Jump to content

Kendo 2

MODERATORS
  • Posts

    3,053
  • Joined

  • Last visited

  • Days Won

    778

Posts posted by Kendo 2

  1. The way I'm writing the mod's story is meant for a new game with a character that's never been played.  Because of the age of the game and number of mods for it, I can't account for everything.  I am using vanilla NPCs that may or may not be marked as Essential, Protected or Invulnerable.  IF someone uses an existing level 100 character and tries to play this mod most likely a required NPC will be dead and the mod will break.  So...to play the mod, start a new game and a new character with the mod installed.

    And what I'm making will NOT be a Devious Devices mod and I won't be patching for it or accounting for what DD does.  I'm doing 'my own thing'.  I briefly considered making DD a requirement but that framework's 'lore' doesn't jive with what I'm doing.  This mod is something new and removed from all of that.  Players running around with devices locked on to them isn't part of what I'm trying to accomplish and it makes absolutely no sense in my story's context.  I'm making a new experience for a Skyrim play through and if people want a 'DD mod' to add to their 'DD game play' then they need download something else, because that's NOT what I'm making.  But if people like what DD does I will have some of that story-type element in the mod.

    In other news... :D

    I have 'Act II' of the first quest finished and it's working (for me at least).

  2. Here's the script.  As written, this script will add one Iron Cuirass as soon as the game loads.

    K2_Add an Item at Game Load Script.txt

    To use this:

    Create a new quest and in the Quest Data tab check the boxes for Start Game Enable and Run Once.  Click OK and then open the quest again.

    Go to the Quest Aliases Tab and right click for 'New Reference Alias'.  Name it Player and at 'Unique Actor' select Player.  Check the box for 'Reserves Reference' and then hit the Enter key on your keyboard.  That will close the tab.  Open the tab again.

    In the field for 'Papyrus Scripts' click the 'Add' button and wait for everything to load.  This might take as long as a minute to finish.  Ignore the errors that will pop up, because they will.

    Once everything loads you will see a dialogue window.  The first one will be (New Script).  Double click it.  Give it a name you can easily recognize and leave 'ReferenceAlias' alone.  You need that.  Click OK.

    Now you should have the empty script listed.  Right click it and 'Open in Exterior Editor'.  Copy and paste the script I included into it and Save and Exit.

    Right click the script again but this time go to 'Edit Source'.  Your script should be there.  Click File and Save and let it compile.  You should get no errors and see 'Compilation Completed'.

    Click on the script to high-light it and click the 'Properties' button.  Both fields should be filled and the script should look like a blue cross with a yellow pencil next to it.  Remove the check mark next to 'Reserves Reference' you added earlier.  Hit Enter on your key board.  Click OK on the quest to close it.  Save the esp.

    IF everything went as planned the vanilla game iron armor should be added to character at game load.  Best of luck to you, since this is modding Skyrim. :S

    * replace everything I have in yellow with your own stuff.

    ____________________________________________________________________________________

    ;add/equip the player with the item when the mod is loaded.

    Armor Property ArmorIronCuirass Auto
    Quest Property GiveIronArmorQuest auto

    Function TraceMe(string msg)
        Debug.Trace("GiveIronArmorQuest"+ msg)
    EndFunction

    Function GiveIronArmor()
        TraceMe("GiveIronArmor")
        ObjectReference selfref = self.GetReference()
        if selfref != None
        selfref.AddItem(ArmorIronCuirass, 1, false)
        Game.GetPlayer().EquipItem(ArmorIronCuirass, abSilent = true)
        endIf
    EndFunction

    Event OnInit()
        RegisterForSingleUpdate(1)    
    EndEvent

    Event OnUpdate()
        GotoState("Busy")
        GiveIronArmor()
        GotoState("")
    EndEvent

    State Busy
        Event OnInit()
        EndEvent

        Event OnReset()
        EndEvent

        Event OnPlayerLoadGame()
        EndEvent

        Event OnUpdate()
        EndEvent
    EndState

    ____________________________________________________________________________________

    • Like 4
  3. 3 hours ago, Karma199696 said:

    1) will it work also if i use LAL and only later reconnect to the main quest (meeting Ralof/Hadvar) or you need to go through the never-ending boring vanilla start ?

    It will 'work' but the story is written around the vanilla game.  All the initial dialogue is about the Imperials catching you at Darkwater Crossing and how the shackles got on you in the first place.  The first quest (finding clues at Darkwater Crossing) assumes you did a vanilla game start.  BUT none of the world interaction quests require the Helgen start.  They happen because you're wearing the shackles.

    The concept of the mod is that you're part of a story.  That's the way I've written the dialogue.  I didn't take LAL into account because I don't use it, but I know some people do so the Helgen start isn't required.  A LAL start means you'll have no background story and what's said by the NPCs in the mod won't make much sense.

    3 hours ago, Karma199696 said:

    2) it doesn't uses DD, but will be compatible with it ?

    Don't know.  After the last DD scripting changes I stop using the mod.  I can say for sure the ZAZ collar and wrist and ankle irons in the mod use the same slots as DD stuff, and my stuff can't be removed or swapped with other gear.  If a DD mod added and equipped a collar on your character that collar might not show up, you might be wear both, the game could crash, anything.  It hasn't been tested with DD because I don't have DD installed.  All of that will be determined when the beta is ready to be tested by other players.

    :in-love:

    • Like 1
  4. Working on a new quest mod for Skyrim.  It will be using Sexlab, Zaz Animation Pack, most likely Aroused Redux, and definitely not Devious Devices.  I've been working on my own original scripts using vanilla Skyrim coding to duplicate what Devious Devices does as far as locking an equipped item on the player to where it can't be removed.  I've done it more efficiently with a lot less stress on papyrus.  That's done and a 100% success.  I'll be doing other things too.

    The Mod's Premise

    You wake up in the wagon on the way to Helgen.  You have no idea what's happened and you memory is hazy.  Aside from your name, you don't remember anything about your past.  The big mystery is the iron collar and wrist and ankle shackles you cannot remove, and none of the other prisoners are wearing them.  The one thing you do know is the irons have a powerful and beneficial enchantment on them.  You simply can't take them off.

    After escaping Helgen you can talk to Hadvar/Ralof and ask about how you got on the wagon and about the iron shackles locked on you.  Through normal play (messing around in Riverwood and Whiterun) you'll eventually talk to the right person who will start you on your adventures to get the 'Bands of the Whore' removed.

    Here's a screen shot of what you'll be stuck with until the adventures are done.

    5930d15b41910_BandsoftheWhore.thumb.png.e809525e40b6b1627512a84c42eb664f.png

    What I have done so far...
    Completed!

    • Opening dialogue (once you've escaped Helgen) with either Hadvar or Ralof.  Both the Imperial and Stormcloak tutorial choices are covered so you can pick whichever side you like.
    • World Interaction quests for all blacksmiths, court wizards and the Mage's College members.  (More interaction quests will be coming.)
    • World Interaction quests for NPC random comments about the player being naked and collared at the same time, and brief conversations with the Whiterun Carriage Driver and Nazeem.
    • Interactions and a short quest with Collete the Restoration Master at the College to where you can be submissive to her or ignore her as usual.
    • Two full quests for Belethor and more coming...

    The mod is nowhere near being completed.  Juss say'n so don't get too anxious about playing the new quest mod any time soon.

    • Like 6
  5. 8 hours ago, endgameaddiction said:

    If they want their sales figure to drastically change for the better, they better have a reality check. Since that's all corporations care about, yeah I'm pretty sure that they'll have a reality check. And very quick.

    Evidently EA didn't get the reality check memo.  They have no intention of stopping diversity hires for the sake of 'no white hetero males diversity' and the social justice pandering.  They won't even admit their corporate culture is the problem, they're blaming Mass Effect fans...and anything else they can think of.  I guess their reality doesn't match the reality at-large.  People are fed up with rabid social justice and there's an on-going cultural backlash against the people and corporations who fomented it.  Right or wrong, a lot of ME fans think everything wrong with Andromeda stems from the SJWs at EA, from the fugly female characters to the hiring of people who don't know what the fuck they're doing.

    Personally I'm GLAD Andromeda tanked and EA is losing money on the game.  They should go ahead and make another DA: Inquisition or ME:Andromeda type game that alienates the fan bases and panders to a tiny cry-baby part of the gaming demographic.  It's a winning formula. :D

    edited to and a smiley ^_^

  6. OFF TOPIC ^_^

    Spoiler

     

    Aside from a few bugs TW3 is a great fucking game.  I think the reason some people don't like it is due to the difficulty.  It is a high risk and low reward game, there isn't any sort of opponent leveling (walk in to the wrong fight at the wrong time and you'll die), the combat doesn't involve spamming buttons until you win.  There's all of that and the story is really raw, and the world is realistically offensive just like I imagine a war-torn Medieval society would be.

    And there's going to be a Witcher TV series on Netflix!  Andrzej Sapkowski (the author of the books) is going to be a creative consultant and some of the scene directors from the game will be directing episodes.  No idea who's going to star in it but I hope they don't cram it full of Hollywood Millennials who can't act.  I HOPE it is a European production like Vikings or Game of Thrones.

     

     

  7. The Quarian DLC/expansion/whatever is officially dead in the water.

    It's really sad what happened to Mass Effect but the devs who made the games great no longer work for Bioware/EA so what was being put out really wasn't 'Mass Effect' anyway.  That's my opinion anyway.  I'm glad I didn't buy or play Andromeda.  EA's version of Bioware destroyed the franchise, but I have fond memories of Shepard, Jack, Liara, Rhex, Edi and Joker...everyone really.  Also glad those memories didn't get tainted.

    I wish CDProjektRed would buy the ME franchise. :D

  8. I started with the original Call of Duty.  Then in 2006 I was working a lot and living in hotels.  I needed something to do so I bought Oblivion to play on my laptop.  After that I played all of the Bethesda ElderScrolls plus FO3 and NewVegas.  After that I got bored with Bethesda so I played the Witcher games, Assassin's Creed 1-3, a few Batman games and Shadow of Mordor.  Played MassEffect 1-3 too.  Out of all of the games I've played I like Witcher3 and Shadow of Mordor the most, then Skyrim and FO3.

     

  9. 3 hours ago, endgameaddiction said:

    In Skyrim sounds about right. I prefer the heavy armor two handed style. Tank, probably not. Simply because, to be honest, Skyrim is a really easy game and any race can be a tank just as much as a DD (damage dealer). You can play as a race weak to magicka and still own. Wihtout any mods that fixes that.

    True.  The lack of classes in Skyrim means anyone can be good at anything.  A 7' tall Nord thief-archer does just as well as a 5'6" Wood Elf.  That wasn't the case in Oblivion where class combined with race mattered.

    I did some play testing with the new Dremora.  They are power attacking machines like how High Elves are with magic at the beginning of the game.  After about 6th level High Elves kinda lose the magic-using edge so I figure the same will be true for these Dremora and their extra Stamina.

    What perplexes me about a lot of the playable Dremora mods out there now is they're just fucking ridiculous.  Every mod I looked at has them way overpowered, immune to everything, spell casting gurus, etc.  I guess those mod authors pulled that out of their collectives asses since nowhere in any ES game or any snip-it of lore are Dremoras portrayed that way.  Heavy armor warriors, battle mages or straight mages using Destruction, Alteration and Conjuration; that's what Dremora are.  And I didn't change the vanilla race, leveled lists, factions, keywords or anything else.  As long as the race compatibility and generic race controller scripts do their job my mod won't break the game.

    ______________________________________________________________________________________________________________________

    In other news; I started working on the males of all the new races to make them vanilla game compatible like how the females are.  SOS/SAM/Schlongs will come later.

     

    • Like 1
  10. About playable Dremora; I want them to be game balanced to where playing them doesn't give the player an advantage, unlike a lot of the Dremora race mods I've looked at.  For what I'm doing the Dremora need to be on par with Nords, Orcs, Bretons, etc.

    Looking at the Dremora from TES4 Oblivion and doing a little math, Skyrim Dremora would get a hefty bonus to Stamina like how High Elves get +50 Magicka.  Oblivion Dremora also have a 20% Weakness to Shock (for every 10 points of shock damage they take they suffer an additional 2 points.)  They also have 33% Fire Resistance and Resist Magic up to 50%.

    I'm trying to work out what the Skyrim bonuses will be for the new Dremora.  Going by the 'Oblivion Standard' this is what I'm thinking about doing:

    Fortify Stamina +50
    Resist Fire 25%
    Resist Magic 25%
    Heavy Armor +10, 1 Handed +5, 2 Handed +5, Destruction, +5, Alteration +5, Conjuration +5
    No Powers or Lesser Powers.

    I think is balanced for vanilla game play.  They have 35 skill bonus points like the playable races, the Fortify Stamina offsets the lack of a once-per-day Power, and the resistances on on par with game standards.  For play style they would make good power attack tanks or good battlemages.

    Opinions and thoughts are welcome. :)

  11. The new dremora will have options.  Horns or no horns, dremora face paint or no face paint, etc.  What you see in that screen shot is just what I already had made form my own game dremora.  Those dremora are like the vanilla ones; something to be killed in a dungeon.  I am making all new stuff for the playable race. :)

    I won't be adding tails, fangs or wings to the new dremora.  If I did that they wouldn't be dremora anymore.  :P

    • Like 1
  12. 25 minutes ago, endgameaddiction said:

    Would be neat if you expanded the elven race. Ever thought about adding Dunmer, Chimer, Falmer (which refer themselves as Snow Elves) and others?

    I've considered doing that but making them fully functional would require male files.  Making the races vanilla game compatible isn't a problem.  The issue is making the males work with SOS or SAM.  That's a lot of extra work for little return.

    I really want to make vanilla Dremora game-standard playable without all of the added crap other playable Dremora mods use.  The big hiccups are the male Dremora voice type and the Daedra keyword assigned by the race.  They aren't conducive to playable characters and changing or removing them breaks the game.

    I've had modding visions of Dark Seducers, Golden Saints, Snow Elves, Chimer, and extra-planar humans from Lyg and Coldharbor.  And I have an idea for Drow elves that makes sense in the Elder Scrolls universe and lore.  The only thing really standing in the way is a fucking penis added by a mod and its core files not supporting custom races.

    I have most of the base files to make Dremora a real race; new eye textures, new hairs with horns, new Dremora face paint details, etc.  Making a Dark Elf copy race might be an option.  Snow elves as they are in Dawnguard would be really easy since they are just a High Elf copy race with their own skin tints, one eye color and a few head parts.  There's not even female support in the esm for it.


  13. WHAT DOES THIS DO?
    This mod adds new playable races and allows you to customize them to your own liking.  Currently there are four ‘new’ races you can play; Cyrodilic Dunmer (Dark Elves), Dremora Mortals (a new race), Cyrodilic Altmer (High Elves), and Cyrodilic Bosmer (Wood Elves).
    The mod is designed and set up to allow you to customize the textures and other features of the copy races.  The idea is to make the added races unique while still being a part of the game’s lore and world.  If you want to add muscular normal maps and wet or oily skin now you can do so without altering the game’s base records for the vanilla races.

    WHY BOTHER?
    I have something like this in my own game and I use it a lot, but the files are all over the place. Making this mod puts everything in order and offers a cohesive foundation that doesn’t affect the vanilla game. And I like being able to swap out body textures without affecting an entire vanilla race.  Feel free to move on if this doesn’t interest you.

    MOD PREMISE
    For the elves, you are still an elf, (Dark Elf, High Elf, or Wood Elf) but you were born outside of your homeland.  You’ve never seen Morrowind, Summerset Isle or Valenwood and you know nothing more than what you’ve read in guide books or been told by others.  I simply used ‘Cyrodilic’ for conveinience.  You could be from Blackmarsh, Hammerfell, R'lyeh, or Mars.  It doesn’t matter so roleplay it in your head if you have to.
    For the Dremora Mortals they are a new race of my own creation with their own abilities and somewhat lore-friendly backstory.

    Spoiler

    After the Oblivion Crisis and Merhunes Dagon’s defeat the portals that dotted Tamriel began to close.  Not all of Dagon’s minions were able to return to their home planes and some were trapped in Mundus.  The less intelligent and most aggressive daedra were quickly hunted down and destroyed, but this wasn’t the case for all of them.
    The Oblivion Crisis was never forgotten by those who suffered, but as time passed people wanted to believe the daedric invaders were destroyed.  Anxious to restore order and calm the populace, the local governments became reluctant to pursue or even investigate reported daedra sightings.  Reports were dismissed as superstitious nonsense, mages and conjurers practicing their arts, and misidentified known creatures.  In truth, more than a few Dremora managed to escape detection as they vanished into the wild hinterlands of the various provinces.  This is where the story of Dremora Mortals begins.
    The surviving Dremora trapped in Tamriel lost connection to the Planes of Oblivion and their Daedric Princes.  Without the planar emanations that previously sustained them, these Dremora quickly began to lose supernatural power.  As time passed they grew weaker, eventually falling to the physical and magical levels of mortal men and mer.  These Dremora also developed free will and were no longer compelled to answer the call of their former daedric masters.  Likewise, Daedric summoning and banishing no longer affected them.  And in a cruel twist of fate these Dremora were no longer immortal.  Though practically ageless or very long-lived, they could be killed by mortal means.
    As time passed these ‘Mortal Dremora’ became more and more like men and mer.  Though still physically different from other races, they began to show more diversity in appearance.  The mystical facial markings placed by their former masters began to fade, their demonic horns began to wither, and their imposing statures began to shrink.
    By the time of the 4th Era Dremora Mortals are as divergent in appearance as the other races of Tamriel.  Depending on their circumstances they may appear as near full Dremora or bear little if any resemblance to their Daedric ancestors.  In some cases, Dremora Mortals are fertile and fecund and can breed with other mortal races,  though the resulting offspring are always Dremora Mortals.

    Game Stats
    Male height 1.08
    Female Height 1.03

    Racial Abilities
    Fortify Stamina +50
    Resist Fire 25%
    Resist Magic 25%

    Skill Bonuses
    Heavy Armor +10, 1 Handed +5, 2 Handed +5, Destruction, +5, Alteration +5, Conjuration +5

    No Powers or Lesser Powers.

    REQUIRED MODS
    Race Compatibility
    Ethereal Elven Overhaul

    MOD FEATURES
    *Customizable copy races for Dark Elves, High Elves and Wood Elves, and the new Dremora race.
    *10 new racial presets for each race.
    *39 custom eye textures.
    *More color variations for skin tones.
    *New game-friendly female makeup tintmasks for more face detail.
    *Twice the amount of female color options for eyeliner, lipstick, makeup, etc. than the base game.
    *Unique file structures so you can customize the races to your liking.
    *Scripting for the new races if you decide to be a vampire or werewolf.

    Click HERE for screenshots of the female Dark Elf presets.
    Click HERE for screenshots of the female Dremora presets.
    Click HERE for screenshots of the female High Elf presets.
    Click HERE for screenshots of the female Wood Elf presets.
    Click HERE for screenshots of the ALL the male presets.

    SETTING UP THE MOD FOR YOUR GAME
    By default the mod uses UNP compatible female textures, but that is not carved into stone.  The mod uses whatever body meshes you have installed so you can easily use the mod with other body mods or use different UNP textures to suit your own taste.  UNP is not required, but changing things around is your job.  But I will tell you how to do it...

    This will make the mod use whatever female body textures you are already using:

    Spoiler

    Go to C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\textures\actors\character\female and copy all of the files for femalebody_1, femalehands_1 and female head.  Be sure to copy ALL of the pertainant files, including the _msn, _s and _sk files.  There should be four files each for body, hands and head.
    Paste those files into C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\textures\K2\K2CustomRaces\female_base.  Then ‘copy and replace’ the existing files.

    To customize the mod’s head normal maps:

    Spoiler

    Dark Elf Female; Go to C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\textures\actors\character\darkelffemale and copy the femalehead_msn.
    Paste it into C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\textures\K2\K2CustomRaces\female_darkelf.

    Dremora Female; Go to C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\textures\actors\character\darkelffemale and copy the femalehead_msn.
    Paste it into C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\textures\K2\K2CustomRaces\female_darkelf.

    High Elf Female; Go to C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\textures\actors\character\highelffemale and copy the femalehead_msn.
    Paste it into C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\textures\K2\K2CustomRaces\female_highelf.

    Wood Elf Female; Go to C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\textures\actors\character\highelffemale and copy the femalehead_msn.
    Paste it into C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\textures\K2\K2CustomRaces\female_highelf.

    *YES, female wood elves use the same head normal as female high elves in the vanilla game.*

    SCHLONG/MALE SUPPORT HAS BEEN ADDED!!!
    The mod now supports SOS.  The image in the spoiler is a Dremora Mortal, but the schlongs work for all of the new races.

    Spoiler


    05.thumb.png.37cec4a2a6d46bef89fa673768a526bd.png

     

    NO EXTENDED CHARACTER EDIT SUPPORT!!!
    I do not like that mod and I do not use it.  I use RaceMenu.

    ADD CUSTOM HAIR!!!
    The mod only has vanilla Skyrim hairs available for the new races.  If you want to add your favorite customs hairs to the mod HERE is a tutorial from the Nexus Wiki on how to do it.  Just skip down to “Add the required head parts” and follow the instructions.  In the Valid Races window select K2CRHeadPartsElfRaces.

    CREDITS
    Nuska for Ethereal Elven Overhaul
    TMPhoenix for Race Compatiblity
    Dimon99 for UNP
    Kendo 2 for everything else

    PERMISSIONS/TERMS
    *This mod is not a resource and you must have my permission to use my content in your own mods.
    *You may not upload my work to NexusMods.com, SteamWorkshop, Bethesda.net or any of their designees, Lover’s Lab, etc.  The mod is for NSFWmods.com only.
    *As a downloader you have no vested interest in the contents of this upload.


     

    • Like 1
×
×
  • Create New...