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PillowFight

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About PillowFight

  • Birthday 10/12/1977
  1. I restored the base-version of your mod and started from scratch to get a cleaner implementation (I had about 8 duplicated collars and so on). Anyway, the editor is a complete pain for me to use. I'm a coder in reallife so I would rather opt for coding the quests instead of clicking them toghether in this clunky ui. I have seen you did so as well on some parts. At the moment I'm digging my self into the papyrus "documentation" (oh the hubris!). If you know of any good resources about sykrim-scripting, please share.
  2. Its "coc zzztestarea" in the console coc is short for "center on cell" which refers to the way skyrim manages its world.
  3. The game actually does! I found that part in the scripts today and removed it. However the animation doesn't kill you, it "just" removes the players head, which then disappears. So a proper script has to make sure the two animations (player and executioner) play in-sync and afterwards explicitly kill the player.
  4. Its just the pillar from one of the daedric quests: http://www.ign.com/wikis/the-elder-scrolls-5-skyrim/Boethiah's_Calling The pose is builtin, all you have to do is make the player "SitTarget" on it. So I don't think its worth putting that up since every other modder can reproduce this within 5 minutes.
  5. Hi! I tried the mod and the I think the concept has plenty of potential. Now, I messed with it abit in the editor (first time modding skyrim, god the editor is slow as f***) and made some changes and additions: * Ankle Cuffs force the player to always walk (can still run when controlled by ai, but must be enforced). The effect is achieved through an artificial addition on the inventoryweight value using updateloops (like the collar script, but it just sets inventoryweight so something high). Setting "speedmult" also works, but turnes shift-walking into a very slow animation (still sexy with catwalk-mod ) * Added a quest where the player walks into the cage (the one where you spawn) and the slaver gets up to the player and insults him abit (using SayToPlayer with taunt and insult) Then the player runs away into the dark underground cage ^^. The insults match quite well, she sais stuff like ("You shall not get away" etc). * Made the triggerzone of the Tq quest much bigger, which made it much more reliable. Also added some insulting when the player is in the cage (like in the previous quest). * Simple quest where the player walks up to the Boethiah's pillar and gets bound to it. * "Man hunt"-quest. The player flees from the slaver while the slaver hunts/attacks him with a knife. This uses the skyrim FleeFrom and Attack-AI so it can go on forever. The chase is very onesided when the PC is wearing the ankle cuffs, but hey! :> * Execution: Well this doesn't work... yet. Basically it's the exact animation that is shown in the introsequence of the game. I can get it to work to about 80%, the PC is kneeling on the block and a NPC is holding the axe in midair. But then the NPC just freezes there and doesn't chop. I have no idea why, help is very appreciated. Now I would like to share all this (how?, can packages be merged?), but before that I'll have to do alot of cleanup. As I said earlier, this is my first time with skyrim-modding, so I fiddled with pretty much everything and now its quite a mess Another idea: There could be some quests in which the PC has to do some chores for the NPC like "get in town and buy milk" etc.. Not following the orders will have dire consequences of course, also there might be other NPCs in town that try to take advantage of the PCs situation. Ah the possibilities... Cheers PillowFight PS: Some pics for your amusement.
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