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Unread 09-23-2012   #37
zdarkness
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Re: The Elder Scrolls V: Skyrim

Well not entire restarts. I think the skeleton changes also take effect if you exit whatever cell you're currently in. I think.

If not, I'm pretty sure saving/reloading that particular save alone will do it.
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Unread 09-24-2012   #38
tyar
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Re: The Elder Scrolls V: Skyrim

Can you guys post screens of this stuff? I've got Skyrim, but on Xbox, not really mod-friendly. Would appreciate any visuals on this :P
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Unread 09-24-2012   #39
Harbinger86
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Re: The Elder Scrolls V: Skyrim

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Originally Posted by zdarkness View Post
Well not entire restarts. I think the skeleton changes also take effect if you exit whatever cell you're currently in. I think.

If not, I'm pretty sure saving/reloading that particular save alone will do it.
I don't think so. Assuming you could even switch out of Skyrim to NifSkope to alter the skeleton, save it, and then get back into Skyrim without it alt-tab crashing, I think how Skyrim works is that it reads all the mod files on disk and caches them in memory. If you save the skeleton to disk, it isn't going to show up until the game restart because the game is using a virtual copy of it in RAM from when the game first loaded up, and it doesn't read the file on-disk again until you restart the game.

If anyone can find a way to fix the issue, it's either someone with a lot of knowledge about editing the skeletons (i.e., people like the CBBE people) or people with a lot of knowledge about working around game variables (i.e. the SKSE people).
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Unread 09-25-2012   #40
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Re: The Elder Scrolls V: Skyrim

Woops, I'm sorry I was thinking scale modifications rather than skeleton modifications, my bad.
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Unread 09-25-2012   #41
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Re: The Elder Scrolls V: Skyrim

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Checking in again guys.

Today I rolled up my sleeves and set to work on a giantess mod for Skyrim, and the results are awesome, in my humble opinion. The spell is a targeted, channeled alteration spell - so as long as you are casting it, the target will grow continously. What's more, it can be cast on companions and neutral NPCs with no penalty; neutrals should not go hostile. You can find the tome on the floor in front of the bed of Anise's Cabin near Riverwood.

It has one limitation: it's designed to only work with the default playable races. Papyrus handles SetScale rather stupidly, so I had to tinker with the scripts and effects for a while to get it so that first, NPCs wouldn't grow exponentially (and hit the scale cap too quickly) and work around the difference in race scales. It's consistent for all the playable races, but won't work with custom races, though it wouldn't be too challenging to add custom races.

What's more, I did all the scripting so I can freely distribute the source, so anyone interested in working on it and distributing it themselves may. In fact I rather hope someone uploads it to the Nexus or Workshop, as I've had administrative troubles with the former and don't want to reveal my identity on the latter.

Download >> Here <<
Choose File > Download or hit 'Ctrl-S'
Is this permanent? I may have to reinstall Skyrim just for this mod.
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Unread 09-25-2012   #42
Harbinger86
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Re: The Elder Scrolls V: Skyrim

Both spells are permanent, unless you change their scale again through the console.
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Unread 09-30-2012   #43
Harbinger86
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Re: The Elder Scrolls V: Skyrim

Project update: I've got a functional version of the self-growth spell working; it's not ready for prime time but it's got the fundamentals all there:
  • Player makes giant foot-stomp noises when they walk
  • Player's armor is unequipped
  • NPCs that get too close to the player begin quickly taking massive damage and get staggered (i.e. from being "stomped on/crushed"), this currently includes followers
  • Player is locked into third person

My next goals are this:
  • Introduce a spell timer so that all effects are undone when the spell is supposed to expire
  • Add in grow-up and shrink-down animation and/or script trickery that effects this
  • Fix spell so that all actors will properly go hostile when they see giantess
  • Tweak run speed; currently at full size the player goes rocketing across the screen, limbs flailing
  • Adjustments to camera; currently all you can see is the calf-down at the farthest out view in third-person

Stretch goals:
  • Special abilities equipped during growth, i.e. "Hurl Boulder" or "Stomp" or something to that effect
  • Make NPCs randomly flee
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Unread 10-01-2012   #44
j2k
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Re: The Elder Scrolls V: Skyrim

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Originally Posted by Harbinger86 View Post
Project update: I've got a functional version of the self-growth spell working; it's not ready for prime time but it's got the fundamentals all there:
  • Player makes giant foot-stomp noises when they walk
  • Player's armor is unequipped
  • NPCs that get too close to the player begin quickly taking massive damage and get staggered (i.e. from being "stomped on/crushed"), this currently includes followers
  • Player is locked into third person
Will these be disableable options? I wouldn't really like to be forced on third person or to make NPCs take massive damage...
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Unread 10-01-2012   #45
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Re: The Elder Scrolls V: Skyrim

I think he stated earlier that at this point first-person growth is practically impossible at this point.
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Unread 10-01-2012   #46
j2k
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Re: The Elder Scrolls V: Skyrim

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Originally Posted by BlazingBarrager View Post
I think he stated earlier that at this point first-person growth is practically impossible at this point.
Yup, fine about that
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Unread 10-06-2012   #47
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Re: The Elder Scrolls V: Skyrim

A random thought: perhaps with the running issue you could make it to where to spell restricts the player to be only able to walk. Kind of like they're over encumbered or something.
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Unread 11-28-2012   #48
Harbinger86
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Re: The Elder Scrolls V: Skyrim

Much good news! I've had two breakthroughs with the Enlarge and Shrink spells. First, I've got them up on SkyrimNexus finally. Second, I brainstormed the script again and came up with a loophole solution for the script, that now allows both spells to be cast on any NPC regardless of race or gender.

>> Get version 4.0 here! <<
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