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Everything posted by Kendo 2
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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... I have 'Act II' of the first quest finished and it's working (for me at least).
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NOTE: If you don't want the item automatically equipped on the player then place a semicolon in front of the line: Game.GetPlayer().EquipItem(ArmorIronCuirass, abSilent = true) Make it look like this: ;Game.GetPlayer().EquipItem(ArmorIronCuirass, abSilent = true)
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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. * 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 ____________________________________________________________________________________
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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. 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.
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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. 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.
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EA places the Mass Effect Franchise 'on hiatus' According to Kotaku
Kendo 2 replied to Kendo 2's topic in Gaming Discussions
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. edited to and a smiley- 37 replies
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EA places the Mass Effect Franchise 'on hiatus' According to Kotaku
Kendo 2 replied to Kendo 2's topic in Gaming Discussions
OFF TOPIC- 37 replies
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EA places the Mass Effect Franchise 'on hiatus' According to Kotaku
Kendo 2 replied to Kendo 2's topic in Gaming Discussions
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.- 37 replies
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Goddamned Polygon SJWS say WW2 was 'too white'...or at least the upcoming Call Of Duty:WW2 is... . Here's the article, for what its worth.
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You really did the outfits justice. The screens look great.
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EA places the Mass Effect Franchise 'on hiatus' According to Kotaku
Kendo 2 replied to Kendo 2's topic in Gaming Discussions
Sounds to me like EA hasn't learned its lesson. I can say one thing with certainty, there won't be any DLCs for Andromeda.- 37 replies
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According to a report posted at Kotaku on 11 May 2017, the Mass Effect franchise has been placed in limbo by EA. Read the full article HERE.
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Kendo 2's Custom Races for EEO (V1) 1
Kendo 2 commented on Luismo00's gallery image in Skyrim Gallery
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Finally figured out a way to 'cheat the system' to add schlongs. It was as simple as adding an empty set of armor and making the usable race 'Default'. I'm really glad it wasn't as involved as I was lead to believe; new addons, scripts, making SOS a requirement, etc. The way things work now both SOS and the game treat the new races just like the vanilla ones. If you want to check out the mod, click the link. Kendo 2's Custom Races for EEO
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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.
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That's my kind of Easter.
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The way I do it now; once I get a face I like I give the character vanilla hair and eyes and then console spf to export it. Then in the CK I make a new preset NPC and import the face. When exporting from the game I always name it 'spf NordFemaleFace01', or something like that. Those spf's can be saved in any folder outside of the Skyrim directory and used later. That's how I did all of the presets for the Custom Race mod...old school style.
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Long Explanation incoming! According to lore, the more powerful a dremora is, the larger its horns are. In Skyrim the spell-summoned Dremora Lord has a single pair of horns, while Sanguine has two pairs. In the Meshes BSA there are unused female dremora horns that have single and double pairs too. The game only uses male dremora and they all have single sets of horns, no matter their 'clan ranking'. From the weakest Churls to the strongest Valkynaz, they all use the same long-haired and horn model...even though there are two types available. The horn models I'm using for the mod are from a Dremora overhaul mod I made for personal use. For that mod I redid all of the dremora and they have horn sizes according to rank. The horns in the screenshot are the biggest, used by Valkynaz and Dremora Lords.
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