Vanguard of Oblivion
#1
Posted 30 August 2011 - 04:48 PM
Adds a brand new (powerful) sword with custom mesh and texture and a unique retexture of the Daedric armor. The items' stats are 10% better than Daedric equipment and the sword bears a mighty enchantment, but they can only be acquired after a very tough battle.
#2
Posted 30 August 2011 - 07:41 PM
BTW im not a modder i just told my idea
#3
Posted 30 August 2011 - 07:55 PM
Thank you! And thanks for the suggestion as well! But althought the idea of two armies clashing against eachother for divine artifacts would be great - and make perfect sense - I just don't have the scripting skills to do it : ( RIght now, the ''Legion'' I'm talking about is just the amount of daedra that my computer could take at the same time in a combat without weird stuff happening... I wish I could make waves of ennemies or stuff like that, but that's beyond my skill. Anyway thanks for the support!
#4
Posted 31 August 2011 - 01:49 AM
Just looking around and saw the comments. I believe that if you looked into David Brasher's "Zombie Attack" mod description, you might find a few clues as to how to create such an army.
David Brasher is a very talented modder, and he is always willing to help when needed.
If you want my opinion, having one central commander NPC with secondary follower NPCs is a good idea; just script an event that happens when the player talks with the commander NPC that makes him walk to a certain area where the enemies are.
Make their factions have a low disposition towards each other, and they will automatically fight when they spot each other.
Make a conversation topic that only shows up once, and only after the enemy general is killed, and you have a battle ready.
Things to keep in mind:
-Teleportation and resurrection scripts tend to complicate things.
-PlaceAtMe scripts cause savegame bloat. Avoid using those.
-If you don't know how to make follow scripts, there is a guide to making companions which describes this on UESP Wiki in a very friendly way.
Regards,
Sleepypanda
#5
Posted 31 August 2011 - 09:35 AM
#6
Posted 31 August 2011 - 02:33 PM
@Dreadheart: Thanks for the support! and good luck with your project!
#7
Posted 31 August 2011 - 05:08 PM
But its a loverly mod like the new textures
Edited by ITZZCRAIGXX, 31 August 2011 - 05:09 PM.
#8
Posted 31 August 2011 - 09:41 PM
Ok i had a problem with missing textures so i opend up the file for example C:UsersCraig BatesGAMESsteamSteamAppscommonoblivionDatameshesArmorAbyssal ArmormAbyssal Helmet and Abyssal Helmet_gnd In NIFviewer (becuase you put the line for the textures to program files and for some people they dont have it in there program files like me ^^^^^^^) But you can change the path in the Helmet and Helmt_gnd and change it to texturesarmorabyssal armorabyssal helmet.dds easy <img src='http://www.thenexusf...R#>/biggrin.gif' class='bbc_emoticon' alt='
' />
But its a loverly mod like the new textures <img src='http://www.thenexusf...R#>/biggrin.gif' class='bbc_emoticon' alt='' /> maybe you could have a story or something like a citizen tell you about a rumor and what is the stone for you win just to sell ?? but good mod <img src='http://www.thenexusf...DIR#>/smile.gif' class='bbc_emoticon' alt='
' />
Thanks! You're right about the need to specify that the file paths can be different, I'll look into that. But in all honesty, I can't understand what you're saying about the other file path in Nifskope. Is there a way to program the Nif file to adapt to all file paths?
Also, about the ''stone''... like the sword, it's ''theorethically'' supposed to add a stat boost and a major power to its bearer (through scripting). I had an issue where the script would'nt function, but I thought I had dealt wit that (rage rage rage). If you had to ask the question, I take it that I didn't fix it well enough hehe. I'll work on it too.
Thanks again for the input!
Edited by allomerus, 31 August 2011 - 09:44 PM.
#9
Posted 01 September 2011 - 04:32 PM
So i think oblivion aotmatically reads it and like above it tells it to read the textures file in stead of the other path that you had put which was program files
here this should help
http://imageshack.us...s/607/nife.jpg/
Hope this helps in the future of our modding ill just get back to my private mods
Edited by ITZZCRAIGXX, 01 September 2011 - 04:35 PM.
#10
Posted 05 September 2011 - 11:42 AM
Quite good for a first mod, indeed. I'll be following your work!



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