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Posted
1 hour ago, a88378438 said:

New bugs,when amazon running ,she cant push away spider(but the weapon can push away)

Have you tried to run straight into the character for a few seconds?

Sometimes sprint effect did not fire instantly. This is how vanilla perk (from "Block" skill tree) work - and my effect works on the same principle.

Posted

 

4 hours ago, Azazellz said:

Another races works well? Can you switch to female nord, for example?

Do you use RaceMenu or ECE?

 

And which version of the game you use? Legendary Edition, right?

 

All the vanilla races work fine, for test i dowloaded a random race that relies on race compability (lunary race) and it also worked. I also reisntalled XPMSE, HDT and race compa.

 

i use RaceMenu on LE. With Mod Organizer

Posted
54 minutes ago, PeepoHands said:

i use RaceMenu on LE. With Mod Organizer

Hmm. Quite strange.

I made a clean install of my mod and started a new game (through "coc qasmoke console comand in main menu).   I even installed RaceMenu (usually I use ECE).

And only crashed once - but when I switched to the male version of the race.  The next time I loaded the game and opened RaceMenu, I did not have any crashes.

Did you tried to set other race, close racemenu, open it again, and switch to TA race?

Posted

I had a strange bug (maybe a bug? Maybe not). I play on special edition and as I was porting the newest version of the armor mod to SSE with the SSE NIF Optimizer it would crash whenever it tried to process \TrueAmazons Armors 3.0 alpha SSE\==00 CORE==\meshes\Az\Armors\Hide\Light\vv.nif. After removing that file temporarily so the NIF Optimizer would skip it, I was able to process all the nifs and port to special edition successfully. Then I put that file back in place without having processed it with the NIF Optimizer. Then the ported armor mod played fine as far as I can tell. You probably know what that file is and if not porting it is bad.

Posted
9 minutes ago, bigsmitty2 said:

You probably know what that file is and if not porting it is bad.

It's not important.

Remained after the process of converting armor to a new body -  I forgot to remove it.

Today I will upload the new version, with fixed _0 variants. All unnecessary files will be removed from this version.

Posted
On 9/21/2018 at 5:47 PM, Azazellz said:

Fixed armor archive

https://mega.nz/#!aZ5zyRQR!oyB-dKOAHtOlLIefd_6KhVq0wpAbUbJH_ezxknu1Kz8

 

Fixed main mod

https://mega.nz/#!rd4n2DJL!5pIFiitNVEaVh6GvJtbqQrsbCAvApO7zP0_pOzTVigY

 

Replaced _0 variant in every armor set and nude body.

Removed unused content.

Can we add some new powers?

AttackAreaEffectGiantStomp/Slam?

like giants attack?

(flying sand and rolling pebbles and earthquake)

 

Posted
3 minutes ago, a88378438 said:

Can we add some new powers?

AttackAreaEffectGiantStomp/Slam?

like giants attack?

(flying sand and rolling pebbles and earthquake)

Yes, I know how make that thing.

But I'm not sure about how necessary it is - because it will give conflicts with many mods, what uses same mechanics (like weapons from Vigilant, or any weapon with Bloodskal-like effect).

 

I think it will be better to use different way - the same one was used for "weapon arts" from the previously mentioned Vigilant.

You have special "lesser power", you use it, and your character perform special animation with various effects (depending on what kind of weapon you currently have in your hands.).

Posted
9 hours ago, Azazellz said:

Yes, I know how make that thing.

But I'm not sure about how necessary it is - because it will give conflicts with many mods, what uses same mechanics (like weapons from Vigilant, or any weapon with Bloodskal-like effect).

 

I think it will be better to use different way - the same one was used for "weapon arts" from the previously mentioned Vigilant.

You have special "lesser power", you use it, and your character perform special animation with various effects (depending on what kind of weapon you currently have in your hands.).

One fun thing to add would be to add a knockback around you if land from a high jump. (Imagine the ground shaking and knocking people over, Iron man style). With Powerwithin with max height jump, you can definitely jump this high.

Posted
Just now, RocketNow said:

One fun thing to add would be to add a knockback around you if land from a high jump. (Imagine the ground shaking and knocking people over, Iron man style). With Powerwithin with max height jump, you can definitely jump this high.

I already tried to make this. But with no success.

I could not make the mechanism to track the height from which the player falls.

Rely only on "Jump Height" setting is not correct, because "landing" event will fire even from small fall from a tiny ledge, as well as from a long fall from High Hrothgar.

 

Posted
20 minutes ago, Azazellz said:

I already tried to make this. But with no success.

I could not make the mechanism to track the height from which the player falls.

Rely only on "Jump Height" setting is not correct, because "landing" event will fire even from small fall from a tiny ledge, as well as from a long fall from High Hrothgar.

 

Can you not access the calculated fall damage somehow? You don't need to know the exact height, just if the fall was lethal or not. I am no modding expert but you could probably hijack some of the scripts that modify fall damage to calculate how far you fall? https://www.nexusmods.com/skyrim/mods/27270/?tab=files

Posted
3 minutes ago, RocketNow said:

Can you not access the calculated fall damage somehow? You don't need to know the exact height, just if the fall was lethal or not. I am no modding expert but you could probably hijack some of the scripts that modify fall damage to calculate how far you fall?

Initially, I was thinking about this, I could not find exactly how the game calculates moment when it should apply damage from falling to character.

I can change damage itself through game settings or perk - but that's all.

So I decided to track Animation Events - but this method did not work well enough.

1 minute ago, RocketNow said:

Aha! This mod seems to track the height you fall from somehow: https://www.nexusmods.com/skyrimspecialedition/mods/8787?tab=files

I saw it - but it's very resource hungry. It uses "OnUpdate" events 10 times per second (or something). It's reeeaaaally bad in terms of stability.

3 minutes ago, RocketNow said:

This one I did not seen. I'll look at it, thanks.

Posted
19 hours ago, Azazellz said:

Yes, I know how make that thing.

But I'm not sure about how necessary it is - because it will give conflicts with many mods, what uses same mechanics (like weapons from Vigilant, or any weapon with Bloodskal-like effect).

 

I think it will be better to use different way - the same one was used for "weapon arts" from the previously mentioned Vigilant.

You have special "lesser power", you use it, and your character perform special animation with various effects (depending on what kind of weapon you currently have in your hands.).

But,i really think.giant hit is make AMAZON so powerful.....can we have one ,of this powers?we can have two version?what.you think,??please??

Posted

 Hit fly is good,but amazon have.super strength,its should have more effect not just push.away...i mean,only hit fly?It looks too fake,shouldbe like giant hits ..AMAON is,much stronger than giant but attack is weaker than them?.. It doesn't make any sense,so i think amazon's attack even much,much more powerful effect than giant hits that i think,a huge shock wave and (flying sand and rolling pebbles a strengthen of version giant hits animation

Posted
9 hours ago, a88378438 said:

But,i really think.giant hit is make AMAZON so powerful.....can we have one ,of this powers?we can have two version?what.you think,??please??

If you want it so bad, make it yourself. It’s a pain for mod authors to try and keep up with multiple variants of a mod.

Posted
26 minutes ago, Carreau said:

If you want it so bad, make it yourself. It’s a pain for mod authors to try and keep up with multiple variants of a mod.

Well, make this isn't so hard.

I have working script, which allow spell-casting for every type of attack (even for left-hand and unarmed). Make a "switch" for disabling and enabling this feature also not so hard.

Problem here is only compatibility with other mods and weapons.

 

So, maybe I'll add this as option.

Or maybe not ?

Posted
1 hour ago, Azazellz said:

Well, make this isn't so hard.

I have working script, which allow spell-casting for every type of attack (even for left-hand and unarmed). Make a "switch" for disabling and enabling this feature also not so hard.

Problem here is only compatibility with other mods and weapons.

 

So, maybe I'll add this as option.

Or maybe not ?

Sorry. I get a little worked up when I see someone hammering a request.  It can be a bit of a pain when someone asks me for what could end up being an additional ESP and I have enough problems maintaining one version let alone multiple variants.

 

make it a toggle option with the warning “may be incompatible with certain mods”

Posted
1 hour ago, Carreau said:

Sorry. I get a little worked up when I see someone hammering a request.  It can be a bit of a pain when someone asks me for what could end up being an additional ESP and I have enough problems maintaining one version let alone multiple variants.

Yes, I understand you. I already have two race variants - "Light" and "Regular" - with separate esp files.

What's why now I making new mod from scratch - because I want to put together in single .esp all possible races with different abilities.

Posted
8 hours ago, Azazellz said:

Well, make this isn't so hard.

I have working script, which allow spell-casting for every type of attack (even for left-hand and unarmed). Make a "switch" for disabling and enabling this feature also not so hard.

Problem here is only compatibility with other mods and weapons.

 

So, maybe I'll add this as option.

Or maybe not ?

thanks?i hope have it,but,its ok

Posted
8 hours ago, Carreau said:

If you want it so bad, make it yourself. It’s a pain for mod authors to try and keep up with multiple variants of a mod.

Sorry...I just too love this mod ,but Idont know.how.to.building.a.mod...that.why.i m so.sad

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