tag:blogger.com,1999:blog-20421905295034579182024-03-12T20:38:31.457-07:00Skyrim Modding BlogCreation Kit tutorials, mod updates, and general Skyrim newsnoxhttp://www.blogger.com/profile/12976487632309794004noreply@blogger.comBlogger82125tag:blogger.com,1999:blog-2042190529503457918.post-22556032243472101292014-01-27T16:17:00.000-08:002014-10-27T15:59:58.495-07:00Tutorial: Talking Activators - make things engage dialogue<b>Object:</b> To be able to speak to static elements (non-Actors)<br />
<br />
<b>Difficulty:</b> Quite easy<br />
<br />
<b>Time Needed:</b> A couple of minutes<br />
<br />
<b>Things you will need:</b><br />
<ul>
<li>Creation Kit. The Creation Kit is the modding tool for Skyrim and can be downloaded for free on Steam.</li>
<li>Basic knowledge in quest/dialogue creation</li>
<li>Reading the additional note at the end *do read it!*</li>
</ul>
<div>
<span style="font-size: large;">What we're going to do</span><br />
<br />
If you have played Skyrim quite a bit, you probably came to meet some strange beings that could talk to you even though they weren't NPCs, but rather some floating magic orb, or just a voice talking out of nowhere. Well, that's what we're going to do here: creating one of those things that can engage dialog with the player.<br />
The method to do it is probably not the one the developers used, but it works, so it's all that matters.<br />
<br />
With this tutorial, you can make any static mesh seem to be able to talk: it can be a rock, a giant mushroom, a pretty light FX, or whatever floats the boat of your imagination. Just keep in mind that the activator will be static.<br />
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<br /></div>
<div>
<span style="font-size: large;">Creating the Talking Activator</span><br />
<br />
1. Open the Creation Kit and load Skyrim.esm.<br />
2. In the Object View window, filter "talkingactivator", then select the category ALL. You will see that there aren't many talking activators available. Duplicate one of them, rename it to your liking, and double click to edit it.<br />
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Actually, there isn't much to change here, but it's interesting to take a look. Notice the Voice Type field, and notice that the voice type of those talking activators is always a Unique voice type. Well, it'd be best that you pick one of those Unique voice types, because else, the activator is going to greet you with common racial greetings such as "How can I assist, hm?" or "Yes, sera?". It can ruin the mojo quite badly if you were going to make some badass talking rock.<br />
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When you've picked a voice, hit OK, and place your talking activator in the world. Probably in front of the rock, giant mushroom or pretty light FX of your choice.<br />
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<span style="font-size: large;">Creating the dialogue</span><br />
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1. To create a dialogue, you need to create a quest. So, go to the Object Window, in Character>Quest, and create a new quest (right-click>New). If you are not familiar with quests, it would be best that you give a look to the Creation Kit wiki's tutorial on <a href="http://www.creationkit.com/Bethesda_Tutorial_Planning_the_Quest#Creating_the_Quest_Object">quest creation</a> and <a href="http://www.creationkit.com/Bethesda_Tutorial_Dialogue">dialogue</a>.<br />
2. Upon creating a new quest, the Quest window prompts. Give your quest a name, hit OK, and open it again so you can access more tabs that will be needed in the next steps.<br />
3. Go to Quest Aliases. Right-click>New in the table. In the window that prompts, select "Specific Reference" and click on the button right to the option to select the talking activator in the Render View. Give your alias a nice name, like "Voice".<br />
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4. Now we're going to create the dialogue that this Voice will say. So go to the Dialogue View tab.<br />
<br />
<ul>
<li>Create a new dialogue view (right-click>new)</li>
<li>Create a new dialogue branch (right-click>new)</li>
<li>Name your first dialogue topic.</li>
</ul>
<br />
For the purpose of testing, I just made a simple dialogue with two possible answers to the first topic.<br />
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5. Once your dialogue is done, go the the Scenes tab.<br />
<br />
<ul>
<li>Create a new scene (right-click>new)</li>
<li>Create a new phase at end (right-click>create new phase at end)</li>
<li>Add an actor (select Voice, or whatever you named your quest alias)</li>
<li>Select the phase, right-click>New action>Package</li>
</ul>
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In the window that pops up, right-click in the table>new. The Package window prompts.<br />
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<ul>
<li>In the drop-down menu called Package Template, select ForceGreet</li>
<li>In the table on the left, click on the first option (Topic) and select the first topic of your dialogue in the drop-down menu, right to the table. You can filter it by typing its name.</li>
<li>In the table, you may also click on the third option (Trigger Location), click on the button in the Selected Package Data area, and select your talking activator in the Render View. The radius is set to 500 by default, you might want to reduce it eventually, but it's not very important.</li>
<li>Click OK on all the windows that are open to save the changes to your quest.</li>
</ul>
<br />
Now you could think that since you just created a scene, in which your talking activator is supposed to force dialogue when approached by the player, that it would be normal for it to act this way. Well, sadly, that doesn't work, and the talking activator cannot be activated by the player either. So we need to find a way to force the activator to start its scene.<br />
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<span style="font-size: large;">Creating the Trigger or Activator</span><br />
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1. Now we have two options:<br />
<br />
<ul>
<li>Creating a trigger volume that will force the dialogue when the player enters it</li>
<li>Creating a custom activator that the player can use to start the dialogue</li>
</ul>
<br />
So it's all a matter of whether you want the player to initiate the dialogue or not.<br />
<br />
<b>Creating a trigger</b><br />
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For this option, just select an item in your scene that is about the size of the player, and click on the little icon looking like a cube with a T inside, in the toolbar. A red box will appear around the item you selected. You can use the arrows pointing from its center to resize it, or press 2 and move it around to place it near your talking activator.<br />
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<b>Creating a custom activator</b><br />
For this option, go to the Object View, in WorldObjects>Activator and filter any kind of button, simple lever or pull chain as you like. I like the NorPullChain01 but that's personal taste. Duplicate the activator of your choice and rename it, then let's edit its properties.<br />
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<br />
<ul>
<li>In the field "Name", you could put the name of the character supposed to be speaking (or anything else, we can be tricky). Here, I put "Insane Crystal" because an Azuran crystal on Tamriel is obviously insane.</li>
<li>In the field "Activate Text Override", you could put something like "talk". Or it could be anything, like "annoy", "bother", etc. Be crazy if it serves your evil projects.</li>
<li>Among the options on the right, you might want to tick "Is Marker". This will make the activator invisible, so it will really look like you're trying to talk to your static mesh, without having to use some device for this purpose.</li>
</ul>
<br />
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<br /></div>
Now if we leave things as they are, it's gonna be pretty useless, because neither the trigger nor the activators know what to do. For this, we're going to need a little script.<br />
<br />
<br />
<span style="font-size: large;">Creating the Trigger or Activator</span><br />
<br />
What this script does is simply to force the activation of the talking activator, which forces it to start its scene.<br />
<br />
<ul>
<li>Double click on your trigger/activator in the Render View</li>
<li>Go to the Scripts tab, far right in the tabs of the Reference window</li>
<li>Click on Add (wait a little for scripts to load)</li>
<li>Click on New Script, and give it a name. Click OK.</li>
<li>Select your script in the Reference window, right-click>Edit source</li>
<li>Paste the following code and save:</li>
</ul>
<br />
<blockquote class="tr_bq">
<span style="font-family: Courier New, Courier, monospace;">ObjectReference Property TalkActivator Auto </span></blockquote>
<blockquote class="tr_bq">
<span style="font-family: Courier New, Courier, monospace;">Event OnActivate(ObjectReference akActionRef)<br />TalkActivator.Activate(Game.GetPlayer(), true)<br />EndEvent</span></blockquote>
<br />
<ul>
<li>Double-click on your script to edit its properties.</li>
<li>Select TalkActivator and click on Edit Value. Click on the button to select the talking activator in the Render View.</li>
</ul>
<br />
And that's it! Now it's time to test this out ingame!<br />
<br />
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<br />
As you can see, this insane crystal talks like a Khajiit, due to MaleKhajiit voice type.<br />
<br />
<span style="font-size: large;">Very important additional note</span><br />
I had the very displeasing surprise to figure out that this method didn't seem to work anymore as I started to apply it to my mod. I did all the possible tests I could do to figure what wasn't working, until a friend told me of the "quest dialogue bug" that has started to occur with a recent update. This bug makes it impossible to engage dialogue with any NPC or, in this case, a talking activator ...until you save and reload the game.<br />
Yes, the fix is as simple as this. F5, F9, and it all works smoothly again. Don't forget to add this recommendation in the description of your mod when you publish it!<br />
<br />
Thanks to Felroki for the tip. If you like Dunmer items or want to see a more Dunmeri revamp of the Gray Quarter, do check out her mods on the <a href="http://www.nexusmods.com/skyrim/users/3877817/?tb=mods&pUp=1">Nexus</a> or <a href="http://steamcommunity.com/id/felroki/myworkshopfiles/?appid=72850">Steam</a>! She did a fantastic job on them!<br />
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noxhttp://www.blogger.com/profile/12976487632309794004noreply@blogger.com5tag:blogger.com,1999:blog-2042190529503457918.post-68078467555403016552013-07-11T01:11:00.000-07:002013-07-11T01:12:55.517-07:00EBMv2 - New books added and placedHere is a part of the covers I made for books from the previous ES games --you may remember some. Each book features a description its content on the backcover, I thought it would be nice and helpful for the player. As you may see I also created templates to both save my time, and give the feeling that books were published by actual editors, such as the Tribunal Temple, the Imperial College, the Order of Arkay or the School of Julianos, to name but a few.<br />
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These shots are from the CK save for the last one, obviously ingame. Note that I use doccdr's <a href="http://skyrim.nexusmods.com/mods/35399">Book Covers Skyrim</a> mod, as I intend EBM.2 to work along with it. So far it seems the book covers all fit nicely together.</div>
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As you can see there are still many holes on the shelves, which shall be filled either by books I still have to bring back or by mine in some cases. The books are sorted by categories in the library (History, Geopolitics, Religious, etc) and by themes in the shelves (War of the First Council, Daedra, epics, horror/love/thieves... stories, etc). I think it is rather convenient this way. I should also be adding bibliographies listing the books and where to find them, and I plan to retexture all the bookshelves to add little signs reading their theme, with a simple color code as well.</div>
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I thought I'd add items in the shelves as well but it seems to be more complicated to achieve than I'd thought due to physics: everything collapses beyond logic and it's all a mess. The place should still be cozy, and if I can I'll try to add some nice paintings to decorate the walls.</div>
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<br />noxhttp://www.blogger.com/profile/12976487632309794004noreply@blogger.com0tag:blogger.com,1999:blog-2042190529503457918.post-4831566483705294922013-07-03T02:49:00.000-07:002013-07-03T02:49:25.248-07:00EBMv2 - Lore books listingFor better organization I have listed (what I think are) all the titles of TES books I should be adding in EBMv2. This way we can create all the covers more efficiently. I classifed the books in categories so I could divide the whole into some handful of books and progress step by step, with a lot of testing in between to make sure all the books display nicely ingame. Also, some books should share similar templates to look like part of a same collection by a same publisher (ie: Tribunal Temple) so I sort these ones together as well.<br />
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<a href="https://docs.google.com/spreadsheet/ccc?key=0AjkBZkOS8FnzdDRqWVFSTkNsNXQ3elZBdHFyemlZT1E#gid=0">The list of books is found here</a>, it can be viewed by anyone but only those willing to lend a hand in creating textures will be able to edit it. If you wish to help, show me a sample of what you can do (illustration, texturing...) and provide me with a valid email so I give you editing rights =)<br />
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A <a href="http://tesmods.blogspot.be/2013/06/tutorial-skyrim-books-creation.html">tutorial about book creation</a> can be found here as well. Though I don't require that helpers create the books from A to Z, only textures, or illustrations if they feel up to it.noxhttp://www.blogger.com/profile/12976487632309794004noreply@blogger.com0tag:blogger.com,1999:blog-2042190529503457918.post-77578153196918544962013-06-30T10:07:00.000-07:002013-06-30T10:07:24.317-07:00Tutorial: Skyrim books creationI have recently learned how to create book covers for Skyrim books and so I thought I'd make a tutorial about it. And why not compile all I know so far about book creation so people don't have to search through scattered posts?<br />
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So here it is. It shall be uploaded to the Nexus as well in due time. Click the pic to view pdf file.<br />
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<br />noxhttp://www.blogger.com/profile/12976487632309794004noreply@blogger.com1tag:blogger.com,1999:blog-2042190529503457918.post-22998907167714243502013-05-21T15:12:00.000-07:002013-05-21T15:12:12.186-07:00EBMv2 - a new good startThese last two days I had a bit of time for me and put in practice what I had been planning while I was away from the CK. Hence I've figured out how many shelves I would need to host all the books from the TES games, and quickly built a new, smaller library with a cozy atmosphere. I'll probably work on the lighting some more later on, and the blue flame may not make it to the end... I mean, it was too tempting not to put it in the scene but I'm not sure it's necessary to have it there. I'll also try to make the ceiling look a bit better as well. Not sure how yet.<br />
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Now I'm facing the issue that I can't get this damn NVIDIA dds plugin to run and so I can't edit textures. Seeing that this library will host about 700 books it would be better if they weren't all the same or so close. So if a kind soul could give me a little help with this tricky matter I would be delighted.<br />
Note that I can edit the diffuse maps myself if I'm provided files Photoshop can read, and send them back for compression... (it sucks, I know)<br />
I would be very glad to also create a set of retextured quills, inkwells and signs to label the various categories of the library.<br />
I'd like to add quests related to the mod as well but details will come in time. One thing after the other =)<br />
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<br />noxhttp://www.blogger.com/profile/12976487632309794004noreply@blogger.com0tag:blogger.com,1999:blog-2042190529503457918.post-83994795693293290542013-05-08T15:52:00.001-07:002013-05-08T15:52:30.916-07:00Latest News: Development Update: Beta Testing and Release Plan Update<div class="separator" style="clear: both; text-align: center;">
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Alrighty.<br /><br />So, it's been a while since I have updated this page. If you were wondering if Oblivionauts is a dead project, however, then I'm here to say that it is not. I am working by myself now, but I have been making good progress. I think it's high time that I give you guys an update on the project, though, so here goes. This will be a fairly long post, but important.<br /><br /><b><u>Status</u></b><br /><br />Currently, the Foundation Release of Oblivionauts is nearly complete. In fact, the only features missing right now are NPC dialog (conversations, vending, etc.), and the starting scene/character-creation. All other features have been implemented, and I have created a sample map without any original content to prove the teleportation system that will be used for map transitions. <br /><br />It will take me at least another week or two to script the dialog and to co-ordinate with the voice-actors to get the audio files.<br /><br />Thus, I have a question to pose to you. Would you rather that I release a beta version for you now that lacks NPC dialog, or would you rather wait until I have scripted all of the dialog and worked with voice actors to get the audio files? If I release the beta now, then those of you planning on making maps for Oblivionauts can already start learning how it works and trying your hand at making a map. It would also help me get input on the design and finish with a more polished Foundation Release. If I wait, then the difference is only a few weeks of time, but you will have complete Foundation Release with all of the dialogue and vendors. Which would you prefer?<br /><br /><b><u>Release Plan Update</u></b><br /><br />Back in March I posted a Release Plan for Oblivionauts, which you can read <a href="http://www.moddb.com/mods/oblivionauts/news/v10-release-plan">here</a>. In it I said that I was planning on doing a Foundation Release (v0.5) and then I would release a large map later for v1.0. Since I am now working by myself, however, the large map will have to be delayed until the possible future when I have more support and time to work on it. The Foundation Release is still coming, and will be everything that modders need to make maps using Oblivionauts.<br /><br />So, how does this affect the project? Well, while Oblivionauts is a great concept and provides a fantastic platform for modders and modding teams to built maps upon, it is not much appeal to players unless there are actually maps to play. And since I won't be able to release a large map myself (at least not for a while), then that means it is up to the community to create maps. That's not easy when so few people know about the project. I truly believe that the freedom from conflicts and compatibility issues, as well as the freedom for modders to make whatever maps they want without having to worry about integration with vanilla Skyrim or it's world and quests is something that has the potential to boost the Skyrim modding scene incredibly. But it will not be very appealing to the modding community until there is an example of what can be done with the platform that Oblvionauts provides.<br /><br /><b><u>Contest</u></b><br /><br />Thus, I am thinking about running a contest once the Foundation Release is complete. I would offer some prize (either cash or a piece of computer hardware) paid for by me. Whomever made the best map would receive the prize. I would also contact DarkOne, the founder of the Nexus sites, who has expressed interest in Oblivionauts and let him know of the contest. Hopefully this contest and news of the competition would build interest regarding Oblivionauts within the modding community.<br /><br /><b><u>Conclusion and Questions</u></b><br />In conclusion, I have some questions for you guys. I will update the project's description once I receive some feedback from y'all.<br /><br />Unfortunately, the lack of a large-map upon delivery means that the rich story and class-based character creation may not be viable options. Do you still want me to add classes to the game, or would you rather just use the vanilla system?<br /><br />What do you guys think? Ultimately it is you who will end up using the final product, so I want to get your input. What do you think about the beta release? Do you have any questions, suggestions, or criticism regarding the whole project?Shawn Edwardshttp://www.blogger.com/profile/10091395893143769344noreply@blogger.com0tag:blogger.com,1999:blog-2042190529503457918.post-4002769570226317992013-03-14T15:25:00.000-07:002013-03-14T15:30:00.311-07:00Oblivionauts Release Plan<div class="separator" style="clear: both; text-align: center;">
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<b>Release Plan:</b><br />
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The Oblivionauts v1.0 release is going to be staggered through a separation into two parts: the Foundation Release, and the Citadel Release.<br />
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The first part of the v1.0 release is planned for completion in May-April. Hopefully it will be complete in May, but I am setting mid-April as the expected release time because software always takes longer to make than expected. More info on a specific release date will be given when it is available.<br />
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<b> Foundation Release:</b><br />
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The Foundation Release (v0.5) will include everything required for modders to create maps for Oblivionauts. It will feature a hub, from which the player can travel to other realms of Oblivion by choosing a map from a list. At the hub you can heal, rest, trade and upgrade your equipment, as well as interact with the characters in that hub. The hub will include some pre-written and voice-acted characters that help you progress your character and travel to other realms. A unique background story is included, but you will not be required to learn about or participate in it to use the features of Oblivionauts. The primary goal of the Foundation Release and its hub is not to tell a story and quest, but rather to provide provide a way for modders to make their own without worrying about conflicts and incompatibilities with vanilla Skyrim or other mods.<br />
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<b> Citadel Release: </b><br />
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The Citadel Release (v1.0) will be the release of the first complete Realm for Oblivionauts. It will include a new Worldspace for you to explore and vanquish. I don't want to reveal too many details or plans for the Citadel yet. However, we will post an update when we are ready to reveal our designs for the map.<br />
<b><br /></b>
<b> Current Progress:</b><br />
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Currently, the Foundation Release is about 1/3 - 1/2 complete. Before this ModDB page was created, most of our work was conceptual and primarily included drawing up designs and plans. Since the creation of the ModDB page, the more visual work in the Creation Kit has been the center of focus.<br />
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Scheduled family visits have taken place on my weekends during the past two weeks, and my work hours have been irregular, keeping me from modding as much as I would like. However, it appears as if I will be able to get back on track in the following weeks.<br />
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<b>How to help:</b><br />
<br />
In previous articles I told you to apply on the forums to join the team. I am going write a news article soon detailing changes for the contribution system soon. The article will show you how you can actively contribute to the project with art, designs, and level-designing through the Creation Kit without committing to the project. The biggest barrier to people interested in helping with a project is the committal which they have to make to the team. I want to avoid that need to commit, so I am working on setting up a system that makes our project open-source. This will make Oblivionauts more accessible to modders who wish to contribute their work and time to Oblivionauts without having to officially become part of the team. Details will come soon, so read the following section on how to stay tuned if you want to be updated.<br />
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<b> Stay Tuned!</b><br />
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<a href="http://www.moddb.com/mods/oblivionauts">Watch our ModDB page!</a><br />
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<a href="https://twitter.com/Woverdude">Follow me on Twitter!</a>Shawn Edwardshttp://www.blogger.com/profile/10091395893143769344noreply@blogger.com0tag:blogger.com,1999:blog-2042190529503457918.post-14902184615795242212013-02-28T19:09:00.000-08:002013-02-28T19:09:29.372-08:00PCGamer Writes About Oblivionauts!<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGOq5SGhP3sPQ0TUwF5C-_NW_Wd0C6cPzFWesTK_SPKRkBlIXcvy9H10Tp336ErdVSjhzvwml0ZXh4GZpJ4pPCwf1WFZEKsQJAhx5Fp88zYLu5PNs5dFren15So7VHazzxPANsd2Y-2AhW/s1600/oblivionauts___beautyscreen_by_izz_noxfox-d5oipeo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGOq5SGhP3sPQ0TUwF5C-_NW_Wd0C6cPzFWesTK_SPKRkBlIXcvy9H10Tp336ErdVSjhzvwml0ZXh4GZpJ4pPCwf1WFZEKsQJAhx5Fp88zYLu5PNs5dFren15So7VHazzxPANsd2Y-2AhW/s640/oblivionauts___beautyscreen_by_izz_noxfox-d5oipeo.jpg" width="640" /></a></div>
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PCGamer has released an <a href="http://www.pcgamer.com/2013/02/28/oblivionauts-mod-skyrim/">article</a> featuring Oblivionauts and our <a href="http://www.moddb.com/mods/oblivionauts">ModDB page</a>! Be sure to check it out and give your input!Shawn Edwardshttp://www.blogger.com/profile/10091395893143769344noreply@blogger.com0tag:blogger.com,1999:blog-2042190529503457918.post-38388155025137535392013-01-26T14:52:00.000-08:002013-01-26T16:36:33.716-08:00Modders Wanted for Oblivionauts!<div style="border: 0px; line-height: 18px; margin-bottom: 1.5em; margin-left: 10px; margin-right: 10px; padding: 0px;">
<span style="font-family: inherit;"><br />In order to create Oblivionauts, our team needs help from you and the Skyrim modding community. If you want to join our team, or know of someone you think would be of help to us, then please read below for more information.</span></div>
<div style="border: 0px; line-height: 18px; margin-bottom: 1.5em; margin-left: 10px; margin-right: 10px; padding: 0px;">
<strong style="border: 0px; font-style: inherit; margin: 0px; padding: 0px;"><span style="font-family: inherit;">Positions:</span></strong></div>
<ul style="border: 0px; line-height: 18px; margin: 0px 0px 1.5em 1.5em; padding: 0px 1.5em;">
<li style="border: 0px; font-style: inherit; margin: 0px; padding: 0px;"><span style="font-family: inherit;"><span style="border: 0px; font-style: inherit; margin: 0px; padding: 0px; text-decoration: underline;">Level-Designers:</span> Current members of the Oblivionauts team are capable of level-creation but do not have the experience that is needed for this project. To create the Realms, we are in need of level-designers who can create Interiors or Worldspaces. Experience in the creation of either one will help us, but a Worldspace designer will be needed for the Realms. Level-designers will work with the artists and story-designers to create the maps, and integrate their details. Dearthwit Spire and the Citadel's (read the Release Plan section of the mod's description) maps, characters, and stories have already been largely designed, but their locations have not been created.</span></li>
<li style="border: 0px; font-style: inherit; margin: 0px; padding: 0px;"><span style="font-family: inherit;"><span style="border: 0px; font-style: inherit; margin: 0px; padding: 0px; text-decoration: underline;">Artists</span>: Concept artists are of great value to a project like this. They allow writers and story designers to put their ideas into a visual format, and help level-designers implement them into the game.</span></li>
<li style="border: 0px; font-style: inherit; margin: 0px; padding: 0px;"><span style="font-family: inherit;"><span style="border: 0px; font-style: inherit; margin: 0px; padding: 0px; text-decoration: underline;">Modelers</span>: Like artists, modelers are of great value. New meshes and textures add fresh content to the world that makes it feel unique to the player.</span></li>
</ul>
<div style="border: 0px; line-height: 18px; margin-bottom: 1.5em; margin-left: 10px; margin-right: 10px; padding: 0px;">
<span style="font-family: inherit;">In the future, we may also have positions available for voice-actors, quest-designers, and scripters. We are not quite at the stage where we are ready to recruit those types of moddders yet. When we are, then we will post a news update.</span></div>
<div style="border: 0px; line-height: 18px; margin-bottom: 1.5em; margin-left: 10px; margin-right: 10px; padding: 0px;">
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;"> <strong style="border: 0px; font-style: inherit; margin: 0px; padding: 0px;">Apply:</strong></span></div>
<div style="border: 0px; line-height: 18px; margin-bottom: 1.5em; margin-left: 10px; margin-right: 10px; padding: 0px;">
<span style="font-family: inherit;">When applying, please provide us with examples of previous work (mods, art, team projects, etc.), your contact information, and some basic information about yourself and your skills. Level-designers need to have experience with the Creation Kit and example mods to show us.</span></div>
<div style="border: 0px; line-height: 18px; margin-bottom: 1.5em; margin-left: 10px; margin-right: 10px; padding: 0px;">
<span style="font-family: inherit;">To <b>apply</b>, please post in our ModDB <a href="http://www.moddb.com/mods/oblivionauts/forum/board/dev-team-applications">forums</a><span id="goog_975600921"></span><span id="goog_975600922"></span><a href="http://www.blogger.com/"></a>.</span></div>
<div style="border: 0px; line-height: 18px; margin-bottom: 1.5em; margin-left: 10px; margin-right: 10px; padding: 0px;">
<span style="font-family: inherit;">If you do not feel like you are qualified or do not have the time to help us directly, then please feel free to suggest modders for us to ask to join our team. If we know of a great modder that we would like to have on our team, then we will invite them. We know that modders have their own projects and ambitions, though, so we will do our best to not pester good modders or interfere with their own plans. </span></div>
<div style="border: 0px; line-height: 18px; margin-bottom: 1.5em; margin-left: 10px; margin-right: 10px; padding: 0px;">
<span style="font-family: inherit;">If we like your work and if you seem like a nice person, then we will send you an invitation to become a member of our wiki. This will allow you to see the hidden development section of our wiki, and to post in the development forum. Because of this, you must <strong style="border: 0px; font-style: inherit; margin: 0px; padding: 0px;"><span style="border: 0px; font-style: inherit; font-weight: inherit; margin: 0px; padding: 0px; text-decoration: underline;">make sure</span></strong> to provide us with your e-mail address.</span></div>
<div style="border: 0px; line-height: 18px; margin-bottom: 1.5em; margin-left: 10px; margin-right: 10px; padding: 0px;">
<span style="font-family: inherit;">Feel free to apply, ask for more information, or suggest modders. We look forward to working with you and with the community to create Oblivionauts. :-)</span></div>
Shawn Edwardshttp://www.blogger.com/profile/10091395893143769344noreply@blogger.com0tag:blogger.com,1999:blog-2042190529503457918.post-81357636856090645842013-01-26T14:34:00.000-08:002013-01-26T14:34:13.329-08:00New ModDB page for Oblivionauts!A new ModDB page has been created for Oblivionauts! On it are new details and art for our upcoming Skyrim modding Project. Please feel free to check it out, read about it, visit our links, see our concepts, and let us know what you think!<br />
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<a href="http://www.moddb.com/mods/oblivionauts">ModDB page</a><br />
<span style="font-family: inherit;"><br /></span>
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<div style="border: 0px; line-height: 18px; margin-bottom: 1.5em; margin-left: 10px; margin-right: 10px; padding: 0px;">
<strong style="border: 0px; font-style: inherit; margin: 0px; padding: 0px;"><span style="border: 0px; font-style: inherit; font-weight: inherit; margin: 0px; padding: 0px; text-decoration: underline;"><strong style="border: 0px; font-style: inherit; margin: 0px; padding: 0px;"><span style="font-family: inherit;">Wiki:</span></strong></span></strong></div>
<div style="border: 0px; line-height: 18px; margin-bottom: 1.5em; margin-left: 10px; margin-right: 10px; padding: 0px;">
<span style="font-family: inherit;">In addition, we have a wiki that we are using to develop the mod and store information. When the mod is released, it will also act as the main website for Oblivionauts. If you want to learn more about the mod's details, you can visit it at the link below. The hidden Development section contains the majority of our details for now. When pages are finalized, then they will be moved out of the hidden section. Please keep in mind as you view the wiki, that it is everything on there is subject to change, and not everything is visible to non-developers.</span></div>
<div style="border: 0px; color: #333333; line-height: 18px; margin-bottom: 1.5em; margin-left: 10px; margin-right: 10px; padding: 0px;">
<a href="http://oblivionauts.wikidot.com/start" style="border: 0px; color: #a71212; font-style: inherit; margin: 0px; outline: none; padding: 0px;" title="Wiki"><span style="font-family: inherit;">Wiki</span></a></div>
Shawn Edwardshttp://www.blogger.com/profile/10091395893143769344noreply@blogger.com0tag:blogger.com,1999:blog-2042190529503457918.post-20394203411932585712013-01-18T10:18:00.003-08:002013-01-18T10:23:44.608-08:00Skyrim DLC Coming to PC and PS3 in February!Bethesda has released a press release on the <a href="http://www.bethblog.com/">Bethblog</a> announcing the release of all existing Skyrim DLC in February for PC and PS3.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzVB2Z4hmyFOKNgXeJF6FZ8y1k9KDqzJFqJceD5JXhK6T6FbvRsiNLaPF2gHPMqsrCS0HWFxizUWciriX6fbwwlVs5Tc18EWhDGqn5hM6qp67hrXr_gfXvoFly7KulbEQDWpx1Oo0VlU5N/s1600/First_Dragonborn.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzVB2Z4hmyFOKNgXeJF6FZ8y1k9KDqzJFqJceD5JXhK6T6FbvRsiNLaPF2gHPMqsrCS0HWFxizUWciriX6fbwwlVs5Tc18EWhDGqn5hM6qp67hrXr_gfXvoFly7KulbEQDWpx1Oo0VlU5N/s400/First_Dragonborn.jpg" width="400" /></a></div>
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<ul>
<li><b>PC:</b> Dragonborn will be released for PC on Tuesday, February 5th.</li>
<li><b>PS3:</b> Dragonborn, Hearthfire, and Dawnguard will be released for PS3 in February. Dragonborn will come first, followed by Hearthfire, then Dawnguard. The 1.8 update will also be released prior to Dragonborn. Specific release dates for PS3 have not been specified, and are still being worked out with Sony. However, they will all be released in February. In order to compensate PS3 players for all of their troubles and their long wait, <b>DLC will be 50% off during their launch week on PSN</b>.</li>
</ul>
Personally, I am excited to get these DLC on PC to be able to use their assets in my modding projects. If you are a modder, what mods are you looking forward to making with Dragonborn?<br />
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To read the official press release, visit the Bethblog's <a href="http://www.bethblog.com/2013/01/18/the-dragonborn-comes-in-february-and-hearthfire-dawnguard-too/">article.</a>Shawn Edwardshttp://www.blogger.com/profile/10091395893143769344noreply@blogger.com0tag:blogger.com,1999:blog-2042190529503457918.post-91212339044579663872013-01-10T11:25:00.000-08:002013-01-10T11:25:13.233-08:00Tutorial: Adding Help Files to Skyrim's Main Menu<b>Object:</b> Add Help files to Skyrim's main menu.<br />
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<b>Difficulty:</b> Very Easy<br />
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<b>Time Needed:</b> Besides the time needed to write the files, about two minutes.<br />
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<b>What You Will Need:</b><br />
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<ul>
<li style="border: none; margin: 0px 0px 0.25em; padding: 0px;">The Creation Kit. The Creation Kit is the modding tool for Skyrim, and can be downloaded from Steam.</li>
<li style="border: none; margin: 0px 0px 0.25em; padding: 0px;">Some previous understanding of the Creation Kit (preferably).</li>
<li style="border: none; margin: 0px 0px 0.25em; padding: 0px;">The text for the Help file that you want to add.</li>
</ul>
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<div>
There are a number of ways to add guides and Help files to your mod. The most common way is to use a book or a Message Box menu system. With the addition of MCM (Mod Configuration Menu) to the SkyUI, it is now also possible to add them to your mod's MCM. </div>
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This tutorial focuses on adding Help files directly to Skyrim's normal main menu. When you press 'Esc' ingame, you can save, load, read your journal, review your achievements, etc. There are also Help messages for guiding the player in how to use the game. It is possible to add your own messages to this list. To do this, two things need to be done:</div>
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<div>
1) Create a new message by navigating to Miscellaneous > Messages in the Object Window, right-clicking in the right-hand panel, and clicking 'New'.</div>
<div>
<ul>
<li>Write or copy the text that you want to be read in the Help menu.</li>
<li>Make sure that the Messagebox checkbox is checked.</li>
<li>I suggest that you follow the naming scheme that the other Help Message have: "Help[Topic]Long".</li>
<li>Ensure that there are no Menu Buttons or Conditions. Click 'Ok' to create the Message.</li>
</ul>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0HLaPKjdXI_Ithgn6GTgLSxQ64tiopK4HDOcJbnuaJVkXr1-UwgiJtLcDAuAd2lQl93hzW4F06nhD5kxu-RNtrJft3P7j09HI5rJe_mc4PW8jQoLyFgrohkGPBI5nra3kVHhIbqLumMuA/s1600/SillinessHelpMessage.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="339" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0HLaPKjdXI_Ithgn6GTgLSxQ64tiopK4HDOcJbnuaJVkXr1-UwgiJtLcDAuAd2lQl93hzW4F06nhD5kxu-RNtrJft3P7j09HI5rJe_mc4PW8jQoLyFgrohkGPBI5nra3kVHhIbqLumMuA/s640/SillinessHelpMessage.JPG" width="640" /></a></div>
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<div>
2) Navigate to "Miscellaneous > FormList" in the Object Window and find the "HelpManualPC" FormList. Double-click to edit it. Now go back to the Messages category, select your Help Message, and then drag it into the FormList.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8JFCV5kaPOYdCwekpTq1nc-8OTtVif3Lk2-ltsgGm9vCwIreyZZLC1_n9GX3QWzK8hsfuzAHvYKmZhFvNV_0sIXwmfuQE_OSldt6CFkfhOhpjdS37Bjc_fKb2q4nrhB9O8Ps7_XEwBoWZ/s1600/HelpFormList.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8JFCV5kaPOYdCwekpTq1nc-8OTtVif3Lk2-ltsgGm9vCwIreyZZLC1_n9GX3QWzK8hsfuzAHvYKmZhFvNV_0sIXwmfuQE_OSldt6CFkfhOhpjdS37Bjc_fKb2q4nrhB9O8Ps7_XEwBoWZ/s640/HelpFormList.JPG" width="640" /></a></div>
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3) Save your plugin. Start Skyrim.exe and select your plugin from the Data Files. Begin the game, load a save, and press 'Esc' to test your modification. Navigate to the 'Help' menu, and look for your message. The Help messages are categorized alphabetically by the Message's name.</div>
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There you go! Your Help files have now been added to Skyrim's Main Menu.</div>
Shawn Edwardshttp://www.blogger.com/profile/10091395893143769344noreply@blogger.com0tag:blogger.com,1999:blog-2042190529503457918.post-44417678249179222852012-12-18T16:38:00.003-08:002012-12-20T08:18:01.460-08:00Oblivionauts Cover ArtCover art for our next modding project Oblivionauts has been released! Click to download!<br />
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Details on our upcoming project will be released publicly soon. Make sure and check back here or subscribe to this blog to receive any new updates we post. You can also follow us on Twitter or Google+.<br />
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Twitter: <a href="https://twitter.com/Woverdude">https://twitter.com/Woverdude</a><br />
Google+: <a href="https://plus.google.com/u/0/b/113795600799397866390/113795600799397866390/posts">https://plus.google.com/u/0/b/113795600799397866390/113795600799397866390/posts</a><br />
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<br />Shawn Edwardshttp://www.blogger.com/profile/10091395893143769344noreply@blogger.com0tag:blogger.com,1999:blog-2042190529503457918.post-11523678257300297132012-12-05T08:35:00.001-08:002012-12-09T15:59:30.016-08:00EBM.2 WIP: Level Building and Voice Acting<div class="separator" style="clear: both; text-align: center;">
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<br />
I finished the listing and sorting of the books and so it's now time to get back in touch with level design and level building. It should be more pleasant and I hope to advance quite quickly during my available free time.<br />
Yesterday I also did some tests to learn the basics of quest and dialogue design and managed to implement a speaking NPC ingame – see below for the details! =]<br />
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<span style="font-size: large;">Workflow</span><br />
<ol>
<li>Listing and sorting all the books in categories and sub-categories<br />-> Done</li>
<li>Planning the spatial organization of the library<br />-> WIP</li>
<li>Building and testing the library cells<br />->WIP</li>
<li>Adding, placing and compiling all the new books</li>
<li>Test, fixing, test, fixing...</li>
<li>Release</li>
</ol>
I've started to build the level, Nordic style this time. I'm already getting familiar with the nomenclature after a few hours of work. Here's a screenshot of the current status of level building. It shouldn't be expanded a lot more than this normally, I don't want the place to be too huge since there will be all the navmeshing to do...<br />
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<u>Update:</u> now the level building is complete. I admit I expanded a <i>little </i>more than I originally thought I would but whatever, at least there's place for tones of books. So I'm now in the process of placing furniture and decorations.<br />
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<span style="font-size: large;">Actor with voice</span><br />
Creating dialogs and actors with voice files turned out to be quite simple, if you wish to try I suggest you to jump to <a href="http://tesmods.blogspot.be/2012/08/need-voice-actors-for-your-mod.html">this page</a> created by Shawn, it contains all the informations and links you will need to success in your implementation. Below is a short recording of my test. It went nicely so far though you might notice the overlay skin texture of Jobasha's head has gone missing. It's something I still have to understand and fix.<br />
Jobasha's voice actor is Tim Morgan and I must say he did an impressive first take!<br />
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<br />noxhttp://www.blogger.com/profile/12976487632309794004noreply@blogger.com2tag:blogger.com,1999:blog-2042190529503457918.post-21859075697667825412012-11-27T17:05:00.000-08:002015-10-07T14:01:10.181-07:00Winter Break Modding ProjectI'm thinking about working on a Skyrim modding project over winter break. Unlike my previous projects, this one would involve storytelling and quests rather than gameplay recoding. Are there any of y'all that would be interested in working with me for a few weeks between semesters to create an interesting and unique modification to Skyrim? I am looking for people with any of the following skills:<br />
<br />
Story/quest writing<br />
Character design<br />
Art/3d-modeling<br />
Programming<br />
Level design<br />
Voice Acting<br />
Fictional worldbuilding<br />
Game testing<br />
<br />
The concept for the project has already been developed some, but I would like input while developing the rest of it and help with creating the actual mod. For those of you who have played Skyrim but do not have a PC copy, I may consider <b>PAYING </b>to get you a copy of the game for your PC.<br />
<br />
Obviously, you will need to have a PC capable of running the game if you are going to work on the coding, modeling, or level design. You would also need to be willing to work with me and any others on the team, as well as be able to devote some time each week during the break to the project.<br />
<br />
If you are interested, then please message me and I can give you more details on the project. I can guarantee that you will find plenty of interesting work if you do join. :-)<br />
<br />
Once the project is complete then it would be released for free online for players to download. A donation link would be available for fans, and any donations would be split with you.<br />
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If you are interested in my previous modding work, you can check out the following pages:<br />
<br />
Skyrim Nexus: <a href="http://skyrim.nexusmods.com/users/1266423">http://skyrim.nexusmods.com/users/1266423</a><br />
Steam Workshop: <a href="http://steamcommunity.com/profiles/76561198008458024/myworkshopfiles/">http://steamcommunity.com/profiles/76561198008458024/myworkshopfiles</a><br />
Modding Blog: <a href="http://tesmods.blogspot.com/">http://tesmods.blogspot.com/</a><br />
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My mods have been downloaded over 40,000 people and viewed by likely 300,000.Shawn Edwardshttp://www.blogger.com/profile/10091395893143769344noreply@blogger.com5tag:blogger.com,1999:blog-2042190529503457918.post-76289660145561469692012-10-24T06:41:00.002-07:002012-10-24T06:45:43.039-07:00SkyUI 3 MCM compatability<div class="bb-content">
Howdy, y'all.<br />
<br />
I'm sorry for not releasing a new version during the past couple of months. I have been far too busy with school and work to make an update. I have not forgotten about this mod, though. If at some point I have more free time to work on it, then I will. I am not ignoring the complaints and bug reports that y'all give; rather, I simply haven't had the time to respond to you or to fix them.<br />
<br />
That being said, with the announcement of the Mod Configuration Menu for SkyUI 3, I am going to try to take out some time from my busy schedule the next few weeks to make an MCM menu for Way of the Monk. One of the biggest complaints about this mod is the menus. They're crap. I know. Not only are they annoying to you, but they are annoying to me. To make the menus of the sort that WoM uses now often requires over 1000 lines of code, and many hours. I spent probably 100-200 hours working on the menus alone. The MCM is not only easier for the player to use, but supposedly it reduces the scripting time to a couple of hours max. Not only that, but it allows checkboxes, drop-down menus, option highlighting, sliders, and many other useful features. It is still in alpha phase, so it might change over time and y'all might not have downloaded it yet. However, once I learn the system and have taken the time to script it, I will hopefully have made Way of the Monk MCM compatable.<br />
<br />
What does that mean for y'all? Well, first, the menus won't be so annoying. You will be able to press 'escape' to access them, rather than casting a spell or power. You will also be given more options. I will try to code into the menus new options including leveling speed. This will allow you to change how quickly you raise your Monk skills. I am not sure what the menu restriictions are, but I *might* (I stress *might*) even be able to create a menu for choosing perks. I hate the current menu system that this mod is using. It's awful. Especially when choosing perks. Many peoples' complaint is that they don't want to have to use those awful menus, and they want the process of choosing new perks to be easier. So far, that has not been possible without replacing an existing skill tree in the main leveling menu. MCM may allow me to do that.<br />
<br />
I'm not sure exactly when I will create this menu. Likely, it will be an incremental process that may take a week or two, as I learn the MCM system and code when I get the opportunity. I may also need to wait a while for MCM to get out of alpha stage, to ensure that I don't have to rewrite part of the code. Supposedly, Gopher is going to make a tutorial on creating MCM menus, which I am also waiting for. The one downside of this is that the MCM menu will not be available for Steam Workshop users. I am going to add an optional download here on the Nexus for it. Also, I may have to change Way of the Monk to an ESM, which would make it incompatible with the Workshop. </div>
Shawn Edwardshttp://www.blogger.com/profile/10091395893143769344noreply@blogger.com4tag:blogger.com,1999:blog-2042190529503457918.post-17980424117909333462012-09-19T07:23:00.002-07:002012-11-29T13:05:44.173-08:00EBM WIP: plans for EBM v2<div class="separator" style="clear: both; text-align: center;">
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Due to real world life I was not able to post any update about <a href="http://tesmods.blogspot.be/p/extended-books-mod.html">EBM</a> for months, neither could I work on the mod, not even could I play Skyrim! (how bad is that!?) But I kept on thinking and planning what should be done for the v2... Overall I plan to redo everything in way to get the mod as clean as possible. And I think the library it should feature might be nicknamed "Little Apocrypha".<br />
<br />
<span style="font-size: large;">What EBMv2 should contain</span><br />
<ul>
<li>More <b>new books</b></li>
<li>Books from the previous games, <b>from Arena to Oblivion</b> (yes!)</li>
<li>A giant secret <b>library </b>to sort and store all those books in several samples</li>
<li><b>Bibliographies</b> listing books related to a same topic (ex: Dwemers) and where to find them in the library, and possibly <b>compendiums</b> with excerpts related to a given topic</li>
<li>(optional) retextured assets to serve as signs to find your way in the library</li>
<li>(optional) more textures for book covers (including mere color variations)</li>
</ul>
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<br />
<span style="font-size: large;">Workflow</span><br />
<ol>
<li>Listing and sorting all the books in categories and sub-categories</li>
<li>Planning the spatial organization of the library</li>
<li>Building and testing the library cells</li>
<li>Adding, placing and compiling all the new books</li>
<li>Test, fixing, test, fixing...</li>
<li>Release</li>
</ol>
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<span style="font-size: large;">What's being done currently</span><br />
[update] I finished listing and sorting the books, basing me on the Imperial Library. So far I have listed 331 titles (not books but titles of one-shots and series) and 197 of those titles are yet in Skyrim though some series (like the Wolf Queen) are incomplete. However I didn't include books we aren't supposed to find (such as the Mysterium Xarxes, diaries and other quest-related books). This makes yet around 200 books to format and implement and some include pictures.<br />
I tag the books with keywords about their content that will help for bibliographies, and assign them to fitting categories which are divided into:<br />
<br />
<ul>
<li><u><b>Physics:</b></u></li>
<li>History (various eras)</li>
<li>Geopolitics (Nirn, Imperial Provinces, Guilds & Factions)</li>
<li>Fauna & Flora (races, creatures, plants, minerals)</li>
<li>Arts & Crafts (literature, smithing, cooking, etc.)</li>
</ul>
<ul>
<li><u><b>Metaphysics:</b></u></li>
<li>Monomyth</li>
<li>Aedra</li>
<li>Daedra (Princes, Lorkhan, Oblivion)</li>
<li>Cults (Orders, consequences of their deeds on Nirn)</li>
<li>Myths & Legends</li>
<li>Arcane Arts (magic of all schools and kinds)</li>
<li>Pain & Care (diseases, curses, etc.)</li>
</ul>
The goal of this sorting is to plan properly the level building of the library.<br />
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<span style="font-size: large;">How to help</span><br />
As you guess many books will fall into many categories but this way I hope to make the place as handy as possible for players who like to play scholars. I don't know how many there are but surely more than I think.<br />
And of course, any help in the sorting and tagging would be very helpful, or if you've already created information compendiums or so, it would surely be very fitting.<br />
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If someone wishes to do some <b>retexturing</b> I'd be very interested as well. For book covers of course, something based on the Book of the Dragonborn or Spell Tomes could be nice since those book feature a different textures for back and front covers, allowing to differentiate them more. But also for some assets such as banners and rugs that would be used as signs for the different parts of the library.<br />
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If you have ideas and suggestions, they're also very welcomed of course.<br />
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<br />noxhttp://www.blogger.com/profile/12976487632309794004noreply@blogger.com0tag:blogger.com,1999:blog-2042190529503457918.post-17792648498546857062012-08-29T06:29:00.003-07:002012-08-29T06:31:04.026-07:001.5 Changelog<h2 class="large-title">
1.5 Changelog</h2>
<div class="bb-content">
Here (finally) is the changelog for the 1.5 update for the Skyrim mod "Way of the Monk":<br />
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+ Improved appearance of the Pillars locations<br />
+ Fixed the requirements for Irons Fists 3<br />
+ Fixed issue for some NPCs where they would appear naked<br />
+ Replaced Cultist Follower with a voiced follower<br />
+ Added a quest to find all of the Pillars, with a reward for finding all of them. Start the quest by reading the book, "The Pillars".<br />
+ Fist weapons are now affected by OneHanded Perks. The Claws, Talons, Punch Daggers, and Katar are affected by the sword perks; the Ulaks are affected by the War Axe perks; and the perferators and Burning Fists are affected by the Mace perks<br />
+ Increased base damage of Steel Punch Daggers by 1<br />
+ Created more Cultist NPCs<br />
+ The new follower now levels with you up to level 60<br />
+ Unarmored now does not level when you are a werewolf<br />
+ Fixed issue where the OneHanded Unarmed Weapon was doing more damage and affected by more perks than it was supposed to.<br />
+ The Deadly Blows perks no longer stack<br />
+ Fixed menu issues with the Silent Movement and Padded Movement perks<br />
+ Corrected information in the menu for the Wielder Pillar<br />
+ Added visual effect to Whirlwind Attacks from the Wielder Pillar<br />
+ Fixed the menu issues with acquiring the Vitality perks<br />
+ Fixed the conditions for the Vitality perks<br />
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I apologize for the delay. I've been pretty busy and tired recently because of the new school semester. I will start work on version 1.6 soon.</div>
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Way of the Monk can be downloaded at the following locations:<br />
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<a href="http://skyrim.nexusmods.com/mods/15725/">Skyrim Nexus</a><br />
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<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=70846921&searchtext=">Steam Workshop</a>Shawn Edwardshttp://www.blogger.com/profile/10091395893143769344noreply@blogger.com0tag:blogger.com,1999:blog-2042190529503457918.post-27286898142133902012-08-22T06:45:00.000-07:002012-08-25T08:53:53.347-07:00Need Voice Actors For Your Mod?Are you creating a quest or follower mod? Do you need voice actors? This post gives a number of tips and links to help you find voice acting talent.<br />
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<strong>Doing it yourself:</strong><br />
First off, you may simply be able to do it yourself. Now, there's the possibility that your voice may have a different sound or be a different gender than your mod's characters. However, if you voice does fit a character, here are some tips to recording:<br />
<ol>
<li>Turn off all fans, air conditioners, and cell phones. Get rid of or turn off anything that could add background noise. </li>
<li>Place your microphone at the very least an inch (I suggest 2-3 inches) from your mouth. That is to eliminate the small staticky sounds that may come from a dry mouth or from the mic rubbing against your skin. </li>
<li>Keep a glass of water nearby to make sure that your mouth does not become dry. A dry mouth will make your produce a static-like sound in your recording.</li>
<li>Sit up or stand up. Breathe with deeply, with your stomach expanding rather than your chest. This will provide a good airflow through your vocal chords, and provide your brain with the oxygen it needs.</li>
<li>Sing for a while before recording. It doesn't matter if your singing voice is awful enough to kill cats, sing for a bit. Doing so will loosen your vocal chords and get your lungs moving right for recording.</li>
<li>Download <a href="http://audacity.sourceforge.net/">Audacity</a>. It is a <strong><em><u>free</u></em></strong> audio editing and recording program that is powerful enough to be used in professional settings. If you want to you can even learn how to add effects to your voices, but that won't be neccesary for simple voice acting. </li>
<li>Along with the recordings for your lines, record a 5-6 seconds long file that is nothing but silence. Make sure that you do this with the same mic and in the same setting that you used for your line recording. This silence sample will be used later with Audacity to remove background static and noise from your audio files.</li>
<li>Record your lines in the .WAV format. This can be done with Audacity. There are only two audio formats that the Creation Kit (for Skyrim) uses, and those are the .WAV and the .XWM formats. If you have the time, I would suggest converting your files to .XWM. They are not as large as .WAV files, but they will work fine. The decreased file space means that you will be more likely to pack your mod into the 100 mb limit of the Steam Workshop. Use <a href="http://www.theengineeringguild.co.uk/index.php?option=com_content&view=article&id=412:wave-to-xwm-guide&catid=20&Itemid=115">this guide</a> to convert the files. As far as I know, this is the <strong>only</strong> guide in existence that teaches you how to convert .WAV files to .XWM.</li>
</ol>
<br />
<strong>Recruiting others:</strong><br />
<ol>
<li><a href="http://www.theengineeringguild.co.uk/index.php?option=com_content&view=article&id=644&Itemid=178">The Voice Actors' Guild</a> - The VA Guild is a part of the broader Engineering Guild, which is a modding community createed by the modder Giskard, who is well known for his Skyrim, Fallout 3, and Oblivion mods. I have used them before and they are a great group. Very friendly, quick, and professional. While you're there, you can also download some of the fantastic mods that they have produced.</li>
<li>Post a thread in the Skyrim Nexus, Bethesda, or Steam forums asking for a voice actor. You are less likely to get someone with voice acting experience, but they are likely to be more eager to help.</li>
<li>Take a look at the list of voice actors that helped with the <a href="http://skyrim.nexusmods.com/mods/8429">Interesting NPCs</a> mod for Skyrim. The mod author supplied links to their Nexus Pages, so you can contact them if you like their voice or are looking for any voice actor. With this specific group, I would suggest going into Skyrim and listening to their voices. That way you can choose the actor you want based upon their voice. Keep in mind, though, that they do not have to work with you if they do not want to. The likely get plenty of requests and do not have time to help everyone.</li>
</ol>
<strong>Once you have the lines:</strong><br />
<br />
Even once you have gone through the work to find voice actors, you will need to add them to the game. Below are a number of tutorials for adding voice files to characters in Skyrim.<br />
<br />
<ol>
<li><a href="http://deck16.net/post/22645519500/making-a-unique-voiced-follower-in-skyrim-part-1">Deck16 - Adding a Voice Follower</a></li>
<li><a href="http://www.creationkit.com/Bethesda_Tutorial_Dialogue">Creation Kit Wiki - Bethesda Tutorial Dialgoue</a></li>
<li><a href="http://wiki.tesnexus.com/index.php/Voice_Acting:_A_Complete_Guide">Voice Acting: A Complete Guide</a></li>
<li>Creation Kit Tutorial: Quest Dialogue [1/4]</li>
</ol>
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Shawn Edwardshttp://www.blogger.com/profile/10091395893143769344noreply@blogger.com4tag:blogger.com,1999:blog-2042190529503457918.post-76209705826018611072012-08-13T17:21:00.000-07:002012-08-13T17:21:11.895-07:00Becoming A Master...or at least a master file.<br /><br />So, over the past version or two I have slowly been considering the possibility of changing my mod from an .esp to an .esm. Or, more understandably, from a plugin to a master file. The difference between plugin and master files are as follows.<br /><br /><u>Plugin File (.esp)</u>: The standard format for mods. They modify or add content within master files while they are loaded. Their changes are not permanent and will not actually modify the .esm file. Instead, Skyrim reads their information and makes the changes inside of the game. Every .esp has a list of master files that are required for it to run. Most of them only require the Skyrim.esm Master File. However, if one were to require Dawnguard, for instance, then it would require both Skyrim.esm and Dawnguard.esm. When you make a mod with the Creation Kit, they are the format that it saves your changes in. They can be uploaded to the Steam Workshop.<br /><br /><u>Master File (.esm)</u>: Skyrim.esm is the main master file. They are what hold all of the main files which the game uses. They have higher priority than any .esp files in the load order. You can make an .esp that modifies and .esm, but you cannot make an .esm that modifies an .esp. They are the star of the solar system and all of the little .esps orbit around them. They can only be created by using modder-made tools to convert a .esp to an .esm, and they cannot be uploaded to the Steam Workshop.<br /><br />So, why the extended monologue about the difference between the two? Mainly because I am currently giving a significant amount of thought to changing my mod to an .esm. This has a number of pros and cons, but I think that the benefits outweigh the disadvantages.<br /><br /><u>Pros</u>:<br /><br />+ <b>Modules</b>. I would finally be able to make all of those optional modules that people have been asking for. Some people just want the overhaul without the weapons. Some want the skills to be in the vanilla perk trees. Others want quests. Some want small optionals like a Fists of Steel perk for Light armor. Others might want a Chi system. The list goes on. Making Way of the Monk a Master File mod would allow me to make those modules. You would download the master file with the whole shebang. Then, if you wanted certain aspects changed you could either download a module (.esp) for yourself, or even make your own to use. <br /><br />+ <b>Compatibility</b>. Compatibility issues would be much easier to solve. Instead of having to change large parts of my system to work with another mod or have them do the same thing, I (or someone else) could just build an .esp that bridges the gap between the two mods and makes them compatible. It would be totally optional and the compatibility patches would be much easier to create.<br /><br />+ <b>Teamwork</b>. If, at some point, someone else wanted to join me on the project and help me out, then a Master File would be a LOT easier to work with. Say, for instance, that someone wanted to help me build a questline for the mod. We could 1) work together on the SAME file at the SAME time using a program made by SureAI, allowing us to simultaneously build the questline together. Or 2) one of us could make an .esp plugin for the .esm that adds a questline that is totally optional. That way you could get the main mod without having to worry about all of the issues that come with quest mods.<br /><br /><u>Con</u>:<br /><br />+ <b>No Steam Workshop</b>. Unfortunately, the Steam Workshop does not allow modders to upload .esm Master Files. At all. And even if it did, it has a filesize limit of 100mb. While just the overhaul would not likely meet that size limit, the modules might. Especially if they included new meshes, textures, or sounds. The normal mod has already reached a size of 72 mb. Simply adding full dialog for two characters might raise the size past the 100mb limit on the Steam Workshop. If I turned Way of the Monk into a master file, then Steam users would not be able to download the latest versions from the Workshop. I would not delete the mod, so they would still be able to get whatever version existed before the change to .esm. However, to get any later versions they would *have* to use the Nexus.<br /><br /><u>Conclusions</u>:<br /><br />So, what do y'all think?<br /><br />Personally, I think that it is worth the risk. As the creator, I want to grow this mod as much as I can without being limited by the Workshop's capabilities. However, I do not want to alienate players unless I have to. Please feel free to give me your input on the choice.Shawn Edwardshttp://www.blogger.com/profile/10091395893143769344noreply@blogger.com4tag:blogger.com,1999:blog-2042190529503457918.post-6481028309490355042012-08-03T19:42:00.001-07:002012-08-03T19:42:05.828-07:00Dawnguard is now available for PC!As of today, August 2, the first Skyrim DLC Dawnguard is available for download to PC from Steam. It's been a fairly long wait, and is priced quite highly. It's appearance was also quite sudden, with no announcements from Bethesda. Regardless, it is now purchasable. Here's hoping that it is worth the wait.<br />
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/3PjBSicSVqI?feature=player_embedded' frameborder='0'></iframe></div>
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Purchase link at Steam: <a href="http://store.steampowered.com/app/211720/">http://store.steampowered.com/app/211720/</a>Shawn Edwardshttp://www.blogger.com/profile/10091395893143769344noreply@blogger.com0tag:blogger.com,1999:blog-2042190529503457918.post-46833656555485412702012-07-24T19:12:00.001-07:002012-07-28T08:45:07.630-07:001.4 ChangelogThis is a complete changelog for the 1.4 beta update to Way of the Monk. If more changes are made in the release edition of 1.4, then they will be added to this list.<br />
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You can download the beta version of 1.4 <a href="http://skyrim.nexusmods.com/mods/15725/">here</a>.<br />
<br />
Changelog:<br />
<br />
+ Evasion and Escape enchantments can now be put onto other robes<br />
+ Fixed requirements of the Rapid Fists 2 perk and the Rending Strikes 2 perk<br />
+ Added a Perk Requirements book that tells you the requirements for every perk. It has been added to the table at the Pillars of the Way.<br />
+ Changed Soft Resistance to apply to all weapons<br />
+ Created two more levels of the Unarmored Stance perk and changed its requirements<br />
+ The Whirlwind effect now only works on the Unarmed weapon<br />
+ Created the Unimpeded Combat perk, with three levels, that increases your attack speed when you are unarmored<br />
+ Created the Endurance perk that increases your health regen in combat<br />
+ Created the Vitality perks, which lets you choose the Stamina or Magicka attribute. Which ever one you choose will have its regen fortified in combat.<br />
+ Created the Silent Movement perk that reduces your movement noise by 50% when you are unarmored<br />
+ Created the Padded Movement perks that make you harder to detect when sneaking and unarmored<br />
+ Created the Chokehold perks that increases your sneak-attack damage with the Unarmed weapon and with the Monk weapons<br />
+ Created the Knockout Punch perk that allow you to knock out your enemies when sneaking, undetected, and using the Unarmed weapon<br />
+ Created the Martial Master perk that reflects 10% of damage when you are unarmored<br />
+ Split the Unarmored perk category into two subcategories: Defense and Combat. The perks have also been re-organized.<br />
+ Changed the menus and functions of the Progress, Choice, and Rewalking Pillars to reflect changes<br />
<br />
Final 1.4 update (after beta):<br />
+ Created a chest to contain the books and items at the Pillars of the Way<br />
+ Added a Hooded Robes of the Way at the Pillars of the Way for those who are playing at high difficulties<br />
+ Update the Choice power with the menu changes<br />
+ Update the Progress power with the menu changes<br />
+ Corrected Unarmored Stance description<br />
+ Fixed the misdirecting buttons in the Progress menu<br />
+ Slightly increased base damage of Orcish claws for balancing<br />
+ Slightly increased base damage of Daedric claws for balancing<br />
+ Slightly decreased base damage of Elven Glaive for balancingShawn Edwardshttp://www.blogger.com/profile/10091395893143769344noreply@blogger.com1tag:blogger.com,1999:blog-2042190529503457918.post-6511769894025764022012-06-28T17:00:00.000-07:002012-06-29T14:40:19.287-07:00Poll: What Feature Do You Want?If you've been following the comments on the Skyrim Nexus page for Way of the Monk, then you probably read me talking about a poll for new features. The gist of that discussion is this: Because I only have a limited amount of time to focus on modding, and because I want to please as many of my players as possible, I have been gathering a list of requested features to be added to the next version. Feel free to continue suggesting additions. Each of you get 3 votes for what you want to see in the next version. You can spend all of those votes on one feature, or spread them out. Post below in the comments with your 3 votes, along with any areas that you want me to work on (they will be added to the list).<br />
<br />
<br />
<ul>
<li>Chi system (needs a minimum of 20 votes) [4 votes]</li>
<li>Improved aesthetics</li>
<li>More perks [3 votes]</li>
<li>More enchantments</li>
<li>Perk transparency/improvement (making it easier for you to know the requirements) [2 votes]</li>
<li>Improve unarmed stealth combat [3 votes]</li>
<li>Food/alchemicy buffs for unarmed combat</li>
<li>More armor (only I only have spellweaver armor approved so far)</li>
</ul>
<div>
The five features with the most votes will be added to the next version of the mod, as long a they have a minimum of 2 votes each. Feel free to suggest more!<br />
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Suggestions can include having specific mods incorporated into this one, but you MUST have gained permission from the mod author beforehand. I won't add a mod unless I have permission from the author.</div>Shawn Edwardshttp://www.blogger.com/profile/10091395893143769344noreply@blogger.com14tag:blogger.com,1999:blog-2042190529503457918.post-90673629552409070332012-06-28T16:30:00.001-07:002012-06-28T16:31:49.437-07:00Skyrim Monk Let's Play #1 - Intro<iframe allowfullscreen="" frameborder="0" height="270" src="http://www.youtube.com/embed/twIhGc6hQDc?fs=1" width="480"></iframe><br />
<br />
I have uploaded a new video for the Way of the Monk mod to Youtube. This video describes how the mod works, and introduces my upcoming Let's Play series for it.<br />
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If you'd like to be notified when I post more videos, then feel free to subscribe to the channel.Shawn Edwardshttp://www.blogger.com/profile/10091395893143769344noreply@blogger.com0tag:blogger.com,1999:blog-2042190529503457918.post-9556792366902915602012-06-22T11:29:00.000-07:002012-07-18T17:16:28.918-07:00Tutorial: Creating A Skill<b>Object:</b> To create a new skill using Papyrus scritps<br />
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<b>Difficulty:</b> Very complicated and difficult<br />
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<b>Time Needed:</b> A great deal. If you are an unexperienced modder, it will take you even longer. For experienced modders, while actually writing the scripts might not take much time, designing the system, implementing it, and perfecting it until it plays well can still take a long time.<br />
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An extended version of this<a href="http://skyrim.nexusmods.com/mods/19237"> tutorial</a>, along with a fully-functional example <a href="http://skyrim.nexusmods.com/mods/19237">woodcutting skill mod</a> are available on the <a href="http://skyrim.nexusmods.com/">Skyrim Nexus</a> for free.<br />
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<b>Things you will need:</b><br />
<b><br /></b><br />
<br />
<ul>
<li>Creation Kit.</li>
<li>A plan for how the skill will work mathematically</li>
<li>Scripting and general Skyrim modding experience</li>
</ul>
<div>
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<div>
<b><u>Note:</u> </b>You cannot create a new skill that uses the vanilla interface without editing most of the base code of the game. This tutorial explains a workaround tactic for create a system of scripts that let you track the how much the player does a certain item so that you can add perks, quests, or other features that depend on the player reaching a certain level in that skill. This tutorial is not going to follow the normal format (a list of buttons that you need to click and actions that you need to do). Rather, it is going to explain the concept of the skill workaround, and how to design/implement it. The actual implementation and the specific equations will be left to you to develop. In this tutorial, we will be using a Woodcutting skill as an example.</div>
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<b><span style="font-family: Georgia, 'Times New Roman', serif;">Setting up the XP:</span></b> You first need to plan out the math of your skill. How you gain XP, how much XP you need to level, whether each level requires more XP, what higher levels give you, etc. These decisions will decide how the skill actually works mathematically and are extremely subject to change. I can't tell you how many times I have tweaked and changed my Unarmed leveling system in Way of the Monk. Once you being testing the skill you will inevitably find ways in which it can be improved or tweaked. What sounds good in theory may not play well in the real game.<br />
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The first thing that you need to determine is the XP system. Even though Skyrim tries to take away the numbers as much as possible so that the game feels more immersive, it does actually use XP. Every time you use one of the skills (by casting a spell, hitting an enemy with a weapon, creating a potion, etc.) your XP is raised by a certain amount. Once it hits a cap, the skill level is then increased and the amount of XP needed to reach the next level is raised. You can study the XP system in Skyrim on the UESP <a href="http://uesp.net/wiki/Skyrim:Leveling">wiki</a>. I would highly recomend that you study the vanilla skills to gain a grasp of how they work. In the Woodcutting skill that I will be using as an example I used the following Papyrus Code:<br />
<blockquote class="tr_bq">
<pre class="prettyprint" style="background-color: #efefef; border-bottom-left-radius: 4px; border-bottom-right-radius: 4px; border-top-left-radius: 4px; border-top-right-radius: 46px; border: 1px solid rgb(39, 39, 39); color: #9a9a9a; font-size: 11px; line-height: 15px; margin-left: 10px; overflow: auto; padding: 5px;"><span class="kwd" style="color: #000088;">if</span><span class="pln" style="color: black;"> </span><span class="typ" style="color: #660066;">WoodcuttingXP</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">GetValue</span><span class="pun" style="color: #666600;">()</span><span class="pln" style="color: black;"> </span><span class="pun" style="color: #666600;">>=</span><span class="pln" style="color: black;"> </span><span class="lit" style="color: #006666;">100</span><span class="pln" style="color: black;">
</span><span class="typ" style="color: #660066;">WoodcuttingLevel</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">SetValue</span><span class="pun" style="color: #666600;">()</span><span class="typ" style="color: #660066;">WoodcuttingLevel</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">GetValue</span><span class="pun" style="color: #666600;">()</span><span class="pln" style="color: black;"> </span><span class="pun" style="color: #666600;">+</span><span class="pln" style="color: black;"> </span><span class="lit" style="color: #006666;">1</span><span class="pun" style="color: #666600;">)</span><span class="pln" style="color: black;">
</span><span class="typ" style="color: #660066;">WoodcuttingXP</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">SetValue</span><span class="pun" style="color: #666600;">(</span><span class="typ" style="color: #660066;">WoodcuttingXP</span><span class="pln" style="color: black;"> </span><span class="pun" style="color: #666600;">-</span><span class="pln" style="color: black;"> </span><span class="lit" style="color: #006666;">100</span><span class="pun" style="color: #666600;">)</span><span class="pln" style="color: black;">
endif</span></pre>
</blockquote>
Each time you activate the Woodcutting block, your XP will be raised. In the above code, the IF statement determines that when your XP reaches 100, your skill level is raised by one and your XP is reset.<br />
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If you want to have the amount of XP required to level increased every time, then you can do one of two things. 1) Instead of increasing the XP by a set amount every time the Woodcutting Block is activated, you should use a variable that can be decreased every time you level. So, say the variable starts out at a value of 10 and you must use the Woodcutting block 10 times to reach level 2. You should add to the above code a line that decreases that variable from 10 to (for instance) 8. Next time, it will take 12.5 (rounded to 13) uses of the Woodcutting Block to raise your level to 3. You can continue that process as long as you want to make it harder to level each time. Keep in mind, though, that if you simply subtract from the variable each time then the variable will eventually hit 0 and the level will never increase. So I would advise you to either write an IF statement to make sure that it never hits 0, or make sure that it hits 0 at just the right time if you want to have a level cap.<br />
<br />
2) The other possibility is to have the amount of XP required to level set as a variable and increase it each time you gain a level. So, say at level 1 you gain 10 XP each time you use the Woodcutting Block and must acquire 100 XP to reach level 2. You can write the code so that when you hit level 2, the amount required to level is raised to (for example) 130. That way, it will take 13 uses of the Woodcutting Block to reach Level 3.<br />
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So, which of those methods should you use? It's really up to you. The second method is much more natural and runs much smoother than the first. But the first one makes it easier to modify the speed at which you raise your level with perks/abilities, and can be set up so that it stops level progression after a while.<br />
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<b><span style="font-family: Georgia, 'Times New Roman', serif;">Rewards:</span></b> A skill is useless without rewards. You can give the player as fancy of an XP system as you want, but if it doesn't change the gameplay for them, then there is no point in downloading your mod. The vanilla game uses a perk system and a scaling system to reward the player for using a skill. The manner of your rewards depends entirely upon the skill that you are creating. For a Woodcutting Skill, the player might expect to be able to get a perk that increases the amount of firewood that they get each time they use the Woodcutting Block. Another good reward might be the ability to create items with your wood (arrows, bows, Forsworn items, etc.). Decide what type of reward you would like to give to the player.<br />
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<b>Perks</b> are the standard method of rewarding the player for raising their level. They are also an incredibly versatile way of giving bonuses to the player. I won't discuss perks in detail, since that's another discussion for another time. I will add, though, that one of the conditions that you can add to perks and their effects is the GetGlobalValue condition. This condition is extremely useful when using a skill system based upon Global Variables. If (for example), you want to specify that a Perk Entry only works when your Woodcutting Level is over 10, you can choose the S GetGlobalValue(WoodcuttingLevel) >= 10 condition information. This condition can also be used on Magic Effects in Spells.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRTouCH3n2O2ZQUNqXoIlSfv9kYXhB-x5NBnmRp5sBNPDvnrdog0-uVRjP7HJeKAjiNgX5DH6BmvuINLhwDqfOJjobGCRCSU73AxE9g-L7i2oa40InSdQuJOTq9ZyqsvOl2ofkJGe6Bj1p/s1600/WoodcuttingGetGlobal.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="363" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRTouCH3n2O2ZQUNqXoIlSfv9kYXhB-x5NBnmRp5sBNPDvnrdog0-uVRjP7HJeKAjiNgX5DH6BmvuINLhwDqfOJjobGCRCSU73AxE9g-L7i2oa40InSdQuJOTq9ZyqsvOl2ofkJGe6Bj1p/s640/WoodcuttingGetGlobal.png" width="640" /></a></div>
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<b>Perk points</b> are a good way of giving the player a choice in how they level. There is a reason why the game developers of Skyrim gave the player the choice of choosing their perks, rather than making the perk rewards mandatory like in Oblivion. It adds replay value and makes the player feel more invested in their character. If you're going to give the player that option, you will most likely end up having to create more perks so that they have some to choose from. While that means more work, it also means a more enjoyable playing experience.<br />
<br />
The other type of reward that I mentioned was <b>scaling</b>. Scaling is when your ability to use the skill is improved as your level is increased. In the case of weapons, it means that your damage is increases when your level in that type of weapon is raised. The best way to set this up is to use an equation or perk that includes the skill level divided by a certain amount (e.g. effectiveness = 1 + Level*.01). You can also increase the effectiveness by a finite amount each time you level.<br />
<br />
Example, using the equation:<br />
<br />
<pre class="prettyprint" style="background-color: #efefef; border-bottom-left-radius: 4px; border-bottom-right-radius: 4px; border-top-left-radius: 4px; border-top-right-radius: 46px; border: 1px solid rgb(39, 39, 39); color: #9a9a9a; font-size: 11px; line-height: 15px; margin-left: 10px; overflow: auto; padding: 5px;"><span class="pln" style="color: black;"> </span><span class="typ" style="color: #660066;">WoodcuttingEffectiveness</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">SetValue</span><span class="pun" style="color: #666600;">(</span><span class="lit" style="color: #006666;">1</span><span class="pln" style="color: black;"> </span><span class="pun" style="color: #666600;">+</span><span class="pln" style="color: black;"> </span><span class="pun" style="color: #666600;">(</span><span class="typ" style="color: #660066;">WoodcuttingLevel</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">GetValue</span><span class="pun" style="color: #666600;">()*</span><span class="lit" style="color: #006666;">0.01</span><span class="pun" style="color: #666600;">))</span></pre>
<br />
OR by increasing it by a finite amount:<br />
<br />
<pre class="prettyprint" style="background-color: #efefef; border-bottom-left-radius: 4px; border-bottom-right-radius: 4px; border-top-left-radius: 4px; border-top-right-radius: 46px; border: 1px solid rgb(39, 39, 39); color: #9a9a9a; font-size: 11px; line-height: 15px; margin-left: 10px; overflow: auto; padding: 5px;"><span class="pln" style="color: black;"> </span><span class="typ" style="color: #660066;">WoodcuttingEffectiveness</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">SetValueInt</span><span class="pun" style="color: #666600;">(</span><span class="typ" style="color: #660066;">WoodCuttingEffectiveness</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">GetVaueInt</span><span class="pun" style="color: #666600;">()</span><span class="pln" style="color: black;"> </span><span class="pun" style="color: #666600;">+</span><span class="pln" style="color: black;"> </span><span class="lit" style="color: #006666;">1</span><span class="pun" style="color: #666600;">)</span></pre>
This can be done with perks or by code in the leveling script. In the case of the example Woodcutting skill, the player can gain perks that increase the amount of wood that you gain each time you chop at the Chopping Block.<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4OvWzHDGKvgvfHoc2DWFcE6pd5WId_k7R4WZxxbXdWYL6ueys1EAdgVgWEquiSAUxeKpjcdvPNcajj08Xe0408HFb5mDIWD6UmGb2PVkjPXRnlVTW35dDrAs41PiZfQq56bwUEtaNn57Q/s1600/Harvester01.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4OvWzHDGKvgvfHoc2DWFcE6pd5WId_k7R4WZxxbXdWYL6ueys1EAdgVgWEquiSAUxeKpjcdvPNcajj08Xe0408HFb5mDIWD6UmGb2PVkjPXRnlVTW35dDrAs41PiZfQq56bwUEtaNn57Q/s640/Harvester01.png" width="640" /></a></div>
<br />
<br />
Another standard way of rewarding the player for raising their level is with new abilities or <b>spells</b>. New powers can be hard to make if you are trying to create a new type of effect that suits your skill, but they are a great way of making the player feel like they have accomplished something.<br />
<br />
The other standard way of rewarding the player is with<b> items</b>. If you are a 3d artist, know someone who is, or have the permission of a mod author to use their models, you can add new items to reward the player with. Otherwise, you can add new enchantments or allow the crafting of vanilla items that you previously could not craft. Now, to fit the rest of the game, you probably don't want to simply add the item to their inventory once they reach a certain skill level. That breaks immersion and seems totally unnatural or special. It is best to either have a quest or a leveled list to give the item to the player. You can either make a quest for them to find it that you can only start once your skill reaches a certain level, or you can create a leveled list that has a chance to give you the item determined by a global variable. You can learn more about using globals in leveled lists by reading the "Chance None" entry on the wiki <a href="http://www.creationkit.com/Leveled_Item">page</a>, or by studying the Golden Touch perk in the Creation Kit.<br />
<br />
<span style="font-family: Georgia, 'Times New Roman', serif;"><b>The Coding Process:</b> </span>Now that you have finished the planning process, you need to actually write the code.<br />
<br />
First, you need to find an <b>Event</b> that will run the code. This can actually be more challenging than it sounds. In my Way of the Monk mod, the Unarmed leveling script actually used the OnEffectStart Event because it was implemented as a script on a Magic Effect. Why? Because it was the only way to make sure that the script ran when the player successfully hit the enemy. Finding the right event can be tricky, and will likely take some testing. The Event that you use is totally dependent upon the nature of your skill, and it will probably take a lot of testing and inventive designing to find the right one.<br />
<br />
For the Woodcutting example skill, finding the event was a bit difficult. I tried creating a unique script that ran on the OnActivate Event, but that ended up only running it whenever the player pressed 'e', rather than each time that they chopped wood. It would also run whenever NPCs used the Chop Block. So, instead, I edited the <i>woodchoppingscript</i> (not the vanilla script for the process) and added in my calculations as a function that ran when the played chopped a piece of wood.<br />
<br />
<br />
<pre class="prettyprint" style="background-color: #efefef; border-bottom-left-radius: 4px; border-bottom-right-radius: 4px; border-top-left-radius: 4px; border-top-right-radius: 46px; border: 1px solid rgb(39, 39, 39); color: #9a9a9a; font-size: 11px; line-height: 15px; margin-left: 10px; overflow: auto; padding: 5px;"><span class="pln" style="color: black;"> </span><span class="kwd" style="color: #000088;">if</span><span class="pln" style="color: black;"> </span><span class="typ" style="color: #660066;">WoodCuttingLevel</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">GetValueInt</span><span class="pun" style="color: #666600;">()</span><span class="pln" style="color: black;"> </span><span class="pun" style="color: #666600;"><=</span><span class="pln" style="color: black;"> </span><span class="lit" style="color: #006666;">3</span><span class="pln" style="color: black;">
</span><span class="typ" style="color: #660066;">WoodcuttingXP</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">SetValueInt</span><span class="pun" style="color: #666600;">(</span><span class="typ" style="color: #660066;">WoodcuttingXP</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">GetValueInt</span><span class="pun" style="color: #666600;">()</span><span class="pln" style="color: black;"> </span><span class="pun" style="color: #666600;">+</span><span class="pln" style="color: black;"> </span><span class="lit" style="color: #006666;">1</span><span class="pun" style="color: #666600;">)</span><span class="pln" style="color: black;">
</span><span class="kwd" style="color: #000088;">if</span><span class="pln" style="color: black;"> </span><span class="typ" style="color: #660066;">WoodcuttingXP</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">GetValueInt</span><span class="pun" style="color: #666600;">()</span><span class="pln" style="color: black;"> </span><span class="pun" style="color: #666600;">>=</span><span class="pln" style="color: black;"> </span><span class="lit" style="color: #006666;">10</span><span class="pln" style="color: black;">
</span><span class="typ" style="color: #660066;">WoodcuttingLevel</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">SetValueInt</span><span class="pun" style="color: #666600;">(</span><span class="typ" style="color: #660066;">WoodcuttingLevel</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">GetValueInt</span><span class="pun" style="color: #666600;">()</span><span class="pln" style="color: black;"> </span><span class="pun" style="color: #666600;">+</span><span class="pln" style="color: black;"> </span><span class="lit" style="color: #006666;">1</span><span class="pun" style="color: #666600;">)</span><span class="pln" style="color: black;">
</span><span class="typ" style="color: #660066;">WoodcuttingXP</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">SetValueInt</span><span class="pun" style="color: #666600;">(</span><span class="typ" style="color: #660066;">WoodcuttingXP</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">GetValueInt</span><span class="pun" style="color: #666600;">()</span><span class="pln" style="color: black;"> </span><span class="pun" style="color: #666600;">-</span><span class="pln" style="color: black;"> </span><span class="lit" style="color: #006666;">10</span><span class="pun" style="color: #666600;">)</span><span class="pln" style="color: black;">
</span><span class="typ" style="color: #660066;">Debug</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">Notification</span><span class="pun" style="color: #666600;">(</span><span class="str" style="color: #008800;">"Your Woodcutting level has been raised to "</span><span class="pln" style="color: black;"> </span><span class="pun" style="color: #666600;">+</span><span class="pln" style="color: black;"> </span><span class="typ" style="color: #660066;">WoodcuttingLevel</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">GetValueInt</span><span class="pun" style="color: #666600;">())</span><span class="pln" style="color: black;">
</span><span class="typ" style="color: #660066;">PerkPointsAvailable</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">SetValueInt</span><span class="pun" style="color: #666600;">(</span><span class="typ" style="color: #660066;">PerkPointsAvailable</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">GetValueInt</span><span class="pun" style="color: #666600;">()</span><span class="pln" style="color: black;"> </span><span class="pun" style="color: #666600;">+</span><span class="pln" style="color: black;"> </span><span class="lit" style="color: #006666;">1</span><span class="pun" style="color: #666600;">)</span><span class="pln" style="color: black;">
</span><span class="typ" style="color: #660066;">PerkPointsEarned</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">SetValueInt</span><span class="pun" style="color: #666600;">(</span><span class="typ" style="color: #660066;">PerkPointsSpent</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">GetValueInt</span><span class="pun" style="color: #666600;">()</span><span class="pln" style="color: black;"> </span><span class="pun" style="color: #666600;">+</span><span class="pln" style="color: black;"> </span><span class="typ" style="color: #660066;">PerkPointsAvailable</span><span class="pun" style="color: #666600;">.</span><span class="typ" style="color: #660066;">GetValueInt</span><span class="pun" style="color: #666600;">())</span><span class="pln" style="color: black;">
endif
endif</span></pre>
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After this, I created some perks, created a power to let you choose your perks and check your stats, and some notifications to let the player know that they are leveling as they use the Chop Block.<br />
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After you have found the Event to use, and have implemented the code, you need to test your mod. Creating the code is the easy part. Refining it takes time. I would highly suggest finding a group of modders to beta-test your skill once you have finished it. A system that seems to work well in the code and in your own testing might not work as pleasantly when others are using it.<br />
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<span style="font-family: Georgia, 'Times New Roman', serif;"><b>Testing:</b> </span><span style="font-family: inherit;">After you have finished your planning, your coding, and your implementation, you must test your mod. I would highly suggest gathering a group of beta testers. You can do this by uploading your mod as a BETA version online. Let players know that what they are downloading is still in beta-mode, and give them an invitation to report any bugs or areas which could be improved.</span><br />
<span style="font-family: inherit;"><br /></span><br />
<b style="font-family: Georgia, 'Times New Roman', serif;">Example:</b><span style="font-family: inherit;"> If you want to see an example of this tutorial in action, then feel free to download the <a href="http://skyrim.nexusmods.com/mods/19237">Woodcutting Skill mod</a>. You can also download an extended tutorial for creating a skill in PDF format.</span></div>Shawn Edwardshttp://www.blogger.com/profile/10091395893143769344noreply@blogger.com2