[Trailer/WIpz] Unnecessary Violence II: Taking Action

Post » Mon Jul 19, 2010 11:05 pm

Prediction: Open Cities' takeup will soon increase exponentially, as never before.

Yes people, this is how to be a successful prophet - simply reel off the dead certs. :P

Maybe Arthmoor should abandon his plans of removing the city walls. :D
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мistrєss
 
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Post » Mon Jul 19, 2010 8:02 pm

I don't know if this was discussd but is it possible to make the thrown weapons go faster? Like choose the speed in the INI.


I will answer your question with a quote ;)

Not right now, it's dependant on a lot of things including weapon weight and framerate, and i'm still not completely happy with the calculation method. Generally objects seem to fly much better indoors (because the framerate tends to be much higher). When I increase the overall speed they're too fast indoors and when I reduce it they're too slow outside. Some clever tweaking of the flight code is probably necessary. I'll be looking at it again before release anyway.

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Christina Trayler
 
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Post » Tue Jul 20, 2010 7:17 am

Prediction: Open Cities' takeup will soon increase exponentially, as never before.

Yes people, this is how to be a successful prophet - simply reel off the dead certs. :P

Yep. I can see that too. I might have to do that myself. I haven't been using it to keep down FPS and to cause a reload of cells.
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Pete Schmitzer
 
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Post » Tue Jul 20, 2010 3:08 am

I will answer your question with a quote ;)

thank you calzo! Im still uber excited about the release of this mod!
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Caroline flitcroft
 
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Post » Mon Jul 19, 2010 7:33 pm

Maybe Arthmoor should abandon his plans of removing the city walls. :D

Whaaaat?!


Evil. Just... evil. :glare:
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P PoLlo
 
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Post » Tue Jul 20, 2010 4:53 am

Maybe Arthmoor should abandon his plans of removing the city walls. :D


I agree. If he removes the city walls then its gonna take out half the fun of using UV2's climbing......maybe we should start a petition :)
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Justin Hankins
 
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Post » Tue Jul 20, 2010 9:45 am

I agree. If he removes the city walls then its gonna take out half the fun of using UV2's climbing......maybe we should start a petition?


It's a completely seperate project. That's why Open Cities was renamed to Open Cities Classic- to distinguish it from Open Cities Revamped (or Remade or Redone or whatever it's called).
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Laura Shipley
 
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Post » Mon Jul 19, 2010 9:08 pm

If you need NifSE and OBSE 19 to play this mod, how have you completed it without them? I suppose you could simply write the scripts with functions you can't yet use; but then how did you make the trailer?
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Fam Mughal
 
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Post » Mon Jul 19, 2010 7:41 pm

If you need NifSE and OBSE 19 to play this mod, how have you completed it without them? I suppose you could simply write the scripts with functions you can't yet use; but then how did you make the trailer?


My guess is Hex has access to development versions of both. Although as far as I know NifSE isn't even at a point where it could be used for the demos shown in the trailer. If that's the case, I assume the weapon switching is still done the old way with NifScript in the trailer.
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Matt Bigelow
 
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Post » Tue Jul 20, 2010 9:02 am

My guess is Hex has access to development versions of both. Although as far as I know NifSE isn't even at a point where it could be used for the demos shown in the trailer. If that's the case, I assume the weapon switching is still done the old way with NifScript in the trailer.


That would be a correct guess. I'm not using nifscript in the trailer, I'm using NifSE, I just use slightly modified scripts to get around the current issues.

As for OBSE19 - there's only couple of functions I need and I can work around them sufficiently to create a trailer for now.
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SHAWNNA-KAY
 
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Post » Mon Jul 19, 2010 11:11 pm

Will be cool if climbing a city wall can be set in the INI as a criminal/trespasser action if you are caught by the eye of a wall archer guard, or by a gate guard patrolling outside the walls.. :hubbahubba:
The Open Cities mod have patrolling guards on the city wall ?
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sally R
 
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Post » Tue Jul 20, 2010 3:07 am

Well there's no obvious way of determining if it's a city wall you're climbing. Though I guess i could compare the architecture names - but that would only work for vanilla architecture. If I can figure that out then it'd be easy enough to make climbing a city wall a crime. I thin it would be a really nice addition if someone might make (unless they already have) a "city gates locked at night" plugin for open cities.
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Latino HeaT
 
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Post » Mon Jul 19, 2010 11:27 pm

Other questions about climbing: this work with trees also ? I though is present a chance of falling while climbing (a tree or any other static object). So this chance will become much more present if you climb during heavy rain, force of wind, etc.. ?
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Laura Elizabeth
 
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Post » Tue Jul 20, 2010 8:31 am

That would be a correct guess. I'm not using nifscript in the trailer, I'm using NifSE, I just use slightly modified scripts to get around the current issues.

As for OBSE19 - there's only couple of functions I need and I can work around them sufficiently to create a trailer for now.


Here's a silly question:

If you've a wrokaround in place that still lets you do all thats in the trailer, do those same workarounds make this mod mostly playable? As in it could be released as is and called a Beta release? :hubbahubba: Or would playing with the workarounds be more trouble than its worth?
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Cameron Wood
 
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Post » Tue Jul 20, 2010 8:57 am

If you've a wrokaround in place that still lets you do all thats in the trailer, do those same workarounds make this mod mostly playable? As in it could be released as is and called a Beta release? Or would playing with the workarounds be more trouble than its worth?


The mod is already "mostly playable" In fact it's very nearly complete, i'm just ironing out various little odds and ends that appeared while I was making the trailer.

I won't be releasing it without NifSE and OBSE19 for the following reasons:

OBSE19:
needed to hotswap skeletons for doing amputations, otherwise everybody has to use the skeletonscaled.nif all the time which gives badly overacted head motions.

NifSE 1.0:
currently only one weapon can be grip shifted/ dual wielded at any time, since it always returns the 0th element of the nif array. It would be possible to release with the old nifscript, but then the old dual wield crash bug would not be fixed (and since characters randomly dual wield you'd get instant, seemingly random crashes) I can use the old nifscript commands safely with the current NifSE which is how I did the trailer, but I can't release as the NifSE alpha is not publicly available in a working form.

weapon rotation/shield on backis currently not possible as the nifse alpha only returns the top left value of the rotation matrix

Patience is a virtue ;)
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Harry Leon
 
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Post » Tue Jul 20, 2010 4:24 am

Who ever said I was virtuous :evil:

Actually thats a very good answer. What you're saying is that it will do no good to bug you, we need to go bug the OBSE team and tell them you sent us!
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M!KkI
 
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Post » Tue Jul 20, 2010 6:52 am

Sorry if I barrage you HeX off, but i think about some feature for climbing action:
- If the player is a vampire, you don't need a minimum requirement skill to learn/buy climb (innate ability).
- The climbing is more fast for a vampire than a "human". Same thing for a kajhit race (cute claws :shifty: ) and a bosmer/argonian.
- More chance to falling under some weather condition (rain and wind). No chance to fall if you are a vampire (even during rain and wind).
- Become "invisible" from the eyes of Npcs while they are some feet under you. You'll can climb for the top side of a wall's corridor inside a castle, and wait for the guard to kill him, or him will overcome you (Splinter Cell docet :hubbahubba: ). Will be affected by your sneak skill level.
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!beef
 
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Post » Tue Jul 20, 2010 3:18 am

Sorry if I barrage you HeX off, but i think about some feature for climbing action:
- If the player is a vampire, you don't need a minimum requirement skill to learn/buy climb (innate ability).
- The climbing is more fast for a vampire than a "human". Same thing for a kajhit race (cute claws ) and a bosmer/argonian.
- More chance to falling under some weather condition (rain and wind). No chance to fall if you are a vampire (even during rain and wind).
- Become "invisible" from the eyes of Npcs while they are some feet under you. You'll can climb for the top side of a wall's corridor inside a castle, and wait for the guard to kill him, or him will overcome you (Splinter Cell docet ). Will be affected by your sneak skill level.


I think for now the climbing will be staying pretty much as is - really because I have to draw a line in the sand somewhere or I'll be adding new features forever and never releasing... Those things you suggest actually represent a fair amount of work.

Just a little note to say that reverse pickpocketing of fused explosive potions is now working beautifully. Sending a scout back to blow up his mates works fairly (and amusingly) well.
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Setal Vara
 
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Post » Tue Jul 20, 2010 5:41 am

Just a little note to say that reverse pickpocketing of fused explosive potions is now working beautifully. Sending a scout back to blow up his mates works fairly (and amusingly) well.


lol u just made me giggle like a giddy school girl....... a giddy school girl blowing up her classmates that is :evil:
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Irmacuba
 
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Post » Tue Jul 20, 2010 1:01 am

Right asking for help here rather than just tossing out new features:

There are a few items in this mod (ingredients: black powder, misc items: fuses, trap components, lute, juggling balls and possibly a few other odds and ends)

At the moment for compatibility and simplicity I just have jensine selling them all. If I want to make them more generally available as loot or sellable items through the levelled list system what would be the most compatible way to go about doing it. I've never really messed with LL's before so I'd like some advice.

If an experienced LL using modder could offer some advice i'd be greatly appreciative.
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Laura Shipley
 
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Post » Tue Jul 20, 2010 1:15 am

actually, there IS a mod that makes city gates closed at nights. I'm not on my computer right now, I'll post a link as soon as I do :)
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Mélida Brunet
 
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Post » Tue Jul 20, 2010 10:03 am

Levelled listers, Assemble! :D

Hmm, I just realised I never found out what that big feature you were working on for the video was?

Calzo B)
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Cesar Gomez
 
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Post » Tue Jul 20, 2010 6:04 am

actually, there IS a mod that makes city gates closed at nights. I'm not on my computer right now, I'll post a link as soon as I do


Aye but there's only any point to it, in relation to UV at least, if it works for open cities...

Hmm, I just realised I never found out what that big feature you were working on for the video was?


It was the climbing through windows. If i'm honest I had expected there to be more interest in it - I thought it was a pretty big deal for stealth characters, but maybe not :shrug:
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Juan Suarez
 
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Post » Tue Jul 20, 2010 9:36 am

It was the climbing through windows. If i'm honest I had expected there to be more interest in it - I thought it was a pretty big deal for stealth characters, but maybe not :shrug:

"Mabybe not" !?!?!?! i love the idea of climbing through windows! such a cool feature
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Amy Cooper
 
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Post » Mon Jul 19, 2010 11:18 pm

Aye but there's only any point to it, in relation to UV at least, if it works for open cities...



It was the climbing through windows. If i'm honest I had expected there to be more interest in it - I thought it was a pretty big deal for stealth characters, but maybe not :shrug:


Oh there is defiantly plenty of interest in it!!

Finaly the Grey Fox can actualy be a master theif and enter through the window instead of politly knocking on the front door =P

Anyways, things are looking great Hex! Can't wait to play with the new UV >=D
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Gill Mackin
 
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