[wipz] Unnecessary Violence II

Post » Fri Feb 18, 2011 8:47 pm

This is going to be a total CLASSIC mod. 17 years ago, I memorized the song BOHEMIAN RHAPSODY on piano/keyboard. Maybe I can relearn it with this. I doubt it!
User avatar
P PoLlo
 
Posts: 3408
Joined: Wed Oct 31, 2007 10:05 am

Post » Sat Feb 19, 2011 9:17 am

oh man this is going to turn the game into something totally different. you rock!
User avatar
Darlene DIllow
 
Posts: 3403
Joined: Fri Oct 26, 2007 5:34 am

Post » Sat Feb 19, 2011 5:36 am

...


Wait, what? Unnecessary Violence and... dancing? :ahhh: This is just too much! This is going to be so COOL!
User avatar
Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Sat Feb 19, 2011 1:53 am

agreed I can't wait for this. animated wall climbing will really make my vampire feal just right
User avatar
Angel Torres
 
Posts: 3553
Joined: Thu Oct 25, 2007 7:08 am

Post » Sat Feb 19, 2011 5:57 am

Hex has answered all my prayers!

All of them!
User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Sat Feb 19, 2011 12:37 am

The only real issue i've got just now with it is that the juggling animation doesn't have any balls - they're stored as an animationobject, which NPCs can use with a useobjectat package. I'm not sure how to get the player to use them though, so if anybody happens to have any ideas about this i'd love to hear them...
I used one in Vector. If I recall correctly, it's quite simple to setup.
  • Create your idle animation record
  • Create an idle object record and associate the object mesh and the anim record with it
  • Create a token with the above mesh assigned to it

To get the animation to play, simply add the token, setup the idle's conditions and call pickIdle. You can remove the token right after the call too. Works with both the player and the game's NPCs. I had trouble getting the mesh to show in first person though.

PS : We need a teaser :rock:
User avatar
Emily Shackleton
 
Posts: 3535
Joined: Sun Feb 11, 2007 12:36 am

Post » Sat Feb 19, 2011 10:20 am

This doesnt even seem possible in Oblivion... it all sounds fantastic!! and if you can include half the great things that youve stated in UV2 then it will be an AMAZING mod!

From the persuasion details, it sounds like your a Fable fan. It's very similar :)

Keep up the good work :goodjob:

EDIT: oh and i agree with shadeMe... WE NEED A TEASER!!
User avatar
Stace
 
Posts: 3455
Joined: Sun Jun 18, 2006 2:52 pm

Post » Sat Feb 19, 2011 1:17 am

I can't wait for this great mod to come out
I'm drooling thinking of the combo UV2 and DR6 will make :drool:
User avatar
Angela
 
Posts: 3492
Joined: Mon Mar 05, 2007 8:33 am

Post » Fri Feb 18, 2011 9:56 pm

Thanks shademe, that worked like a charm :)

Started storyboarding a trailer this evening. Still trying to decide whether to go ahead and make it even without a couple of features that need me to have a working version of NiSE (weapon rotation and shield on back). Virtually everything else is sufficiently in place for a trailer though. I want to make a properly cinematic one though so I'm going to take my time about it. I just wish there were batter camera controls for certain things :shrug:

I've still got a few things to do, notably pulling in all the first person animations, which i've been putting off because it's a tedious task, but watch this space for a trailer soon...
User avatar
Charlie Ramsden
 
Posts: 3434
Joined: Fri Jun 15, 2007 7:53 pm

Post » Fri Feb 18, 2011 11:45 pm

Oh and that little gem has just allowed me to greatly improve the look of burying your dead :)
User avatar
James Rhead
 
Posts: 3474
Joined: Sat Jul 14, 2007 7:32 am

Post » Fri Feb 18, 2011 9:54 pm

Oh and that little gem has just allowed me to greatly improve the look of burying your dead :)
Heh, you better start looking for another name for the mod, mate ;)
User avatar
renee Duhamel
 
Posts: 3371
Joined: Thu Dec 14, 2006 9:12 am

Post » Sat Feb 19, 2011 8:30 am

How deep will the burying go exactly?
Will it just remove bodies?
or will it go further in allowing graves that the player can write text on?

Either way, I'm anxiously awaiting your mod :)
User avatar
Travis
 
Posts: 3456
Joined: Wed Oct 24, 2007 1:57 am

Post » Sat Feb 19, 2011 6:04 am

How deep will the burying go exactly?
Will it just remove bodies?
or will it go further in allowing graves that the player can write text on?


Nice idea. I might add an option to add a gravestone, but i doubt you'll be able to write on it.

Heh, you better start looking for another name for the mod, mate


That thought has occurred to me. There's a lot more to it than just violence now. But what the hell I might call it I've no idea. Suggestions anyone?
User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Sat Feb 19, 2011 6:43 am

Alight so now if you hold ctrl (or whatever your sneak key is) when burying a body it leaves a tombstone in its place. for now it's a stone one, but if anyone knows of a nice wooden grave marker resource that would be nice to have...
User avatar
Alycia Leann grace
 
Posts: 3539
Joined: Tue Jun 26, 2007 10:07 pm

Post » Sat Feb 19, 2011 1:36 am

i think you could do somthing with writing names and epithats. there are two ways it could be done. have it appear in a Message Box or add a scrapof paper to the gravestone. I'd go for the message box idea but you kn ow. you could also consider what has been do ne with mods like Illusionary Script
User avatar
Kelli Wolfe
 
Posts: 3440
Joined: Thu Aug 23, 2007 7:09 am

Post » Sat Feb 19, 2011 6:52 am

:mohawk: this sounds soooooooo awesome!!!!

so let me get this straight cause its 1:07 AM for me and i've read the last 7 pages :drool:

FFP will no longer be in the mod meaning duel wielding will be visible in plain FP mode?

u can climb "any" wall like in assassins creed? what about cave walls? and what about possibly climbing on the ceiling... probably would only be good if your a vamp though

we can do little acts to make people like us more like in fable?

lol if this is so then im going to have a gypsy tumbler that preforms in a traveling circus by day and is a wall climbing master assassin by night :ninja:
User avatar
Shannon Lockwood
 
Posts: 3373
Joined: Wed Aug 08, 2007 12:38 pm

Post » Fri Feb 18, 2011 9:00 pm

Will the grave stones be permanent? or will they disappear when the cells reset?

As for renaming the mod..I would think it would be difficult to come up with a catchy name that actually describes the new features...
Might be better in the long run to keep it as UV2 as I'm guessing your root intention is to have it as a combat mod :toughninja:
User avatar
Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Sat Feb 19, 2011 4:49 am

"Taking Action"? I kind of like that.


But I'm tired too, so that may influence it.
User avatar
Kayla Keizer
 
Posts: 3357
Joined: Tue Dec 12, 2006 4:31 pm

Post » Sat Feb 19, 2011 4:47 am

That thought has occurred to me. There's a lot more to it than just violence now. But what the hell I might call it I've no idea. Suggestions anyone?
Well, if you fail to extricate yourself from that stickiness, I suggest that you simply call it UV2 - It sounds catchy, once you've repeated it yourself for the nth time.

By the way, I finally figured out how to remove head movement from the FP variants. With hope, I can d/load those you linked me to earlier and modify them, before the week ends.
User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Fri Feb 18, 2011 8:23 pm

Every time I read "UV"(first or second) I keep reading it as "Ultra Violent". Dunno why, but I do.
User avatar
Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Sat Feb 19, 2011 4:06 am

By the way, I finally figured out how to remove head movement from the FP variants. With hope, I can d/load those you linked me to earlier and modify them, before the week ends.


That's got to be the best news since the invention of the towel :)

Will the grave stones be permanent? or will they disappear when the cells reset?


No they should be permanent.
User avatar
My blood
 
Posts: 3455
Joined: Fri Jun 16, 2006 8:09 am

Post » Sat Feb 19, 2011 10:44 am

i say stick with the original name cause the fans of the first mod that dont surf the forums wont know it by any other name and would likely miss it unless they like trying new things out
User avatar
AnDres MeZa
 
Posts: 3349
Joined: Thu Aug 16, 2007 1:39 pm

Post » Sat Feb 19, 2011 7:27 am

could someone familiar with PYFFI please PM me. I want to reverse an animation (make it play backwards, not mirror it) and recall there's a PYFFI spell to do that, but I'm not at all familiar with the process and could use some help...
User avatar
Danial Zachery
 
Posts: 3451
Joined: Fri Aug 24, 2007 5:41 am

Post » Sat Feb 19, 2011 10:22 am

could someone familiar with PYFFI please PM me. I want to reverse an animation (make it play backwards, not mirror it) and recall there's a PYFFI spell to do that, but I'm not at all familiar with the process and could use some help...
Quick post : You should find the spell's docs in /docs/pyffi.spells.nif.modify.SpellReverseAnimation-class.html. Calling syntax should be something like: "\scripts\niftoaster.py" -a modify_reverseanimation "
User avatar
Georgine Lee
 
Posts: 3353
Joined: Wed Oct 04, 2006 11:50 am

Post » Sat Feb 19, 2011 10:40 am

You may want to include some sort of way to remove the gravestones
Maybe make it so when you use the grave site it would say the name of the character that was buried and give you the option to remove the grave or leave it alone.
User avatar
Bones47
 
Posts: 3399
Joined: Fri Nov 09, 2007 11:15 pm

PreviousNext

Return to IV - Oblivion