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> Bzuumz, just because I can.
ghastley
post Aug 6 2016, 10:21 PM
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I'm putting together a mod to use Mzthlft and Bzuumz. It may never get published, but I can use it.

I added a Dwemer farmhouse near Deep Folk Crossing, that just contains a desk and chair, and an elevator down. The elevator takes you to a small ruin that I cloned from part of Blackreach. Using a resource I found on the Nexus, I added sexbot pods, including one that's fallen over, to an empty room (the original entrance hall, with a wall where the door was) with the idea that Bzuumz is in the one remaining functional one. The majority of the place is blocked off by rubble, so it doesn't need much more done to it, other than a bit of clutter, such as the doors from the other pods in the rubble pile.

I'd also like to put a few pieces of failed bot in the non-functional pods, but that's not easy, as the,automaton 'corpses' lying on shelves in the ruins really are dead automata, and the only parts are the collectable scrap.

I'm now looking for dialog that suits renting Bzuumz from Mzthlft. Bzuumz herself just uses standard follower dialog, so she's no problem. That part is already working in Mzthlft's game.

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Edit: The dialog I need seems to be there. "Let me know if you see anything you like", "Sure thing, it's yours for a day" (no mention of room, so it works for any rental!) and there are a couple more that may not be in all the voices.

I've added a couple of valves, some buttons, and a spear gate. You'll need to power things back up before the door to Bzuumz's pod will open. I'm working on the logic for all that right now. The buttons are a bit complicated, as they have up to four separate scripts in some placements, and I'm still trying to figure out how it all interacts.

The other thing I have to do is freeze Bzuumz in place until you open her pod. Adding a script to her as a quest alias using EnableAI should achieve that. Done!

After looking at the button use by the vanilla game, it turns out that most placements delete the basic scripts and replace with a new one. The controlled item usually has a script that invokes the _Open, and _Close functions for the button covers, and responds to their activation. That allows multiple buttons to operate something like the Oculory, when needed.

I'll just be using three valves to turn on the steam, and then each button opens a pod. Since only one is intact, the others will just let off some steam somewhere.

This post has been edited by ghastley: Aug 15 2016, 02:09 PM


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Mods for The Elder Scrolls single-player games, and I play ESO.
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ghastley
post Nov 8 2018, 03:26 AM
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Joined: 13-December 10



If anyone would like to beta-test you can download the 0.1 version here (LE-only currently, will convert to SE later).

The usual wiki-style documentation is here..

I usually manage to make some error in the packaging, so look for missing meshes, textures etc. Note that it requires XPMSE skeleton, which probably has requirements of its own (SKSE and FNIS?)

Published as beta on Nexus

This post has been edited by ghastley: Nov 13 2018, 05:14 PM


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