Show us what you are working on #27

Post » Fri May 04, 2012 12:49 pm

Actually, it's quite easy. You can script the dead body so that when the player takes something from it, for example, it enables a group of bandits, in whatever locations you see fit, making it look as if they just jumped out of some bushes or something.

I love Disable/Enable, it has so many great uses.

Hmk. Well.. I am currently trying to figure out how to make it so I can get two different NPCs to fight one another once spawned. I know I can just add one to the leveled list and make a script so the 2nd will spawn but now I just don't know how to use StartCombat correctly afterwards. I get a thing saying Compile Script not saved or something because it cannot find the NPC that is suppose to spawn.
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Rach B
 
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Post » Fri May 04, 2012 12:38 pm

Hmk. Well.. I am currently trying to figure out how to make it so I can get two different NPCs to fight one another once spawned. I know I can just add one to the leveled list and make a script so the 2nd will spawn but now I just don't know how to use StartCombat correctly afterwards. I get a thing saying Compile Script not saved or something because it cannot find the NPC that is suppose to spawn.

Why do you need to spawn two NPCs and have them fight each other? It would help me figure out what to do.
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Rudi Carter
 
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Post » Fri May 04, 2012 9:46 am

Why do you need to spawn two NPCs and have them fight each other? It would help me figure out what to do.

Well for example. Gonna have the Hunter a possible spawn on the road and when you get a hunter, he'll be 'hunting' a Nix-Hound, or something else, nearby.
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Anna Kyselova
 
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Post » Fri May 04, 2012 10:03 am

Well for example. Gonna have the Hunter a possible spawn on the road and when you get a hunter, he'll be 'hunting' a Nix-Hound, or something else, nearby.

And then this hunter goes after you, I take it?

Either way, you know that Daedric ruin where you get there and a bunch of Ordinators are duking it out with Daedra and Daedra worshippers? I forget what it's called but if you can find the scripts that govern that scenario, you should be able to work them to your needs.
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Penny Courture
 
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Post » Fri May 04, 2012 7:30 pm

And then this hunter goes after you, I take it?

Either way, you know that Daedric ruin where you get there and a bunch of Ordinators are duking it out with Daedra and Daedra worshippers? I forget what it's called but if you can find the scripts that govern that scenario, you should be able to work them to your needs.

Hunter is friendly to you. And alright. I'll see what I can do.
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Andrew
 
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Post » Fri May 04, 2012 3:53 pm

A simple yet in some ways silly way to do this would be to have the prey as a random mob, with a specific chance of spawning and when loaded, would spawn the hunter so or so distance behind the player, using PlaceAtPC to determine the location of the hunter. Of course, that would mean that the hunter would only hunt specific game, not everything dangerous in the area. There are probably some MWSE functions that could help with just letting the hunter hunt everything, but I have never used that.
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Lucy
 
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Post » Fri May 04, 2012 2:56 pm

A simple yet in some ways silly way to do this would be to have the prey as a random mob, with a specific chance of spawning and when loaded, would spawn the hunter so or so distance behind the player, using PlaceAtPC to determine the location of the hunter. Of course, that would mean that the hunter would only hunt specific game, not everything dangerous in the area. There are probably some MWSE functions that could help with just letting the hunter hunt everything, but I have never used that.

That's not so silly. Most real-life hunters who go after lions leave the pairie dogs and antelope alone, you know? :P
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Pete Schmitzer
 
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Post » Fri May 04, 2012 4:31 am

And then this hunter goes after you, I take it?

Either way, you know that Daedric ruin where you get there and a bunch of Ordinators are duking it out with Daedra and Daedra worshippers? I forget what it's called but if you can find the scripts that govern that scenario, you should be able to work them to your needs.

I know there's a script in Children of Morrowind that makes several sets of added NPCs fight when the PC gets close to them, it might be easier to find that one than the Ordinator/Daedra scenario ones.
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SexyPimpAss
 
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Post » Fri May 04, 2012 6:03 am

Well, I only consider the implementation I offered to be silly, since that would mean that the hunter always approaches from behind the player. Or from either side. Spawning right in front of the player would probably be bad. :P It could also end up spawning the hunter in lava, water or atop a tree.
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GEo LIme
 
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Post » Fri May 04, 2012 6:57 pm

Don't worry. I changed things a little for right now. Gonna have it spawn a Hunter and a Dead Nix-Hound that the Hunter had killed.

So got that event done. I also added a Traveling Merchant and a Traveling Guard to the list as well. I also added a Not-So-Friendly Necromancer who is searching for someone for his 'experiments'. Currently, I am making a random event with a Conjurer who failed to control his summon then I am gonna work on a Bandit Event and later some events about Slavery on Vvardenfell.
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Rob Davidson
 
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Post » Fri May 04, 2012 11:06 am

Not working on just yet, but plan to port these soon xD

http://i390.photobucket.com/albums/oo346/InsanitySorrow/ChryRender.jpg
http://i390.photobucket.com/albums/oo346/InsanitySorrow/GlbrndRender.jpg
http://tesalliance.org/forums/uploads/1335110604/gallery_378_305_95540.jpg

http://tesalliance.org/forums/uploads/1334512459/gallery_378_305_271765.jpg
awesome!
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Lucky Girl
 
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Post » Fri May 04, 2012 2:57 pm

I'm gonna try and make an Argonian underground city complete with shops and houses.
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Roberto Gaeta
 
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Post » Fri May 04, 2012 7:48 am

Keening City is almost ready for its initial release. Now with trees by Vurt, new metal ground textures, and a lot more detail.

http://www.automatichamster.com/keening/screens/KN01_apr23/KN01_entry.jpg
http://www.automatichamster.com/keening/screens/KN01_apr23/KN01_descent.jpg
http://www.automatichamster.com/keening/screens/KN01_apr23/KN01_square.jpg
http://www.automatichamster.com/keening/screens/KN01_apr23/KN01_west.jpg
http://www.automatichamster.com/keening/screens/KN01_apr23/KN01_jenny.jpg
http://www.automatichamster.com/keening/screens/KN01_apr23/KN01_lookup.jpg
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JERMAINE VIDAURRI
 
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Post » Fri May 04, 2012 2:42 pm

Excellent build, excellent screenshots.

I really need to get MGE running. :P
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Alba Casas
 
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Post » Fri May 04, 2012 8:21 am

http://s1112.photobucket.com/albums/k481/kenders21/Aherim%20Model%20Collection/

This is a Tower model-connector, to a Monolithic Building similar to Babylon's Hanging Garden's; I am unsure whether any of you will be able to tell, but I got the theme of it from a mixture of sources such as: Hlaalu, Mournhold, Egyptian, and finally, Babylonian.

This will be featured in my Aherim City mod which is currently going through drastic change for a multitude of logical reasons.
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Marilú
 
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Post » Fri May 04, 2012 12:21 pm

I like it.
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Nomee
 
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Post » Fri May 04, 2012 9:37 am

glad to hear lol
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Curveballs On Phoenix
 
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Post » Fri May 04, 2012 3:27 pm

I remember hearing somewhere on where the island is but I forget. Is it compatible with TR?
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Naomi Lastname
 
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Post » Fri May 04, 2012 1:07 pm

He said it is, yes.
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dell
 
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Post » Fri May 04, 2012 9:21 am

Keening City is almost ready for its initial release. Now with trees by Vurt, new metal ground textures, and a lot more detail.

http://www.automatichamster.com/keening/screens/KN01_apr23/KN01_entry.jpg
http://www.automatichamster.com/keening/screens/KN01_apr23/KN01_descent.jpg
http://www.automatichamster.com/keening/screens/KN01_apr23/KN01_square.jpg
http://www.automatichamster.com/keening/screens/KN01_apr23/KN01_west.jpg
http://www.automatichamster.com/keening/screens/KN01_apr23/KN01_jenny.jpg
http://www.automatichamster.com/keening/screens/KN01_apr23/KN01_lookup.jpg

Are you gonna add an house there and will it be up north, away from TR?
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Farrah Lee
 
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Post » Fri May 04, 2012 9:20 am

Some npc adventurers with pack rats/guars, tame nix hounds, scribs, etc. following them around would be kind of cool.
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Laura-Lee Gerwing
 
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Post » Fri May 04, 2012 7:41 am

I remember hearing somewhere on where the island is but I forget. Is it compatible with TR?

This is the Aherim City thread, in case you're looking for it.

http://www.gamesas.com/topic/1368217-balmora-remastered-expansion-mod/
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Amanda Leis
 
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Post » Fri May 04, 2012 6:37 am

Are you gonna add an house there and will it be up north, away from TR?

I does not, nor will it ever, come into conflict with Tamriel Rebuilt.

There are all sorts of houses and buildings there, yes. If you meant player house, there is a building called Nova Manor, and there are a few different ways that you can gain access to it. One is simply finding the key hidden somewhere, or you can rent it after the first chapter of the main quest is completed. There is a moonstone inside that will allow the player to return to Nova Manor at any time. The player house will be expanded as part of Keening Part Two, and a dwemer hatch in the floor will become accessible in Keening Part 4: Underground.
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FLYBOYLEAK
 
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Post » Fri May 04, 2012 1:12 pm

So with your mod Dana, is there a port/dock area in the city?
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steve brewin
 
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Post » Fri May 04, 2012 5:51 pm

So with your mod Dana, is there a port/dock area in the city?

There are 4 boat stations around the island, but three of them won't become active until you actually reach the far end of the island and set them up. Then, the NPCs that act as boat travel will go to their stations. But, the first time you go to the other end of the island, you have to explore and walk there. Until you activate them to go to their stations, they're busy working or doing other things like farming or just milling about the city, and do not provide travel services until the far end of the island is explored.

There are a number of quests that lead up to being able to go to the city, so the first half of the quests for chapter one will be in khuul, solstheim, ald velothi, etc. You do not reach the new area by boat, silt strider, mages guild, or any other previously known method of transportation. I'll give a clue: Gamye, which was curiously absent from a certain Telvanni tower. Check your Lore. ;)
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Lance Vannortwick
 
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