altered-beast
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January 20, 2015 at 8:06 pm #526altered-beastParticipant
Ok, here it is. Search for “set attributes for sinking effect”, I edited those lines.
I think we can do better, if we find where the dead ship effects is located (the thing that makes the ship goes darker and disappear). I say that because it reads the height of the ship, I tried negative values, and the ship was flying and never disappear in outer space (btw that was a funny trip lol). If we find this, we can even make the ships sink in two or three times (the ship starts to sink slowly, after a while a little faster, and when it’s full of water sinks much faster)https://www.sendspace.com/file/suna6x
PS : To see the changes, you need to start a new game.
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January 19, 2015 at 10:12 pm #515altered-beastParticipant
Mmmh, the sinking thing is too buggy, I give up.
(the crew is still walking on the deck under water, the ship doesn’t sink too deep, I don’t know how to pop a blue filter, etc…) -
January 18, 2015 at 10:21 pm #487altered-beastParticipant
Glad that you like it. I’m still working on it, but when it’s finished I will post the link ;
Now the problem is that the sinking sounds are too short, I must find longer sounds… and I must find a way too for poping a blue filter when we are under the sea (sadly, the last screen is photoshop). Maybe if I try something the same way the spyglass works… -
January 18, 2015 at 9:02 pm #483altered-beastParticipant
You can sink with your ship in first person now lol :
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January 18, 2015 at 6:55 pm #482altered-beastParticipant
I already thought of including it in the mod options, but I’m just a beginner, and not skillful enough with modding yet. But that would be nice. I’ll try if I can do something.
At the moment I’m working in realistic sinking animations for ships, and with good results. Manowar take 5/10 minutes to sink, smaller ships just 2/3 minutes. Maybe I’m wrong with these numbers, if someone knows how many time a ship takes to sink, just tell me.
I’m working too with the low poly crew from the deck, to decrease/increase their number based on the numbers of the actual sailors we have hired. This way, if we lost some sailors during battles, it will be reflected on deck (no more sailors walking on the bridge when we have 0 crew). That’s a tough one, I managed to read the actual crew members, but it don’t refresh when we hire/fire some sailors, it requires to make a whole new game in order to refresh numbers…
Thanks for your welcome ModernKnight1, feel free to use my tweaks in your mod if you want, that would be an honor.
PS : I fixed my no sea hud tweak, I forgot to remove the sails state of the companions.
https://www.sendspace.com/file/9d505e -
January 17, 2015 at 9:33 pm #479altered-beastParticipant
I just tried and when you have killed 40 or 50 soldiers the game crashed. But, the only way to kill so many is to use god mode, so I hope it’s not game breaking. And I think the game crashed because of a infinite spawning problem in this particular case (the screen went black, but I still hear my character doing my commands and hear no enemy attacking anymore). Gonna check in case.
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January 17, 2015 at 4:36 pm #473altered-beastParticipant
Hi, thanks a lot for sharing this fantastic mod. I love it. It’s like a time machine, I’m really impressed with the historical accuracy, and ships look great.
I wanted to share these little tweaks I made for more immersive gameplay, don’t know if someone will be interested in, but here it is :
https://www.sendspace.com/file/5nkgmzIt removes the hud at sea, the crosshair reticule, the spyglass info, and remove corpses timer (no more looting hurry, corpses will only disapear now if you leave the area).
The files contain two versions of the tweaks. Full (no sea hud), and Minimal (with compass, speed, cannonballs, etc…).
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