Princessity Posted March 31, 2012 Posted March 31, 2012 hey doc' date=' i tried to send you a PM but the % stuff is all full up... sent it via email. also, i found some information that might interest you... you can edit scripts strait up from notepad, which should also mean that you can bypass all the retardation in scripting via the CK... if you already found this out, ignore my behind the times news lol. [/quote'] I thinky you can actually only edit sources this way. They still need to be compiled in CK to work
sbseed Posted March 31, 2012 Posted March 31, 2012 you can have the scripting seperate, but in order for it to show up and work in-game i think it has to be controlled by a esp... similar to how alot of esp's use meshes and textures outside of the esp itself. im just not sure how it can be done... but knowing that the scripting can be opened and changed with notepad etc. means that there is a way to pack them into the esm/esp's as well, or inject them into the files. just need to make an addon program to do it for you either in adding it to esp/esm or injecting via the CK directly into papyrus and/or the compiler.... damnit now i really wish my HDD was back and working, could try to create a small (probably cruddy) program myself lol. to bad i dont have the source code for the CK version of the GameBryo engine too. oh well no sense in bitching and moaning about what i cant do... uh any more than necessary anyways lol its been done: http://skyrim.nexusmods.com/downloads/file.php?id=13064 dl, unpack... scripts/source or scripts/source - Craftable Torches... shows the script files. controlled by pex file (not sure what that one is yet) and the esp.
o2f Posted March 31, 2012 Posted March 31, 2012 The creation kit wiki also has some resources available to set up syntax highlighting and auto complete for some text editors at: http://www.creationkit.com/Category:Papyrus (See the index under 'External Text Editors') I believe that they all also give sample macro's for running the papyrus compiler on your open file.
sbseed Posted March 31, 2012 Posted March 31, 2012 missed that looking through the wiki information... reading up on scripts, trying to get the syntax down. thanks o2f... ill check that out tomorrow and see what can be done etc. (uh later on today, already past midnight lol)
DocClox Posted March 31, 2012 Author Posted March 31, 2012 I'm a bit behind on my replies. Been a busy few days... If a 'graduated' slave does miraculously escape from that place' date=' she would be so mad, that she's ripe for the Shivering Isles. [/quote'] Probably. The people who made it didn't care about sanity, so long as they got obedience Another thing: Do you still need me to do some charts or other stuff? If not' date=' I will wait for the first Alpha before writing any new stuff, as I am currently out of inspiration to think of anything myself. [/quote'] OK, cool. Feel free to chip in at any point. You made some good contributions hmm... wonder if it would make more sense in adding it to the resource then the SG mod can make calls to generate NPC's... would have to set it so that the mods using the resource can place the NPCs in specific locations. when your done figuring it out doc' date=' let me know if you will add it to the SG etc. [/quote'] Don't know at the moment. I need to have a play with it. Usual story: busy busy busy ... hey doc' date=' i tried to send you a PM but the % stuff is all full up... sent it via email. [/quote'] Interesting. I was at 25% or so, then LL crashed the other night, and when it came back I was at 100%. I've been assuming it's a bug in the display since it didn't stop me sending messages. Does anyone know if the quota was changed? Who's a good person to ask? Or what's a good subforum to post in? also' date=' i found some information that might interest you... you can edit scripts strait up from notepad, which should also mean that you can bypass all the retardation in scripting via the CK... [/quote'] Yeah, you can, but it's not regarded as good practice, since it guarantees a conflict with anyone doing the same thing. I was involved in a bit of chat on the SKSE thread about maybe setting up some sort of preprocessor to allow modder mixins to the base classes, but even then you have conflicts: only one person can define the OnHit event handler for instance. I thinky you can actually only edit sources this way. They still need to be compiled in CK to work Also true. im just not sure how it can be done... but knowing that the scripting can be opened and changed with notepad etc. means that there is a way to pack them into the esm/esp's as well' date=' or inject them into the files. just need to make an addon program to do it for you either in adding it to esp/esm or injecting via the CK directly into papyrus and/or the compiler.... [/quote'] There's two sorts of script files. Papyrus Source files which end in .psc and Papyrus Executables which are .pex. The .psc files are the editable ones, but you need to compile them into .pex before they'll load. We do have the source for all the beth scripts available and we can change them, recompile them, and distribute modified versions with our mods ... but it's a compatibility nightmare, since anyone else who does the same will overwrite your changed version. If we attach scripts to our own quests and armour then at least we shouldn't conflict. The creation kit wiki also has some resources available to set up syntax highlighting and auto complete for some text editors at: http://www.creationkit.com/Category:Papyrus (See the index under 'External Text Editors') Yep. I'm using notepad++. The instructions on the wiki are pretty good.
delurker Posted March 31, 2012 Posted March 31, 2012 The creation kit wiki also has some resources available to set up syntax highlighting and auto complete for some text editors at: http://www.creationkit.com/Category:Papyrus (See the index under 'External Text Editors') I believe that they all also give sample macro's for running the papyrus compiler on your open file. It works like a charm once you get the paths right (my game drive isn't C:) and register your script in the CK. I'm playing with a scripted DoT spell effect I wrote. In Notepad++, I can work on my script with syntax highlighting and auto-complete, ctrl-s to save, then ctrl-F5 to compile. The newly compiled .pex file shows up in my Scripts directory, which updates my .esp when I save via the CK. Very convenient when you need to work on a script and do a lot of iterations of edit/save/test/repeat.
Dark_Lord_ Posted March 31, 2012 Posted March 31, 2012 Probably. The people who made it didn't care about sanity' date=' so long as they got obedience [/quote'] Sick sick people indeed. I am also slowly realizing what made the Dwemer disappear. It was probably my character, who found a way to travel back in time to find out what made the Dwemer disappear. Being utterly disgusted at how the Dwemer treated people, he killed them all, causing a time paradox. As for the Dastard itself: My character + Dastard = rubble and freed slaves OK' date=' cool. Feel free to chip in at any point. You made some good contributions [/quote'] Thanks. I am looking forward seeing the mod in action. Especially after encountering that cute Thalmor chick on the roads.... As soon as I have new idea's I will make some new scribbles on the Wiki.
You Posted April 1, 2012 Posted April 1, 2012 I just saw some new ones of those graph things on the Wiki and for the Player_Hero_NPC_slave one can you have more than one, eg. Traumatized and Addicted or Scared, Trusting and Dependant all at the same time.
Dark_Lord_ Posted April 1, 2012 Posted April 1, 2012 @You: The chart you are talking about, is made by me. I do not know if it will be used at all. Thats ultimately the decision of DocClox. But my intention with the chart, was to map the most prominent state of the ex-slave. For example, a Trusting ex-slave knows you won't hurt her, while a Dependent ex-slave doesn't just trust you, but even needs your presence to feel save/good.
00ptic Posted April 2, 2012 Posted April 2, 2012 Is there going to be some way to intimidate your marks so that you can safely capture them? I was imagining it like pokemon where no matter how great the difference in your power was, you had to weaken and subdue them, which became a problem once you became powerful enough to instantly defeat them.It would be nice to just scare them in to submission by showing them how powerful you are and that there's no way they can win/escape.
Cezul Posted April 2, 2012 Posted April 2, 2012 Well you could use the dismay shout to make them overcome with fear...
sbseed Posted April 2, 2012 Posted April 2, 2012 you would have to setup something like an aura... that said the actual scripting would be completely different, would have to change AI behavior in regards to the NPC's current mood/state. should be some code or something for that... could also be possible to write/script that into the needs system doc is working on for slaves.
DocClox Posted April 2, 2012 Author Posted April 2, 2012 Sick sick people indeed. I am also slowly realizing what made the Dwemer disappear. It was probably my character' date=' who found a way to travel back in time to find out what made the Dwemer disappear. Being utterly disgusted at how the Dwemer treated people, he killed them all, causing a time paradox. [/quote'] Mind, if you look at what the Dwemer did to the Falmer, they were nasty bastards before I started messing with them. I'm just exploring how that basic nastiness might have been expressed in their sex lives As for the Dastard itself: My character + Dastard = rubble and freed slaves Good good. Nice that people feel strongly about it. I just saw some new ones of those graph things on the Wiki and for the Player_Hero_NPC_slave one can you have more than one' date=' eg. Traumatized and Addicted or Scared, Trusting and Dependant all at the same time. [/quote'] It's the basic problem with trying to reduce a relationship to a handful of keywords. You can see the same thing in my slave states; a slave who ends up in a nymphomaniac phase probably isn't going to stop needing sex just becuase her master whips a little discipline into her. She'll just stop making decisions based primarily on her sexual needs. @You: The chart you are talking about' date=' is made by me. I do not know if it will be used at all. Thats ultimately the decision of DocClox. [/quote'] I don't know if I'll use any of 'em yet Is there going to be some way to intimidate your marks so that you can safely capture them? I was imagining it like pokemon where no matter how great the difference in your power was' date=' you had to weaken and subdue them, which became a problem once you became powerful enough to instantly defeat them.It would be nice to just scare them in to submission by showing them how powerful you are and that there's no way they can win/escape. [/quote'] Well, there's a few ways already planned. The safest way is probably the stealth/knife to the throat approach, which would be the slaver equivalent of sneaking around and backstabbing everyone at x30 damage multiplier. There's also the force of personality perk, which would let you try an intimidation roll on an opponent in what would otherwise be a combat situation. And on the wiki, whyamitwo suggested that we could have a top perk for indimidating multiple adversaries. So yeah, there should be a few options. Anyone have any suggestions for novel ways for mages to get in on the act? Sneaks and warriors are well served at the moment, but I think slaver mages are a little under-loved right now. I specced out some low-damage/high-side-effect spells on the wiki, but I'd like something a bit more creative as well. Well you could use the dismay shout to make them overcome with fear... Good idea. you would have to setup something like an aura... that said the actual scripting would be completely different' date=' would have to change AI behavior in regards to the NPC's current mood/state. [/quote'] This is why I want a large number of slots for the PC's personal slave capacity. The plan is to have an AoE magic effect with a script. The script passes actor references to the PC's personal SSG quest, where they get forced into reference aliases, and the aliases have a layer of AI that hopefully overrides the old behavior completely. ********* A quick heads up: I'm going to switch tracks for a week or so and work on the animation framework, probably in conjunction with a resources module. We need one before we can release anything, and once we have one set up, it opens the doors to all sorts of useful things.
SullenMan Posted April 2, 2012 Posted April 2, 2012 Hey Doc! How are you? How a project? you sent my stuff to your friends, who specialize in creating models? (I would like to just see something of them in the upcoming release of mod)
Mordhaus Posted April 2, 2012 Posted April 2, 2012 Two thoughts at the moment for mage's. I wouldn't be surprised if both have been mentioned earlier in this thread, lol. First, a paralysis spell that leaves the victim able to think and speak, but unable to move their body; would have to have a long duration or an activate/deactivate nature. Second, something akin to a command humanoid spell that basically does the same thing as the paralysis spell (victim still able to think and speak, etc), and functions the same way. Spells like this though, as they will be very powerful spells I think, should have a high mana cost if they are the long duration type; or should have a slow but constant mana drain if they are the activate/deactivate type.
o2f Posted April 2, 2012 Posted April 2, 2012 Well' date=' there's a few ways already planned. The safest way is probably the stealth/knife to the throat approach, which would be the slaver equivalent of sneaking around and backstabbing everyone at x30 damage multiplier. There's also the force of personality perk, which would let you try an intimidation roll on an opponent in what would otherwise be a combat situation. And on the wiki, whyamitwo suggested that we could have a top perk for indimidating multiple adversaries. So yeah, there should be a few options. Anyone have any suggestions for novel ways for mages to get in on the act? Sneaks and warriors are well served at the moment, but I think slaver mages are a little under-loved right now. I specced out some low-damage/high-side-effect spells on the wiki, but I'd like something a bit more creative as well. [/quote'] Not really a suggestion directed at mages, but are there any plans to allow capture of NPCs that are basically helpless? For example, when one sneaks up behind someone and slips a paralysis poison into their pocket, it would only make sense for the character to take advantage of the moment and at least bind his/her victim's hands and, in general, attempt to make it difficult to resist. As it stands currently, doing so during paralysis may be a bit too easy as the ingredients are widely and cheaply available. One way to get around this issue would be to add ingredients for a more potent poison (or something like that) which must be obtained from some of the SSG specific creatures. Another balancing method might be to force this type of poison to be mixed in with food rather than as a poison (similar to the usage of the poisoned apples in Oblivion). Edit: Damn me for not noticing the next page! Yes, spells would also be a good way to make NPCs helpless. Leaving the victim aware also solves one issue I was considering (that capturing an unconscious person loses a lot of the interaction that makes the process fun...though i guess some people are probably into that too). But overall, my main point was about allowing for capture where the NPCs simply cannot resist.
Princessity Posted April 2, 2012 Posted April 2, 2012 Anyone have any suggestions for novel ways for mages to get in on the act? Sneaks and warriors are well served at the moment' date=' but I think slaver mages are a little under-loved right now. I specced out some low-damage/high-side-effect spells on the wiki, but I'd like something a bit more creative as well. [/quote'] There's a small magic mod I may release once my vampirism overhaul is finished. I'm getting a lot of ideas while I'm learning papyrus and I don't want them to go to waste ^^ It's all about "witchery" and spells like charms, curses, rituals that need victims or ingredients to cast and so on and so on. I especially like the "curses" I've thought up: they need rare ingredients to be cast properly (you can try without but there's a huge risk of it going wrong!) but they last forever until triggered or dispelled (and in more powerful cases dispelling may be the only option) and do things like: disarm the victim if she or he attacks the caster with a melee weapon, make the victim enraged if she or he sees a chicken, raise the victim as a powerful zombie hostile to everyone if she or he dies in moonlight and things like that. And I thinky maybe slavers could use such curses too? For example to condition or punish the slaves? "If you sleep longer than you're allowed your nightmares will plague you while awake" "if you raise your hand at your master the weapon will burn in your hand" "if you defy your order no fire will give you warmth, no sleep will give you rest and no food will quench your hunger" It's subtler than direct mind control but may be more effective! A "command" spell can take a slave's free will away and make her or him do whatever you want but that will only make the slave mindless not obedient! On the other hand curses could be lots of help in "training" because they *teach* obedience not force it.
DocClox Posted April 2, 2012 Author Posted April 2, 2012 Hey Doc! How are you? How a project? you sent my stuff to your friends' date=' who specialize in creating models? (I would like to just see something of them in the upcoming release of mod) [/quote'] Doing well, if making slower progress than I would like. Aeon cracked open your files the other day and was duly impressed. I think I can safely say we'll be seeing a lot of that turn up in the mod Spells like this though' date=' as they will be very powerful spells I think, should have a high mana cost if they are the long duration type; or should have a slow but constant mana drain if they are the activate/deactivate type. [/quote'] That's the issue, of course. We want something fun without being overpowered. Maybe we could do something creative with runes. Like a fire rune that traps the victim in a ring of fire. You could talk to her and demand her surrender (intimdation) or she could decide to take the damage and attack anyway, or stay put and get slowly cooked. Maybe a levitation rune - something to keep the victim tumbling in the air for a while. I dunno ... disintegrate armour, summon slime beast ... Not really a suggestion directed at mages' date=' but are there any plans to allow capture of NPCs that are basically helpless? For example, when one sneaks up behind someone and slips a paralysis poison into their pocket, it would only make sense for the character to take advantage of the moment and at least bind his/her victim's hands and, in general, attempt to make it difficult to resist. [/quote'] Planning on allowing capture of paralysed opponents without problems, save only that it'll still take time to bind them securely and any allies they had may still be dancing on your head. Also if the paralysis wears off the victim will be annoyed. Otherwise, sounds good. There's intimidation bonuses if you can surprise a sleeper, too. It's all about "witchery" and spells like charms' date=' curses, rituals that need victims or ingredients to cast and so on and so on. I especially like the "curses" I've thought up: they need rare ingredients to be cast properly [/quote'] Do any of them involve breaking into the target's house and collecting stray hairs and the like? The old Principle of Contagion and all that? Cause that could be fun. It'd be worth setting up at least one contract where that was the only sane way to get a collar on the girl Should make the magic difficult to acquire though. Hagravens would know, but they'd be unlikely trade. Maybe one of the forsworn "crones" that attend them from time to time. Some of those were quite cute. I'm sure one of them could be persuaded to share with the guild And I thinky maybe slavers could use such curses too? For example to condition or punish the slaves? "If you sleep longer than you're allowed your nightmares will plague you while awake" "if you raise your hand at your master the weapon will burn in your hand" "if you defy your order no fire will give you warmth' date=' no sleep will give you rest and no food will quench your hunger" [/quote'] Interesting. I can see definite uses for that. And definitely something that could be pitched so only mage type characters could really use them effectively. It's subtler than direct mind control but may be more effective! A "command" spell can take a slave's free will away and make her or him do whatever you want but that will only make the slave mindless not obedient! On the other hand curses could be lots of help in "training" because they *teach* obedience not force it. Exactly!
Princessity Posted April 2, 2012 Posted April 2, 2012 Do any of them involve breaking into the target's house and collecting stray hairs and the like? The old Principle of Contagion and all that? Cause that could be fun. Oh yes thank you for the idea! I can't believe I forgot about something like this! I'm going to add it to my colossal pile of notes and ideas a-sap! n_n I can't wait to start putting it all together after I'm done with the vampirism mod! I didn't know modding can be so addictive xD
Mordhaus Posted April 2, 2012 Posted April 2, 2012 @DocClox The runes idea I like. I agree that something less powerful is needed. One thought is a mechanic that is already in game. Remember in Bleak Falls Barrow, the guy you retrieve the golden claw from is suspended in spider webbing. So, a "Web Rune" that binds the target. Alter the code so using a vanilla weapon will cut the target free, but using a slaver weapon or other item specified in the code will begin the development of a sense of obedience in the target. Maybe have the rune cost 40-60 mana, to give the low level player a sense of urgency to not miss with the first shot. One other thought is some type of "Shackle Bolt" spell. Purple energy bolt that will shackle wrist and ankle of the target it hits. Looking for low level, so, minimal duration, just long enough for the slaver to catch up and apply real bindings.
sbseed Posted April 3, 2012 Posted April 3, 2012 plenty of ways for a mage to hinder/stop/hold/etc. a given victim... dont get swamped in going overboard with different ways to do it. Keep It Simple Stupid. choose 1-2 spells for holding, maybe 1 shout (altho i think thats a bit overboard for any play-style), 1-3 types of poison with variants in effects such as increase in lust/hornyness/uncontrollable desires (nudity/sex/etc.), 1-2 spells to engender certain reactions/effects/induse poison like effects or something lasts for a given time period, 2 auras (lust/nudity/and or obedience)... should keep the ones that force either to a minimum or not have any at all since they are more or less useless for slavery unless your using it as a summoning type... even then it would have to be to summon a being to help with the slave training or something similar to the lovers stuff in oblivion (the summoned being could be 'chained' magically to the slave to help train either via watching the being perform or via sex between slave and summoned being). rune traps, should keep that to a low count if any... however for most players runes are not used that often, recomend using a combination spell with 'regular' traps/snares so it is more a physical/chemical trap than using runes themselves.
00ptic Posted April 3, 2012 Posted April 3, 2012 For mages I noticed that noone suggested the obvious of using an incredibly powerful spell/summoning an immensely powerful familiar to just sort of show off. Is this a bad idea for some reason?
Cezul Posted April 4, 2012 Posted April 4, 2012 Just a thought, and to troll players/Female PCs. Falmers should have arrow poisons that paralyze you. To make capture so much easier.
sbseed Posted April 4, 2012 Posted April 4, 2012 For mages I noticed that noone suggested the obvious of using an incredibly powerful spell/summoning an immensely powerful familiar to just sort of show off. Is this a bad idea for some reason? actually i did mention summoning... showing off seems (to me anyways) to fall into that category. @cezul also mentioned poison, which is applied to w/e weapon... same for the NPCs (they should have access to the same stuff as the PC). NPC's sell/trade/buy/etc. dealing with the PC would including training for all of the different ways to capture NPC's as well as being available for use to capture the PC. doc, need to make a suggestion on how name/reference id's should be handled for the actual name of the items to and including anything used in the mod(s) suggest something simple and categorized for example a ankle trap: SlaverTrap_AnkleTrap_1 were the 1 can be exchanged with material or something (ie: SlaverTrap.AnkleTrap.Spike, or something like that), this will make tracking name/ref ids much simpler and faster within the mod and the game. let me know if you decide to do that, ill try and integrate all the item names into the scripting i have started... however crappy it might be lol
sbseed Posted April 4, 2012 Posted April 4, 2012 hey doc.... we are all busy and all, but im gonna bug you now about the bit of script *places a bug in the planter*
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