Author Topic: Positive Moddening  (Read 1830 times)

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Perigrin

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Positive Moddening
« 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.
Thanks Peri for making me question muh sexualities once again.
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saltmummy626

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Re: Positive Moddening
« Reply #1 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.
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Perigrin

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Re: Positive Moddening
« Reply #2 on: February 05, 2016, 01:01:42 am »
Sounds like an actually pretty useful spell. Maybe make it reversable, if needed.
Thanks Peri for making me question muh sexualities once again.
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Chaosvolt

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Re: Positive Moddening
« Reply #3 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.

Six

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Re: Positive Moddening
« Reply #4 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?
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saltmummy626

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Re: Positive Moddening
« Reply #5 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.
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
Using guns while sober? Sounds like you're a coward.
Yes, little hats for every noodle.
Everyone is forks it seems.
"Everything is fucked forever, and ever, and ever." -Forrest 2016

Perigrin

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Re: Positive Moddening
« Reply #6 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.
Thanks Peri for making me question muh sexualities once again.
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saltmummy626

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Re: Positive Moddening
« Reply #7 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.
« Last Edit: February 08, 2016, 01:06:12 am by saltmummy626 »
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
Using guns while sober? Sounds like you're a coward.
Yes, little hats for every noodle.
Everyone is forks it seems.
"Everything is fucked forever, and ever, and ever." -Forrest 2016

Six

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Re: Positive Moddening
« Reply #8 on: February 08, 2016, 01:42:50 am »
That script is surprisingly closer to what I thought it would be than I was expecting.
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Zaweri Runewright

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Re: Positive Moddening
« Reply #9 on: February 08, 2016, 01:54:36 am »
I think this should be split to ModdeningModding Discussion and actual Game Discussion.
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Perigrin

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Re: Positive Moddening
« Reply #10 on: February 08, 2016, 08:09:11 am »
Done. HUZZAH FOR ADMIN MAGIC!!!
Thanks Peri for making me question muh sexualities once again.
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Chaosvolt

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Re: Positive Moddening
« Reply #11 on: February 08, 2016, 12:12:41 pm »
Glorious admin sorcery. o3o

saltmummy626

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Re: Positive Moddening
« Reply #12 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.
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
Using guns while sober? Sounds like you're a coward.
Yes, little hats for every noodle.
Everyone is forks it seems.
"Everything is fucked forever, and ever, and ever." -Forrest 2016

Perigrin

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Re: Positive Moddening
« Reply #13 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.
Thanks Peri for making me question muh sexualities once again.
Utterly Mad, where various people self identify as kitchenware.

Chaosvolt

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Re: Positive Moddening
« Reply #14 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
« Last Edit: February 11, 2016, 07:25:26 am by Random_Dragon »

 

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