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I'm making a mod for myself and have some questions.


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Posted

So to start with, the mod I'm making is kind of like the bandit slave mods where they have npcs in various locations. But mine is more of the aesthetic than actually rescuing anyone, and each npc is unique to the location. So I have a couple questions for things I'd like to do in my mod. First and foremost, I have no idea how to write scripts, so I would just be using the built in scripts already in the game, if I use any at all.

 

* I've been using AI Packages to have my npcs set in various locations. For example, I have npcs use an ai package to lock them into stocks from the Zaz Animations pack. I have one I wanted to be forced to serve the bandits like a waitress at one of the inns. I never could figure out on my own exactly what to do. So would it be an ai package? Factions? My intent was that she was forced to serve the bandits drinks stuff, but all she really does is walk around or sit at the tables. How would I get her to do stuff like sweep or carry drinks around? Is it creating a path I'm thinking of?

 

* Is it possible to have one of my npcs look more injured, like they've been in combat? Like how as you fight, you and your opponent will have blood on them. Not all of my npcs are alive and I'd like them to look like they've been in battle a bit.

 

* Is it possible to have one decapitated? Sounds morbid, but I'd like to have one or two of the warrior npcs who didn't survive their encounter meet a particularly gruesome end.

 

* I made a duplicate of the oil mesh and made it whiteish to look like puddles of cum in some areas. It worked out pretty well, but they're not animated. Granted, not every one of them should be, but if I wanted it, how would I do it? I only changed the color in the mesh and left the animation stuff in place. I'd also really like to find a dripping type mesh/texture resource I can use to add to this. I know that sounds weird.

 

* How could I play a specific sound when crossing a specific area? Like maybe one right after I enter an area, and a second one when I cross a specific trigger as I'm going through the cell? I think it's something with activators?

 

 

I guess that's all I can think of. I'll keep looking into stuff on my own, but any suggestions would be appreciated. Thanks!

Posted
20 hours ago, bigglebojiggle said:

So to start with, the mod I'm making is kind of like the bandit slave mods where they have npcs in various locations. But mine is more of the aesthetic than actually rescuing anyone, and each npc is unique to the location. So I have a couple questions for things I'd like to do in my mod. First and foremost, I have no idea how to write scripts, so I would just be using the built in scripts already in the game, if I use any at all.

 

* I've been using AI Packages to have my npcs set in various locations. For example, I have npcs use an ai package to lock them into stocks from the Zaz Animations pack. I have one I wanted to be forced to serve the bandits like a waitress at one of the inns. I never could figure out on my own exactly what to do. So would it be an ai package? Factions? My intent was that she was forced to serve the bandits drinks stuff, but all she really does is walk around or sit at the tables. How would I get her to do stuff like sweep or carry drinks around? Is it creating a path I'm thinking of?

 

* Is it possible to have one of my npcs look more injured, like they've been in combat? Like how as you fight, you and your opponent will have blood on them. Not all of my npcs are alive and I'd like them to look like they've been in battle a bit.

 

* Is it possible to have one decapitated? Sounds morbid, but I'd like to have one or two of the warrior npcs who didn't survive their encounter meet a particularly gruesome end.

 

* I made a duplicate of the oil mesh and made it whiteish to look like puddles of cum in some areas. It worked out pretty well, but they're not animated. Granted, not every one of them should be, but if I wanted it, how would I do it? I only changed the color in the mesh and left the animation stuff in place. I'd also really like to find a dripping type mesh/texture resource I can use to add to this. I know that sounds weird.

 

* How could I play a specific sound when crossing a specific area? Like maybe one right after I enter an area, and a second one when I cross a specific trigger as I'm going through the cell? I think it's something with activators?

 

 

I guess that's all I can think of. I'll keep looking into stuff on my own, but any suggestions would be appreciated. Thanks!

---How would I get her to do stuff like sweep or carry drinks around? Is it creating a path I'm thinking of?

*It seems that we need to put animation markers in the locations (they are blue, I don’t remember the details

 

---* I made a duplicate of the oil mesh and made it whiteish to look like puddles of cum in some areas.

*

Maybe it's easier to make a shader? Magical effect?

Meshes can also be animated (objects), but you need to make a skeleton for them, skinning, collision - the most tedious thing, for objects also - there is no blending - a smooth transition from one animation to another, if these are just animations without graphs, it seems

 

---

*--- How could I play a specific sound when crossing a specific area? Like maybe one right after I enter an area, and a second one when I cross a specific trigger as I'm going through the cell? I think it's something with activators?

 

-yes, First create a descriptor (in sounds), then select it in a new sound

 

in Papyr..


Sound Property newSound  Auto

..................onYourTrigger

newSound .play(self)

Posted
On 4/25/2024 at 8:00 PM, TDA5 said:

---How would I get her to do stuff like sweep or carry drinks around? Is it creating a path I'm thinking of?

*It seems that we need to put animation markers in the locations (they are blue, I don’t remember the details

 

---* I made a duplicate of the oil mesh and made it whiteish to look like puddles of cum in some areas.

*

Maybe it's easier to make a shader? Magical effect?

Meshes can also be animated (objects), but you need to make a skeleton for them, skinning, collision - the most tedious thing, for objects also - there is no blending - a smooth transition from one animation to another, if these are just animations without graphs, it seems

 

---

*--- How could I play a specific sound when crossing a specific area? Like maybe one right after I enter an area, and a second one when I cross a specific trigger as I'm going through the cell? I think it's something with activators?

 

-yes, First create a descriptor (in sounds), then select it in a new sound

 

in Papyr..


Sound Property newSound  Auto

..................onYourTrigger

newSound .play(self)

 

Sorry for the delay replying, I actually ended up with a little fever. Anyway, it looks like I'm basically thinking correctly for a few of my ideas. I actually used path finding with a super small companion mod a while ago, of course I should use a path to do what I wanted, duh.

 

With the mesh, I was also using a recolored blood texture to basically do as you were saying, but, it would not always cover an entire area, it would sometimes pretty noticeably stop in some areas (I just copied the blood splatter id's). Using a mesh as well gave me a few more options. I was just hoping that I could just simply copy the oil trap mesh, and the oil trap id and it would work ok. Overall it did, but having it animated is not really a big deal, so I guess that's ok.

 

It looks like the sound idea was a pretty close guess, thank you for the info here!

 

One last question: would you have any idea how to have two npc's interact with each other? What I do for my bound npc's is simply use an AI Package to have them interact with the object/maker, kind of locking them in place. If I wanted to have a bandit npc interact with one of my npcs, would I use an ai package? Now that I'm typing that out, that seems pretty likely. I'll have to look into that..

Posted (edited)
52 minutes ago, bigglebojiggle said:

 

Sorry for the delay replying, I actually ended up with a little fever. Anyway, it looks like I'm basically thinking correctly for a few of my ideas. I actually used path finding with a super small companion mod a while ago, of course I should use a path to do what I wanted, duh.

 

With the mesh, I was also using a recolored blood texture to basically do as you were saying, but, it would not always cover an entire area, it would sometimes pretty noticeably stop in some areas (I just copied the blood splatter id's). Using a mesh as well gave me a few more options. I was just hoping that I could just simply copy the oil trap mesh, and the oil trap id and it would work ok. Overall it did, but having it animated is not really a big deal, so I guess that's ok.

 

It looks like the sound idea was a pretty close guess, thank you for the info here!

 

One last question: would you have any idea how to have two npc's interact with each other? What I do for my bound npc's is simply use an AI Package to have them interact with the object/maker, kind of locking them in place. If I wanted to have a bandit npc interact with one of my npcs, would I use an ai package? Now that I'm typing that out, that seems pretty likely. I'll have to look into that..

In what sense do you cooperate?
- just come over?
-start animation?
In any case, you need to do a quest with aliases (specify reserved positions in the array of actors, and then manage them through a script, I don’t remember the details))) Dig in this direction, for example Sex Lab Widget Mod, you can see it well there

Edited by TDA5
Posted
On 4/27/2024 at 11:32 PM, TDA5 said:

In what sense do you cooperate?
- just come over?
-start animation?
In any case, you need to do a quest with aliases (specify reserved positions in the array of actors, and then manage them through a script, I don’t remember the details))) Dig in this direction, for example Sex Lab Widget Mod, you can see it well there

 

Yeah I was going for animations. Quests have been a bit outside my capabilities in my experience, but I think I may take a look at the Widget Mod still. Thank you.

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