• The Elder Scrolls Megathread XV: A Song of Ice and Draugr
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[url]http://skyrim.nexusmods.com/mods/38572/[/url] FEATURES - Never before seen technology allows you to accelerate when moving instead of instantly going to max speed. - Said technology also allows you slow down in a brief period of time rather than instantly. Requires ScriptDragon or SKSE [media]http://www.youtube.com/watch?v=Mjlj3o-AFfA&feature=youtu.be[/media]
[QUOTE=Altimor;41540641][url]http://skyrim.nexusmods.com/mods/38572/[/url] FEATURES - Never before seen technology allows you to accelerate when moving instead of instantly going to max speed. - Said technology also allows you slow down in a brief period of time rather than instantly. Requires ScriptDragon [media]http://www.youtube.com/watch?v=Mjlj3o-AFfA&feature=youtu.be[/media][/QUOTE] Have you considered SKSE? [sub][sub]my unedited post was filled with a little bit of hate for ScriptDragon, sorry if you read it.[/sub][/sub]
[QUOTE=ClarkWasHere;41541355]Have you considered SKSE?[/QUOTE] -snip wrong-
[QUOTE=Altimor;41541373]These mods are completely unrelated, SKSE adds more functions to scripts and ScriptDragon exposes script functions to C++ code.[/QUOTE] I thought that they were incompatible?
Apparently I'm actually wrong and SKSE has plugins. Too late now.
[QUOTE=Altimor;41541414]Apparently I'm actually wrong and SKSE has plugins. Too late now.[/QUOTE] It's fine. We all make mistakes :)
I'm curious, what do you dislike about ScriptDragon?
[QUOTE=Altimor;41541479]I'm curious, what do you dislike about ScriptDragon?[/QUOTE] Originally, ScriptDragon popped up before SKSE was available, and many good mods were made with it. I liked that many good mods were made, but I predicted that ScriptDragon would become obsolete when SKSE was released. This really irked me, as ScriptDragon and SKSE aren't compatible (or weren't compatible, I'm not sure if they still are incompatible with each other), and [i]really[/i] good mods were made with SD and SKSE, and it became a choice of what good mods do you want to install. Plus, why write something like ScriptDragon when you know the creators of OBSE, FOSE, and NVSE were bound to do SKSE in the first place. They are more well known for their capability to create extensions for scripting in the Bethbryo games. That's why I dislike ScriptDragon. When it comes down to it, it does it's job well from what I've seen, it's just it realy seems like it didn't need to be created when you have Silverlock creating a script extender in the first place.
[QUOTE=ClarkWasHere;41541584]Originally, ScriptDragon popped up before SKSE was available, and many good mods were made with it. I liked that many good mods were made, but I predicted that ScriptDragon would become obsolete when SKSE was released. This really irked me, as ScriptDragon and SKSE aren't compatible (or weren't compatible, I'm not sure if they still are incompatible with each other), and [i]really[/i] good mods were made with SD and SKSE, and it became a choice of what good mods do you want to install. Plus, why write something like ScriptDragon when you know the creators of OBSE, FOSE, and NVSE were bound to do SKSE in the first place. They are more well known for their capability to create extensions for scripting in the Bethbryo games.[/QUOTE] ScriptDerg is compatible with SKSE now. I don't think it makes much of a difference for me, all I need script for is to get the player pointer and get the player's rotation.
[QUOTE=Altimor;41541603]ScriptDerg is compatible with SKSE now. I don't think it makes much of a difference for me, all I need script for is to get the player pointer and get the player's rotation.[/QUOTE] It is? I'll have to try your mod sometime later then. Cheers and thanks!
[QUOTE=ClarkWasHere;41541610]It is? I'll have to try your mod sometime later then. Cheers and thanks![/QUOTE] A couple of posts above yours: [QUOTE=lavacano;41537614]1. Download [url=http://alexander.sannybuilder.com/skyrim/scriptdragon/]ScriptDragon[/url]. 2. Rename skse_1_whatever.dll to skse_same_thing.asi Tada, it just auto loads SKSE.[/QUOTE] You can use ScriptDragon to load SKSE.
[QUOTE='[Green];41533889']I checked out PISE, but apparently it only de-levels dragons which currently do not spawn in my alternate start character's save. So much for that.[/QUOTE] It de-levels everything? You only need to use the encounter zones ESP file (its a big mod overall, most of what it does is outdated by ASIS though, its successor). Areas areound riverwood are going to be lower level while the reach and sea of ghosts are going to be higher level, its specific to the area, which is why its nice. On the note of that, glad I'm not the only one who noticed alternate start prevents dragons from ever spawning. Is there anyways to fix that? I hate how in my alternate start characters I never run into any dragons, and frankly its fucking stupid. Forcing dragons to spawn via the nromal methods don't work either. [editline]21st July 2013[/editline] [QUOTE=Altimor;41532767]Is there some sort of programming SDK for Skyrim I want to make a mod that adds acceleration & friction instead of gamebryo's weird instant start/stop movement, but I have no idea where to start EDIT: I guess I have to use some shitty scripting language[/QUOTE] This is exactly what script dragon for skyrim is, you basically can hook C++ stuff into the script language to do things. As a matter of fact, the momentum mod (which also lets you dynamically adjust your walks speed, which is why I use it) does exactly what you described, based on weight. And its fully customizable too. [editline]21st July 2013[/editline] [QUOTE=Altimor;41536637]Yep, Papyrus is complete crap. Using ScriptDragon / C++ instead. My mod is almost done, I just need to tweak acceleration and friction. Already kicks the shit out of gamebryo player physics.[/QUOTE] Papyrus is completely fine if you use it within the boundaries of the game logic, and even then it works decent to push it to do things you normally can't. That said, hard coded stuff like player movement dynamics and animation stuff generally needs something like script dragon to edit.
[QUOTE=KorJax;41541994]It de-levels everything? You only need to use the encounter zones ESP file (its a big mod overall, most of what it does is outdated by ASIS though, its successor). Areas around Riverwood are going to be lower level while the reach and sea of ghosts are going to be higher level, its specific to the area, which is why its nice. On the note of that, glad I'm not the only one who noticed alternate start prevents dragons from ever spawning. Is there anyways to fix that? I hate how in my alternate start characters I never run into any dragons, and frankly its fucking stupid. Forcing dragons to spawn via the normal methods don't work either.[/QUOTE] I think there are mods for this, like immediate dragons. Dragons usually spawn when a quest changes a value which makes them spawn. I'm not sure exactly how it was, but I remember seeing it once in the CK. If the mods to make them spawn don't work, you can create a patch yourself using the alternative start esp.
[QUOTE=KorJax;41541994]It de-levels everything? You only need to use the encounter zones ESP file (its a big mod overall, most of what it does is outdated by ASIS though, its successor). Areas areound riverwood are going to be lower level while the reach and sea of ghosts are going to be higher level, its specific to the area, which is why its nice. On the note of that, glad I'm not the only one who noticed alternate start prevents dragons from ever spawning. Is there anyways to fix that? I hate how in my alternate start characters I never run into any dragons, and frankly its fucking stupid. Forcing dragons to spawn via the nromal methods don't work either. [editline]21st July 2013[/editline] This is exactly what script dragon for skyrim is, you basically can hook C++ stuff into the script language to do things. As a matter of fact, the momentum mod (which also lets you dynamically adjust your walks speed, which is why I use it) does exactly what you described, based on weight. And its fully customizable too. [editline]21st July 2013[/editline] Papyrus is completely fine if you use it within the boundaries of the game logic, and even then it works decent to push it to do things you normally can't. That said, hard coded stuff like player movement dynamics and animation stuff generally needs something like script dragon to edit.[/QUOTE] I was actually happy that dragons are disabled unless you start the mainquest. I like to pretend that the alternate start characters I play are in Skyrim before the events of the main quest and the arrival of thr Dragonborn. Plus a mercenary dark elf slaughtering dragons dime a dozen would seem...inappropriate.
[QUOTE='[Green];41539096']Yeah, that's one thing I like about vampires over werewolves, they can control their transformation. I'm using Moonlight Tales or something like that and it has moon cycles too, but instead I modified it to have a full moon every night (considering Nirn has like fifty thousand moons) so I can zerg rush a bandit lair at night and do business at day. I still wish Ring of Hircine allowed me to transform whenever the hell I wanted. It'd be cooler IMO if full moon gave you buffs when in werewolf form rather than be the only form of transformation. I mean Skyrim's vampires aren't exactly the same as classic vampires, why should the werewolves follow the classic type as well that everyone knows from movies?[/QUOTE] Well technically isn't Skyrim's default not the classic type, since werewolves can't normally control their transformation, and Skyrim's default has it so you can transform whenever you want once a day? Also the ring doesn't let you control your transformation? I assumed that's what it did with moonlight tales which I now have since it turns out that Tales of Lycanthropy is the old version of it. At least, that's what Hircine's ring did in Daggerfall - let you change at will and stopped the forced changes on full moons.
I updated my kajigger so it can be used with ScriptDragon or SKSE.
[QUOTE=DrasarSalman;41542226]I think there are mods for this, like immediate dragons. Dragons usually spawn when a quest changes a value which makes them spawn. I'm not sure exactly how it was, but I remember seeing it once in the CK. If the mods to make them spawn don't work, you can create a patch yourself using the alternative start esp.[/QUOTE] Thats the thing immediate dragons, forcing quest spawns, etc none of it works with alternate start Alternate start does something to fuck with the dragons to the point where I can't ever force them to spawn normally or via mods, it just doesn't work. If it makes you do the mainquest for them to spawn that sucks since it kind of defeats the ENTIRE purpose of playing an alternate start mod in the first place. [editline]21st July 2013[/editline] [QUOTE='[Green];41542252']I was actually happy that dragons are disabled unless you start the mainquest. I like to pretend that the alternate start characters I play are in Skyrim before the events of the main quest and the arrival of thr Dragonborn. Plus a mercenary dark elf slaughtering dragons dime a dozen would seem...inappropriate.[/QUOTE] But I don't see why dragons suddenly have to not spawn, they are just an interesting creature type (with mods). I'd love an alternate start where everything is the same but you aren't the dovakiin or whatever So you are in a land with dragons and shit and are just trying to do your own thing. Its silly that dragons magically stop existing with alternate start unless you force yourself into the role of dovakiin via the main quest
Here's another screenshot: [t]http://cloud.steampowered.com/ugc/594757599046839631/F5BBFAD39E71B260C41FD3ED16F4422F80154682/[/t]
The Nexus' content servers seem to be stuttering again...
[QUOTE=HubmaN;41543442]The Nexus' content servers seem to be stuttering again...[/QUOTE] They're getting DDoSed apparently Dunno where I will get my nude animes with dicknipples now
[QUOTE=Altimor;41542637]I updated my kajigger so it can be used with ScriptDragon or SKSE.[/QUOTE] What is it?
[QUOTE='[Green];41543459']What is it?[/QUOTE] Movement physics mod [url]http://skyrim.nexusmods.com/mods/38572/[/url]
[QUOTE=Altimor;41543474]Movement physics mod [url]http://skyrim.nexusmods.com/mods/38572/[/url][/QUOTE] ...This came out too conveniently. Just as I was thinking "eh, i wish this would work with SKSE" and bam. Well, thanks a ton! Does the mod adapt the values to the current movement speed multiplier of the player? I mean, my speedmult is at 75 right now (so i walk at the same rate as NPCs) so do i still slow down smoothly?
[QUOTE='[Green];41543499']...This came out too conveniently. Just as I was thinking "eh, i wish this would work with SKSE" and bam. Well, thanks a ton! Does the mod adapt the values to the current movement speed multiplier of the player? I mean, my speedmult is at 75 right now (so i walk at the same rate as NPCs) so do i still slow down smoothly?[/QUOTE] Yes, it works no matter what your speed is.
God damnit nexus, I want that mod but you so slow :(
[QUOTE=Bloodshot12;41543553]God damnit nexus, I want that mod but you so slow :([/QUOTE] [url]http://filesmelt.com/dl/playerphysics1.zip[/url]
Thank you. This is the version for SKSE right? Where do I drop it?
ScriptDragon instructions Extract playerphysics.asi to your Skyrim folder. SKSE instructions Extract playerphysics.dll to Skyrim\Data\SKSE\Plugins.
So does this also affect air control and make it so a jumping player retains momentum, or no/not yet?
[QUOTE=Bloodshot12;41543881]So does this also affect air control and make it so a jumping player retains momentum, or no/not yet?[/QUOTE] I think that'd require more than just a few lines of code. It's an issue with the physics of the engine itself if I remember correctly. Oh and does anyone remember Nexus having a neat set of animations for a spellsword? It was a little fancy-ish, but it had stuff like self-cast spells being cast with two fingers, running with a more sleek style and the images on the mod page having a white armored character. It included one handed and magic animations, but I can't find it anymore.
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