[wipz] Unnecessary Violence II

Post » Sat Feb 19, 2011 7:48 am

dunno if it has been asked before, but will NPC's use UV moves on their own now, or will i still have to attack them with UV moves to get them to use the UV moves?
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Lil'.KiiDD
 
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Post » Sat Feb 19, 2011 9:35 am

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 "


Thanks shade, trying it now

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.


Good idea. I'll do exactly that.

dunno if it has been asked before, but will NPC's use UV moves on their own now, or will i still have to attack them with UV moves to get them to use the UV moves?


Nope they'll use them of their own accord now against you and each other. Watching fights in the arena is a bit more interesting now...
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Elina
 
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Post » Fri Feb 18, 2011 10:50 pm

Perfect! cant wait fopr UV 2 its gonna be awesome
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X(S.a.R.a.H)X
 
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Post » Sat Feb 19, 2011 12:03 am

Same here. Keep up the great work HeX! :)
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Kelly John
 
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Post » Sat Feb 19, 2011 12:40 pm

I'm delighted to be able to report that the hostile reaction/kill tracking/crime tracking now works perfectly, and should ensure complete compatibility with OXP :)

Tombstones are done and working with a default epitaph, I'm trying to include a system where you can edit the epitaph, but I can't get OBSE's text input function to work :( i've posted in the OBSE thread, and if someone comes back and tells me what I'm doing wrong then that'll be sorted shortly since the infrastructure for custom epitaphs is now in place.

I tried using PYFFI to reverse the rake animation to make it into a shovelling one, but it doesn't seem to have had much effect (at least I can't tell the difference) so digging looks a little strange, but Ithink it gets the point across okay.

Next on the list is applying UV effects to normal attacks...
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Mr. Ray
 
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Post » Sat Feb 19, 2011 11:12 am

I like the idea of calling it UV...reminds me of another favorite bunch of mods...UL
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Kerri Lee
 
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Post » Sat Feb 19, 2011 11:47 am

Gravestones ?

May be much better a wood-cross, or a pole with an rusty helm (better if is the helm of the "buryified" npc), or a sword (better if is the weapon of the "buryified" npc ever) . This will give a custom and istant look of the "tombstone" of every "buryfied" npc. For example a barbarian npc with a Steel 2handed axe, will show the steel 2handed axe instead a gravestones. And if you return for "steal" the weapon (or helm), the ghost (or the decayed corpse, depend how much time is passed from burying) of the owner will return from the hell for kill you :obliviongate:
The "tombstone" will take the name of the "buryfied" npc. E.s. when you put the cursor on the wood-cross (or the npc weapon or helm), this will show the name of the "buryfied" npc/companion, like "R.I.P. Ruined tale" or something else like "R.I.P. Baurus, the hero's blade" or "Here rest Mannimarco the villain" :hubbahubba:
The "tombstone" can work as a safe container where hide your items also. :hubbahubba:
P.S. The burying system can be used also for an "hide treasures 3 feet hunder" feature, like a pirate captain of seven seas :hubbahubba: This should made "Side777 sailing ships" more pirate-feeling (sailing for a little island where hide your treasures)

BTW Sorry for my bad english :rolleyes:
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Jah Allen
 
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Post » Sat Feb 19, 2011 5:34 am

What did Count Vlad use to do to his muslim enemies? Wasn't it stick them on poles....maybe you could do something like that.
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Brooke Turner
 
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Post » Sat Feb 19, 2011 8:42 am

What did Count Vlad use to do to his muslim enemies? Wasn't it stick them on poles....maybe you could do something like that.



if y ou mean Prince Vlad III he used to im pale his enemies but yes he himself was not ac ount he simply was the man that the famous Count Dracula was named after. his enemies were also mo re varied then that. there wwere his political opponents and the Turks of the Ottomon Empire well yeah criminals. that sort of thing but yeah Impaling would be a nice feeture
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Isabel Ruiz
 
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Post » Sat Feb 19, 2011 12:18 pm

I don't think a wood-cross will be okay... The cross is not something sacred in Oblivion. The nine didn't was crucified. So it's more "normal" to make it in the same way of Bethesda. An obelisk or a stone (stone is more easy to carry I think...).
I really love the fact that a ghost can attack you if when you remove/plunder the gravestones.

This mod is really awesome, someone told me how great is it and it's true thats a damn good work.
:bolt:
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Scarlet Devil
 
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Post » Fri Feb 18, 2011 11:13 pm

Hmm. these are all excellent ideas. Especially burying their stuff with them, and making the grave a safe container. I agree that a wooden cross is not appropriate, and i'm not really happy using a stone headstone.

Perhaps some kind modeller will take pity on me and make me up a nice wooden grave (maybe even with some freshly turned earth in front of it?

if that's you please do http://www.gamesas.com/index.php?/topic/1094535-reqz-wooden-grave-resource/

Ghosts would be an easy enough addition - i've already got a system in place to create them because of the soul gem stuff. I'll have to think about what to use as a trigger for their appearance though. I don't want it happening every time...

I'm also very happy to report that the application of UV effects to normal attacks worked like a charm, so normal attacks now trigger everything that UV attacks do: dodges, counters, blocks, location damage, criticals, amputations etc. It ives a much more cohesive feel to the combat.
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Lalla Vu
 
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Post » Sat Feb 19, 2011 10:34 am

You bring more good news!!!! OMG!!!!!
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matt oneil
 
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Post » Sat Feb 19, 2011 12:32 pm

Ghosts would be an easy enough addition - i've already got a system in place to create them because of the soul gem stuff. I'll have to think about what to use as a trigger for their appearance though. I don't want it happening every time...



how about a role check against your stealth??? like if your stealthy enough to plunder the corpse without disturbing the remains then he doesnt pay you a visit from the other side :obliviongate:

it could be a check against your stealth based on what the corpse was and what its difficulty type was. so a bandit lord would have a higher chance of raising from the dead than a regular bandit and this would be checked against your stealth lvl
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Nathan Hunter
 
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Post » Fri Feb 18, 2011 8:13 pm

I second the weapons as gravestones and the ghost rising from the dead.
Maybe make it a random chance of the guy arising as a zombie/skeleton/ghost
Could even make some of the more powerful characters arise as a lich. :evil:
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Nikki Lawrence
 
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Post » Sat Feb 19, 2011 11:07 am

If I hold blunt in right hand and blade in left hand will left handed attacks increase blade and right handed blunt?
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quinnnn
 
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Post » Fri Feb 18, 2011 10:24 pm

Hi Hex_Off.

Could you take a look at http://www.gamesas.com/index.php?/topic/1093612-relz-enhanced-economy/page__view__findpost__p__15982206 in Enhanced Economy's thread, and especially tejon's reply. It's about placing scripts on the empty soulgems, and possible incompatibility with UV...
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elliot mudd
 
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Post » Sat Feb 19, 2011 7:30 am

Idea!
Pull some checks on the burried character's factions and then modify the grave marker from that! I.E: Mannimarco the Master-Necromancer, or Vilina Donton: Master of the Fighter's Guild. etc. And Taking Action would be a great new mod name. Just sayin' :laugh:
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Nathan Hunter
 
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Post » Fri Feb 18, 2011 8:16 pm

If I hold blunt in right hand and blade in left hand will left handed attacks increase blade and right handed blunt?


Yes, and if you make double attacks, you'll increase both skills.

Could you take a look at my post in Enhanced Economy's thread, and especially tejon's reply. It's about placing scripts on the empty soulgems, and possible incompatibility with UV...


Done.

edit:
Pull some checks on the burried character's factions and then modify the grave marker from that! I.E: Mannimarco the Master-Necromancer, or Vilina Donton: Master of the Fighter's Guild. etc. And Taking Action would be a great new mod name. Just sayin'

Nice idea. I might so something like that.

The consensus on the name seem to be to stick with UV, since it's now fairly well known.
/edit

Okay now back to the gravestones. The new plan is that you'll be able to dig up the graves to get access to the items on the corpse (what actually happens is the grave is a container with all the items from the corpse transferred to it before the corpse is disabled). Activating the grave normally just shows you the epitaph (and gives you the option to change the epitaph or remove the grave). If however you click on the grave while holding a shovel you'll dig it up. There's an INI configurable chance that you'll disturb the spirit that's buried there and it will attack you for some seconds.

Since I was doing that anyway, I'm also making it possible to dig up any grave you like and retrieve some stuff. I've not yet decided what the chance of finding better loot is going to be (but it'll be configurable anyway). As before, you'll have a chance of disturbing a spirit (though obviously it'll be a default spirit (of random power) rather than the actual person that's buried there. As usual it's all scripted so there shouldn't be any compatibility issues - it just looks got the word tombstone or grave in the name of the mesh and executes the behaviour from its own script. This will of course mean there might be the odd case where it doesn't work, but it should in the general case - certainly for all vanilla graves.

Another side effect will be that if you're seen doing it you'll get a trespass bounty (that seemed the most appropriate crime) and the guards will be called. So that way you can't just wander around the IC digging up graves willy nilly...

HeX
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Kari Depp
 
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Post » Fri Feb 18, 2011 9:30 pm



Another side effect will be that if you're seen doing it you'll get a trespass bounty (that seemed the most appropriate crime) and the guards will be called. So that way you can't just wander around the IC digging up graves willy nilly...

HeX


lol wouldnt it be more likely they would brand you as a necromancer for digging up graves??? like they would think you were after the body since necromancy was a major issue during the game, and they needed bodies for their work.
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Kelvin Diaz
 
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Post » Sat Feb 19, 2011 2:21 am

Maybe, but I don't think there's a crime for that. However, I may be able to do something about if mages guild members see you doing it and you're a member of the MG you could get kicked out. I'll have a think about that one.
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Anna S
 
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Post » Sat Feb 19, 2011 10:18 am

Hi,

Are you just killing time by adding new ideas until the new version of NifScript is ready?

Regards,
niche99
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Emily Jeffs
 
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Post » Sat Feb 19, 2011 12:29 pm

Digging up graves is a major crime. You can learn that by the quest with Thoronir of the things coin (or something like that). In the quest log it's say death is what law give for the people who dig the graves so the "dark guy" (don't remember his name...) has been correctly sanctioned.
Sorry for my poor English... :bolt:
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Charity Hughes
 
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Post » Sat Feb 19, 2011 8:22 am

On the name, perhaps "UVII:TA" (Unnecessary Violence II:Taking Action) that way it satisfies all? just a thought.
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jessica Villacis
 
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Post » Sat Feb 19, 2011 5:48 am

Are you just killing time by adding new ideas until the new version of NifScript is ready?


Pretty much. I'm also waiting for a couple of other things, so I'm sort of marking time, but it's giving me a chance to do various small things that are quite fun, and all of which I feel add some real value to the mod.

Digging up graves is a major crime. You can learn that by the quest with Thoronir of the things coin (or something like that). In the quest log it's say death is what law give for the people who dig the graves so the "dark guy" (don't remember his name...) has been correctly sanctioned.
Sorry for my poor English...


That's actually a good point. Maybe a larger bounty (configurable in the INI) will be more appropriate.

Now that brings up another idea. Let's assume you have a bounty but the guards haven't caught you yet. How about the possibility of spawning bounty hunters intent on collecting the bounty on your head in lieu of the guards... I might have to think about that one a bit...
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Kevin S
 
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Post » Sat Feb 19, 2011 4:14 am


Now that brings up another idea. Let's assume you have a bounty but the guards haven't caught you yet. How about the possibility of spawning bounty hunters intent on collecting the bounty on your head in lieu of the guards... I might have to think about that one a bit...


Looks like someone's been playing a little Red Dead Redemption. :P That's exactly what happens in that game. You can't surrender to them as the only want the bounty on your head and don't care about bringing you to justice at all.

As for a name, why not name it HAM. Hex's Awesome Mod.

I think a 500 Gold bounty should do for grave robbing. It's like 1 count of trespassing, 1 count of disturbing the dead and 1 count of suspected necromancy.

Ravin
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Nick Jase Mason
 
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