Zaselim Posted March 29, 2013 Posted March 29, 2013 @ Shay No no, What i need is a way to switch between 2 body mods of my own, I have two body mods and i also have converted armors for both. What i want to use a 1st body mod as a default body for the player and then use the spell (what i need actually) and switch into my (with some cool animation) 2nd body mod and also be able to use all inventory items(armors, weapns etc). And when i want to, use the revert spell to switch back into first body mod.
Shaydow Posted March 29, 2013 Author Posted March 29, 2013 @ Shay No no, What i need is a way to switch between 2 body mods of my own, I have two body mods and i also have converted armors for both. What i want to use a 1st body mod as a default body for the player and then use the spell (what i need actually) and switch into my (with some cool animation) 2nd body mod and also be able to use all inventory items(armors, weapns etc). And when i want to, use the revert spell to switch back into first body mod. The only way I could think to do this would be to write a script that changes your race. You default body is set for whatever race you are using ( vanilla uses either default body or a custom body, custom races like Celestials use a custom body ). While this is doable and I can prob write a quick script effect that would do it for you, it would create total chaos with your stats. I.E : It would be a bad thing. Switching races mid game is NOT recommended, especially not on the fly like that. I guess a way to do it without having to do that would be a spell for EACH TYPE OF ARMOR, and would result in redundancies. While I'm not sure what exact function this would provide that you couldn't just accomplish setting up two different armor types for the two different bodies in the creation kit and then equipping the one you wanted at the time ( So MyArmor BODYA and MyArmor BODYB ), making a spell / power that auto equips things for you is not that hard. Armor types can have their own bodies attached to them, if you have played around in NifSkope you may have noticed this ( My Devil Knight And Angel Knight use 2 different bodies for example, while the players RACES body can be up to them, but will have no reflection on what the body looks like when they transform ). Say I have a UNP armor type but I use CBBE as my Races body. I can still wear the UNP armor and my body will adjust to the body type that comes with the armor. The reason people will say " requires UNP body " is because of texture mismatches, but you can assign new texture sets in the Creation Kit to go along with your Armor / Body type of the armor. TLDR; There is no possible way that I know of to switch your races DEFAULT body IN GAME with a different one without switching your race. Only the armor and the default body that it comes with.
Shaydow Posted March 29, 2013 Author Posted March 29, 2013 Work is almost done on the new upgrades / craftable pieces for Angel Knight ( I have 2 pieces left to do ). I'm done for the day but did some testing and everything seems in order. With over 50 different pieces of interchangeable armor across the 3 sets, the amount of different combinations of looks I was able to come up with was pretty awesome, and there is only some MINOR clipping here and there ( and some of that clipping is because of idles / animations I'm using ). I hope to have either a new video or if anything some screen shots up showing off the new pieces and changes within the next couple of days. I know it's been awhile since I released any videos :/ Also in case anyone was wondering, before I began work on this I finished of my balance tweaks and racial passives I had been working on before everything went to shit. Spells like Devil Knight Flame Cloak and Angel Knight Heal have not only been completely re balanced, but these two spells for example no longer call on any special script functions. This will help make sure I reduce script bloat when using other script heavy mods with mine or when saving during a running script. Some bug fixes as well, such as Angel Knight Shield and Angel Knight Heal will no longer stack with one another. I didn't even know this was happening until it was pointed out to me, but it has been fixed now. You will no longer be invincible just REALLY hard to kill, as was my original goal with transformations I've also been balancing for the new 1.9 update and LEGENDARY difficulty, and as of writing this, am lvl 109 and everything is working out ok. I still need to tweak heal values some, as Angel Knight heal will still keep you at pretty much full health the way it is now, not to mention the new Celestial Rejuvenation racial power, but over all it has been either keep the heal up or die. I want a sort of in between so balance tweaks are still in order. Devil Knight Flame Cloak no longer heals health and stamina, but its damage has been increased, and is now an insta cast spell ( just click mouse and it casts ) rather then 1 second like it was before. It also still remains the only destruction spell you can cast and NOT have to do damage to anything and still gain destruction skill, so it is still a unique and powerful ability. Damage Values for the Knight Weapon powers are next on my list after healing.
Zaselim Posted March 29, 2013 Posted March 29, 2013 @ Shay No no, What i need is a way to switch between 2 body mods of my own, I have two body mods and i also have converted armors for both. What i want to use a 1st body mod as a default body for the player and then use the spell (what i need actually) and switch into my (with some cool animation) 2nd body mod and also be able to use all inventory items(armors, weapns etc). And when i want to, use the revert spell to switch back into first body mod. The only way I could think to do this would be to write a script that changes your race. You default body is set for whatever race you are using ( vanilla uses either default body or a custom body, custom races like Celestials use a custom body ). While this is doable and I can prob write a quick script effect that would do it for you, it would create total chaos with your stats. I.E : It would be a bad thing. Switching races mid game is NOT recommended, especially not on the fly like that. I guess a way to do it without having to do that would be a spell for EACH TYPE OF ARMOR, and would result in redundancies. While I'm not sure what exact function this would provide that you couldn't just accomplish setting up two different armor types for the two different bodies in the creation kit and then equipping the one you wanted at the time ( So MyArmor BODYA and MyArmor BODYB ), making a spell / power that auto equips things for you is not that hard. Armor types can have their own bodies attached to them, if you have played around in NifSkope you may have noticed this ( My Devil Knight And Angel Knight use 2 different bodies for example, while the players RACES body can be up to them, but will have no reflection on what the body looks like when they transform ). Say I have a UNP armor type but I use CBBE as my Races body. I can still wear the UNP armor and my body will adjust to the body type that comes with the armor. The reason people will say " requires UNP body " is because of texture mismatches, but you can assign new texture sets in the Creation Kit to go along with your Armor / Body type of the armor. TLDR; There is no possible way that I know of to switch your races DEFAULT body IN GAME with a different one without switching your race. Only the armor and the default body that it comes with. Both body are with same race, its just femalebody_0/1.nif and femalebody_0/1.nif just the different shape(2nd body mod nifs are healthier than the first one so if i use the spell to change from first to 2nd it'll be like poppaye eating spinich and getting all power full) and both use same textures, and yeah the armor thing is also acceptable like use a spell to change the set armor. I can always just equip the armors to switch the bodies but the some cool animation will ruin the fun lolzz
Shaydow Posted March 29, 2013 Author Posted March 29, 2013 Both body are with same race, its just femalebody_0/1.nif and femalebody_0/1.nif just the different shape(2nd body mod nifs are healthier than the first one so if i use the spell to change from first to 2nd it'll be like poppaye eating spinich and getting all power full) and both use same textures, and yeah the armor thing is also acceptable like use a spell to change the set armor. I can always just equip the armors to switch the bodies but the some cool animation will ruin the fun lolzz Both bodies CAN'T be the same race, a race may only have 1 body at a time IN GAME ( you can replace the body when out of game if you so wish ). At least as far as I know. As for a spell you would cast to go from wearing Armor type A to Armor type B, I can help you with that. IIRC its something like : Scriptname MyScriptNameHere extends activemagiceffect Armor Property ArmorA Auto Armor Property ArmorB Auto Event OnEffectStart (Actor akTarget, Actor akCaster) If (Game.GetPlayer().GetItemCount (ArmorA) >= 1) Game.GetPlayer().EquipItem(ArmorB, abSilent = true) EndIf EndEvent Anything in BOLD is something unique to your mod and you need to name youselff that I just picked a generic name for. The revert spell would be the exact same, except A would be B and B would be A. This script basically says " does the player have Armor A in the inventory? If they do, then equip Armor B ". I might be a little off, it has been a few months since I last scripted anything, but this sounds right to me. P.S the abSilent = true just tells the script not to show a message when the new armor is equipped. You can remove that part if you want a message on screen that says " Armor B has been equipped ". *EDIT* : I have no idea what exact new SKSE functions there are now, there may very well be a GetWornItemCount now, meaning you would not only have to have the item, but you would also have to be WEARING it. I'm not sure as I have been out of the loop for a while. Maybe someone else can help you with that. *EDIT 2* : cleaned up my post a bit to better help you, putting script in a quote and adding in functions you might not know you needed if your new to modding / scripting.
Zaselim Posted March 30, 2013 Posted March 30, 2013 Yes i am very new to script stuff, where do i put the target path of both armors? And how do i add the animation and will i also have to make an esp file for that script? If yes then how, never made a esp with script
Shaydow Posted March 30, 2013 Author Posted March 30, 2013 Yes i am very new to script stuff, where do i put the target path of both armors? And how do i add the animation and will i also have to make an esp file for that script? If yes then how, never made a esp with script This is not to be mean or anything, but it sounds like you basically want me to make the mod for you, step by step. I'm not going to do this. I just thought you needed some help with a script. I suggest starting here : http://www.creationkit.com/ like myself and many other modders have, and learn the answers to all your questions and more. Begin with the tutorials, and follow the instructions, and you will learn what you need to make the mod you want.
Guest Posted March 30, 2013 Posted March 30, 2013 Hi Shaydow, In the next update is there any plans on adding a MCM menu? That would help a lot on tweaks like the powers and transformations LV requirements and durations. Well thanks a lot! Best transformation mod that exists!
Zaselim Posted March 30, 2013 Posted March 30, 2013 Yes i am very new to script stuff, where do i put the target path of both armors? And how do i add the animation and will i also have to make an esp file for that script? If yes then how, never made a esp with script This is not to be mean or anything, but it sounds like you basically want me to make the mod for you, step by step. I'm not going to do this. I just thought you needed some help with a script. I suggest starting here : http://www.creationkit.com/ like myself and many other modders have, and learn the answers to all your questions and more. Begin with the tutorials, and follow the instructions, and you will learn what you need to make the mod you want. No it wasnt like that, i have made many armor and weapns and npc follower type mods in CK. I ve never had the chance to make a script related mod and also i dont have any relation to coding and scripting. What i asked in my last post that where do i put the armor target paths in the script u told me and how the animation will fit into this and how cam i make it.
Shaydow Posted March 30, 2013 Author Posted March 30, 2013 Hi Shaydow, In the next update is there any plans on adding a MCM menu? That would help a lot on tweaks like the powers and transformations LV requirements and durations. Well thanks a lot! Best transformation mod that exists! No, I currently have no plans on adding in an MCM to adjust anything with my mod. As far as I am concerned it is up to ME to make sure everything is balanced how I myself want it to be and feel it should be. Anything outside the scope of this would have to be changed by the user themselves in the Creation Kit ( I do not have a problem with this ). No it wasnt like that, i have made many armor and weapns and npc follower type mods in CK. I ve never had the chance to make a script related mod and also i dont have any relation to coding and scripting. What i asked in my last post that where do i put the armor target paths in the script u told me and how the animation will fit into this and how cam i make it. Again, this thread is not going to be me walking you step by step on how to do what you want to do. This thread is about Celestials. I suggest you read through and do the tutorials on the wiki I posted to you, and then if you have any further questions ask in the appropriate help forums either here on LL or on the Nexus Mod help forums.
Shaydow Posted March 30, 2013 Author Posted March 30, 2013 Everything for Angel Knight is now done EXCEPT for back armor ( still fiddling with ideas for it ). Reworked all armor and weapon stats ( outside of transformations ) to be even across the board. Example : starting Celestial Knight Armor Chest has the exact same armor rating as Angel Knight Armor Chest and Devil Knight Armor Chest. There are no longer " Hand crafted " versions. They are still craftable but are all the same for balance. The Celestial Smithing Perk is no longer needed because of this and will be removed. Speaking of perks, 2 of the Celestial perks ( 1 in heavy and 1 in light armor ) got extra ranks added to them scaling to required 100. Celestial Flurry in 1handed weapons has been renamed to Celestial Battle Mage. Reason : the way it was working was bugging with Dual Flurry perk and stacking unintentionally for weapons ONLY in the right hand. The perk will now increase the speed of a 1 handed weapon in the right hand ONLY when a SPELL is equipped in the left hand. The speed boosts are the exact same as those in Dual Flurry. I did this because with 1.9 and Legendary Skills giving you access to more perks without the need of any outside mods, I wanted players to be able to pick up BOTH Dual Flurry AND Celestial Battle Mage and get a benefit from both while not being overpowered ( either 1 or the other will apply at a time ). When I go to balance the Form Weapons damage, I also decided I'm reworking the Script for the transformations. I've known for a while now after I first wrote it how to streamline it and make it more efficient, but it means writing the entire thing all over again and remaking the Forms again from scratch in CK. However I feel this should be done and included in the next release since it will help with Lag when using a transformation and cut down on how script heavy transformations are by A LOT. So my TODO list looks as follows ( IN ORDER ) before the next release for those of you wondering : Add in a Dagger type for Devil Knight ( I did Angel Knight dagger already ) Balance Form Weapon Power damage Rewrite the script for Transformations Fix all file paths to point to correct locations in the BSA May not seem like a lot but it will take me some time to finish. *EDIT* forgot I still need to add all the new pieces to the crafting lists.
Zaselim Posted March 30, 2013 Posted March 30, 2013 Hi Shaydow, In the next update is there any plans on adding a MCM menu? That would help a lot on tweaks like the powers and transformations LV requirements and durations. Well thanks a lot! Best transformation mod that exists! No, I currently have no plans on adding in an MCM to adjust anything with my mod. As far as I am concerned it is up to ME to make sure everything is balanced how I myself want it to be and feel it should be. Anything outside the scope of this would have to be changed by the user themselves in the Creation Kit ( I do not have a problem with this ). No it wasnt like that, i have made many armor and weapns and npc follower type mods in CK. I ve never had the chance to make a script related mod and also i dont have any relation to coding and scripting. What i asked in my last post that where do i put the armor target paths in the script u told me and how the animation will fit into this and how cam i make it. Again, this thread is not going to be me walking you step by step on how to do what you want to do. This thread is about Celestials. I suggest you read through and do the tutorials on the wiki I posted to you, and then if you have any further questions ask in the appropriate help forums either here on LL or on the Nexus Mod help forums. Yes i will look into it, the link you gave me, I hope i will learn to do i want. If i don't understand then i'll just ask only questions just to understand things i won't understand. I hope i will understand most of the things. Thanks for you help and time.
Shaydow Posted April 2, 2013 Author Posted April 2, 2013 Hello everyone! As promised I got a couple Example screen shots to show some of the changes to V6. I will have more later and I also HAD a video made to show off that I was going to upload, but after converting and getting everything done with it, I accidently deleted it instead of a different file I meant to. DOH! Also on a side note before the pics. I had mentioned hopefully having the new release out just before or around NOW, however one of my girls caught the Flu over Spring break She was still out of school yesterday and will be out again today, so I didn't get even close to the time I thought I would to work on the mod. Sorry about this but know that work IS being done on it when I get the chance. Real Life is a Bitch On a better note : looks like I MAY be able to keep my internet up without a drop. I can't be overly sure since we haven't gotten a "pay by this date or else " letter from my Service Provider yet. Depending on when they demand payment I might be able to swing it. Anyway enough shit you probably don't want to hear about my life. Here are some screen shots : Full Set of Celestial Knight ( you should be familiar with most of this already ) : Full Set of Angel Knight Armor ( minus the wings, since wings and back armor take the same slot ) Full Set of Devil Knight Armor ( also minus the wings, since they do not stack with back armor, what your seeing is the 'cloak". I wanted to highlight that ) : An Example picture of a Mashup wearing pieces from all 3 sets : And a finale picture showing the inventory of the Example Mashup to give you an idea of what is being worn with what : I know I have no back shots. I took these real fast in game before I made the video. I will try to get around to either making a new video or taking some back shots when I get the chance. Enjoy!
Shaydow Posted April 2, 2013 Author Posted April 2, 2013 A bit of good news and a bunch of bad :/ So my oldest daughter seems fine after spending today home again from school, so I thought " hurray everything will go back to normal now! " . . . nope, now my YOUNGEST is running a fever and coughing up a storm.... looks like she got what her sister had. I'm just saying, I can't win.
gokuzeny Posted April 2, 2013 Posted April 2, 2013 happens to everyone at some point Shay, hope things get better for you though.
Diesel80 Posted April 4, 2013 Posted April 4, 2013 Everything is wonderful, but the skeleton with a tail all the spoils. Maybe attach the tail to the armor and left in peace the skeleton?
Shaydow Posted April 6, 2013 Author Posted April 6, 2013 Everything is wonderful, but the skeleton with a tail all the spoils. Maybe attach the tail to the armor and left in peace the skeleton? I'm not sure what you mean. You can't attach a tail to armor. Tailbones HAVE to be attached to a skeleton in order for a tail to function. I'm not sure why you have a problem with this. If you don't like the tail, don't use it.
Diesel80 Posted April 6, 2013 Posted April 6, 2013 Everything is wonderful, but the skeleton with a tail all the spoils. Maybe attach the tail to the armor and left in peace the skeleton? I'm not sure what you mean. You can't attach a tail to armor. Tailbones HAVE to be attached to a skeleton in order for a tail to function. I'm not sure why you have a problem with this. If you don't like the tail, don't use it. I'm sorry, maybe I did not understand something. As I understand it, if i do not install the skeleton, and wear the demon armor will come mr.CTD? Or if I do not wear a tail, everything will be fine?
Shaydow Posted April 6, 2013 Author Posted April 6, 2013 Everything is wonderful, but the skeleton with a tail all the spoils. Maybe attach the tail to the armor and left in peace the skeleton? I'm not sure what you mean. You can't attach a tail to armor. Tailbones HAVE to be attached to a skeleton in order for a tail to function. I'm not sure why you have a problem with this. If you don't like the tail, don't use it. I'm sorry, maybe I did not understand something. As I understand it, if i do not install the skeleton, and wear the demon armor will come mr.CTD? Or if I do not wear a tail, everything will be fine? The tail is an Armor piece, if you don't use a skeleton with tail you will be fine so long as you do not equip the tail. Equipping the tail without a proper skeleton WILL cause a CTD. P.S all, now I have the flu
Kasiula9085 Posted April 20, 2013 Posted April 20, 2013 I love these armor, there are exceptional But I have one question, does anyone know if there is a way to disable lighting from wings in Angelic Armor. I like them very much but it's hard to see my character. Thank You for this mod
zerox535 Posted May 8, 2013 Posted May 8, 2013 I love these armor, there are exceptional But I have one question, does anyone know if there is a way to disable lighting from wings in Angelic Armor. I like them very much but it's hard to see my character. Thank You for this mod unequip the ring?
gokuzeny Posted May 14, 2013 Posted May 14, 2013 im honestly stumped - its not a huge issue, as ill just be turning my breton into a celestial at 30 anyway - but on a new game, "all" female characters are equipped with celestial gear. Not sure if the game is trying to transform a character on startup, or not. (when I start a new game, I can tell he/she is already flagged as celestail becuase of the glowing feet on the wagon going to helgan, heh) clean game - other then PCEA, and ECE. (left Celestials alone in its bsa, and have the esp load after ECE) If any ideas, lemme know - read through the thread, but nothing fits this issue~ (what im going to try in the meantime is to uninstall Celestials, make a new character, get past char creation, and then install the mod - see if it still tries to stick the celestial items/transformation on her) thats actually normal, the script adds the armor to all races, it doesn't change them though, as soon as you unequip the armor your character will have whatever body you have installed for that race, the reason it looks like its changed is because the celestial armor uses the celestial meshes and textures, so it only changes while you have the armor on.
Shaydow Posted May 21, 2013 Author Posted May 21, 2013 The Good, the Bad, and the Ugly : In Reverse The Ugly : While I had the flu my internet went down. THEN my hard drive with most of my games and pretty much all my mods died ( if you read through this thread you will see this happened once before but I picked up again. This drive was the sister drive of the other one that went. I had them almost 9 years so I can't really say much ). MOST everything I had been working on was again lost, except for the last test of the mod I had given to my wife. The Bad : During all of this, well, I just got pissed. Two times I lost a LOT of work on this mod for skyrim, I felt like fate was against me when it came to trying to do ANYTHING I would eventually want to release, so tbh, at the time I kinda just gave up. I started playing other games / games on other drives I had / modding other games, and said to hell with Skyrim at the time. The Good : Well for starters, things are a bit better. We have a steady income now, albeit somewhat low, the bills are paid, and for the most part things are ok. So ok that in fact I got a NEW hard drive, 1TB ( though the damn thing was only 931GB, kinda ticked about that but oh well ), and no longer really have to worry about them turning off my internet! Yep that means no matter what, I will check every once in awhile like I used to and answer questions as best I can, though tbh, I'm kinda rusty. In Closing : The future of this mod? TBH I have no idea. I do still want to someday finish what I started and make this what in the end I thought was " good enough ", something that didn't cause too many issues and people liked and was DONE. When I may get around to that now that things are settled I don't know. While I waited for the new drive to come I still had other drives. Decided to play Oblivion again while I had to wait. I played about 4 or 5 days then the internet came back on, so I modded the hell out of it when it did because I was actually having fun again. Long story short, you MAY see some released stuff from me for Oblivion, and if anything if I say it is a "personal" retexture or mashup / what have you, just ask me in pm if you think it is something you want. I hope this clears up some stuff for any of you that have been following this mod. Shaye
Shaydow Posted May 21, 2013 Author Posted May 21, 2013 I love these armor, there are exceptional But I have one question, does anyone know if there is a way to disable lighting from wings in Angelic Armor. I like them very much but it's hard to see my character. Thank You for this mod You would have to open the Mod in creation kit and remove the effect. Sorry you do not like it. I love these armor, there are exceptional But I have one question, does anyone know if there is a way to disable lighting from wings in Angelic Armor. I like them very much but it's hard to see my character. Thank You for this mod unequip the ring? This is from my first mod, the smaller one, not the main Mod at the top with the race and armors. That ring does not exist in the Bigger mod. It is mostly part of the Wings Power mod now. im honestly stumped - its not a huge issue, as ill just be turning my breton into a celestial at 30 anyway - but on a new game, "all" female characters are equipped with celestial gear. Not sure if the game is trying to transform a character on startup, or not. (when I start a new game, I can tell he/she is already flagged as celestail becuase of the glowing feet on the wagon going to helgan, heh) clean game - other then PCEA, and ECE. (left Celestials alone in its bsa, and have the esp load after ECE) If any ideas, lemme know - read through the thread, but nothing fits this issue~ (what im going to try in the meantime is to uninstall Celestials, make a new character, get past char creation, and then install the mod - see if it still tries to stick the celestial items/transformation on her) Someone gave a pretty good answer, but to clear up, yes, if you have Celestials activated at all in your mod list, any new OR existing character you have at the time of activating it ( or starting a new game ) get the base pieces of Celestial Knight armor added to them automatically and then equipped if possible. It's part of a script that runs. While you are seeing this armor equipped as soon as it gives it to you, even on a new character, it is in fact doing nothing to whatever race you choose to play, it is just armor. It just comes with a pre made body attached to it. Should you choose to not like it ( though it's about half of my entire mod and one of the reasons I think people like it ), not want it at the moment, etc, you have the ability to simply not wear it.
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