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Author Topic: Re: Nchardahrk - an Elder Scrolls mod V2.1 || Turning the Kalpa  (Read 108883 times)

Putnam

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Re: Nchardahrk - a TES mod|||V1.3p Putnam Update.
« Reply #90 on: April 20, 2012, 08:09:21 pm »

Note that there are still a few errors that I either didn't catch or I was too lazy to fix.

Teneb

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Re: Nchardahrk - a TES mod|||V1.3p Putnam Update.
« Reply #91 on: May 03, 2012, 08:21:26 pm »

I've decided to resume working on this. For now I've done only minor things such as removing bonemold anvils (and [BABYSNATCHER] from dunmer. That was a not very good idea to try to ensure hostility.), giving flesh atronachs a syndrome, changing metals so they aren't iron/steel-clones and placing answers to Putnam's comments in the raws.

In my defence, I was quite the (modding) noob when I started this.
« Last Edit: May 03, 2012, 08:23:06 pm by Deathsword »
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Putnam

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Re: Nchardahrk - a TES mod|||V1.3p Putnam Update.
« Reply #92 on: May 03, 2012, 08:45:14 pm »

I kept that in mind when I was making the comments, but >_>

Teneb

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Re: Nchardahrk - a TES mod|||V1.3p Putnam Update.
« Reply #93 on: May 03, 2012, 09:40:53 pm »

Updated the OP with some stuff.
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Teneb

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Re: Nchardahrk - a TES mod|||V1.4 (Finally)
« Reply #94 on: May 22, 2012, 12:35:59 pm »

Uploaded a new version. Fixed a few bugs Putnam missed, re-balanced some things, added the narhiril weapons to civs, added scamp. IMPORTANT: I moved all custom reactions to the smelter and crafts workshop due to some trouble in fixing the custom buildings.
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Putnam

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Re: Nchardahrk - a TES mod|||V1.4 (Finally)
« Reply #95 on: May 22, 2012, 10:51:48 pm »

Ooh, ooh, thu'um?

Perhaps the secret of thu'um can be a... secret?

Or maybe intelligent creatures can mantle gods and gain easy access to thu'um that way (basically being Dovahkiin)

Teneb

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Re: Nchardahrk - a TES mod|||V1.4 (Finally)
« Reply #96 on: May 23, 2012, 04:56:11 pm »

Ooh, ooh, thu'um?

Perhaps the secret of thu'um can be a... secret?

Or maybe intelligent creatures can mantle gods and gain easy access to thu'um that way (basically being Dovahkiin)

I can't think of a way of giving creatures powers like the thu'um without using secrets or "curses". But it should be do-able with interactions otherwise. No wheater-changing shouts, unfortunately.
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Putnam

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Re: Nchardahrk - a TES mod|||V1.4 (Finally)
« Reply #97 on: May 23, 2012, 04:58:19 pm »

I'm aware of the limitations, being one of the first interaction modders ever :P

but yeah, it is best to mention that to not get hopes up too far :P

Teneb

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Re: Nchardahrk - a TES mod|||V1.4 (Finally)
« Reply #98 on: May 23, 2012, 05:07:20 pm »

Making Fus Ro Dah as a test, I don't think there is a way to simply push creatures back, so it's probably going to hit the target as a projectile. Hopefuly, it'll break some bones or at least stun.

Do secrets actually require a goal, or is it optional? From what I've gathered immortality is the only current secret goal in the game.
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Putnam

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Re: Nchardahrk - a TES mod|||V1.4 (Finally)
« Reply #99 on: May 23, 2012, 05:17:28 pm »

I think goals are optional, yes.

Teneb

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Re: Nchardahrk - a TES mod|||V1.4 (Finally)
« Reply #100 on: May 23, 2012, 05:51:04 pm »

The Fus Ro Dah shout works. The only problem so far is that the wiki is rather... vague on the argument of [IE_TARGET: ] so I'm only managing to target the ground instead of specific creatures. Still, it pushes them back, stuns, can fling them off high places and so on.
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Hugo_The_Dwarf

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Re: Nchardahrk - a TES mod|||V1.4 (Finally)
« Reply #101 on: May 23, 2012, 05:59:14 pm »

The Fus Ro Dah shout works. The only problem so far is that the wiki is rather... vague on the argument of [IE_TARGET: ] so I'm only managing to target the ground instead of specific creatures. Still, it pushes them back, stuns, can fling them off high places and so on.
how did you create this effect?
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Teneb

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Re: Nchardahrk - a TES mod|||V1.4 (Finally)
« Reply #102 on: May 23, 2012, 06:01:41 pm »

The Fus Ro Dah shout works. The only problem so far is that the wiki is rather... vague on the argument of [IE_TARGET: ] so I'm only managing to target the ground instead of specific creatures. Still, it pushes them back, stuns, can fling them off high places and so on.
how did you create this effect?
The pushing effect? It creates a burst of harmless vapor/dust that pushes those caught in it back.
Code: [Select]
[CDI:ADV_NAME:Shout 'Fus Ro Dah']
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
[CDI:MATERIAL:INORGANIC:FORCE_TES:TRAILING_DUST_FLOW]
[CDI:VERB:shout 'Fus Ro Dah':shouts 'Fus Ro Dah':NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
        [CDI:WAIT_PERIOD:200]


If I misunderstood the question, please let me know.
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Hugo_The_Dwarf

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Re: Nchardahrk - a TES mod|||V1.4 (Finally)
« Reply #103 on: May 23, 2012, 06:05:14 pm »

ha simple I should have known lol thanks
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Teneb

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Re: Nchardahrk - a TES mod|||V1.4 (Finally)
« Reply #104 on: July 09, 2012, 04:39:34 pm »

A new version will be released this week. It'll include tweaks to House Dagoth and the Falmer (and associated creatures). Also mudcrabs and emperor crabs. All that needs doing is to finish the chaurus and restrict Dagoth entity positions by creature class.
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