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  1. Rizalgar
    Rizalgar
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    Just wanted to make a quick post for current progress.

    I have found a good system for farming that works quite well.
    Haven't tested it a whole lot (since farming relies heavily on timers that are affected by multiple things).
    Nonetheless, I am making good progress on it, and while the timers may not be perfect, they are fairly close (within 10 seconds).
    I do not plan to do a FULL farming update with this next release, but I plan to have all the way up to 50 farming done, then will finish to 99
    with the next patch.

    Currently, I have not implemented diseases. There's just a lot more to that. I know this affects a good part of farming and negates the usefulness
    of certain plants, but it's just not gonna happen yet. Maybe with the next patch for 99, but not the next release.

    Anyway, that's all for today.

    Dated 5/16/2020 10:07 pm
    -Riz

    ---Edit---
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    I forgot to mention, that the only type of farming that will be available is (obviously) the farming that can be done in the currently available playable world. As I have not expanded any of it yet, that leaves mostly basic farming (Allotment, Flower, Herb, with a few Tree and (I think) Bush patches).

    I have added a poll in the forums, check it out.

    Edit Date
    5/16/2020 10:26 pm


    ---Edit 2---
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    Okay, so I ended up adding diseases. It's not as bad as I thought, given I put it in relatively simply. I'm just updating to provide a breakdown of the system I have in place at the moment.

    All plants have a chance to be diseased. It's basically a 1/8 chance that it will happen. Upon being diseased, you will have the option to cure it, or dig up the plant. If you choose to cure it, it will pick back up on the stage it left off at. Now, a breakdown of the stages...

    It is currently RS3 based with this. For regular allotments, it is 40/50/60/70/200 minutes, depending on the plant. How RS3 handles diseases is run off the servers tick, more or less. For every 600 ticks, roughly 5 minutes, there's a chance for your plant to become diseased. On top of the 5 minute disease, there are 4 growth stages. These stages are timed based off the harvest stage time. So if a fully grown harvest-able plant has a time of 200 minutes, then each growth stage will be 50 minutes. This is more-or-less a guess, on my end, as I couldn't find any breakdown for farming related to this.

    That being said. Farming sucks. I hate it, you hate it, we all hate it. So, I tweaked it a little bit. I doubled up the disease time frames to match the growth stages. So, a plant can only become diseased once every x/4 minutes. X being the fully grown harvest stage. However, it is still possible for the same plant to become diseased on its next stage. I also made it to where you get a different harvest amount of experience. Not sure how it works in RS3/OSRS, but I made it to where you get X*Y experience on harvest. X being the base harvest experience, Y being the amount harvested. These are of course, factored into the Experience Multiplier I added with the Magic update.

    I also added in what I call the "Farm Time Divider". Similar to my Experience Multiplier, it is an MCM option to change the growth rate of plants. This slider scales from the default of 1, to a max of 100. Essentially, with this you can practically eliminate the wait time for lesser plants. For example, a plant with a full grow time of 40 minutes, with 4 10 minute stages, can be scaled down to 24 seconds, with 4 6 second stages. This was 99% for testing purposes, but if people like the idea, I will leave it in.

    Placeholders. There's a lot of them. I hope to have most of them replaced with "close enough" counterparts by time I release it, but no promises. Enjoy them sweetrolls.

    On an ending note, until I find a viable way to do checks for flowers to prevent disease, there will be diseases. I know certain flowers protect certain plants, and I'm sorry. I'm trying to figure out a way to do it, but I've got nothing so far. When the wife wakes up, I'll add a video detailing all that I've got done so far.

    Dated 5/17/2020 5:52 am


    ---Edit 3---
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    I've hit a snag with herblore, and it's currently got me rewriting a good bit of the framework and MCM. Sorry for the delays, but it is coming. Promise!

    Dated 5/25/2020 7:52 pm


    --Edit 4--
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    Due to my secondary hard drive crashing (which had EVERYTHING saved to it, I normally back up to GitHub but did not this time /sigh) I'm having to start over. Not a huge deal since I know how I'm going about it this time, but it has of course caused a delay in progress. Some good news, I figured out how to add flower-based protection to plants. Was actually rather simple. Anyway, hopefully my next post is the actual release.

    Dated
    06/16/2020 2:46 pm
  2. MrMoldemor
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    i bet $5 this mod is dead
    1. JazzyJSwift
      JazzyJSwift
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      Nobody is taking that bet.
  3. Paliben
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    Okay, so a new PC later, losing all my progress, shuffling around IRL, all that good stuff - I'm back at it. Again. However, I am starting from scratch. I'm going back and following along the lines of T6's initial release, and checking comments in his mod to check for relevant issues to look in to as well. This is in part to the transition, and the fact that, well... I messed some things up (unintentionally, mind you) in this update. 

    As you can see, I am on a new account. I also intend to do more full fledged releases, albeit that means each release will take more time.

    I've said it before, I'll say it again... Maybe it will be done by time ES6 comes out (2024?)

    I will be uploading the mod to a new page, until then, any questions, comments or whatever can be said here and I'll get back to you on this page for the time being.

    I don't know how many people are even interested in this, but it gives me something to do, and maybe some of you will enjoy it.

    On a side note, Blender 2.8x now has Nif support. I haven't tested it with Skyrim yet, but I should be able to start actually adding in models as well. Hopefully there's no more need to backpat between 2.49, 2.8 and NifSkope. 

    First steps are currently completely rewriting the leveling framework. Why? As it is, if you are within the experience range of a level, any time you get experience you will revert to that level. What does that mean? It means if you drink a Overload Potion at 99 Att/Str/Def/Ran/Mag, when you kill something to gain experience in that skill, it will lose the boost and revert back to 99. This alone is a real pain, but it's where I'm starting at. Why there? T6's next update was to include Farming/Herblore. No point in stat boosts if they get broken with the leveling system.

    TL;DR - HOPEFULLY NO MORE PLACEHOLDERS - MOD BEING REMADE FROM SCRATCH
    1. TripleSixes
      TripleSixes
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      Hype
    2. TrueIdiotYT
      TrueIdiotYT
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      Your making it after dying of old age lol
  4. This mod still going?
    1. TrueIdiotYT
      TrueIdiotYT
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      He has to do everything all over again so hes currently suffering
  5. Simsoy
    Simsoy
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    Could there be a feature to use system time for in-game time, but also date? I would love to see holiday events inside, like switching to the profile for Halloween because there’s a unique quest event that only spawns then?
    1. Paliben
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      I haven't looked too much in to how Skyrim's TDS works, but I don't think it would be impossible. As long as values could be tweaked to reflect that in the real world, should be plausible.
  6. Mesanger0fDeath
    Mesanger0fDeath
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    Teleporting out of skyscape set my max weight while there to 0.
    1. Paliben
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      Yeah I need to dive in to the MCM menu that TripleSixes made and see what's causing it. I'm aware of it, but I've got a lot on my plate. It's on my to-do list though.
    2. Paliben
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      Yeah I need to dive in to the MCM menu that TripleSixes made and see what's causing it. I'm aware of it, but I've got a lot on my plate. It's on my to-do list though.
  7. jace0420
    jace0420
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    I just found this mod and it's so cool! Very glad you are still working on it!
    1. Rizalgar
      Rizalgar
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      Hey, thanks a lot! Glad you enjoy! Don't forget to thank T6 as well!
  8. Matthewkind
    Matthewkind
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    Hey! I would be very much interested in helping! I'm not new to coding as I've done amateur stuff on and off for over 10 years, but I'm not very structured and I've only had 3 programming classes in college. I would need a little help getting acclimated to everything, but I think I could do some valuable work if I were given a chance! Would you stuff be accepting help and how could I reach you?
    1. Rizalgar
      Rizalgar
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      I can be found here. I closed the Discord server, so here's the best place. I've had 0 programming classes (outside of BP for UE) and been doing this for less than two years. If you know any C++, you can do Papyrus easily. If interested, just DM me.
  9. jbgilbreath
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    Are there any plans to port this mod to Special Edition?
    1. Rizalgar
      Rizalgar
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      I am currently building it in SSE as well. Still in really early development though. ES6 will probably be out by time it's released. *sigh*
  10. SoulthePupper
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    Well, this is interesting.
  11. heartagramx6
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    so any plans on adding more custom weapon models from rs ?
    1. Rizalgar
      Rizalgar
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      I'm by no means a modeler, but if I can find people to make them I'll definitely add them in.
    2. ZeroSbr623
      ZeroSbr623
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      Hit up johnskyrim and see if he'll let you use his RS weapon mods.
    3. Rizalgar
      Rizalgar
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      All right, I'll see if I can get a hold of him.
    4. TripleSixes
      TripleSixes
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      He did say if we can provide him the god wars dungeon with creatures, etc., we can use his new godsword models. I can provide screenshots of the convo if interested.
    5. Rizalgar
      Rizalgar
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      Sounds intriguing, far away from that, though.