Skyrim Modding

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Re: Skyrim Modding

Post by Fonucmo on Thu Feb 23, 2012 3:23 pm

how hard would it be to make one of them start off as a "skin job"

As you do dammage to them, the flesh falls away and leaves the robot

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Re: Skyrim Modding

Post by Antistar on Thu Feb 23, 2012 4:07 pm

[DUBB] wrote:no fate but what we make

The Flying Monk wrote:I was thinking more along the lines of:
"Give me your boots, your armour and your horse."


I guess it does look a bit like a steampunk Terminator. Wink

The original idea (before Skyrim was out and I knew what assets were in it) was something like the robot thing on the classic Metropolis movie poster. The gilded skeleton part came later.


Fonucmo wrote:how hard would it be to make one of them start off as a "skin job"

As you do dammage to them, the flesh falls away and leaves the robot


Reasonably difficult to do well, would be my guess.

Elder Scrolls lore-wise though, it reminds me a bit of the fabricants in Tribunal.

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Re: Skyrim Modding

Post by PolySoup on Thu Feb 23, 2012 8:20 pm

It is shiny and steampunk. That is it's reason for existing Very Happy

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Re: Skyrim Modding

Post by Antistar on Fri Feb 24, 2012 1:56 pm

Things I didn't know about Fall of the Space Core Vol. 1:

http://www.uesp.net/wiki/Skyrim:Fall_of_the_Space_Core,_Vol_1

I particularly like:

If a Giant hits the core with its club, the Space Core will be launched back into space and removed from the game.


Laughing


PolySoup wrote:It is shiny and steampunk. That is it's reason for existing Very Happy


There are reasons for it existing... it'll be part of a much larger mod (if I'm able to finish it all), and explained in that. Wink


Edit: Here's a vague hint, actually; its design is meant to evoke Akulakhan (or Anumidum) from Morrowind.

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Re: Skyrim Modding

Post by [DUBB] on Fri Feb 24, 2012 4:41 pm

machine gods are the best gods.

[DUBB]
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Re: Skyrim Modding

Post by PolySoup on Sat Feb 25, 2012 12:00 am

Just ask Autochthon.

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Re: Skyrim Modding

Post by Antistar on Sat Mar 03, 2012 12:39 pm

Here's the female version:

- Gilded Female 01
- Lamashtu 01

The second one is a unique variant for a particular character. Oh, and I forgot to mention earlier, but the 'helmets' for both male and female have detachable parts so I can make multiple variants: left and right jaw, and left and right face. You can see the unique variant there has the right jaw piece detached (actually it's just made invisible).

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Re: Skyrim Modding

Post by PolySoup on Mon Mar 12, 2012 10:46 am

I spotted this over at the Beth forums. It lets you have a heap of alternate textures for mobs and have the game pick one at random each time that mob is spawned. They are going to try to extend it to cover items (so you can have variant mesh/textures for daggers for example) and they also want to be able to provide variant stats for spawns. So you could spawn a jewelled steel dagger that was worth a bit more than a regular one, or a rusty iron dagger that did less damage, etc.

EDIT: There is also this that will patch in any spells added by other mods so that NPCs can use them too.

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Re: Skyrim Modding

Post by Antistar on Tue Mar 13, 2012 4:24 pm

I only just became aware of the Real Carriages mod - by one of the Bethsoft devs, apparently - I think it's only on the Steam Workshop, and I don't really check that out very often (I've stuck to the Nexus). It adds a pretty cool and much-wanted feature (though I doubt I'd use it myself):





PolySoup wrote:I spotted this over at the Beth forums. It lets you have a heap of alternate textures for mobs and have the game pick one at random each time that mob is spawned. They are going to try to extend it to cover items (so you can have variant mesh/textures for daggers for example) and they also want to be able to provide variant stats for spawns. So you could spawn a jewelled steel dagger that was worth a bit more than a regular one, or a rusty iron dagger that did less damage, etc.

EDIT: There is also this that will patch in any spells added by other mods so that NPCs can use them too.


It does sound interesting. I think we're going to see a lot of interesting stuff come out of there being an apparently more powerful scripting language this time around.

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Re: Skyrim Modding

Post by PolySoup on Tue Mar 13, 2012 5:30 pm

Those two are actually javascript programs that you run outside of the game. The spells one searches your active mods for spells while the other uses mod-supplied definition files and both then build new .esps with the appropriate changes/levelled lists that you then activate at the end of your load order (after any merged/bashed patch).

I've just started a new game with them both, so hopefully I should be able to see how well they work once I get out of Windhelm. The Automatic Variants one seems to be working, as I've already been accosted by two different looking wolves. I'll need to level a bit before I'll start to see hostiles with new spells.

While there is some cool new stuff with the scripting engine, there is apparently also a bit of a game-breaker. I've read that basically every script for every mod that is ever loaded is kept in the save game, even if the mod is later disabled. This has resulted in some new problems with updating mods that can not be fixed by making a clean save.

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Re: Skyrim Modding

Post by PolySoup on Thu Mar 15, 2012 10:51 pm

I don't suppose anyone here has much knowledge of the console commands? I'm trying to find out what spell an NPC has equipped, because they seem unable to cast it and as long as they have it equipped they will not use anything else to attack.

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Re: Skyrim Modding

Post by Antistar on Thu Mar 15, 2012 11:28 pm

Here's a big list of console commands. I haven't looked through it all; there's a lot there.

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Re: Skyrim Modding

Post by PolySoup on Fri Mar 16, 2012 12:13 am

Looks like you can add and remove spells, but not see what spells an npc already has. Bit of an oversight there. Might have to fire up the CK to see if I can work out which spell it is.

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Re: Skyrim Modding

Post by PolySoup on Fri Mar 16, 2012 7:57 pm

Here's one to keep an eye on: Unofficial Skyrim Patch

Currently in beta, but fixes a huge number of bugs from floating rocks to NPC AI scripts to fixing quests that break if items are found before the quest starts.

EDIT: Also, those wonderful folks at SKSE have release a version for the 1.5b patch here

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Re: Skyrim Modding

Post by PolySoup on Sun Mar 18, 2012 5:26 pm

Why will the CK not correctly save an esp with multiple masters? I've added the bAllowMultipleMasterLoads=1 line to SkyrimEditor.ini but it does not seem to be helping.

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