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  1. Quite simple, instead of allowing you to hacker harder terminals puzzle, Hacker perk turns all Master terminals into Expert, all Expert terminals into Advanced and all Advanced terminals into Novice. All Novice terminals then become available to break just like if you had the password for it. This ofc is at level one, level two then turns all Expert into Advanced.. and level three turns all Advanced into Novice. This idea is due to how hard and time spending it takes to hack Master terminals. It would also be lore-friendly.
  2. I've been having a lot of trouble with a script for a "combination lock" puzzle. Perhaps I've over-complicated it, but the idea is that depending on what pipe is open, different placeable water levels are enabled/disabled. E.g. When the highest pipe is open, the higher water will be enabled and all the lower water objects will be disabled. scn EFWaterControlCheck ; call refs for doors ref RhT ; highest pipe door ref RhL ; one of two medium pipe doors ref RhR ; one of two medium pipe doors ref RhB ; lowest pipe door ref RlB ; water exit pipe door ; call refs for placeable water tiles ref L1a ref L1b ref L1c ref L1d ref L2a ref L2b ref L2c ref L2d ref L3a ref L3b ref L3c ref L3d ref L3e ref L4a ref L4b ref L4c ref L4d ref L4e begin OnActivate ; Electrical Switch Activator ; define refs set RhT to IDoorHighRoomTop set RhL to IDoorHighRoomLeft set RhR to IDoorHighRoomRight set RhB to IDoorHighRoomBottom set RlB to IDoorLowRoomBottom set L1a to EFWaterL1a set L1b to EFWaterL1b set L1c to EFWaterL1c set L1d to EFWaterL1d set L2a to EFWaterL2a set L2b to EFWaterL2b set L2c to EFWaterL2c set L2d to EFWaterL2d set L3a to EFWaterL3a set L3b to EFWaterL3b set L3c to EFWaterL3c set L3d to EFWaterL3d set L3e to EFWaterL3e set L4a to EFWaterL4a set L4b to EFWaterL4b set L4c to EFWaterL4c set L4d to EFWaterL4d set L4e to EFWaterL4e if RhT.GetOpenState == 1 ; if highest pipe is open, set water level to highest level (4) L4a.Enable L4b.Enable L4c.Enable L4d.Enable L4e.Enable L3a.Disable L3b.Disable L3c.Disable L3d.Disable L3e.Disable L2a.Disable L2b.Disable L2c.Disable L2d.Disable L1a.Disable L1b.Disable L1c.Disable L1d.Disable elseif RhT.GetOpenState == 0 && RhL.GetOpenState == 1 ; if middle pipe is open, set water level to High level (3) L4a.Disable L4b.Disable L4c.Disable L4d.Disable L4e.Disable L3a.Enable L3b.Enable L3c.Enable L3d.Enable L3e.Enable L2a.Disable L2b.Disable L2c.Disable L2d.Disable L1a.Disable L1b.Disable L1c.Disable L1d.Disable elseif RhT.GetOpenState == 0 && RhR.GetOpenState == 1 ; if alt.middle pipe is open, set water level to high L4a.Disable L4b.Disable L4c.Disable L4d.Disable L4e.Disable L3a.Enable L3b.Enable L3c.Enable L3d.Enable L3e.Enable L2a.Disable L2b.Disable L2c.Disable L2d.Disable L1a.Disable L1b.Disable L1c.Disable L1d.Disable elseif RhT.GetOpenState == 0 && RhR.GetOpenState == 0 && RhL.GetOpenState == 0 && RhB.GetOpenState == 1 ; if low pipe open, set water level to medium L4a.Disable L4b.Disable L4c.Disable L4d.Disable L4e.Disable L3a.Disable L3b.Disable L3c.Disable L3d.Disable L3e.Disable L2a.Enable L2b.Enable L2c.Enable L2d.Enable L1a.Disable L1b.Disable L1c.Disable L1d.Disable elseif RhT.GetOpenState == 0 && RhR.GetOpenState == 0 && RhL.GetOpenState==0 && RhB.GetOpenState==0 && RlB.GetOpenState==1 ; if only exit pipe open, disable all water L4a.Disable L4b.Disable L4c.Disable L4d.Disable L4e.Disable L3a.Disable L3b.Disable L3c.Disable L3d.Disable L3e.Disable L2a.Disable L2b.Disable L2c.Disable L2d.Disable L1a.Disable L1b.Disable L1c.Disable L1d.Disable elseif RhT.GetOpenState == 0 && RhR.GetOpenState == 0 && RhL.GetOpenState == 0 && RhB.GetOpenState == 0 ; if L4a.Disable L4b.Disable L4c.Disable L4d.Disable L4e.Disable L3a.Disable L3b.Disable L3c.Disable L3d.Disable L3e.Disable L2a.Disable L2b.Disable L2c.Disable L2d.Disable L1a.Enable L1b.Enable L1c.Enable L1d.Enable endif end The trouble doesn't come from the GECK not saving the script or not running it... In fact, if you take the aforementioned example and run the script when the highest pipe is open, the water level changes as it should. However, NONE of the other pipe configurations work. I've been working on this for a day now, and I've gone over the script carefully (in different fonts, even), but I have yet to solve this issue. The only potential issue I can see would have something to do with my use of the && logic operator, but I can't find anything wrong with that... Any help would be hugely appreciated. Thanks in advance. P.S. If anybody can tell me how to disable this godawful colour striping in the code block I'll fix that ASAP
  3. -------------------------------------------------SOLVED-------------------------------------------------------------- Debriefing is down there somewhere. if you want to read the mess
  4. Just an idea for the community to try out in general. I think might be fun to make and try out save games where the player has to get their character out of a difficult situation to "win" the challenge save. Minimal knowledge of modding would be required to make one of these, but some experience with the Creation Kit or FO4Edit could make the experience better. Limitations could be put on the player by giving them a limited selection of items. People could spawn in all the enemies they want to use for areas and place them with console commands. It would be a good idea to keep the number of mods required to 10 or less. Here's one I might try to make for example: A stealth character with 1 endurance, only explosives, some stealthboys, a mod that allows nuclear explosions to go through walls, a mod that allows unarmed mines, or grenades, missiles and mininukes that are lying around to be detonated and tons of enemies in a claustrophobic indoors environment. Dropping items doesn't alert enemies, so you could make a trail of explosives around the place and detonate a chain reaction from a safe location, but you'd have to weave your way around without being spotted or bumping into anyone the whole time.
  5. Hey guys I have run into another problem while making my mod with the creation kit. At the end of my dungeon I want the player to open a door by using puzzle pillars. I followed this tutorial exactly down to the letter and yet I have ran into a problem. When I try out the pillars in-game they won't move at all, even when I turn on the leaver. Any ideas why this is happening? Here's the tutorial I followed:
  6. Hey guys I have run into another problem while making my mod with the creation kit. At the end of my dungeon I want the player to open a door by using puzzle pillars. I followed this tutorial exactly down to the letter and yet I have ran into a problem. When I try out the pillars in-game they won't move at all, even when I turn on the leaver. Any ideas why this is happening? Here's the tutorial I followed:
  7. I thought with all the awesome mods out now, especially some of the newer ones that make completely new worlds to explore, it would be cool to have a Riven mod, where someone would re-create some or most of the puzzles and landscapes of riven. Just a thought!
  8. Do you Like Puzzles? Do you like VIOLENCE? Do you like being a godking ruling over a mystical kingdom?? Well...... This Mod aims to accomplish that I have been working on this giant city space for awhile now. Its inspired in design by The Myst Games D'ni, and Overlord 2's Netherworld Tower. The plot revolves around you being drawn to this underground city through rumors of wealth, power, magic, ect. But quickly are swept up in a plot involving a group of exiled radicals seeking to destroy it, the demigod king who went missing hundreds of years ago, and the power of the dragon. Just one problem.... I have well established plot written, most of the worldspace done, and some of the quest spaces done. AND THATS IT. I am a full time student who doesn't have all the time he needs to sit down and make a freaking Dlc for an old game right now. so..... If anyone is good with Papyrus, and or is alright at quest building we should communicate and have some fun. I am open to you helping to change the plot, and re imagine some of the space to be more inline with how you want to make it! If your good at puzzles/ making them PLS PLS PLS Contact me. If ya want more pics or info contact me!
  9. Status update! http://www.nexusmods.com/skyrim/mods/55704/? I started development of this as an April's Fool joke, but by the end of April, it was eclipsed by the sordid affair of paid mods introduction and cancellation. So I have developed since a few late-game scenes in more serious tone, and renamed the release branch as Kukuluba. Remember the lateral thinking puzzles - "A naked dead man in the middle of desert with a matchstick in his fist" and you are supposed to guess what happened using only Yes/No questions? Well, at this early stage my mod is pretty much such a puzzle. Feel free to download it, play (or reverse engineer) - and ask me Yes/No questions (to find out what it will be when I'll fully fledge it). Meanwhile, I'll tackle the exquisitely interesting issues of compatiblity assurance... :sleep:
  10. I recently watched a video that lamented how Skyrim had been dumbed down in comparison to other TES games, specifically the way puzzles were oversimplified. Personally, I really liked the first Dragon Claw door, and the puzzle pillars are a nice touch visually, at least. But you have to admit, the clues to the pillar riddles in particular are blatantly obvious, to the point where they are nothing more than a nuisance. So I was wondering how much interest there is for a mod that rectifies this by making the Skyrim puzzles more challenging. Most of these changes could be made with very little CK knowledge (like simply hiding the clues a little better). I came up with the following ideas so far: 1. Enhancing existing puzzles Focusing entirely on the pillars for the moment, since there's not much I can think about that could be done with the dragon doors. - Expanded set of symbols (http://skyrim.nexusmods.com/mods/27411) - Hide clue plaques better / substitute them with adventurers' journals / clues dropped by enemies - Text clues (like in the Fjori & Holgeir quest). Ritual desccriptions might be cool, associating a particular symbol with the north, east, ... etc. - "Logicals": giving clues like "A bear is left of the eagle" or "Snake comes neither first nor last". Kind of hard to make good logicals with only two dimensions (symbol - location) though. - "Linked" pillars: turning one changes one or several others, so the trick is to turn them in the right order to get the desired effect. There is at least one riddle like this already, but it's about as easy as it can get. - "Mastermind": There's this game I used to play as a kid where one player tries to guess a combination, and the other sais how many colours (symbols) were correct, but out of place, and how many were correct AND in the right place. It would be real awesome if the combination could be randomised and the clues given visually. If I can pull it off at all. - Other suggestions? 2. Other (completely new) riddles Not quite sure where I'd put these, might replace some of the pillar puzzles for variety, or add them to optional sidepassages containing loot. - Combination locks (e.g. order in which levers are pulled / switches pressed) - Associating items with certain containers, e.g. ceremonial weapons with the tombs of their bearers. Anyone who played the Baldur's Gate series knows the kind of riddles I'm talking about. - Good ol' rhymes: Dialogue based, best illustrated with an example. "What has 4 legs in the morning, 2 in the afternoon, and 3 in the evening?" - ANSWER: "A human. It crawls as a baby, walks as an adult, and uses a walking stick in old age". Sorry for the abysmal example. I'd need some help with these, I'm really bad with making them up. - Knowledge tests: player find books of ritual descriptions or old legends, and then answers questions about them. Also dialogue based. A nice example is the statue in the temple of Amaunator (Baldur's Gate 2) - Number puzzles (Sudoku, magic squares, etc). Would need some help with these, too, as I'm not entirely sure how to implement such a thing, or how to generate good number puzzles. - Suggestions? Please tell me what you think so far and wether or not you'd like to see something like this implemented.
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