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Author Topic: Re: Nchardahrk - an Elder Scrolls mod V2.1 || Turning the Kalpa  (Read 108519 times)

Sergarr

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.7b Voidmetal Edition
« Reply #345 on: June 18, 2014, 09:21:16 am »

I tested Fus Ro Dah. There's no upper limit on number of targets. This is broken.
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Mithril Leaf

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.7b Voidmetal Edition
« Reply #346 on: June 18, 2014, 09:42:15 am »

What was the previous method? I always just export it as .ogg with Audacity.
I can't remember, actually. I guess it doesn't really matter.

Anyway, I'll start working on an alchemy system now, which will start with renaming (and changing sprite and colours as needed) vanilla DF plants to TES plants. If anyone has any suggestions for alchemy, I'm open to them.
If it's possible, leave the way to get obscenely strong by using alchemy. Like this.

It's one of the core parts of TES experience  ;D

Technically it's not a core part of Oblivion, just all the other games. You can only get pretty strong in Oblivion.
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Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.7b Voidmetal Edition
« Reply #347 on: June 18, 2014, 10:43:26 am »

I tested Fus Ro Dah. There's no upper limit on number of targets. This is broken.
I'll get on fixing that. It's particularly strange since I did define a max target number in the raws.

EDIT: Fixed the multi-targeting. Only thing left is to figure out why the interaction only allows you to target a tile instead of a creature.

Edit: Uploading 1.9.8. Fixed thu'ums, fixed a few minor bugs, added Wuld Nah Kest shout, added new sources of Sigil Stones, added the following creatures: Watcher, Daedric Siege Crawler, Oblivion Gate, Dark Anchor, changed the name of three plants (Plump Helmet to Worm's Head, Pig Tail to Stinkhorn, Cave Wheat to Wisp Stalks), added a folder with extra music and instructions on how to add them.
« Last Edit: June 18, 2014, 01:42:10 pm by Deathsword »
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Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.8 The Marble Jaws of Oblivion
« Reply #348 on: June 18, 2014, 04:14:08 pm »

If it's a material emission, material emissions only allow tile targets.

Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.8 The Marble Jaws of Oblivion
« Reply #349 on: June 18, 2014, 05:22:04 pm »

If it's a material emission, material emissions only allow tile targets.
Oh, that's intresting. Thanks.
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Monstrous Manual: D&D in DF
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Sergarr

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.8 The Marble Jaws of Oblivion
« Reply #350 on: June 20, 2014, 01:07:35 am »

Also Fus Ro Dah (at least in the previous version) doesn't throw people away from me. I am disappoint.

Protip: to make material emission which knock people back you need a very heavy material.

Also you can make your own interaction which is basically 10 material emission at once, so you can then use them to achieve shotgun-like effect.
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Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.8 The Marble Jaws of Oblivion
« Reply #351 on: June 20, 2014, 06:44:17 am »

Also Fus Ro Dah (at least in the previous version) doesn't throw people away from me. I am disappoint.

Protip: to make material emission which knock people back you need a very heavy material.
It would also hit like a cannonball, which would cause more killing than pushing. The size of the target would also play a role in it. The thing is that moving a unit through interactions is impossible outside DFHack or a lucky hit.
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Sergarr

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.8 The Marble Jaws of Oblivion
« Reply #352 on: June 20, 2014, 08:20:23 am »

Also Fus Ro Dah (at least in the previous version) doesn't throw people away from me. I am disappoint.

Protip: to make material emission which knock people back you need a very heavy material.
It would also hit like a cannonball, which would cause more killing than pushing. The size of the target would also play a role in it. The thing is that moving a unit through interactions is impossible outside DFHack or a lucky hit.
uhhhh

use material with low impact yields?

Also the current Fus Ro Dah is killing-only, so upgrading it to killy-pushy would be more lore-friendly.
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Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.8 The Marble Jaws of Oblivion
« Reply #353 on: June 20, 2014, 09:11:23 am »

That is extremely difficult to do.

Sergarr

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.8 The Marble Jaws of Oblivion
« Reply #354 on: June 20, 2014, 10:19:24 am »

 :(
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Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.8 The Marble Jaws of Oblivion
« Reply #355 on: June 22, 2014, 12:28:34 pm »

New version incoming with some minor stuff like dfhack r5, more bugfix and a new civ. DFFD seems to be down, though. I'll also try and make linux and mac version of the mod.

As an added note, progress on this will slow down due to me working on a new total conversion completely awesome and very strange mod.
« Last Edit: July 04, 2014, 07:28:14 pm by Deathsword »
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Monstrous Manual: D&D in DF
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Teneb

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Re: Nchardahrk - an Elder Scrolls mod V1.9.9 Last v0.34.11 version
« Reply #356 on: July 04, 2014, 08:29:30 pm »

New version out. This'll be the last one until the next version of DF is out. I'll keep the download for this one up once that comes out and I make a 2.0 for the mod in case anyone wants it for whatever reason.
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Teneb

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Re: Nchardahrk - an Elder Scrolls mod V1.9.9 Last v0.34.11 version
« Reply #357 on: July 07, 2014, 08:08:19 pm »

Updating this to v0.40.01 right now. There will be some strangeness in this first v0.40 version since there probably won't be DFHack for some time, so anything that relies on DFHack (spawning creatures, for example) just won't work.
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Monstrous Manual: D&D in DF
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Teneb

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Re: Nchardahrk - an Elder Scrolls mod V1.9.9 Last v0.34.11 version
« Reply #358 on: August 17, 2014, 10:19:22 am »

I'll be releasing a 0.40 version soon. For whatever reason, minotaurs being semimegabeasts still crash worldgen.
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Teneb

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Re: Nchardahrk - an Elder Scrolls mod V2 || Get your dwemer on
« Reply #359 on: August 17, 2014, 04:55:51 pm »

Uploading a fix as I post this, there was a crash in the original version caused by dark fortress entities with [CHAT_WORTHY] nobles. It's been fixed.
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