bleeb Posted June 4, 2014 Posted June 4, 2014 That's actually coming in the next update. There's going to be an effect added to the bite attack that spiders use that will first slow you. If you're hit again by another bite before the slow wears off, then you'll be caught. Â The spit attack will still entangle you on the spot. For one, it's easily dodged. Two, it's a big glob of web, compared to a paralyzing bite. Â I'm also removing the spooling animation. It looks weird without a spider animation to go with it, on top of barely working to begin with. so it would just be the ground struggling anim then?
Kazyn Posted June 13, 2014 Author Posted June 13, 2014 I'm having some interesting problems with the newest ZaZ pack. That's been my largest hold up. While I think I've gotten around a problem that was causing all the web meshes to be invisible (but still functional), there seems to be yet another problem with the game locking control of the character out entirely to the point that the struggle keys do nothing. I think it's a conflict with an animation event being sent while the character is trying to ragdoll.
nutluck Posted June 13, 2014 Posted June 13, 2014 Ah thats not good, but no rush. When it is done it is done and thanks for the hard work regardless. I was just wondering cause it had been awhile since you gave us a update post on how things was going. Â Hopefully you figure out the issues and they are not to hard to fix. Best of luck.
shinji72 Posted June 13, 2014 Posted June 13, 2014 Looking forward for the update too (but no rush). I want to make Arachnophobia 2 ! Â
Ghrolath(blabla77777) Posted June 14, 2014 Posted June 14, 2014 Good to see the mod progressing! Â Im having issues with mine still. Â I get globs of web shot at me, but no cocoon model, and when it says it is too tight to struggle any further, Im suddenly free to move again.
Kazyn Posted June 14, 2014 Author Posted June 14, 2014 Not sure when that issue would start to pop up, but it's partially due to the ZAP being updated. They moved some item slots around and it's causing the meshes to go invisible. Supposedly the mod is still working as intended, but there's no web or anything of the sort being displayed. I've got that fixed in the upcoming update, but for some reason, I'm having yet another not-so-fun encounter with animations fighting each other.
ZaZ Posted June 14, 2014 Posted June 14, 2014 Not sure when that issue would start to pop up, but it's partially due to the ZAP being updated. They moved some item slots around and it's causing the meshes to go invisible. Supposedly the mod is still working as intended, but there's no web or anything of the sort being displayed. I've got that fixed in the upcoming update, but for some reason, I'm having yet another not-so-fun encounter with animations fighting each other.  Yes , Xaz and I are still discussing what needs to be done ,  But ..... if you use slot 61 for now , the web Meshes Should show for now . This is because  the .nif files were edited.  Give us a day or two and we will come up with a solution permanently . All the effects were moved to slot 61 , I'm not sure if the Web is an effect ......its more of an amour .  Cheers
Ghrolath(blabla77777) Posted June 14, 2014 Posted June 14, 2014 Would the meshes not working mess with the not being teleported to the cave/cocooned scenario?
carthoris Posted June 14, 2014 Posted June 14, 2014 After I added this mod, I started getting "Cocoon HP 00000/000000" messages flashing in the upper left corner of the screen. Rather distracting. Any way to disable that notification?
Kazyn Posted June 15, 2014 Author Posted June 15, 2014 Shouldn't be getting that notification period. O.O That notification is commented out. How strange. Regardless, there's a number of fixes I'm making so perhaps the update will fix it. It's been busy over here in this thing called reality, but I've resumed testing. Still, good to hear from you Chris. I look forward to what you guys come up with. : )
Graveguard Posted June 17, 2014 Posted June 17, 2014 cam across this pic figured it might be of interest if you ever wanted a different hanging pose for anyone ever cought in webbing, especially if you wanted something to interact with them. Â Â http://marjorie.auroris.net/wp-content/uploads/2013/05/mbg_lara_angler2.jpg Â
Kazyn Posted June 17, 2014 Author Posted June 17, 2014 I'm not the one that designs the animations/poses. That's the work of the ZAP.
bleeb Posted June 17, 2014 Posted June 17, 2014 cam across this pic figured it might be of interest if you ever wanted a different hanging pose for anyone ever cought in webbing, especially if you wanted something to interact with them. Â Â http://marjorie.auroris.net/wp-content/uploads/2013/05/mbg_lara_angler2.jpg that's more of web bondage than a cocoon anyway
Kazyn Posted June 18, 2014 Author Posted June 18, 2014 Little bit of a status update: Â The biggest issues were getting the meshes to show up correctly when applied and the animations hanging the game when the victim is supposed to break free. These appear to have been fixed, but will need testing from all you fine people come release time. Per the generous comments from Chris, there has been a work around implemented for now to move the meshes into different item slots (slot 61). Â The next issue needing some work is the attacks from the spider. I stated earlier that upon the first bite or web shot hit, a slowing effect will first be applied. Being hit again will result in entanglement. The melee (bite) version of this is working. The ranged spit is not, I've figured out why, however, but now I've just got to get around to implementing that fix.What's been holding me up the most, however, (apart from RL, as is every modder's biggest hindrance) is my efforts to remove some of the more annoying aspects of the mod. I'm sure people (myself, included) have often just hit that nice little reload button if they failed to escape their entanglement and were dragged halfway across Skyrim to the cave from their original questing location. It also makes little sense for spiders to travel that far in the first place. More information to come on this topic in a future post. Â I'm also experimenting with what will be an optional Death Alternative plugin/option that has the whole scenario fire if the player ends up defeated by our eight-legged friends. This goes with the changes mentioned in the previous paragraph.
nutluck Posted June 18, 2014 Posted June 18, 2014 Nice to hear and great news on the update and possible future plans.
iorelsan Posted June 18, 2014 Posted June 18, 2014 I can't wait for the update, I love what you have done with the mod so far =)
bleeb Posted June 18, 2014 Posted June 18, 2014 Little bit of a status update: Â The biggest issues were getting the meshes to show up correctly when applied and the animations hanging the game when the victim is supposed to break free. These appear to have been fixed, but will need testing from all you fine people come release time. Per the generous comments from Chris, there has been a work around implemented for now to move the meshes into different item slots (slot 61). Â The next issue needing some work is the attacks from the spider. I stated earlier that upon the first bite or web shot hit, a slowing effect will first be applied. Being hit again will result in entanglement. The melee (bite) version of this is working. The ranged spit is not, I've figured out why, however, but now I've just got to get around to implementing that fix. Â What's been holding me up the most, however, (apart from RL, as is every modder's biggest hindrance) is my efforts to remove some of the more annoying aspects of the mod. I'm sure people (myself, included) have often just hit that nice little reload button if they failed to escape their entanglement and were dragged halfway across Skyrim to the cave from their original questing location. It also makes little sense for spiders to travel that far in the first place. More information to come on this topic in a future post. Â I'm also experimenting with what will be an optional Death Alternative plugin/option that has the whole scenario fire if the player ends up defeated by our eight-legged friends. This goes with the changes mentioned in the previous paragraph. sounds good, glad you've got it identified at least. Â I'm curious about what you'll choose to do as an alterantive to the spider hauling you all the way there, it's fine with me as is, but you may have something better. but that said, it does make sense to do something different. maybe little patches of "spider forest" or grove where they've built a web lair among the trees? just an idea, they could be scattered around Skyrim. Â also curious what you mean by the death alternative thing
Terra848 Posted June 18, 2014 Posted June 18, 2014 Hi its been working finefor a while but now i experiencing a glitch where the like silk is not appearing on my body when i am entangled or cacooned is there a way to fix this? i have tried reinsalling it but it that didnt do anything.  Edit: nevermind i saw your post that your fixing this in the next update. Sorry didnt see it until now.
traveller_phi Posted June 18, 2014 Posted June 18, 2014 My guess as to a fairly simply solution to spiders dragging you across the map is to spawn a door in the ground where the spiders captured you, like the entrance to a trap door spider's lair. The door leads to the spider cave, and when you climb out of the spider cave you are back where you were. Only problem then is possibly leaving trap doors scattered across Skyrim. Hopefully they can be cleaned up or the same door reused. Also not sure if it is easy to change the location the door leads to, as the spider cave door needs to update to every new location.
essedess Posted June 18, 2014 Posted June 18, 2014 I like the idea of the patches of trees/nests across skyrim then they can just drag you off to the closest one. Btw Im having that issue with the web wall in the cave again the spider that is linked to it isn't spawning.
Kazyn Posted June 18, 2014 Author Posted June 18, 2014 I like the idea of the patches of trees/nests across skyrim then they can just drag you off to the closest one. Btw Im having that issue with the web wall in the cave again the spider that is linked to it isn't spawning. Â You're either using a very old version of the mod or you can just destroy the web wall if you're using the newest one.
Kazyn Posted June 19, 2014 Author Posted June 19, 2014 I'll see what I can do, but I can't offer any promises. I do like it though.
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