I tried increasing the Spell Usage factor, but it appears that the Absorb archetype prevents experience gain, not just the zero usage factor.
So my next version of the spell changed it to a plain health value modifier, like the elemental spells such as Flames, and that fixed the XP issue, but it's still a poor value for magicka used versus damage done. It's doing half the damage of Flames, for double the cost. The cost is calculated by the CK, and I'm not sure what the inputs are. I'd have expected the same result as Flames, as just about all the numbers were cloned. The differences are the keywords (because it's not a fire spell, fire resistance doesn't apply, etc.) and the ones that pertain to the graphic effects. Flames may get a bit of a boost from stacking on itself, as you're using it on a burning target once it starts.
It appears that you can't combine a drain effect on target with a restore effect on self (both Value Modifiers) to get the equivalent of Absorb, as the overall spell can't operate on both unless it uses the Absorb archetype.
I'm also a bit confused by the spell levels. It appears that the Magic Effect controls this, even if multiple levels of spell with varying magnitude are created from it. So I have no idea if the Perks are applying properly for stronger versions of the spell. Can anyone explain?
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Mods for The Elder Scrolls single-player games, and I play ESO.
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mALX |
Oct 13 2014, 03:15 PM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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I think the developers themselves had trouble with the formulas for how spells/etc. were arrived at, I remember on release of the game all the issues with miss-added stuff that had to be patched.
Yesterday my laptop blackscreened while I was playing Skyrim. After that it wouldn't boot up, kept going to a blackscreen. Well, the internet said to take the battery out for a period of time, then try it again. I did, and about then my son came home. He said that it was probably a dead battery, and hooked it up to the charger. It started right up, no problems - but now Steam won't open the CK. It says it is opening it, says it is running - but it isn't displaying on my screen! Urk - really aggravated that Bethesda made us go through Steam for our game!
Anyone know how to get it back up? I've written to the Steam support, and they said to use Windows Update and make sure all my drivers are up to date. Well, everything was working fine till the battery went dead, and Windows Update says I'm fully up to date on everything. Urk.
Anyone have this problem starting the CK up, and know how to fix it?
EDIT: (And by the way, Ghastley - I'm catching up on Clark at Gweden still, but can't wait to see what kind of stuff he gets into in Skyrim, lol).
This post has been edited by mALX: Oct 13 2014, 03:20 PM
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SubRosa |
Oct 13 2014, 05:24 PM
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Ancient
Joined: 14-March 10
From: Between The Worlds
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QUOTE(ghastley @ Oct 13 2014, 10:01 AM) Following my usual habit of play-testing my NPC's as PC's, I rolled up Drelka, the Daedra Seducer from Clark's story in Oblivion, to see what I could do with a drain health spell as primary weapon. She may get a role in the Thieves Guild expansion if she works out.
The vampire version of this is a bust, as it doesn't provide any experience. It also seems to be very weak, perhaps because the health gain from the absorb effect is a bonus to the damage. I tried increasing the Spell Usage factor, but it appears that the Absorb archetype prevents experience gain, not just the zero usage factor.
So my next version of the spell changed it to a plain health value modifier, like the elemental spells such as Flames, and that fixed the XP issue, but it's still a poor value for magicka used versus damage done. It's doing half the damage of Flames, for double the cost. The cost is calculated by the CK, and I'm not sure what the inputs are. I'd have expected the same result as Flames, as just about all the numbers were cloned. The differences are the keywords (because it's not a fire spell, fire resistance doesn't apply, etc.) and the ones that pertain to the graphic effects. Flames may get a bit of a boost from stacking on itself, as you're using it on a burning target once it starts.
It appears that you can't combine a drain effect on target with a restore effect on self (both Value Modifiers) to get the equivalent of Absorb, as the overall spell can't operate on both unless it uses the Absorb archetype.
I'm also a bit confused by the spell levels. It appears that the Magic Effect controls this, even if multiple levels of spell with varying magnitude are created from it. So I have no idea if the Perks are applying properly for stronger versions of the spell. Can anyone explain?
I ran into the same problem with the spell not giving experience gains when I made my Absorb Health spells. I solved it by creating a Damage Health effect with a Base Cost of 14.000 and a Skill Usage Mult of 1.4000. It is a Value Modifier archetype, with Health as the Assoc Item. Concentration, Aimed. With the MagicAbsorbFXScript attached to it. I added that to each of my Absorb Health spells, with a Magnitude of 1. All of my actual Absorb Effects have a Base Cost and Skill Usage Mult of 0. They are Absorb archetype, Assoc Item Health, Conc Aimed as well. Those I gave the higher Magnitudes to in my spells. My entry level Absorb Spell was Damage Health 1, and Absorb Health of 8. It ends up with a magicka cost of 14 points a second. Because the Damage effect costs more, it is the one the game uses to determine skill usage. That way you still get skill advances for using it. Since I wanted my spells to be Restoration based, like in Oblivion, I made my Damage Health effect work off of Restoration rather than Destruction. I have found it works like a charm. QUOTE(mALX @ Oct 13 2014, 10:15 AM) I think the developers themselves had trouble with the formulas for how spells/etc. were arrived at, I remember on release of the game all the issues with miss-added stuff that had to be patched.
Yesterday my laptop blackscreened while I was playing Skyrim. After that it wouldn't boot up, kept going to a blackscreen. Well, the internet said to take the battery out for a period of time, then try it again. I did, and about then my son came home. He said that it was probably a dead battery, and hooked it up to the charger. It started right up, no problems - but now Steam won't open the CK. It says it is opening it, says it is running - but it isn't displaying on my screen! Urk - really aggravated that Bethesda made us go through Steam for our game!
Anyone know how to get it back up? I've written to the Steam support, and they said to use Windows Update and make sure all my drivers are up to date. Well, everything was working fine till the battery went dead, and Windows Update says I'm fully up to date on everything. Urk.
Anyone have this problem starting the CK up, and know how to fix it?
EDIT: (And by the way, Ghastley - I'm catching up on Clark at Gweden still, but can't wait to see what kind of stuff he gets into in Skyrim, lol).
All I know for sure is that like playing Skyrim, the CK requires Steam to be running before it will launch. You could try deleting the CK and reinstalling. Or even deleting the Steam client and reinstalling it, the reinstalling the CK. This post has been edited by SubRosa: Oct 13 2014, 05:28 PM
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ghastley |
Oct 13 2014, 05:51 PM
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Councilor
Joined: 13-December 10
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QUOTE(SubRosa @ Oct 13 2014, 12:24 PM) I ran into the same problem with the spell not giving experience gains when I made my Absorb Health spells. I solved it by creating a Damage Health effect with a Base Cost of 14.000 and a Skill Usage Mult of 1.4000. It is a Value Modifier archetype, with Health as the Assoc Item. Concentration, Aimed. With the MagicAbsorbFXScript attached to it. I added that to each of my Absorb Health spells, with a Magnitude of 1. All of my actual Absorb Effects have a Base Cost and Skill Usage Mult of 0. They are Absorb archetype, Assoc Item Health, Conc Aimed as well. Those I gave the higher Magnitudes to in my spells. My entry level Absorb Spell was Damage Health 1, and Absorb Health of 8. It ends up with a magicka cost of 14 points a second. Because the Damage effect costs more, it is the one the game uses to determine skill usage. That way you still get skill advances for using it. Since I wanted my spells to be Restoration based, like in Oblivion, I made my Damage Health effect work off of Restoration rather than Destruction. I have found it works like a charm.
So you've left the Absorb alone, and added another effect that provides the experience? I'd expected the spell cost to be the sum of its effects, but I think you're saying it's just the higher of the two (or more), which would be quite different, or is it that you've engineered the absorb's cost down to zero with the base cost of that part? This post has been edited by ghastley: Oct 13 2014, 05:53 PM
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Mods for The Elder Scrolls single-player games, and I play ESO.
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mALX |
Oct 13 2014, 10:26 PM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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QUOTE(SubRosa @ Oct 13 2014, 12:24 PM) All I know for sure is that like playing Skyrim, the CK requires Steam to be running before it will launch. You could try deleting the CK and reinstalling. Or even deleting the Steam client and reinstalling it, the reinstalling the CK.
I got it up finally, on Steam right clicked on the creation kit and chose the "back up" feature. Then I opened the back-up instead of the one I had on my computer - THEN Steam realized my version of the CK had become corrupt, and did an "update" on it - working fine now. Next problem: I went to "Preferences -> Shaders -> Debug # Lights - adjusted my lighting into more reasonable levels - now I can't get the render screen back onto the normal view. How do you toggle that debug mode off the render screen?
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mALX |
Oct 14 2014, 12:55 AM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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QUOTE(SubRosa @ Oct 13 2014, 06:02 PM) I don't know. I never touched anything in that Shaders tab. It could be that the only way to undo it is to clear those checkboxes.
They were cleared, I ended up having to exit the CK to stop it. Then when I went back in with the now "Correct" lighting - couldn't see a thing, it was dark as a dungeon. I agree I had too much light in there before, but there has to be a happy medium between what Bethesda thinks is correct and what my eyes (and FPS) can handle, lol. Urk. What I'm going to do is pop into a few businesses in game till I find one with acceptable lighting - then I'll adjust just a tinge of Rose color to the light - I got that formula down for Skyrim at least, lol.
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mALX |
Oct 14 2014, 07:05 PM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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QUOTE(SubRosa @ Oct 13 2014, 08:23 PM) If it is just the lighting in the Creation Kit, press the A key. That toggles bright lighting on and off. The whole list of CK keyboard shortcutsNo, it was the "Debug Lights Mode" on the render, makes your render screen look like a spectrum of color - red is too many lights overlapping; blue is good, green is dark. Example: http://i434.photobucket.com/albums/qq67/Ma...zpsc8f2c7b5.jpgOh, thank you for that link! Hey, Acadian said you are working on your own voice mod - I don't know why I thought you were just plugging in voice files to the "Another Voice Mod" mod for your characters ... so, about this voice mod ... (hint hint) ... Do you think there is any way you could take the script from the "Player Voice" mod (that used FUZ files, but only had one trigger = combat) - and add more triggers to it? (like finding a location/sneaking/lockpicking/etc) - and maybe a random percent roll (like BruceVayne used in his "Sound Sets" script for Imoen (can't remember the exact wording, but it went something like this): "If find location [names of towns] and if random percent =< 20 Player say "X" Else if random percent => 20 Player say "XY" end if End" Well, here is the actual script for Imoen: QUOTE Scn PCSoundImoenScript
short sneaktoggle short combattoggle short sittoggle short ItemsStolen short ItemsPickpocked short Murdered short PKilled short CKilled short nplayed short dplayed short weaponout short detected short torchout short locks short slept short waited short discover short townplayed short wildplayed short trespassing short deathplayed float fquestdelaytime float timepassed short roll short rolls short health short chealth short thealth short woundp short dungplayed short combattime short epic float timerPCS short cfplayed short beginkillsp short beginkillsc short booksread short sbooksread short encPlayed float cEnc float maxEnc short PCSfame short PCSinfamy short murderer short cfBounty short pfBounty short FGuild short MGuild short TGuild short initialized short a short b short c short d short e short f short g short gates short battlecry float prevTimerPCS float timerMod short powerattack float posx float posy float posz float prevposx float prevposy float prevposz float idlest short idleplayed short gates short closed short closedt short thirdview float icstimer short speech short EnemyInSight short PCwounded short combatON short combatONtoggle short dungt short townt short wildt
begin gamemode set fquestdelaytime to 2.5 set timepassed to getsecondspassed set roll to getrandompercent set chealth to ( player.getAV health ) set thealth to ( player.getBaseAV health ) set cEnc to ( Player.GetAV Encumbrance ) set maxEnc to ( ( Player.GetBaseAV Encumbrance ) - 4 ) set cfBounty to ( Player.GetAV Bounty ) if TimerPCS != prevTimerPCS set timerMod to TimerPCS endif if TimerPCS > ( 0 - ( timerMod * 0.5 ) ) set timerPCS to ( timerPCS - timepassed ) endif if TimerPCS <= 0 set speech to 0 endif set prevTimerPCS to TimerPCS
set cfplayed to 0
if ( player.hasmagiceffect slnc ) || ( player.hasmagiceffect para ) || ( player.getdead ) || ( timerPCS > ( 0 - ( timerMod * 0.5 ) ) ) set cfplayed to 1 endif
if initialized != 1 if player.getfactionrank fightersguild == 9 set Fguild to 1 endif if player.getfactionrank magesguild == 9 set Mguild to 1 endif if player.getfactionrank thievesguild == 7 set Tguild to 1 endif set cfplayed to 1 set initialized to 1 endif
if ( sneaktoggle != player.issneaking ) set sneaktoggle to player.issneaking if ( sneaktoggle == 1 ) && ( player.isactordetected != 1 ) if ( cfplayed != 1 ) if ( roll < 50 ) if ( isthirdperson == 0 ) && ( icstimer < 120 ) playsound Imoe5 elseif ( isthirdperson ) || ( icstimer >= 120 ) player.say pcImoe5 set speech to 1 endif set timerPCS to 2 set cfplayed to 1 endif endif endif endif
if ( combatONtoggle != combatON ) set combatONtoggle to combatON if ( combatONtoggle ) if ( cfplayed != 1 ) if ( roll < 10 ) playsound Imoena set timerPCS to 2 set cfplayed to 1 set b to 5 elseif ( roll >= 10 ) && ( roll < 20 ) playsound imoe9 set timerPCS to 2 set cfplayed to 1 set c to 5 elseif ( roll >= 20 ) && ( roll < 30 ) playsound Imoea set timerPCS to 2 set cfplayed to 1 set g to 5 elseif ( roll >= 30 ) && ( roll < 40 ) playsound Imoen03 set timerPCS to 3 set cfplayed to 1 set e to 5 endif endif endif endif
if ( combattoggle != player.IsInCombat ) set combattoggle to player.isincombat if ( combattoggle ) set beginkillsp to ( getPCMiscStat 6 ) set beginkillsc to ( getPCMiscStat 5 ) endif
if ( combattoggle == 0 ) && ( player.getdead != 1 ) && ( combatON ) set battlecry to 0 set combatON to 0 if ( beginkillsp == ( getPCMiscStat 6 ) ) && ( beginkillsc == ( getPCMiscStat 5 ) ) if ( cfplayed != 1 ) if ( roll < 30 ) playsound imoe1 set timerPCS to 2 set cfplayed to 1 endif endif endif if ( cfplayed != 1 ) if ( roll < 10 ) playsound imoe9 set timerPCS to 2 set cfplayed to 1 elseif ( roll >= 10 ) && ( roll < 20 ) playsound imoez set timerPCS to 2 set cfplayed to 1 elseif ( roll >= 20 ) && ( roll < 30 ) playsound imoenu set timerPCS to 2 set cfplayed to 1 endif endif endif endif
if ( player.getdead == 1 ) if ( deathplayed != 1 ) if ( roll < 50 ) playsound Imoem set deathplayed to 1 elseif ( roll <= 50 ) playsound imoenm set deathplayed to 1 endif endif endif
if ( sittoggle != player.getsitting ) set sittoggle to player.getsitting if ( sittoggle == 3 ) if ( cfplayed != 1 ) if ( roll < 40 ) playsound imoec set timerPCS to 4 set cfplayed to 1 endif endif endif endif
if ( ItemsStolen != ( GetPCMiscStat 28 ) ) set ItemsStolen to ( GetPCMiscStat 28 ) if ( cfplayed != 1 ) if ( roll < 10 ) playsound imoe4 set timerPCS to 2 set cfplayed to 1 endif endif endif
if ( ItemsPickpocked != ( GetPCMiscStat 29 ) ) set ItemsPickpocked to ( GetPCMiscStat 29 ) if ( cfplayed != 1 ) if ( roll < 25 ) playsound imoe4 set timerPCS to 2 set cfplayed to 1 elseif ( roll >= 25 ) && ( roll < 50 ) playsound imoei set timerPCS to 2 set cfplayed to 1 endif endif endif
if ( Murdered != ( getPCMiscStat 32 ) ) set Murdered to ( getPCMiscStat 32 ) set murderer to 1 if ( cfplayed != 1 ) if ( roll >= ( 0 + a ) ) && ( roll < ( 10 - a ) ) playsound imoenu set timerPCS to 2 set cfplayed to 1 set a to 5 set b to 0 set c to 0 set d to 0 set battlecry to battlecry - 12 elseif ( roll >= ( 10 + b ) ) && ( roll < ( 20 - b ) ) playsound imoena set timerPCS to 2 set cfplayed to 1 set a to 0 set b to 5 set c to 0 set d to 0 set battlecry to battlecry - 12 elseif ( roll >= ( 20 + c ) ) && ( roll < ( 30 - c ) ) playsound imoe9 set timerPCS to 2 set cfplayed to 1 set a to 0 set b to 0 set c to 5 set d to 0 set battlecry to battlecry - 12 elseif ( roll >= ( 30 + d ) ) && ( roll < ( 40 - d ) ) playsound imoez set timerPCS to 2 set cfplayed to 1 set a to 0 set b to 0 set c to 0 set d to 5 set battlecry to battlecry - 12 endif endif endif
if ( PKilled != ( getPCMiscStat 6 ) ) set PKilled to ( getPCMiscStat 6 ) if ( cfplayed != 1 ) if ( roll >= ( 0 + a ) ) && ( roll < ( 10 - a ) ) playsound imoenu set timerPCS to 2 set cfplayed to 1 set a to 5 set b to 0 set c to 0 set d to 0 set battlecry to battlecry - 12 elseif ( roll >= ( 10 + b ) ) && ( roll < ( 20 - b ) ) playsound imoena set timerPCS to 2 set cfplayed to 1 set a to 0 set b to 5 set c to 0 set d to 0 set battlecry to battlecry - 12 elseif ( roll >= ( 20 + c ) ) && ( roll < ( 30 - c ) ) playsound imoe9 set timerPCS to 2 set cfplayed to 1 set a to 0 set b to 0 set c to 5 set d to 0 set battlecry to battlecry - 12 elseif ( roll >= ( 30 + d ) ) && ( roll < ( 40 - d ) ) playsound imoez set timerPCS to 2 set cfplayed to 1 set a to 0 set b to 0 set c to 0 set d to 5 set battlecry to battlecry - 12 endif endif endif
if ( CKilled != ( getPCMiscStat 5 ) ) set CKilled to ( getPCMiscStat 5 ) if ( cfplayed != 1 ) if ( roll >= ( 0 + a ) ) && ( roll < ( 10 - a ) ) playsound imoenu set timerPCS to 2 set cfplayed to 1 set a to 5 set b to 0 set c to 0 set d to 0 set battlecry to battlecry - 12 elseif ( roll >= ( 10 + b ) ) && ( roll < ( 20 - b ) ) playsound imoena set timerPCS to 2 set cfplayed to 1 set a to 0 set b to 5 set c to 0 set d to 0 set battlecry to battlecry - 12 elseif ( roll >= ( 20 + c ) ) && ( roll < ( 30 - c ) ) playsound imoe9 set timerPCS to 2 set cfplayed to 1 set a to 0 set b to 0 set c to 5 set d to 0 set battlecry to battlecry - 12 elseif ( roll >= ( 30 + d ) ) && ( roll < ( 40 - d ) ) playsound imoez set timerPCS to 2 set cfplayed to 1 set a to 0 set b to 0 set c to 0 set d to 5 set battlecry to battlecry - 12 endif endif endif
if ( GameHour >= 22.5 || GameHour < 4.75 ) && ( nplayed == 0 ) && ( ( player.getincell chorrol ) || ( player.getincell anvil ) || ( player.getincell bravil ) || ( player.getincell cheydinhal ) || ( player.getincell bruma ) || ( player.getincell wilderne ) || ( player.getincell SENSBlis ) || ( player.getincell SENSCrucibl ) || ( player.getincell SENSPalac ) ) && ( player.isincombat != 1 ) set dplayed to 0 if ( cfplayed != 1 ) if ( roll == 99 ) if ( isthirdperson == 0 ) && ( icstimer < 120 ) playsound imoer elseif ( isthirdperson ) || ( icstimer >= 120 ) player.say pcimoer set speech to 1 endif set nplayed to 1 set timerPCS to 3 set cfplayed to 1 endif endif endif
if ( GameHour > 8.0 && GameHour < 17.0 ) && ( dplayed == 0 ) && ( ( player.getincell chorrol ) || ( player.getincell anvil ) || ( player.getincell bravil ) || ( player.getincell cheydinhal ) || ( player.getincell bruma ) || ( player.getincell wilderne ) || ( player.getincell SENSBlis ) || ( player.getincell SENSCrucibl ) || ( player.getincell SENSPalac ) ) && ( player.isincombat != 1 ) set nplayed to 0 if ( cfplayed != 1 ) if ( roll == 99 ) if ( isthirdperson == 0 ) && ( icstimer < 120 ) playsound imoeq elseif ( isthirdperson ) || ( icstimer >= 120 ) player.say pcimoeq set speech to 1 endif set dplayed to 1 set timerPCS to 4 set cfplayed to 1 endif endif endif
if ( weaponout != player.isweaponout ) set weaponout to player.isweaponout if ( weaponout ) && ( player.isincombat != 1 ) if ( cfplayed != 1 ) if ( roll < 15 ) if ( isthirdperson == 0 ) && ( icstimer < 120 ) playsound imoe0 elseif ( isthirdperson ) || ( icstimer >= 120 ) player.say pcimoe0 set speech to 1 endif set timerPCS to 2 set cfplayed to 1 elseif ( roll >= 15 ) && ( roll < 30 ) if ( isthirdperson == 0 ) && ( icstimer < 120 ) playsound imoex elseif ( isthirdperson ) || ( icstimer >= 120 ) player.say pcimoex set speech to 1 endif set timerPCS to 2 set cfplayed to 1 endif endif endif if ( weaponout == 0 ) && ( player.getdead != 1 ) && ( player.isincombat != 1 ) if ( cfplayed != 1 ) if ( roll < 15 ) if ( isthirdperson == 0 ) && ( icstimer < 120 ) playsound imoej elseif ( isthirdperson ) || ( icstimer >= 120 ) player.say pcimoej set speech to 1 endif set timerPCS to 2 set cfplayed to 1 endif endif endif endif
if ( detected != player.isactordetected ) && ( player.issneaking == 1 ) set detected to player.isactordetected if ( detected == 1 ) && ( player.istrespassing ) if ( cfplayed != 1 ) if ( roll < 50 ) playsound imoenv set timerPCS to 4 set cfplayed to 1 endif endif elseif ( detected != 1 ) if ( cfplayed != 1 ) if ( roll < 50 ) player.say pcImoe5 set timerPCS to 2 set cfplayed to 1 endif endif endif endif
if ( trespassing != player.istrespassing ) set trespassing to player.istrespassing if ( trespassing == 1 ) && ( player.isactordetected != 1 ) if ( cfplayed != 1 ) if ( roll < 50 ) playsound imoenk set timerPCS to 2 set cfplayed to 1 endif endif endif endif
if ( ( player.isTorchOut != 0 ) || ( player.hasmagiceffect lght ) || ( player.hasmagiceffect neye ) || ( player.getincell oblivio == 1 ) ) && ( dungplayed != 1 ) && ( player.isincombat != 1 ) if ( player.getincell chorrol != 1 ) && ( player.getincell anvil != 1 ) && ( player.getincell bravil != 1 ) && ( player.getincell cheydinhal != 1 ) && ( player.getincell bruma != 1 ) && ( player.getincell wilderne != 1 ) && ( player.getincell SENSBlis != 1 ) && ( player.getincell SENSCrucibl != 1 ) && ( player.getincell SENSPalac != 1 ) && ( player.istrespassing != 1 ) set wildt to 0 set townt to 0 if ( dungt < 30 ) set dungt to dungt + 2.5 elseif ( dungt >= 30 ) set townplayed to 0 set wildplayed to 0 if ( cfplayed != 1 ) if ( roll == 99 ) if ( isthirdperson == 0 ) && ( icstimer < 120 ) playsound imoep elseif ( isthirdperson ) || ( icstimer >= 120 ) player.say pcimoep set speech to 1 endif set timerPCS to 4 set dungplayed to 1 set cfplayed to 1 endif endif endif endif endif
if ( locks != ( GetPCMiscStat 8 ) ) set locks to ( GetPCMiscStat 8 ) if ( cfplayed != 1 ) if ( roll < 20 ) playsound imoeee set timerPCS to 2 set cfplayed to 1 endif endif endif
if ( slept != ( GetPCMiscStat 20 ) ) set slept to ( GetPCMiscStat 20 ) if ( cfplayed != 1 ) if ( roll < 50 ) playsound imoey set timerPCS to 2 set cfplayed to 1 endif endif endif
if ( waited != ( GetPCMiscStat 21 ) ) if ( waited <= ( GetPCMiscStat 21 ) - 2 ) set waited to ( GetPcMiscStat 21 ) if ( cfplayed != 1 ) if ( roll < 25 ) playsound imoed set timerPCS to 2 set cfplayed to 1 elseif ( roll >= 25 ) && ( roll < 50 ) playsound imoen12 set timerPCS to 4 set cfplayed to 1 endif endif elseif ( waited > ( GetPCMiscStat 21 ) - 2 ) set waited to ( GetPcMiscStat 21 ) endif endif
if ( discover != ( GetPCMiscStat 7 ) ) set discover to ( GetPcMiscStat 7 ) if ( cfplayed != 1 ) if ( roll < 30 ) playsound imoen set timerPCS to 4 set cfplayed to 1 endif endif endif
if ( ( player.getincell chorrol ) || ( player.getincell anvil ) || ( player.getincell bravil ) || ( player.getincell cheydinhal ) || ( player.getincell bruma ) || ( player.getincell leyawiin ) || ( player.getincell IC ) || ( player.getincell SENSBlis ) || ( player.getincell SENSCrucibl ) || ( player.getincell SENSPalac ) ) && ( townplayed == 0 ) && ( player.isincombat != 1 ) && ( player.issneaking != 1 ) set wildt to 0 set dungt to 0 if ( townt < 30 ) set townt to townt + 2.5 elseif ( townt >= 30 ) set wildplayed to 0 set dungplayed to 0 if ( cfplayed != 1 ) if ( roll == 99 ) if ( isthirdperson == 0 ) && ( icstimer < 120 ) playsound imoeo elseif ( isthirdperson ) || ( icstimer >= 120 ) player.say pcimoeo set speech to 1 endif set townplayed to 1 set timerPCS to 3 set cfplayed to 1 endif endif endif endif
if ( player.getincell wilderne ) && ( wildplayed == 0 ) && ( player.isincombat != 1 ) && ( player.issneaking != 1 ) set townt to 0 set dungt to 0 if ( wildt < 30 ) set wildt to wildt + 2.5 elseif ( wildt >= 30 ) set townplayed to 0 set dungplayed to 0 if ( cfplayed != 1 ) if ( roll == 99 ) set rolls to getrandompercent if ( rolls < 33 ) if ( isthirdperson == 0 ) && ( icstimer < 120 ) playsound imoen elseif ( isthirdperson ) || ( icstimer >= 120 ) player.say pcimoen set speech to 1 endif set wildplayed to 1 set timerPCS to 4 set cfplayed to 1 elseif ( rolls >= 33 ) && ( rolls < 66 ) if ( isthirdperson == 0 ) && ( icstimer < 120 ) playsound IMOEN55 elseif ( isthirdperson ) || ( icstimer >= 120 ) player.say pcIMOEN55 set speech to 1 endif set wildplayed to 1 set timerPCS to 6 set cfplayed to 1 elseif ( rolls >= 66 ) if ( isthirdperson == 0 ) && ( icstimer < 120 ) playsound IMOEN53 elseif ( isthirdperson ) || ( icstimer >= 120 ) player.say pcIMOEN53 set speech to 1 endif set wildplayed to 1 set timerPCS to 6 set cfplayed to 1 endif endif endif endif endif
if ( sbooksread != ( GetPCMiscStat 18 ) ) set sbooksread to ( GetPcMiscStat 18 ) if ( cfplayed != 1 ) if ( roll < 20 ) playsound imoenr set timerPCS to 4 set cfplayed to 1 endif endif endif
if ( booksread != ( GetPCMiscStat 17 ) ) set booksread to ( GetPcMiscStat 17 ) if ( cfplayed != 1 ) if ( roll < 5 ) playsound imoenr set timerPCS to 4 set cfplayed to 1 elseif ( roll >= 5 ) && ( roll < 10 ) playsound imoend set timerPCS to 2 set cfplayed to 1 endif endif endif
if ( gates != ( GetPCMiscStat 13 ) ) set gates to ( GetPcMiscStat 13 ) set PCSfame to getPCfame set closed to 1 set closedt to 0 endif
if ( player.getincell oblivio != 1 ) && ( closed ) set closedt to ( closedt + timepassed ) if ( closedt > 3 ) set closed to 0 if ( cfplayed != 1 ) if ( roll < 25 ) playsound imoen33 set timerPCS to 4 set cfplayed to 1 elseif ( roll >= 25 ) && ( roll < 50 ) playsound imoez set timerPCS to 2 set cfplayed to 1 endif endif endif endif
if ( PCSfame != getPCfame ) && ( player.isincombat != 1 ) set PCSfame to getPCfame if ( player.getfactionrank fightersguild == 9 ) && ( FGuild != 1 ) if ( cfplayed != 1 ) playsound imoeb set timerPCS to 4 set cfplayed to 1 set FGuild to 1 endif endif if ( player.getfactionrank magesguild == 9 ) && ( MGuild != 1 ) if ( cfplayed != 1 ) playsound imoeb set timerPCS to 4 set cfplayed to 1 set MGuild to 1 endif endif if ( cfplayed != 1 ) if ( roll < 16 ) playsound imoens set timerPCS to 2 set cfplayed to 1 elseif ( roll >= 16 ) && ( roll < 32 ) playsound imoet set timerPCS to 2 set cfplayed to 1 elseif ( roll >= 32 ) && ( roll < 48 ) playsound imoen30 set timerPCS to 4 set cfplayed to 1 endif endif endif
if ( PCSinfamy != getPCinfamy ) && ( player.isincombat != 1 ) set PCSinfamy to getPCinfamy if ( cfBounty == pfBounty ) if ( murderer != 1 ) if ( player.getfactionrank thievesguild == 7 ) && ( TGuild != 1 ) if ( cfplayed != 1 ) playsound imoeb set timerPCS to 4 set cfplayed to 1 set TGuild to 1 endif endif if ( cfplayed != 1 ) if ( roll < 50 ) playsound imoet set timerPCS to 2 set cfplayed to 1 endif endif endif elseif ( murderer == 1 ) set murderer to 0 endif endif endif
if ( player.isincombat == 1 ) && ( player.isindangerouswater != 1 ) && ( player.getdead != 1 ) && ( health > ( chealth + ( thealth / 50 ) ) ) set PCwounded to 1 if ( cfplayed != 1 ) && ( combatON ) if ( roll >= ( 0 + e ) ) && ( roll < ( 10 + e ) ) playsound imoen03 set timerPCS to 3 set cfplayed to 1 set e to 5 set b to 0 set c to 0 set f to 0 set battlecry to battlecry - 12 elseif ( roll >= ( 10 + b ) ) && ( roll < ( 20 - b ) ) playsound imoena set timerPCS to 2 set cfplayed to 1 set e to 0 set b to 5 set c to 0 set f to 0 set battlecry to battlecry - 12 elseif ( roll >= ( 20 + c ) ) && ( roll < ( 30 - c ) ) playsound imoe9 set timerPCS to 2 set cfplayed to 1 set e to 0 set b to 0 set c to 5 set f to 0 set battlecry to battlecry - 12 elseif ( roll >= ( 30 + f ) ) && ( roll < ( 40 - f ) ) playsound imoe8 set timerPCS to 2 set cfplayed to 1 set e to 0 set b to 0 set c to 0 set f to 5 set battlecry to battlecry - 12 endif endif endif
if ( ( chealth / thealth ) <= 0.35 ) && ( woundp != 1 ) && ( player.getdead != 1 ) if ( cfplayed != 1 ) if ( roll < 33 ) playsound imoee set woundp to 1 set timerPCS to 4 set cfplayed to 1 elseif ( roll >= 33 ) && ( roll < 66 ) playsound imoene set woundp to 1 set timerPCS to 2 set cfplayed to 1 elseif ( roll >= 66 ) playsound imoen01 set woundp to 1 set timerPCS to 3 set cfplayed to 1 endif endif elseif ( ( chealth / thealth ) > 0.7 ) set woundp to 0 endif
if ( player.isincombat == 1 ) && ( player.getdead != 1 ) && ( player.getknockedstate == 0 ) && ( combatON ) && ( player.issneaking != 1 ) set battlecry to battlecry + timepassed if ( ( 3 * battlecry ) > roll ) if ( cfplayed != 1 ) set rolls to getrandompercent if ( rolls >= ( 0 + a ) ) && ( rolls < ( 10 - a ) ) playsound imoenu set timerPCS to 2 set cfplayed to 1 set a to 5 set b to 0 set c to 0 set g to 0 set battlecry to battlecry - 12 elseif ( rolls >= ( 10 + b ) ) && ( rolls < ( 20 - b ) ) playsound imoena set timerPCS to 2 set cfplayed to 1 set a to 0 set b to 5 set c to 0 set g to 0 set battlecry to battlecry - 12 elseif ( rolls >= ( 20 + c ) ) && ( rolls < ( 30 - c ) ) playsound imoe9 set timerPCS to 2 set cfplayed to 1 set a to 0 set b to 0 set c to 5 set g to 0 set battlecry to battlecry - 12 elseif ( rolls >= ( 30 + g ) ) && ( rolls < ( 40 - g ) ) playsound imoea set timerPCS to 3 set cfplayed to 1 set a to 0 set b to 0 set c to 0 set g to 5 set battlecry to battlecry - 12 endif endif endif endif
if ( cEnc >= maxEnc ) && ( player.getdead != 1 ) && ( player.isincombat != 1 ) if ( EncPlayed != 1 ) if ( cfplayed != 1 ) playsound imoe33 set EncPlayed to 1 set timerPCS to 2 set cfplayed to 1 endif endif elseif ( cEnc < maxEnc ) set EncPlayed to 0 endif
set posx to ( player.getpos x ) set posy to ( player.getpos y ) set posz to ( player.getpos z )
if ( posx == prevposx ) && ( combattoggle == 0 ) if ( posy == prevposy ) if ( posz == prevposz ) set idlest to idlest + timepassed set icstimer to icstimer + timepassed if ( idlest >= 30 ) && ( idleplayed != 1 ) if ( cfplayed != 1 ) if ( roll < 15 ) if ( isthirdperson == 0 ) && ( icstimer < 120 ) playsound imoed elseif ( isthirdperson ) || ( icstimer >= 120 ) player.say pcimoed set speech to 1 endif set timerPCS to 2 set cfplayed to 1 set idleplayed to 1 elseif ( roll >= 15 ) && ( roll < 30 ) if ( isthirdperson == 0 ) && ( icstimer < 120 ) playsound imoen12 elseif ( isthirdperson ) || ( icstimer >= 120 ) player.say pcimoen12 set speech to 1 endif set timerPCS to 4 set cfplayed to 1 set idleplayed to 1 endif endif endif elseif ( posz != prevposz ) set idlest to 0 set idleplayed to 0 set icstimer to 0 endif elseif ( posy != prevposy ) set idlest to 0 set idleplayed to 0 set icstimer to 0 endif elseif ( posx != prevposx ) set idlest to 0 set idleplayed to 0 set icstimer to 0 endif
set pfBounty to cfBounty set health to chealth set prevposx to posx set prevposy to posy set prevposz to posz
set IdleCompatibility.ptp to 0 set IdleCompatibility.idlereset to 0
end
(Actually, that last part is just to make it compatible with Personality Idles, that can be skipped) I can't extract the "Player Voices" script, my PC isn't Skyrim capable, and my laptop just blue-screened again. But I was going to look at it, compare it to BruceVayne's - and try to find a way to increase the triggers and possibly allow for some randomness in the responses (like the "Additional Voices" mod, but with FUZ files so their lips move). All I need/want is the script, I can provide my own FUZ voice files ... (hint hint, wipes drool away...). Please? *mALX attempts to hug SR* *mALX gives SR sad puppy dog eyes..." This post has been edited by mALX: Oct 14 2014, 07:07 PM
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mALX |
Oct 14 2014, 11:59 PM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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QUOTE(SubRosa @ Oct 14 2014, 05:34 PM) I am sorry. I have no idea how to take that script and add more triggers to it. Like I said, Skyrim's scripting makes no sense to me at all. I am not making a voice mod of my own. I have just been using Additional Player Voices and adding voice sets to it, using the .wav files from the Baldur's Gate games, and BruceVayne's Oblivion mods. All I am really doing is copying files and renaming them to fit the format for APV.
Oh, okay. Well, that is what I thought you said, but Acadian got my hopes up when he said you were working on your own voice mod, lol. So, just for future reference; if something comes up and it is something you can do, did the sad puppy eyes and squirrel hug work at all?JUST KIDDING! Well, I will enjoy the "Additional Voices Mod" and use it - just prefer it is the character's lips move when they speak if you happen to be facing them. BruceVayne's used WAV in first person, but in 3rd person you could see the lips moving. I haven't seen a single script in Skyrim yet, I guess all that time in the CK I should have looked, but didn't. I've been sitting here sorting through voice files to use, phrases to choose from - I'm probably going to end up using Sofia's voice files, since she is a Nord (and doesn't have as many angry voice files as Vilja to sort through). I like her irreverence - in fact I'm seriously considering Misa marrying her if her author follows through with that option like she is talking about doing. It certainly would not be unusual for two Nord women to sound alike and have similar personalities, lol. Sure better than marrying Lydia! ROFL !!! OH! Does anyone know if the "Player Voices" conflicts with the "Additional Voices?" Maybe I could still use them both like I did with ELZ's and the Sound Sets! That would add one more trigger, and one that does have lip files. This post has been edited by mALX: Oct 15 2014, 12:02 AM
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