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(BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 10:35 am
by Drakkmore
This is not really a wip, as the mod is mostly finished.

OK so if you have been in the chat room for any amount of time over the past few months you know that I have been working on a mod to add two new NPCs to the cell with Umbra. Both are Orcs, and they are companions of Umbra's. The point of the mod is that I have always seen Umbra as not too big of a challenge for the unique artifact that he carries. So I added the two new NPCs to make the battle a little more interesting.
I also made a replacer for the Umbra Umbra to go with this mod as well as two new weapons for the two new NPCs, a hammer, and a spear. All of the new weapons (the Umbra Sword included) have sheathing scripts attached. All models have reflections, and are bump mapped, gloss mapped, and detail mapped. Along with some decent textures (some textures are stock Bethesda textures though).

The main reason for this post is to enquirer about Beta testers. If you would like to be a beta tester for this mod, please leave a response int his thread. I am only taking about five testers, and I expect  the mod to be tested seriously. I want to receive a report from all of my testers before releasing this mod. There will undoubtedly be bugs, and small issues. I would really like to take care of any issues before release.

Things to test in this mod:

1) Dialog. I had to make changes to some of Umbra's Dialog, and the other dialog concerning Umbra.
2) Journal entries. I made some changes to the journal entries concerning Umbra.
3) Scripts. For most are the Sheathing scripts. I would really love to know how well they work, or if there are any issues with them. Besides the sheathing scripts, I added scripts to the new NPCs, and to Umbra. I would like to make sure that those scripts are working as well. ( the purpose of the scripts on the NPCs are to ensure that if the player attacks one NPC the others will come to the aid of the NPC being attacked {this is to insure that the player can not kill the NPCs off one at a time])
4) Balance. The Harnesses for two of the weapons take the right pauldron slot. They are set as armor and I tried to make them balanced with other Armor types I thought would be similar to the materials that the Harnesses are made of (mainly Ebony, and Glass). I would also like to hear about the balance of the new weapons, and the enchantments on the new weapons.
5) Any other issues that might unexpectedly show up. There is always the possibility that some unforeseen issue might arise.  I would like to know about any that you may find.

So if you would like to be a beta tester for my mod leave a comment, and I will PM you a copy of the mod. First five replies will be selected for testing.


Thanks in advance,
Drakkmore.

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 10:46 am
by DonnerGott
Yes.

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 11:00 am
by Jac
I can look at the scripts and the dialog, Drak, but my current PC is way to low to take on Umbra.

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 12:22 pm
by Melchior Dahrk
I probably won't have time to beta test for you Drakk, but this certainly sounds like an interesting idea. Though, it seems odd for a depressed, world-weary Orc like "Umbra" to have companions. Seems like he'd shun others or challenge them - thereby killing them - in an attempt to end his own life. I'm really curious to see the new weapons and explanations you've come up with though!

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 12:31 pm
by Blackened Angelwings
il try. i can deal with the crashing of the game for this

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 1:11 pm
by Drakkmore
BA this is not a release I need people with non broken installs to play through the mod and test the scripts, and to make sure I did not break the game with my nonexistent scripting abilities. You will be more then welcome to download the game after the testing period is over. Thank you for your interest though, and I would send you a packet if your game was not broken to begin with.

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 1:21 pm
by Elaura
Drakk, what is the recommended level to take on Umbra and his companions?  I have several installs to test with.  How do you want me to set it up?  With/without MPP, heavily modded or no mods?  I'm on Windows 7-64 with disc-version GOTY fully patched.

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 1:22 pm
by thegentlemancaller
I will be more than happy to beta test this, although I can't do so until next weekend. :)

Feel free to e-mail me at deathcabkerouac@gmail.com

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 2:33 pm
by Drakkmore
OK first things first since I now have time :
@Melchior Dahrk: I have no explanation for the presence of the companions, except that Umbra and his companions met long ago in the early days of Umbra's wanderings.I left it vague because I have no real story telling skills to speak of. The main reason they are there is as I have stated above, is that I just thought it was too easy to defeat Umbra, and claim the prize.

@Elaura: Use what ever configuration you want to use heavily modded or any other wise. Umbra's companions are level 16, and 17, and they are wearing Dwemer Armor (Bane), and Ebony Armor (Shadow). Full sets each, so if you are think of taking them on by yourself you may need to be a pretty high level. Feel free to attempt with companions too. You should not have to be as high of a level with decent leveled companions in your party. The new weapons are comparable to Umbra in damage ability, and they have minor enchantments on them. Give it a go with what ever patches you might have installed. I want to know about any incompatibilities that you may find.

@thegentlemancaller: I can send the test packet to you through the Private message system in Great House Fliggerty. The message will still be in your GHF inbox for as long as you need it to be there before downloading.

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 3:19 pm
by DonnerGott
Okay, initial thoughts on the first test-run:
Dialog and Journal entries work, with only an "it" swapped for a "they" in dialog; Umbra's buds won't talk to you, refer you to the Big Guy. Did the convo, as per usual, got to then end and declined combat. backed-off, and put a bullet into Shadow. All three attacked. Killed them, with difficulty. Took Umbra from corpse; there are some doubling problems with the sheathing scripts. I was able to clone Umbra and have 2, as well as 2 sheathed Umbras in inventory. Dropped one of each, and they lay next to each other. Further testing ended with CTD.

Will check on the other companions' gear on other computers, later.

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 4:26 pm
by DonnerGott
Okay, ran Umbra past Testacles D. Since I had already long since kilt him, I not only had to reset the Journal to 10, I had to "PlaceAtPC" Umbra. Unpon exiting the console, he attacked immediately, so there's another Global to set to zero for further testing. While he and TD were fighting, Shadow and Bane refrained from interfering. Once attacked, they responded. Dunno if that's scripted, or due to half-azzed reset of Umbra.

Weapons and sheathes double in inventory. Offhand spear does not want to be dropped, and reappears in left hand, unless spear is in inventory, but not on the PC.

Pic below is 2 each weapons, with one off-hand spear.

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 4:33 pm
by Drakkmore
Are you using any other mods with sheathing scripts. Though I made the names some what unique. could have something to do with it maybe?
I tried to write the script so that it would remove the Harnessed Umbra when you drop the sword. It is likewise supposed to remove the sword when you drop the harnessed weapon.
If you drop the empty harness you should still be able to have the sword. dropping the sword would result in both empty harness, and sword being on the ground. If you drop the empty harness, and and put away the sword it will place another harnessed sword on your back so you can drop the harnessed sword, and the empty harness on the ground, and it should remove the weapon from your inventory. I do not know how to stop that fro happening.
The hammer also has the same scripts with the hammer IDs in place of the Umbra IDs.

The spear is a bit different, with that for some reason you can drop both the spear, and the off handed "sheathed" version at the same time. It should not do that, but for some reason it does.

I tested the whole bit with a vanilla Bloodmoon 1.6.1820 patch, with MCP. I was able to do all of the above. Plus I was able to pick up the empty harnesses, and the harnessed weapons, then equip the weapons, and ready the weapon, causing the harnessed weapon to dis appear, then put the weapon away to remove the empty weapon, and add/equip the harnessed version.

I would be interested in what heavily scripted mods you use, and what if any sheathing weapons mods in your many merged mods list.

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 4:42 pm
by DonnerGott
Good question. The sheathing/unsheathing works fine, but automatically puts an extra weapon in inventory. They do not show sheathed on the NPCs, though.

Jac's Jasmine is the only sword sheathing mod that I think I have installed. I may have a bow sheathing script in another mod, but I just don't use them for blades. Don't like that they replace a pauldron.

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 4:49 pm
by Elaura
DG, what mod is it with the bow sheathing?  I would like to see that on my NPC companions.

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 4:50 pm
by Jac
Deandre's scimitar has a sheathing script, but it shouldn't interfere with anything unless you're wearing it, DG. The script itself is localized to that particular sword. I'll take a look at the scripts because I think I may know what the issue is.

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 5:07 pm
by DonnerGott
I only mentioned it because Drak asked if I were using any while testing.

E, not sure if I have any loaded, but I just d/led the Black Hand Bowset, which has sheathing.
I do have scripted bows by Westley, but they are the ones that include their own arrows; don't think they sheath.

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 5:21 pm
by Drakkmore
OK I had the issue with just the vanilla install, and with all of my mods enabled too. I had tested the scripts in a separate test mod, and the only difference between the mods being that I has loaded Bloodmoon along with Tribunal when working on the test mod, and the actual released mod was only saved with Tribunal. would that have something to do with it.  ( I did not want to force Bloodmoon if I did not have too.)

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 5:24 pm
by Elaura
Only if you used a BM script function that isn't in Tribunal.

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 5:49 pm
by Jac
Your commands are Tribunal, Drak, so you shouldn't need Bloodmoon. Anyway, try this on the Umbra sword itself:

Code: Select all
Begin Umbra_sheathe

short OnPCAdd

if ( OnPCAdd == 1 )
       if ( player->GetItemCount "Sheathed_u" < 1 )
               player->additem "Sheathed_u" 1
       endif
       set OnPCAdd to 0
endif

if ( MenuMode == 0 )

       if ( Player->GetWeaponDrawn )
               if ( player->HasItemEquipped "longsword_umbra_unique" == 1 )      ; actual weapon ID with script placed on it
                       if ( player->HasItemEquipped "Sheathed_u" == 1 )
                                         Player->additem "Sheath_u" 1                  ;sheath no swords ID
                                 Player->Equip "Sheath_u"
                                 Player->removeitem "Sheathed_u" 1            ;sheath with swords ID
                               return
                            endif
               endif
       endif

       if ( player->GetWeaponDrawn == 0 )
               if ( player->HasItemEquipped "Sheath_u" == 1 )
                           Player->additem "Sheathed_u" 1
                         Player->Equip "Sheathed_u"
                         Player->removeitem "Sheath_u" 1
               endif
           endif
endif

End

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 8:38 pm
by Drakkmore
Thanks Jac I'll try that.
I appreciate this greatly.

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 8:46 pm
by Jac
I hope I got the sheathed and unsheathed ids right. You may want to change those so they're more distinctive. Maybe something like drak_sheathed & drak_unsheathed.

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 9:03 pm
by DonnerGott
The Musketeer script works perfectly, if you have not previously slain Umbra. If you have, the other two just stand there and posture while you kill him. Either there's a global I haven't found, or the script doesn't initiate properly, when you PlaceAtPC Umbra.

However, their attack scripts worked perfectly on my old game on this machine, as I had not spoken to Umbra. The scripts worked both when I used the Kevorkian dialog option, and when I outright attacked.

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 9:04 pm
by Drakkmore
OK Jac I tried that, and when you grab the sword it adds the harnessed version of the weapon (which is fine). I noticed if you equip the Sword first it will not add the sheath so if you have the sword equipped and then equip the harness, it will double the sword.

It better then the way I had it where a person could end up with a few swords.
Contemplating the scripting language might take some getting used to, but I am will learn it.

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 9:07 pm
by Drakkmore
There is no global attached to the musketeer scripts. actually there are three scripts one on each that tells each one that if either of the other two draws a weapon then the NPC who sees this happen will also attack the character. I think the issues with the place at me with an already killed Umbra might be due to the already killed part.

Re: (BETA) Drakkmore's Ultimate Umbra

PostPosted: Mon Oct 29, 2012 10:05 pm
by DonnerGott
No, I meant  an OnDeath global for Umbra. I can't find it, to reset it in my already-killed-Umbra- game.

Not an issue if the PC has never spoken to Umbra.