Showing posts with label Bethesda. Show all posts
Showing posts with label Bethesda. Show all posts

Wednesday, May 8, 2013

Latest News: Development Update: Beta Testing and Release Plan Update



Alrighty.

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.

Status

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.

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.

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?

Release Plan Update

Back in March I posted a Release Plan for Oblivionauts, which you can read here. 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.

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.

Contest

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.

Conclusion and Questions
In conclusion, I have some questions for you guys. I will update the project's description once I receive some feedback from y'all.

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?

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?

Thursday, March 14, 2013

Oblivionauts Release Plan


Release Plan:

The Oblivionauts v1.0 release is going to be staggered through a separation into two parts: the Foundation Release, and the Citadel Release.

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.

Foundation Release:

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.

Citadel Release:

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.

Current Progress:

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.

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.

How to help:

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.

Stay Tuned!

Watch our ModDB page!

Follow me on Twitter!

Thursday, February 28, 2013

Friday, January 18, 2013

Skyrim DLC Coming to PC and PS3 in February!

Bethesda has released a press release on the Bethblog announcing the release of all existing Skyrim DLC in February for PC and PS3.


  • PC: Dragonborn will be released for PC on Tuesday, February 5th.
  • PS3: 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, DLC will be 50% off during their launch week on PSN.
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?

To read the official press release, visit the Bethblog's article.

Thursday, January 10, 2013

Tutorial: Adding Help Files to Skyrim's Main Menu

Object: Add Help files to Skyrim's main menu.

Difficulty: Very Easy

Time Needed: Besides the time needed to write the files, about two minutes.

What You Will Need:


  • The Creation Kit. The Creation Kit is the modding tool for Skyrim, and can be downloaded from Steam.
  • Some previous understanding of the Creation Kit (preferably).
  • The text for the Help file that you want to add.

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. 

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:

1) Create a new message by navigating to Miscellaneous > Messages in the Object Window, right-clicking in the right-hand panel, and clicking 'New'.
  • Write or copy the text that you want to be read in the Help menu.
  • Make sure that the Messagebox checkbox is checked.
  • I suggest that you follow the naming scheme that the other Help Message have: "Help[Topic]Long".
  • Ensure that there are no Menu Buttons or Conditions. Click 'Ok' to create the Message.

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.



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.


There you go! Your Help files have now been added to Skyrim's Main Menu.

Wednesday, August 22, 2012

Need 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.

Doing it yourself:
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:
  1. Turn off all fans, air conditioners, and cell phones. Get rid of or turn off anything that could add background noise.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Download Audacity. It is a free 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.
  7. 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.
  8. 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 this guide to convert the files. As far as I know, this is the only guide in existence that teaches you how to convert .WAV files to .XWM.

Recruiting others:
  1. The Voice Actors' Guild - 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.
  2. 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.
  3. Take a look at the list of voice actors that helped with the Interesting NPCs 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.
Once you have the lines:

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.

  1. Deck16 - Adding a Voice Follower
  2. Creation Kit Wiki - Bethesda Tutorial Dialgoue
  3. Voice Acting: A Complete Guide
  4. Creation Kit Tutorial: Quest Dialogue [1/4]

Friday, August 3, 2012

Dawnguard 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.


Purchase link at Steam: http://store.steampowered.com/app/211720/

Tuesday, July 24, 2012

1.4 Changelog

This 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.

You can download the beta version of 1.4 here.

Changelog:

+ Evasion and Escape enchantments can now be put onto other robes
+ Fixed requirements of the Rapid Fists 2 perk and the Rending Strikes 2 perk
+ 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.
+ Changed Soft Resistance to apply to all weapons
+ Created two more levels of the Unarmored Stance perk and changed its requirements
+ The Whirlwind effect now only works on the Unarmed weapon
+ Created the Unimpeded Combat perk, with three levels, that increases your attack speed when you are unarmored
+ Created the Endurance perk that increases your health regen in combat
+ 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.
+ Created the Silent Movement perk that reduces your movement noise by 50% when you are unarmored
+ Created the Padded Movement perks that make you harder to detect when sneaking and unarmored
+ Created the Chokehold perks that increases your sneak-attack damage with the Unarmed weapon and with the Monk weapons
+ Created the Knockout Punch perk that allow you to knock out your enemies when sneaking, undetected, and using the Unarmed weapon
+ Created the Martial Master perk that reflects 10% of damage when you are unarmored
+ Split the Unarmored perk category into two subcategories: Defense and Combat. The perks have also been re-organized.
+ Changed the menus and functions of the Progress, Choice, and Rewalking Pillars to reflect changes

Final 1.4 update (after beta):
+ Created a chest to contain the books and items at the Pillars of the Way
+ Added a Hooded Robes of the Way at the Pillars of the Way for those who are playing at high difficulties
+ Update the Choice power with the menu changes
+ Update the Progress power with the menu changes
+ Corrected Unarmored Stance description
+ Fixed the misdirecting buttons in the Progress menu
+ Slightly increased base damage of Orcish claws for balancing
+ Slightly increased base damage of Daedric claws for balancing
+ Slightly decreased base damage of Elven Glaive for balancing

Thursday, June 28, 2012

Skyrim Monk Let's Play #1 - Intro



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.

If you'd like to be notified when I post more videos, then feel free to subscribe to the channel.

Friday, June 22, 2012

Tutorial: Creating A Skill

Object: To create a new skill using Papyrus scritps

Difficulty: Very complicated and difficult

Time Needed: 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.

An extended version of this tutorial, along with a fully-functional example woodcutting skill mod are available on the Skyrim Nexus for free.

Things you will need:



  • Creation Kit.
  • A plan for how the skill will work mathematically
  • Scripting and general Skyrim modding experience

Note: 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.

Setting up the XP: 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.

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 wiki. 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:
if WoodcuttingXP.GetValue() >= 100
    WoodcuttingLevel.SetValue()WoodcuttingLevel.GetValue() + 1)
    WoodcuttingXP.SetValue(WoodcuttingXP - 100)
endif
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.

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.

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.

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.

Rewards: 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.

Perks 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.

Perk points 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.

The other type of reward that I mentioned was scaling. 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.

Example, using the equation:

        WoodcuttingEffectiveness.SetValue(1 + (WoodcuttingLevel.GetValue()*0.01))

OR by increasing it by a finite amount:

      WoodcuttingEffectiveness.SetValueInt(WoodCuttingEffectiveness.GetVaueInt() + 1)
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.



Another standard way of rewarding the player for raising their level is with new abilities or spells. 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.

The other standard way of rewarding the player is with items. 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 page, or by studying the Golden Touch perk in the Creation Kit.

The Coding Process: Now that you have finished the planning process, you need to actually write the code.

First, you need to find an Event 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.

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 woodchoppingscript (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.


        if WoodCuttingLevel.GetValueInt() <= 3
                WoodcuttingXP.SetValueInt(WoodcuttingXP.GetValueInt() + 1)
                if WoodcuttingXP.GetValueInt() >= 10
                        WoodcuttingLevel.SetValueInt(WoodcuttingLevel.GetValueInt() + 1)               
                        WoodcuttingXP.SetValueInt(WoodcuttingXP.GetValueInt() - 10)        
                        Debug.Notification("Your Woodcutting level has been raised to " + WoodcuttingLevel.GetValueInt())
                        PerkPointsAvailable.SetValueInt(PerkPointsAvailable.GetValueInt() + 1)
                        PerkPointsEarned.SetValueInt(PerkPointsSpent.GetValueInt() + PerkPointsAvailable.GetValueInt())
                endif
        endif

 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.

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.

Testing: 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.


Example: If you want to see an example of this tutorial in action, then feel free to download the Woodcutting Skill mod. You can also download an extended tutorial for creating a skill in PDF format.

Wednesday, June 20, 2012

Video Updates

If you've been reading the comment sections of either the Steam Workshop page or the Nexus page, you might have noticed me posting about video updates.

In fact, I have created a new Youtube channel for my modding projects. So far, I have created three videos to provide you with news. These videos will be coming out fairly regularly. I expect to be making at least one a week, and will also upload them whenever I have important information to give to ya'll.

The latest one can be watched below, which talks about the damage bug with the Unarmed weapon. In it, I also talk about how to fix the issue and discuss what will be in the next update. Feel free to subscribe to the channel if you would like to recieve notifications when I post modding updates and the occasional gameplay footage of Skyrim or other games that I run across.




Monday, June 4, 2012

Version 1.3 Changelog

I have completed most of the work on the next update and will post the final version as soon as I can on the Nexus and the Workshop. I am also going to release a temporary beta version tonight for those aching to play it. That way, some of ya'll get to go ahead and play it, and the others get to play a more polished version when it is released tomorrow or the day after.

As for the changes, there are quite a lot. Most of these changes required numerous other changes to code and systems that I do not even mention. If I make any more for found bugs by beta-testers, or if I add something new, then I will add that work to the list below. The most important changes are listed in the Highlights section.

Highlights:



  • Savegame bloat issue has been eliminated. It might still bloat a little more than without any mods, but no more than is expected. I have not done extensive testing on this, but it appears that you might even be able to use a character from a bloated save. Load the save with the new version and create a new save when you are done playing. Basic testing seemed to indicate that the fix eliminated or at least reduced existing bloat.
  • A level cap of 100 on both skills has been added
  • A large set of ingame help and troubleshooting files has been added to the Pillar of the Way
  • You can now disable either of the skills at the Pillar of Rewalking
  • Many of the menus have been either improved or mostly recreated to be easier to use and less buggy
  • The perks have been rebalanced so that you can specialize in using the "Unarmed" weapon or using the monk weapons (more details to come in a blog post)


Efficiency/Coding-improvements:

  • Removed some calculations from leveling scripts to improve speed
  • Changed a number of debug notifications to use message notifications with flags to insert variables
  • Perk Points Earned is only calculated when neccesary to reduce the amount of math on each Event, changed the Pillars' scripts to account for that
  • Changed some variables to integers rather than floats
  • Changed the way that the Level progress is calculated to use integers and be more efficient
  • Eliminated some redundant Objects that are not used by the mod, but were added during creation
  • Eliminated Unarmored scaling script (got rid of the savegame bloating)
  • Eliminated the non-functioning Unarmed scaling scripts
  • Elemental perks are now removed when you choose a new Path
  • Corrected the conditions for a number of perks and messages that were not working


Gameplay:



  • A level cap of 100 has been added to both skills
  • Both skills take more time to level
  • The teleportation ability and a number of spell have been removed from Apostate Elders
  • Savegame bloat issue has been eliminated
  • Removed Unarmed and Unarmored scaling scripts. They weren't working properly and were causing the bloat
Menus:

  • Help menus added to the Pillar of the Way for the Pillars, Monk weapons, Leveling system, equipment, and Player Guides
  • Troubleshooting menus added to the Pillar of the Way
  • A 'Give Unarmed' Button has been added to the Pillar of the Way so that you can get another "Unarmed" weapon if you need one
  • A Settings menu has been added to the Pillar of Rewalking that lets you disable either of the skills
  • The 'Update' option has been removed from the menus
  • The Stats menu has been improved and the Level Progress is now displayed as a whole number
  • Changed the perk system so that the categories are broken down into branches
  • Eradicated the bug where clicking 'Ok' when there were not perks available would take you to a message for a perk
  • Added some 'Return' and 'Close' buttons to various menus for navigation ease
  • Cleaned up the text for some menus to improve their appearance and readability
  • Changed the content of a number of menus to be updated to the current system and be more informative
Perks:

  • Damage bonus for The Shadow Pillar now properly works and adds an extra 20% chance to crit when sneaking and using either the "Unarmed" weapon or the
  • Perk names now follow a format. Those with "Fists" in the name work for the "Unarmed" weapon. Those with "Strikes" in the name work for the Monk weapon. And those with "Blows" in the name work for both.
  • Bleeding Hands renamed to Rending Strikes
  • Renamed Quick Blows to Rapid Fists
  • Renamed Tiring Blows to Draining Fists
  • Renamed Critical Blows to Iron Fists
  • Renamed Weak Points to Penetrating Blows
  • Renamed Vitals Shot to Critical Blows
  • Renamed Fist Stabber to Puncturing Strikes
  • Changed weapon requirement of Rapid Fists to only work with the "Unarmed" weapon
  • Rending Strikes now only works on Monk weapons and the effect does not stack
  • Fixed the conditions of Critical Blows so that it now works properly
  • Draining Fists now only works with "Unarmed" weapon
  • Unencumbered perks do not stack
  • Puncturing Strikes no only works on Monk weapons
  • Changes Unarmored Stance so that you need at least the second level of one of the previous perks, rather than the final level
Thanks to Kibaken on the Nexus for helping me rebalance the perks!

Friday, June 1, 2012

Savegame bloat is gone!

Preliminary tests show that the save bloat has been eliminated! Testing results below:

I was trying a playthrough of my mod with Mojarq the kitty a while back. I compared the times and file sizes of that save with a new test character.

Mojarq the Kitty:

Save 1 - Time: 00.42.50 Filesize: 4209 KB
Save 2 - Time: 01.00.34 Filesize: 4847 KB

Test character:

Save 1 - Time: 00.37.37 Filesize: 3165 KB
Save 2 - Time: 01.03.57 Filesize: 3347 KB

I will continue to test it, but it looks like the problem has been eradicated. Or, at least, hugely reduced. Huzzah! :-D

If test results hold steady, then this fix will be included in the next update along with many other improvements.

Thursday, May 31, 2012

Dawnguard - Official Trailer!



Bethesda posted the trailer for the Skyrim DLC on Youtube a couple hours ago! Now I'm too excited!!! :-D

Monday, April 30, 2012

DLC to include crossbows and Snow Elves?

As posted in the Skyrim Nexus's news section, a forum user recently posted about a number of new animations included in the latest patch. These animations are not actively used by any of the new features, so they must be part of a planned DLC or updte. Whether crossbows are simply going to be released in a future update like the killcams and Kinect dupport, we do not know. However, crossbows are quite a major addition. Not only are they an entire new type of item, but they most likely mean the addition of new crossbow-related perks, enchantments, and quests. Such an inclusion seems far too major for an update, and would suit a DLC far better.

Furthermore, there is evidence that the first DLC will be about the Snow Elves (Falmer). Why? Because there is a new group of animations that include "DLC01" in the title that are for "Snow Elves". Put two and two together, and the best guess is that the first DLC will be about the Falmer. I always thought that Blackreach would be featured prominently in their DLC, and it appears that such a guess may turn out to be truth. In addition, there are also new animations with "DLC01" in the title that seem to be for vampire feeding. Most likely, these animations are for the vampire feeding that we saw in the Skyrim Game Jam video.

As far as the animations that are listed last in the Nexus post go, my guess is that they are facial or body-movement animations for a new character or character type. The filenames seem to indicate that they are to be used for various emotional moods. If so, then these animations could be for a new Falmer follower or character.

Theories? Arguments? Nerd ravings? Comment below.

Wednesday, April 25, 2012

EBM Update: 25 and 28-4-12

This is very good news for the next update of EBM my friends! I've managed to contact Michael Kirkbride to ask if he would authorize the implementation of the books he wrote for previous TES games in Skryim and I just got his answer! Short and straigth to the point as usual! =D


I've also sent a message to Ted Peterson, I hope he'll answer...! (I'm so happy...!)
[update] I just got his answer and these are good news again! (I am so very happy...!) It's gonna be some work to format all those books, I've already done a good 20 of them and there are many more to go. With just the Lessons of Vivec we'll be over 50 in no time. Goodness... EBM will become the must have for book collectors...! =D



Now I can say that I have plans for the future of EBM. In a first step I'll complete the library of Mzahndarhk and give access to the unaccessible areas of the ruin.
The quest related to the place will only come later, hopefully. It is a very ambitious project with complex events that would require a lot of time and skill sets... But would promise a lot of fun and epic!

So in a second step I would rather give a try to quest design with two possible mods:

  • One that would alter the way you learn spells. Spell tomes wouldn't add a new spell, they would give you a new quest and it's only as you fulfill it that you can learn the spell, train at casting it and master it.
  • The other would be a new faction, the School of Julianos, to serve the divine by educating the masses, retrieving books for the school and for people.


But for now I'm overbooked until June the 15th, working on a small video game due by then. I really need to focus on my energy on this project so that's why I'm much less active currently.

Monday, April 23, 2012

Skyrim is on Pandora!

So, this next post will have utterly nothing to do with my Way of the Monk mod. But it's still about something cool! 

I listen to Pandora a lot. In case you haven't heard of it, it is a free online music player where you create a "station" for a certain band or song. Pandora then plays music from that band and other artists like it. Recently I tried typing "Skyrim" into the search bar, and was surprised that it actually worked! There is a station on Pandora that lets you listen to Skyrim music, as well as a lot of other great game and movie music.

Check it out!

Sunday, April 22, 2012

Way Of The Monk - Part 1 Released!

Part 1 of the Way Of The Monk Skyrim mod has been released on the Nexus! You can visit this page to download. If you enjoy it, please feel free to endorse or spread the word if you enjoy it. :-)

Unfortunately I was not able to upload the mod to the Workshop. The Workshop has a file size that my mod exceeded and would not allow me to upload it.

Thursday, April 19, 2012

Way Of The Monk Release Details & Plans

Details:

Skills:

Way of the Monk includes many new features. The most important is the addition of two new skills: Unarmed and Unarmored. Unlike other mods, these skills do not replace existing skills, and do not even use the same system. Thus, these new skills will also not conflict with other Unarmed mods. 

These new skills will also level as you use them. As you fight with your bare fists or the new weapons, then your Unarmed will be raised. When you are hit while not wearing armor, your Unarmored will be raised. 

Along with these skills come three perk trees: Damage, Attacks, and Unarmored. The Damage perk tree contains perks related to increasing your damage and offensive abilities, the Attacks tree contains perks that affect how you fight, and the Unarmored tree lets you choose perks that (obviously) enhance your Unarmored usage. There are 9 perks for the Damage and Attacks perk trees, and 10 for the Unarmored perk tree, respectively. The Damage and Attacks perk trees use your Unarmed skill, while the Unarmored perk tree uses your Unarmored skill.

Yes, the Unarmored skill could use some more perks. I know. More will be added in later versions. The perks from both skills compliment each other, though, so it shouldn't feel too neglected. 

Right now, the first bit of gameplay forces you to choose the first perk from each tree before you can choose the second one. Not because there are actual restrictions, but because you get perk points before you get the chance to choose a new perk. This is because I have not yet created a perk to go between the first one and the second one. Doing so will help eliminate the stall in progress. Expect such an addition in a later patch or version.

The Skills are all managed at the Pillars of the Way, which are just up the road from the Guardian Stones. The Pillar of the Way introduces you to the mod. The Pillar of Choice allows you to choose new perks. The Pillar of Progress allows you to check your current stats. The Pillar of Rewalking allows you to reset your perks and choose new ones (can only be done once). In a future edition, these Pillars will be replaced with an NPC that lets you do all of this through dialog. For now, though, you have to manage your stats by using these Pillars.

Every five levels of either of the new Monk skills, you are given a perk point. These perk points can be used at the Pillar of Choice to gain new perks. The same perk points are used for both skills, so you can choose an Unarmored perk even if you got the point by advancing your Unarmed skill.

Unfortunately these are not the same perk points that are used in the normal leveling system. The scripting language for the Construction Kit does not have any way for me to use them. I have pinned hopes on the SKSE team, though, and hope that they will add that functionality. If they do, then I may be able to add more advanced leveling options.

Weapons and Clothing:

There is a plethora of new weapons and clothing. They all fit the customary monk-character, and can be crafted like normal items. There are new enchantments, as well, to enhance the Monk combat system. 

The new weapons are all from tom349's mod, with BloodySunday's enhanced textures. I gained their permission before using their creations. They can all be crafted, improved, and enchanted like normal weapons. While traveling throughout the world you may find them as loot, see enemies wielding them, or buy them from stores. 

The new clothing is a set of monk clothes that were actually created by Bethesda and can be found in the Creation Kit. Despite making them, however, they did not add them to the game. Luck for me! So, you get to see some new robes, while also being able to find specially-enchanted versions of them with my new effects. They have also been added to stores and leveled lists. They are craftable at the forge with linen wrap.

A note on the weapon animations: Unfortunately, the new weapons do not use the hand-to-hand animations and killcams. Why? Because the animation that Bethesda created was not designed to be used by actual weapons. Thus, when I try to add a model to weapon that uses it, the model either does not appear or appears obnoxiously between the player's feet. So, not my fault. :-( If anyone can find a way to fix this, however, I would be glad to do so.

Perks and Enchantments:

ALL of the new perks have been created by me. A number of them have entirely new effects that were scripted and design by myself, as well. The enchantments are the same way, though some of the weapons that you find will be enchanted with default enchantments. In total, there are 45-50 new perks, and around ten new enchantments that have been created entirely by me. That number of perks includes all of the different levels of perks, as well as those that are added for Pillars and items. Some of these perks give you powers and abilities that are entirely new to the game, built from scratch to enhance this mod. Others are unique twists of already-existing perks. Either way, they will all add unique aspects to your playing experience.

NPCs:

(Part 1)
To compliment the addition of all these new features, an enemy faction called the Apostates has been created. The Apostates are a group of Monks that use their power for personal gain. They are usually not organized into groups, but instead mix with the bandits and lowlifes of Skyrim. There are melee versions and magic versions. The melee versions focus on using the new weapons and close-combat perks that are added to the game, while the magic versions mix magic with unarmed. Both versions wear the new clothing and use the new items, providing an excellent way of finding the new weapons and clothing. 

They are also leveled so that you will not encounter ones that are two easy or difficult. There are the basic "Apostates" that are level 1, the "Apostate Apprentices" that are level 10, the "Apostate Masters that are level 20, and the "Apostate Elders" that are level 40. The Apostate Elders are the most powerful and will only be encountered at high high levels. Bring all that you've got, though, because they are powerful!

In addition to using the new items, they also take advantage of the Monk perks. Don't be surprised if they use some of the same tactics that you do! 

(Part 2 and 3)

Read the Plans for information on new NPCs and factions that I hope to add.

Plans:

My plans are somewhat tenuous, but are outlined below. Some of the features that I want to add may prove either impossible or too difficult. For now, though, they are what I desire to give you. 

Also, new enchantments, perks, and items will be added as I think of them or am supplied with new material, so they are not included in the list. Assume that I will add them whenever I get the chance.

Part 1: (current)

  • New Unarmed and Unarmored skills
  • New melee weapons
  • New monk robes
  • New perks
  • New enchantments
  • New enemies
Part 2:
  • Monk follower(s)
  • Joinable Apostate and Cult of the Way factions
  • Radiant quests for both factions
  • A mentor that lets you manage your stats, tells you the backstory, and can train you
  • New scaling options to balance my leveling system with Bethesda's default system (may be impossible)
  • New combat animations (I will contact the owner of the Marital Arts mod)
Part 3:
  • Bases for the new factions
  • Faction questlines (possibly hundreds of hours of work)
  • More backstory in books
  • Unique NPCs with quests
I can not specify exact dates, unfortunately. They will simply be released as they are completed. Part 3 will likely take the most amount of time, if I am even able to complete it. Hopefully, since summer is coming up, I will have a ton of time to mod. Real life gets in the way, though, so I can not know for sure what will happen.

Monday, April 16, 2012

Way of the Monk beta-testing begins now!

Beta-testing has begun!

The beta version of  Way of the Monk has been completed and is ready for testing. Please read the rules and advice below to learn how you may become a beta-tester, how to report bugs, and what is new in the mod. Please read the whole post before applying to become a beta-tester. It is fairly long, I know, but you need to know this information before testing the game for me.

Since this is a beta version, there will most likely be bugs. Please be patient with me as I work to fix them. 

Applying:

To apply to become a beta-tester, simply contact Woverdude and request beta-testing privileges. I will e-mail you the .zip folder that contains the .esp plugin file and the .bsa archive. Export those into your Data folder and you should be able to load the mod. I had some trouble getting the .bsa created, so if you have trouble with the models and scripts, then e-mail me and I will recreate the .bsa.

How to report bugs/make suggestions:

I have created the two forms for reporting bugs or making suggestions. I will send them to you in my e-mail. Fill them out when you find a bug or want to make a suggestion and your input will be added to a database.

Please keep your suggestions related to the content that I have already added, rather than suggestion a new kind of content. For instance, instead of suggestion several new perks, you can suggest a way to improve current perks. If you want to suggest new ideas, please post on the WIP thread.

What to test for:

Primarily what I need to know is whether the new items, enchantments, leveling system, and perks work.

You can either choose to test each item and perk individually, or you can run a playthrough as a Monk and see how it all fits together. Either way works and helps me out. :-)

What is in the Mod:

First, there are a ton of new items, all of which are craftable. These new items can be found in stores, crafted, looted from enemies, or found in dungeons.

There are around 10-15 new fist-weapons, and many enchanted variations of each of those. A few of the new weapons are not found in the game as loot, but will be used in later versions to create unique items for quests or bosses. The weapons can be crafted and improved normally. The animations are a bit wonky, but that is not my fault. Bethesda designed their handtohand animation strangely, so when weapons use it they do become invisible on the right hand. Their issue, not mine...

There are also new enchantments with new effects. These enchantments can be found on the new weapons and clothing.

There are also a new set of robes. These are monk robes that I found in the Creation Kit, but were not used in the vanilla game. Which was quite lucky for me. You can find them or craft them. They use 1 linen wrap to craft and are in the Misc. category.

New enemies. There is a new enemy faction called "The Apostates". They are a breakoff of the Cult of the Way that will be expanded on in later versions. They can be found in encounters and use the new fist weapons. They have a unique combat style, as well, that mixes magic and unarmed combat. They are very lightly armored (if at all), but are very quick. There are different types and levels of these new enemies.

New Unarmed and Unarmored skills. The Unarmed skill is raised by using any of the new weapons or by fighting without a weapon equipped. The Unarmored skill is raised by taking hits while not wearing armor. These skills do NOT replace existing skills, but are instead entirely new and operate through a series of scripts that run in the background. They also include new perks.

Perks. The perks can be gained as you level your Monk skills. You choose and manage your perks at the new Pillars.

Pillars. The Pillars are like the Standing Stones, in the way that they give you new abilities. There are two types of Pillars. There are the Pillars of the Way that allow you to manage your stats, and there are the Pillars found around Skyrim that give you unique powers. The Pillars of the Way are where you manage your stats and are probably the first place that you want to go. Here is a screenshot of their location:


They are just up the hill from the Guardian Stones, marked by a stone archway. Between the Pillars will be three books that explain some of the lore and provide you beta testers with the locations of all of the Pillars.

All of the new items can all be found in the QASmoke testing room. To get there type coc QASmoke into the console and press enter. When the game is finished loading, you will see a table in front of you. The containers with them are on the other side of the table and all have the prefix "WoM".

Legality/Use-restrictions:

Skyrim and all of its component are owned by Bethesda. All of the Way of the Monk work is reserved be used by me and those that I give permission to. Do not send the beta version to anyone without my permission. Do not upload the files to any website. Do not claim the files to be your own. Doing any such things will result in the loss of your beta-testing privileges and you will be reported for piracy to any website that you have illegally uploaded the files to.

Have fun!

Though my post seems pretty serious, I want you to have as much fun as you can with my mod. Go thou therefore, and have fun! :-) Though you may not pirate the files, feel free to make videos, or write posts/reviews about my mod as long as you mention that the mod is still in beta and give a link to this blog. Have fun!

Feel free to e-mail me with any questions!