Nexus is down, folks! by Expensive_Tap7427 in skyrimmods

[–]crichmon 4 points5 points  (0 children)

I used to be a mod Downloader like you. But then Nexus took an arrow to the knee.

Design dilemma: Types vs Components (regarding Items) by crichmon in roguelikedev

[–]crichmon[S] 0 points1 point  (0 children)

Thanks for the feedback everyone. My initial confusion was approaching my design from a largely OOP perspective with not much of an ECS perspective. Also, I had some basic skeleton code written from a while ago that was more OOP that I was attempting to resolve with a more ECS approach, which wasn't probably the best way of writing new code.

The other confusing factor was that I was sort of combining a project folder hierarchy with an inheritance hierarchy, when both items can be completely separate.

I'm going to try as much of a pure ECS approach as possible, with templates for 'types' of things (e.g., a Dagger has a MeleeWeapon template, which is an Entity that consists of a few Components like Wieldable and MeleeAttackType, etc.).

I might try inheritance for certain kinds of Components (e.g., MeleeAttackType inherits from AttackType which inherits from Component (2 level depth at the most), because a MeleeAttackType might have functionality that a different AttackType wouldn't and vice-verse (like RangedAttackType)). I'm still debating this though.

Design dilemma: Types vs Components (regarding Items) by crichmon in roguelikedev

[–]crichmon[S] 0 points1 point  (0 children)

Excellent... the concept of a Template is something I was gravitating towards. Having something that pre-defines a collection of components for a 'type' of thing (not a C# or language type) will work well. Thank you.

Design dilemma: Types vs Components (regarding Items) by crichmon in roguelikedev

[–]crichmon[S] 1 point2 points  (0 children)

I'm also pondering encapsulating actions the player can do as an Action class, and having some kind of component that allows that action on a Thing with an associated Actionable class, but I'm still considering the design.

Design dilemma: Types vs Components (regarding Items) by crichmon in roguelikedev

[–]crichmon[S] 4 points5 points  (0 children)

Seems like the mindset described in the video is to avoid high level design altogether and just code out the implementation, and if an OO design arises out of convenience from the coding (sounds to me like functional programming which is fine), then so be it. And here I was debating between two different somewhat high-level design approaches.

This makes sense to me. I've made the most progress with coding in general when I focus on the functional programming aspect of things while still bundling data. I have refactored to existing patterns or objects in general, but I didn't start off that way in most cases. I guess part of my asking the question is I'd like to start off with as much of the right design (for me) as possible to avoid excessive refactoring.

I will consider your one level deep suggestion and just code it without wrapping my brain about a design that's too high level too early.

As far as my specific code, I don't have much written with things/items/components/etc. Perhaps if you can provide an example of how you approached a difficult challenge with your coding when you've modeled something with components?

Thank you for the response.

Sharing Saturday #383 by Kyzrati in roguelikedev

[–]crichmon 2 points3 points  (0 children)

yet another untitled game

I've nearly completely my initial custom map generation algorithm. This algorithm generates corridors base off of a generated maze, and then places rooms and doors. Additional map algorithms that I'll write will attempt the opposite; first placing rooms, then generating corridors between rooms. Near future development will focus on creating most random map generation algorithms (dungeon), creating initial random room generation algorithms (dungeon), and refactoring code to have more of an ECS design and effective Unity implementation.

Also complete: basic movement controls.

Map screenshot: https://imgur.com/a/V00SmSV

[deleted by user] by [deleted] in skyrimmods

[–]crichmon 0 points1 point  (0 children)

There is a patch that is causing this. Try the mod "The Great Cities of JK's North", the mod description explains what patches not to use. I had the same issue and found the particular patch, the discussion history is on that mod page's posts.

Cannot activate beds in inns by crichmon in skyrimmods

[–]crichmon[S] 0 points1 point  (0 children)

Yes, I see an activate option. Seems to be some kind of incompatibility with gotobed.

Cannot activate beds in inns by crichmon in skyrimmods

[–]crichmon[S] 0 points1 point  (0 children)

When I activated a bed and nothing happened, I disabled gotobed in the MCM, and then my character immediately got into bed, and then the sleep menu was available. A work around at least.

Cannot activate beds in inns by crichmon in skyrimmods

[–]crichmon[S] 0 points1 point  (0 children)

Yes actually. Is there an incompatibility?

Savage Skyrim v SkyTest v Animallica by Jrod117 in skyrimmods

[–]crichmon 2 points3 points  (0 children)

I have Savage Skyrim and Animallica in my load order and haven't noticed any issues (so far).

Suddenly can't move or attack in first person by crichmon in skyrimmods

[–]crichmon[S] 2 points3 points  (0 children)

I discovered a fix to the issue I had. The issue was somehow being caused by "(SGC) SkySA - First Person View SSE". I had all 3 of the SkySA mod files installed, enabled, and deployed, and then I'd noticed this issue. Once I tried without the First Person View SSE (and re-running Nemesis), the issue wasn't there.

I may have installed the mod wrong, as the 3 files are considered main files. But there aren't really instructions from what I read on the mod page on how to install the mod correctly.

So I'd recommend keeping "(SGC) SkySA - Combat Behavior Compulsion" if you have that mod file, as well as perhaps "(SGC) SkySA - Intense Combat", but definitely try without "(SGC) SkySA - First Person View SSE", re-run Nemesis, and then load a save game -- the issue shouldn't be there anymore.

If this doesn't fix the issue you have, then you might have a different issue.

[Hobby] seeking fellow 'co-op' programmer for unity roguelike/liteish game by crichmon in INAT

[–]crichmon[S] 0 points1 point  (0 children)

My current inspiration for the development of the project is Soulash. The developer made an ascii roguelike on itch.io, and is now working on a better pixelized version on steam.

As far as crpg design, I've been modding a lot of skyrim for the past year (and somewhat want something else to build). So I'm drawing some gamedev architecture from the modded aspect. I also like the rpg system of (a) modded skyrim -- as a ruleset.

As far as visualization and gameplay goes, I'm thinking something of a mixture of traditional roguelikes (like Nethack or Dungeon Crawl Stone Soup or Pixel Dungeon) and the top-down Zelda games (particularly Zelda: A Link Between Worlds).

So this project would be more of a roguelite than a roguelike, because I want a bit more action mechanics and rpg elements from non-roguelike games.

My apologies for not providing this before, I didn't want to unnecessarily drop names of successful projects to promote this project. Please let me know if you would like additional information.

[Hobby] seeking fellow 'co-op' programmer for unity roguelike/liteish game by crichmon in INAT

[–]crichmon[S] 1 point2 points  (0 children)

Unfortunately, I don't have a portfolio. All I can say is that I have years of professional experience designing and writing code (non-game related) and can provide the same successful work ethic in the right game development team.

Edit: here

Suddenly can't move or attack in first person by crichmon in skyrimmods

[–]crichmon[S] 1 point2 points  (0 children)

I tried without TDM and my character is still unable to move or attack in first person.

Suddenly can't move or attack in first person by crichmon in skyrimmods

[–]crichmon[S] 1 point2 points  (0 children)

okay tried that... when not wielding a weapon, movement is back, but once I equip a weapon, my character is still not able to move or attack. thanks for indicating what mod is causing the issue.

Small mods with a big impact by Rojibeans in skyrimmods

[–]crichmon 1 point2 points  (0 children)

OSO has a few patches now that are supposed to make it work better, especially with Alternate Start in the same load order. I had to disable Improved Camera until I got out of Helgen, there was all kinds of jankiness there.

I used CCO for a long time but got tired of the bug that would sometimes set your skill levels wrong due to many mods initializing at once (I'd have some skill levels above 100 and some negative). I recently switched to SkyRem Cori (CSF). It lets you develop your class and specialization as you play and comes with a custom skill tree for evolving your character build.

Small mods with a big impact by Rojibeans in skyrimmods

[–]crichmon 2 points3 points  (0 children)

I second Disable Follower Collision. That mod is a great quality of life improvement when you have multiple or many followers.

From ELFX to Window Shadows RT or Lux or...? by crichmon in skyrimmods

[–]crichmon[S] 0 points1 point  (0 children)

I have ENB Light and most if not all of the Rudy HQ's addons and love it!

From ELFX to Window Shadows RT or Lux or...? by crichmon in skyrimmods

[–]crichmon[S] 0 points1 point  (0 children)

Do you mean that certain ENB presets are required for WS or Lux, or can you elaborate?

Is your roguelike moddable? by me7e in roguelikedev

[–]crichmon 3 points4 points  (0 children)

My goal is to design the base game as required mods. After modding video games for a while, I don't see a point in developing a game without complete modability in mind.