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[Old] oblivion+skyrim resources!


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Posted

Yep. I think I'm going to end up re-implementing the whole of AP at this rate, but at least I'll know what I'm doing at the end.

 

For instance: turns out I will need tokens after all. I can't set keyword values on actors. I can set them on aliases, but it seems only on location aliases.

 

But yeah, we're close.

Posted

i have a bone to pick with using spells to trigger animations... while it may make things easier to do as far as running anims, running anims via spell is tricky because it destabilizes itself within the GameBryo environment.

 

so you can get the anims to run properly in the CK etc. but when you get in-game the spells themselves can miss-fire and start at the inconvenient or weird/odd times... or you get anims that bounce around all over the place and can end up with the infinite mesh bug.

 

as long as we arent using strait spells to run the anims we should be better off... anyways thats my spiel for on that bit.

Posted

i have a bone to pick with using spells to trigger animations... while it may make things easier to do as far as running anims' date=' running anims via spell is tricky because it destabilizes itself within the GameBryo environment.

 

so you can get the anims to run properly in the CK etc. but when you get in-game the spells themselves can miss-fire and start at the inconvenient or weird/odd times... or you get anims that bounce around all over the place and can end up with the infinite mesh bug.

[/quote']

 

Don't know if it makes any difference, but these are being applied as abilities rather than spells which get cast. So they should be always on - at least until removed.

 

That said, I'm not committed to using spells. It's just that everything else I've tried seems a little unreliable. And this seems to work for Josh.

 

Probably there are a dozen ways to do this reliably if you only know what you're doing. I just wish I did ... :)

 

Posted

BACK TO WORK!... yessir!*salute*...

 

ok, now we need to figure out how the xml and the scripts work together for the MCM and create our own version to work with skyrim... which can also allow injection from other mods to be able to use the menu as well.

 

the xml side of things is pretty easy (if convoluted, because of it having to use CK conventions in syntax)... doc have you been able to take a look at the scripting used for the MCM at all?

Posted

BACK TO WORK!... yessir!*salute*...

 

ok' date=' now we need to figure out how the xml and the scripts work together for the MCM and create our own version to work with skyrim... which can also allow injection from other mods to be able to use the menu as well.

 

the xml side of things is pretty easy (if convoluted, because of it having to use CK conventions in syntax)... doc have you been able to take a look at the scripting used for the MCM at all?

[/quote']

 

Not yet. Trouble is Skyrim does the UI completely differently with Scaleform/Flash.

 

The .fla files for the vanilla interface are kicking around somewhere - I think they were on nexus at one stage - so that would be the starting point, I'd guess. SkyUI is the other thing to look at.

 

[edit]

 

Found 'em!

 

http://skyrim.nexusmods.com/downloads/file.php?id=216

Posted

damnit, and here i though i found something simple in regards to the .xml stuff.... since it can be used by skyrim as well.

 

ill take a look at the flash files, not sure if ill learn anything usefull... flash mostly just confuses me lol.

Posted

i have come up with some information on scaleform

scaleform site and info about it: http://gameware.autodesk.com/scaleform

some conversion advice for gfx: http://www.modsrus.com/wiki/doku.php?id=dow2:formats:gfx

information on the UDK wiki stuff: http://gameware.autodesk.com/scaleform/support/documentation

 

*******************************************************************

 

scaleform is actually a part of the autodesk-gameware suite (basically a addon or a part of the UDK)

main use is within the UDK environment... using it in UDK you can create 3D menu's, animated menu's, effects, etc....

 

maybe watching the video tuts will give a clue as to how its used for skyrim...

Posted

maybe watching the video tuts will give a clue as to how its used for skyrim...

 

Good stuff. I gather scaleform uses flash's external interface API to talk to Skyrim. I've looked at that a couple of times in connection with a different project, but don't really know much about it. I'm not sure what hooks are available to use either.

 

The flash part should be simple enough to do. It should be drivable from XML as well. I've got some decent XML loading code kicking around somewhere, but it's simple enough to do. The asynchronous nature of the thing is a pain, but for a one time task, it's easy enough to set a timer and doze until the load is complete.

 

The hard part is going to be hooking it into the mod script objects. We can probably handle the data structures the same way we do the animation records: create a unique object in a warehouse cell and extend that to hold the needed data. It's just accessing the reference from flash that's going to be interesting. It might be easier to use something like recipes, since we already know scaleform can access those for crafting purposes. In fact that might be the easiest way forward

Posted

Good stuff. I gather scaleform uses flash's external interface API to talk to Skyrim. I've looked at that a couple of times in connection with a different project' date=' but don't really know much about it. I'm not sure what hooks are available to use either.

[/quote']

 

yea, it talks about using flash strait up and the flash API as a kind of converter it seems(not completely sure since some of the stuff they talk about in regards to scaleform didnt make much sense to me)... i gather that the hooks are run using xml and the API, again im not sure on that because the explanations are not easy to understand without knowing how scaleform works outright/coded.

 

 

The flash part should be simple enough to do. It should be drivable from XML as well. I've got some decent XML loading code kicking around somewhere' date=' but it's simple enough to do. The asynchronous nature of the thing is a pain, but for a one time task, it's easy enough to set a timer and doze until the load is complete.

[/quote']

 

well its good you have come up with something lol... im still a bit lost with scaleform. i guess you dont want to do a pause event until load is complete, maybe that would make things more difficult....

 

 

The hard part is going to be hooking it into the mod script objects. We can probably handle the data structures the same way we do the animation records: create a unique object in a warehouse cell and extend that to hold the needed data. It's just accessing the reference from flash that's going to be interesting. It might be easier to use something like recipes' date=' since we already know scaleform can access those for crafting purposes. In fact that might be the easiest way forward

[/quote']

 

output the information from the menu to a 'save' file... could use something simple like .txt from notepad under our own extention so people dont try to mess with it as-is and screw something up.

 

well if we can bypass using extra files that will make things much simpler both with the scripting and sending the proper calls to the game (er skyrim.esm) to use something that is already working in game.

Posted

I don't even want to pretend that I know anything of what your guys are talking about, but the project intrigues me. Is it possible to trigger the various positions once the scene has started by a dialogue command. Like "Ride me Baby!" for her on top, and "Turn around!" for reverse cowgirl? Just a thought of what I'ld like to see.

Posted

yes, it is possible to do changes in positions via the dialogue menus... however its well a bit too clumsy for my liking, if possible i would much rather have our own keyboard keybindings setup to switch positions and we can attach statements to those as well (faster/slower = w/s)(random position = "lets switch to another position" and make the key for random e or something)...

 

more control to the player, no dialogue windows blocking or 'dimming' anything going on in-game... plus less issues with timing and events triggering properly. if we have our own keybindings running during the sex_event then the player is less likely to feel a break in immersion as well, or be distracted unnecessarily lol

Posted

found another link that maybe or not be usefull: http://udn.epicgames.com/Three/Scaleform.html

(so far i cant find an actual download to use scaleform with any engine besides UDK)

 

just had a thought... what if all of the animations within the CK are implemented through scaleform?!... that would explain all the issues with adding different anims, and having to 'replace' idles etc.. if we can get scaleform to work within the CK or with it, we could find out if that is true... if it is true then we have to use scaleform anyways in order to add all of our own animations to the game without overwriting or trying to bypass stuff.

 

the very thought gives me a massive headache... damn bethesda for using scaleform to make skyrim, (i dont mind scaleform itself, its how fucking hellish it is to work with or around it in any engine besides UDK, what a fucking mess) and not doing a proper integration with the CK release...

Posted

Well' date=' I hope your design takes into account that most will be directing it with only one hand free! :P

[/quote']

 

Hotkeys should be fine. We'll be getting those with the next SKSE release with a little bit of luck.

 

It mightn't be out of the question to have an "autopilot mode" though. Just to address this particular um... issue :)

Posted

LMAO, well i would want all the hotkeys to be the same as the movement keys... that way it will auto to left/right hand users or custom key bindings.

 

and yes, the thought that people would be controlling one-handed had crossed my mind lol

Posted

change name of dragon to dovah... for four leg 2 wing variant which will be called dragon (playable race as well), will need to change all instances of dragon to dovah in resources.

 

dovah that are completed:

 

 

pic - Creature_Dovah_Male

 

 

pic - Creature_Dovah_Female (anatomically correct , no nipple/boob on body)

 

 

pic - Creature_Dovah_Female... Mammalized

 

 

pic - Creature_Dovah_Female... Humanized

 

 

(might have 2-3 variants to select at install (in-game preferably)

 

 

  • 2 weeks later...
Posted

taking another break... getting hotter here, my room is more like a sauna now.

 

ill put the dovah model pics in the OP at some point when i dont feel like im being cooked in my owned fluids.

Posted

Hey sbseed are you going to make a playable dragon race and if so are you going to make a humanoid form like an argonian but more dragonlike so it can go into buildings and have a shout or power to change back and forth between humanoid and dragon form.

Posted

yes, that is the plan... however it will not be the current dragon version. plan is to add dragon race to the character creation and start in human form, dragon form will be toggled or something similar (moving from humanoid to dragon and back)... will probably make it disabled within interiors, except for maybe a few specific ones such as a few of the dungeons that have room for it maybe.

 

 

current dragons (dovah) will not have the playable ability (unless someone else makes a mod specifically for that, which would be kinda pointless if you are using mine).

 

the style of dragon i will introduce (when i finish base meshes) are going to be DnD style dragons.... so im changing the name of the current dragons to dovah.

Posted

i have a bone to pick with using spells to trigger animations... while it may make things easier to do as far as running anims' date=' running anims via spell is tricky because it destabilizes itself within the GameBryo environment.

[/quote']

 

I would have to agree with that. The character who is married to me in the game became very irritated for using anim spells on him. Was making movie clips, and after casting, my wonderful NPC began to back away, cross his arms, and walk around with his weapon drawn all the time (in non-combat mode no less). A few spells later, he became seriously pissed. Eventually, he turned his back and walked really far off to cool down before returning. It wasn't long after that he just took off...walked away...maybe to go home...don't really know.

What I do know is that everything changed after casting the first few spells. Perhaps zapping your spouse is a bad idea... percieved as an attack, and they behave accordingly. Since they are married to you, I assume they are prevented from outright killing you (however, being attacked was certainly preferable to being shunned completely). It's just that it seemed rather overly sensitive behavior for the NPC on the part of the modder (yes I used a marriage mod), or is it global and typical when married in Skyrim? You would think that the friendly hit would kick in.

Anyway the anim spells did cause problems resulting in many game reloads in order to get the movie bits I wanted - without heading towards a virtual divorce.

So I would have to say yes, casting particular spells can upset the equilibrium of certain behaviors/relationships. At least, it seemed that way in this case.

Posted

in your case it would be the particular spell you are using not being properly scripted so it isnt a combat spell.

 

running anims via spell is bad practice to start with, but more than that it is completely un-reliable when it comes to running the animations themselves... so its easy end up with a glitched game and corrupted save files.

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