Utterly Mad

The Pit => Last Man Gaming => Topic started by: Perigrin on February 04, 2016, 10:25:54 pm

Title: Positive Moddening
Post by: Perigrin on February 04, 2016, 10:25:54 pm
Speaking of unfinished shit, I found one of my old Skyrim mods sitting on my hard drive from last time I tried nodding it, along with notes about it, and I am going to finish the mod and release it, as I like the concept. Basically, it adds an npc Champion for each race, a very powerful NPC to fight, all of whom carry high tier gear and one to several unique items. Like the Bosmer Champion, Garer, who carries a unique sword with a unique enchantment. The esp was basically unusable, but the notes are good and it is a simple mod, so it should be a fun little exercise before the FO4 modkit comes out.
Title: Re: Positive Moddening
Post by: saltmummy626 on February 05, 2016, 12:55:32 am
Speaking of unfinished shit, I wish I had my old mod on my hard drive. It was uploaded (in it's most complete state) to planet elderscrolls, which is now a dead website what with the death of gamespy. All I have left is an incredibly early build, which has almost none of the features in it.

I want to make a mod for oblivion that converts silver nuggets into gold nuggets. I could do it easily too, the trick is getting the spell to fail if you don't have a silver nugget to convert. I need gold nuggets for Midas Magic. When I tried to make the spell, it was set to remove a silver nugget from your inv and at the same time, add a gold nugget. If you didn't have a silver nugget, it would just add a gold nugget and remove nothing. Need the spell to fail if it can't find any silver nuggets. Once I get that figured out, I might try to balance it a bit by having it consume two silver per gold.
Title: Re: Positive Moddening
Post by: Perigrin on February 05, 2016, 01:01:42 am
Sounds like an actually pretty useful spell. Maybe make it reversable, if needed.
Title: Re: Positive Moddening
Post by: Chaosvolt on February 05, 2016, 01:03:35 am
Would be cleaver, yes. Not sure how one would code that sorta stuff. I mean, I fail at LUA, can't even begin to comprehend ACS, and was only starting to get an understanding of CDDA's source code when things fell through.
Title: Re: Positive Moddening
Post by: Six on February 05, 2016, 01:29:18 am
I assume you'd have to have a script check for at least one silver nugget in inventory, if true add gold nugget, if null display spell fail message?
Though having no experience with creating oblivion mods or how they work I have no idea how you'd actually go about that, and if it was that simple you'd probably have worked it out already. Perhaps try looking through other spell mods?
Title: Re: Positive Moddening
Post by: saltmummy626 on February 07, 2016, 11:19:41 pm
It would have to be something like... wow. I've forgotten everything I knew about simple code. Mods for oblivion/morrowind/skyrim can use the most basic of code for it's modding tools. One thing I remember is that adding items to the inventory and removing them is the same as using the dev console to cheat the items, but by using the tools, you can bind the dev commands to a certain action. for example, the simplest code that I remember, adding an item. simply create a spell and then create a custom effect. the effect is coded with a single line saying "player.additem 0000000F 1" and thats that. such a spell would add 1 gold coin to your inventory every time it was cast. similarly, if you typed "player.removeitem 0000000F 1" it would remove a gold coin every time it's cast. hm. I will make the mod. The reason i've forgotten how to code is that I never really knew in the first place. I mostly looked at other code, guessed how it worked, and then used my barely functional visual basic experience to jury rig what I wanted together. Barely functional? lemme put it into perspective; I took visual basic classes in high school, I did NONE of the assignments, but still passed with a C-. I'll make the mod.
Title: Re: Positive Moddening
Post by: Perigrin on February 07, 2016, 11:26:11 pm
Wait.... We should totally make a mod at some point that has very powerful spells that it literally burns money every cast.
Title: Re: Positive Moddening
Post by: saltmummy626 on February 08, 2016, 12:41:22 am
Heres the code I came up with, I attached it to a spell and attached a code to add it to the players spell list to a loaf of bread so I can test it. If the bread doesn't work, Ill have to use console commands to test the spell.
Spoiler (hover to show)

Just tested it... YUSS!! IT FUCKING WORKS! :D The sense of satisfaction I feel at this moment is so so sweet. The only problem with the whole thing is that the bread can't be picked up. It just adds the spell and then sits there. It probably has to do with the script attached to it being an activator script. Might figure that out later.
Wait.... We should totally make a mod at some point that has very powerful spells that it literally burns money every cast.
That isn't a bad idea. A set of spells that cost money instead of magicka to cast.

Also while thinking about this, I thought about the summonable dremora merchant you could get from the dragonborn DLC. Specifically, how useless it was. I recall it only had 1000 gold and that gold never respawned. At least it never respawned that I saw. Loved collecting those Hermaus Mora books though.
Title: Re: Positive Moddening
Post by: Six on February 08, 2016, 01:42:50 am
That script is surprisingly closer to what I thought it would be than I was expecting.
Title: Re: Positive Moddening
Post by: Zaweri Runewright on February 08, 2016, 01:54:36 am
I think this should be split to ModdeningModding Discussion and actual Game Discussion.
Title: Re: Positive Moddening
Post by: Perigrin on February 08, 2016, 08:09:11 am
Done. HUZZAH FOR ADMIN MAGIC!!!
Title: Re: Positive Moddening
Post by: Chaosvolt on February 08, 2016, 12:12:41 pm
Glorious admin sorcery. o3o
Title: Re: Positive Moddening
Post by: saltmummy626 on February 08, 2016, 07:05:40 pm
Never use your powers for evil Perigrin.

Starting to remember old practices I used when modding. Doing stuff like doing everything I wanted to do in one session because editing an existing plugin causes problems and makes the plugin "dirty" unless you go through the massive hassle of "cleaning" it. I can remember working on a mod, and when I had to go do something like sleeping or working, I'd just leave the program running so I didn't have to edit the incomplete plugin later. Just save, in case it crashes or something bad happens, and leave it running. Cleaning plugins was such a fucking hassle. Also copying existing interiors because building custom interiors was time consuming. After the interior I wanted was copied/pasted, I would remove all the furniture and make small alterations to make the interior a bit more unique. It was still a lazy way of doing things, but it always looked nicer because those existing interiors didn't have any misaligned parts.

Since this is about making mods, I will discuss something I was thinking about. Oblivion has the thieves guild quests, but none of those ever had the feel of a proper burglary. I remember a mod a long long time ago that added a "vault" to each of the cities. You had to find a way into the vault and pilfer the loot inside. Getting to the vaults was always about getting in through a cave, sneaking in through the back door, or finding some other loop hole to get in. You didn't "case the joint." Stuff like looking around, checking display cases, checking the locks. Robbing the red diamond jewelry in the market district was the closest I ever got, along with pilfering umbacano's collection and swiping the countess of bruma's array of akaviri artifacts. I wonder, how could I go about designing places designed to test and reward players who wish for that kind of rogue gameplay. Maybe some kind of museum? I gotta find that vault mod. And lost spires, that was a good mod too.
Title: Re: Positive Moddening
Post by: Perigrin on February 08, 2016, 07:50:19 pm
I would be willing to dust off ye olde creation kit to help with that. I suck at area layout, but I can do items, spells, and NPCs adequately.
Title: Re: Positive Moddening
Post by: Chaosvolt on February 08, 2016, 08:25:44 pm
Sadly I've never got into Oblivion modding.

That reminds me, I wish I had the faintest idea how to edit models for GMod. >.>

EDIT: And now that DF .42.06 is a thing, got my main mod updated for it. http://www.bay12forums.com/smf/index.php?topic=153036.0 (http://www.bay12forums.com/smf/index.php?topic=153036.0)
Title: Re: Positive Moddening
Post by: saltmummy626 on March 02, 2016, 03:05:03 am
That looks pretty cool dragon. Imma try that out.

Shameless resurrection of a month old thread.
Title: Re: Positive Moddening
Post by: Chaosvolt on March 02, 2016, 11:48:10 pm
Maximum resurrection. And thank you. ^^
Title: Re: Positive Moddening
Post by: Chaosvolt on July 26, 2016, 02:11:52 am
"The derpdragon gestures. The thread corpse shudders and begins to move!"

Now, back to modding stuff. The Hexen mod is now largely complete. Every skill perk thingy is added, though I need to further test it and balance shit. Also will need to add interface stuff so the player can view info on skill effects in-game.

Also? I've yet to do any mapping for that Wolfenstein 3D-themed but. But I do have code and sprites for a rifle and MG34. And started spriting a rifle-wielding guard. Problem is mostly tedium. Easiest tactic is basically take the guard's head, slap it on the much beefier SS guy. The Legend of Swole Guard: A Link to the Stronk.

Granted, it looks more natural when you size the blue bastard down to the same height as the guard, THEN edit further.
Title: Re: Positive Moddening
Post by: Six on July 26, 2016, 06:39:57 am
The Legend of Swole Guard: A Link to the Stronk.
The Swolening
Title: Re: Positive Moddening
Post by: Chaosvolt on July 26, 2016, 12:21:12 pm
Hell, I should've done an edit just to show how ridiculous swole guard looks. Actually, why the hell not.

(http://i810.photobucket.com/albums/zz27/Chaosvolt/how%20not%20to%20edit%20sprites_zpstm9sj0kd.png)

The one on the left shows what happens when you do every step EXCEPT resizing the intended body first.
Title: Re: Positive Moddening
Post by: Perigrin on July 26, 2016, 03:24:55 pm
Hell, I should've done an edit just to show how ridiculous swole guard looks. Actually, why the hell not.

(http://i810.photobucket.com/albums/zz27/Chaosvolt/how%20not%20to%20edit%20sprites_zpstm9sj0kd.png)

The one on the left shows what happens when you do every step EXCEPT resizing the intended body first.
You should keep it that way
Title: Re: Positive Moddening
Post by: Chaosvolt on July 26, 2016, 03:32:17 pm
The version on the left, or the right? Because the one on the right is the same height as a normal guard. Plus they won't be as tough as the blue bastards, just more like a glass cannon.
Title: Re: Positive Moddening
Post by: Chaosvolt on July 27, 2016, 03:27:05 am
(http://i810.photobucket.com/albums/zz27/Chaosvolt/spriting%20is%20bad%20for%20your%20sanity_zpsfpf4rgft.png)

This is your fault, Perigrin.
Title: Re: Positive Moddening
Post by: Perigrin on July 27, 2016, 04:29:52 am
there is nothing wrong
swole guard is the greatest man
Title: Re: Positive Moddening
Post by: Chaosvolt on July 27, 2016, 04:31:09 am
The bad poodle is apparently wet for the Uberswole on the right. :V
Title: Re: Positive Moddening
Post by: Perigrin on July 27, 2016, 04:45:07 am
Uberswole is greatest man
Title: Re: Positive Moddening
Post by: Chaosvolt on July 27, 2016, 12:06:19 pm
You've created a monster. ;w;
Title: Re: Positive Moddening
Post by: Perigrin on July 28, 2016, 05:00:15 am
nope
Title: Re: Positive Moddening
Post by: Chaosvolt on July 28, 2016, 02:23:04 pm
Si. :V

Bleh, I still haven't even finished that sprite editing, let alone started the map. And I oughta playtest that Hexen mod and finish it. @_@
Title: Re: Positive Moddening
Post by: Six on July 28, 2016, 06:21:49 pm
That guy kinda has tiny hands
Donald Trump is secretly Überswole confirmed
Title: Re: Positive Moddening
Post by: Chaosvolt on July 28, 2016, 06:55:33 pm
Which one? Because Überswole is the guy with Hans Grosse's body, and his problem is more that the gatling guns are too big to show said hands. Or maybe they're like arm cannons, I forget. :V

From left to right it's normal guard, rifle guard, swole guard, and Überswole.
Title: Re: Positive Moddening
Post by: Chaosvolt on July 29, 2016, 05:55:40 pm
[Doubleposting Intensifies]

Meanwhile, got the rifle guard sprited up finally. Also fixed some inconsistencies in the sprites I was using. I basically stole them from Reelism because they include rotations for the attack sprites. I ALREADY had to throw out the included pain sprites because the rotations for them were poorly done, used the vanilla-style ones from Wolfenstein 3D TC. So then I had to deal with the fact that whoever was spriting for Reelism colored the guard and officer's pistols blue in the rotations, but left them grey in the existing attack sprites. And also was very inconsistent about whether to have the firing sprites retain blue eyes (Wolf3D-style) or have them flash red (Doom 2 style).

Now I've been working on the HUD. Instead of a straight copy of the Wolfenstein 3D status bar, and instead of retaining the Doom-style status bar, I mocked up a Wolfenstein 3D-style status bar with Doom-style info listed. The changes are the use of a Wolf3D-style weapon icon and an "alert" indicator in place of Doom's ammo numbers on the far right.

I want to try and figure out a script so the alert indicator changes from a white question mark to a red exclamation mark, anytime an enemy on the map is in its see state.
Title: Re: Positive Moddening
Post by: Six on July 29, 2016, 08:14:35 pm
Be cruel and make it only when 2 or 3 guards are alerted, allowing a lone guard to get the drop on you.
Title: Re: Positive Moddening
Post by: Chaosvolt on July 29, 2016, 08:30:34 pm
Oh that is indeed sadistic. Or I could add in Strife-style alarms that'll also trigger the "you fucked up" indicator. Though that would make lone guards bad to leave sneaky-breeki.

Also, already got it so that they make footstep noises when moving. Though if I figure out patrol points, that won't be a dead giveaway of having alerted enemies.
Title: Re: Positive Moddening
Post by: Six on July 29, 2016, 09:54:10 pm
Not enough games allow enemies to perform stealth on you, it's always you being a sneaky snake while they assume the grass just shot their friends. Not being alerted to enemies being aware of you by an indicator or battle music allows them to stealthily take you out if you're low on health, makes those "Oh God I need to find a medkit" moments so much more tense.
Title: Re: Positive Moddening
Post by: Chaosvolt on July 29, 2016, 10:34:22 pm
That would be evil. D:

Granted, I already don't yet know how to trigger this alert effect, so I might reserve it for if an alarm is set off, and add some way to make officers path to an alarm panel if alerted by sound rather than sight.
Title: Re: Positive Moddening
Post by: Chaosvolt on August 23, 2016, 04:20:33 pm
So, time to doublepost because no one ever uses this thread.

Regarding Kobold Kamp, I'm thinking about making it so only certain stones are sharp enough to be used in weaponry. This would avoid the extremely haphazard way the game enables certain stones for building. It would also increase the difficulty by making usable sharp stone less available.

There is a catch though. I've been populating a list of logical stones to use based off of attempts to find historical use in knapping, as well as properties that MIGHT make an ahistorical stone suitable (like ilmenite). But so far, chert is the only sedimentary stone on that list, none of the igneous intrusive stones would make sense for that, and all the other logical choices are igneous extrusive or metamorphic.
Title: Re: Positive Moddening
Post by: saltmummy626 on August 23, 2016, 05:07:04 pm
I know you're looking for generic stones, but why not turn your eyes towards gemstones? Some of them are acceptable for the task. Opal was once used to make blades and arrowheads, and the Chinese once used jade in the same way.
Title: Re: Positive Moddening
Post by: Chaosvolt on August 23, 2016, 05:11:13 pm
The problem with that is the need to either add a reaction to turn them into boulders, or a reaction to accept gems as input.

Maybe if I added a category for gem weapons/ammo...
Title: Re: Positive Moddening
Post by: saltmummy626 on August 23, 2016, 09:19:13 pm
The problem with that is the need to either add a reaction to turn them into boulders, or a reaction to accept gems as input.

Maybe if I added a category for gem weapons/ammo...
Take a look at Dark Ages II. It has reactions in it that allow dwarves to make weapons and armor using large gems. They aren't very effective, as I've seen myself, but they are cool.
Title: Re: Positive Moddening
Post by: Chaosvolt on August 23, 2016, 09:24:47 pm
It isn't that complex. I'm having it use rough gems actually, additionally with an added reaction class to only use certain types. Just a bit more work, but the HARD part was all the poking around to find info on use of stone.

The other issue is glass "gems" won't count as having the usable reaction class. :V
Title: Re: Positive Moddening
Post by: saltmummy626 on August 23, 2016, 09:47:04 pm
ah ok. I see then.
Title: Re: Positive Moddening
Post by: ApatheticExcuse on August 23, 2016, 09:57:14 pm
Aren't bolds already pretty much glass-free because it's a furnace reaction? Better/more variety in weapons > another use for glass I don't have anyway.
Title: Re: Positive Moddening
Post by: Chaosvolt on August 23, 2016, 10:00:10 pm
True. I'm almost still on the fence regarding whether to outright make ahistorical stones unusable for weapons, versus just making historical ones the better option.
Title: Re: Positive Moddening
Post by: ApatheticExcuse on August 23, 2016, 10:14:56 pm
Well, if we take a stone age axe to be a blunt tool more than an actual axe, such as one of these:

https://www.google.ca/search?q=stone+age+axe&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjSpJSh_NjOAhXEJh4KHVA_CkUQ_AUICCgB&biw=1366&bih=631#imgrc=iptT7Hvv1W129M%3A

Then it would seem that it doesn't matter what type of stone it is so much as if it's the right size or not.

That said, being able to use just any rock makes it a bit easy. Also, even if that stone axe is more of a club, you'd probably be better off using fire hardened arrows over ones with heads similar to that.

I think if I were doing it, I'd make it so some weapons can be made from anything (axes, clubs, etc.) and some can only be made from knappable stone. I'd add hardened wood equivalents for things that can't be made from any stone (spears and arrows) so that there is an early game option there. Knappable stone is better than plain/hardened wood, and gems would be better than knappable stone.
Title: Re: Positive Moddening
Post by: Chaosvolt on August 23, 2016, 10:23:35 pm
That does add to the complexity though, admittedly. Especially if it entails more selective "some weapons yes, others no" things of that nature.

Also, it makes it easier to allow any stone, but is that a good or a bad thing? o3o
Title: Re: Positive Moddening
Post by: saltmummy626 on August 23, 2016, 10:36:53 pm
I think so, but then again, I could be wrong.
Title: Re: Positive Moddening
Post by: Chaosvolt on August 23, 2016, 10:49:47 pm
Regarding what? >.>
Title: Re: Positive Moddening
Post by: ApatheticExcuse on August 23, 2016, 11:00:12 pm
That does add to the complexity though, admittedly. Especially if it entails more selective "some weapons yes, others no" things of that nature.

Also, it makes it easier to allow any stone, but is that a good or a bad thing? o3o

IMO, the majority of the complexity of DF is player created and comes mostly from trying to build dwarfy shit. Since KK removes most of the resources with which to do that (mechanisms, metalworking, etc.), a little re-added complexity wouldn't hurt, at least in this sense where it's not bloaty and fits with the theme.
Title: Re: Positive Moddening
Post by: Chaosvolt on August 23, 2016, 11:04:31 pm
Hmm, maybe. Oh joy, one other complication I've discovered. Seems that added gem arrows means they have to count as metal too, which means embark options gets filled with gem crafts and mugs. :V
Title: Re: Positive Moddening
Post by: ApatheticExcuse on August 23, 2016, 11:09:40 pm
What's it list as on the crafting screen?
Title: Re: Positive Moddening
Post by: Chaosvolt on August 23, 2016, 11:14:08 pm
I'm not sure what you mean. The crafting itself just takes rough gems, with reaction_class "unsharpened" so... >_>

It seems to be a ide effect of combining IS_METAL with ITEMS_HARD, actually.
Title: Re: Positive Moddening
Post by: saltmummy626 on August 23, 2016, 11:29:50 pm
Regarding what? >.>
I don't even know anymore 0-0
Title: Re: Positive Moddening
Post by: Chaosvolt on August 23, 2016, 11:49:47 pm
You have officially broken reality. ;w;
Title: Re: Positive Moddening
Post by: Chaosvolt on August 25, 2016, 02:39:50 am
I might also be doing something in Adventurecraft, mainly via trying to make megabeast-tier materials less common by making semimegabeasts use the tier-2 body materials. This also means I'd need to add another source of megabeast-tier chitin and shell, because mi-gos and gargoyles are semi-megabeasts.

I do have an idea though. As well as some possiblities for making a lesser tier of monsters, using the NIGHT_CREATURE_HUNTER token. Also? There might be sandworms.
Title: Re: Positive Moddening
Post by: saltmummy626 on August 25, 2016, 05:27:23 am
I like sandworms.

Would it be possible for me to simply drag and drop the files for adventure craft into DAII to merge the mods (for my own use), or would I have to do some real raw modification? DAII has it's own adventure crafting stuff, but it is no where near as good as adventurecraft.
Title: Re: Positive Moddening
Post by: Chaosvolt on August 25, 2016, 11:33:29 am
I like sandworms.

Would it be possible for me to simply drag and drop the files for adventure craft into DAII to merge the mods (for my own use), or would I have to do some real raw modification? DAII has it's own adventure crafting stuff, but it is no where near as good as adventurecraft.

Depends pretty much on what files are being edited by DAII. Mixing and matching tends to be a pain in the ass, because of how many different things any given mod might overwrite. D:
Title: Re: Positive Moddening
Post by: Chaosvolt on January 03, 2017, 02:27:14 pm
Welp. Time to necropost the shit outta this, because I got an idea.

In adventurecraft, I'm considering replacing the generated instruments with generic ones. Reason is, much like writing material in vanilla, instruments can sometimes be hard to get ahold of, especially when you want a specific one your musical styles require. They also are civilization specific, with no way to at least adapt a comparable instrument to another musical style, even at a penalty. Lastly (not highly important), generated names are not good for easily telling what type of instrument it is, which is a minor annoyance.

My idea is that you can still use the old [INSTRUMENT:X] entity token to give civilizations generic instruments, based off real-world ones. This would allow my to add crafting recipes for them. It'd also allow the possibility of an instrument being available to multiple entities, allowing a musician that learns a foreign style to potentially play them.