The "desktop theme" is a completely redesigned control room I'm working on. Not yet released - might be released as an update on my Oblivion mod, but at the moment more likely to be version 1 for TES:V.
TARDIS by Drekmoor
Started by
Site Bot
, Nov 11 2008 06:45 PM
614 replies to this topic
#21
Posted 06 February 2009 - 10:08 AM
#22
Posted 06 February 2009 - 01:31 PM
Well, if you use those hexagonal chests like you did in the previous console room, you might be better able to make it look like on the show.
#23
Posted 20 February 2009 - 11:50 PM
I'm really enjoying this mod. I just pick something at random, step out with my Companion, and off to adventure! Also, how do I fix the door glitch?
#24
Posted 27 March 2009 - 12:44 AM
when i check the mod and start oblivion, the game shuts down, any help?
#25
Posted 30 May 2009 - 09:57 PM
Ok I can get into the TARDIS but then there is some kind of door glitch because I can't get back out. Any ideas??
Ok figured out the door glitch. If your inside look at the door carefully you see that is actually two images of the door there. Go to the right hand side of the door and click on the upper image and the door will work.
I figured out the controls for the most part, well I can get to most of the places I'm looking for.
If I were to rate this mod now I would give it a 9.5. I would have given it a 10 if it weren't for the door glitch.
Ok figured out the door glitch. If your inside look at the door carefully you see that is actually two images of the door there. Go to the right hand side of the door and click on the upper image and the door will work.
I figured out the controls for the most part, well I can get to most of the places I'm looking for.
If I were to rate this mod now I would give it a 9.5. I would have given it a 10 if it weren't for the door glitch.
Edited by gandore, 31 May 2009 - 04:02 AM.
#26
Posted 20 June 2009 - 05:00 AM
Ok I've played with this mod for awhile now and I have take back the things I said earlier.
I know people have had problems with getting the mod to work but if you read through the comments you can get around all those problems.
I wish the rating scale went beyond 10 because this is one of the best mods I have and it works great once you get the hang of it. Fantastic job Drekmoor. This mod should not be dead this mod is worth fixing and updating.
I have only found one bug and that is if the tardis lands at the Gottshaw Inn you have a problem. When you exit the tardis and then turn around to look at it, it's not there. So if you didn't save the game before you exited the tardis and it landed at Gottshaw Inn you've got a problem.
Anyways I'm hoping someone with more knowledge than me about making mods will try and fix this or even better, Drekmoor decides to take up the mod again.
Thanks
I know people have had problems with getting the mod to work but if you read through the comments you can get around all those problems.
I wish the rating scale went beyond 10 because this is one of the best mods I have and it works great once you get the hang of it. Fantastic job Drekmoor. This mod should not be dead this mod is worth fixing and updating.
I have only found one bug and that is if the tardis lands at the Gottshaw Inn you have a problem. When you exit the tardis and then turn around to look at it, it's not there. So if you didn't save the game before you exited the tardis and it landed at Gottshaw Inn you've got a problem.
Anyways I'm hoping someone with more knowledge than me about making mods will try and fix this or even better, Drekmoor decides to take up the mod again.
Thanks
Edited by gandore, 21 June 2009 - 05:20 AM.
#27
Posted 21 June 2009 - 05:25 AM
Ok I may already know the answer to this but I will ask anyways. Has anyone else had problems getting NPC's to follow you into and out of the tardis.
I have a spell I use call doppleganger and I just noticed today that if I summoned it inside the tardis it will follow me anywhere I go inside but when I go outside it doesn't follow. I found that same to be true if I summon it outside and try to get it to follow me inside.
Haven't tried it yet with CM Partners but I plan on it because I would like to use it, but not if I can't get the companions to follow me into and out of the tardis.
I have a spell I use call doppleganger and I just noticed today that if I summoned it inside the tardis it will follow me anywhere I go inside but when I go outside it doesn't follow. I found that same to be true if I summon it outside and try to get it to follow me inside.
Haven't tried it yet with CM Partners but I plan on it because I would like to use it, but not if I can't get the companions to follow me into and out of the tardis.
Edited by gandore, 21 June 2009 - 05:28 AM.
#28
Posted 16 July 2009 - 09:31 PM
I have actually had some time the past year to update the files including a fix for Gottshaw Inn. Amongst others I’ve created a timetraveling system but I found that it was way to trouble-full to be using because the game generally hasn't been set up to deal with the timescale to be altered and especially not being reversed, which caused the most problems. Then I've also been adding some less useable features like a deadlock for the TARDIS exterior door like the one used in the episode 3X11: Utopia from 2007 when the Master takes control of the TARDIS but this function isn't really very fun to use because it hasn't got any real application. Also I’ve created a system that forces the player to travel to a temporal rift in time and space to fill up the TARDIS with potentional energy, which the TARDIS uses for time and space travels. This was just a way of making the TARDIS a little less all mighty seeing that you can pretty much do anything when you have the TARDIS near by like instantly travel to quest locations, escape safely from any and every battle because no NPC can enter through the door and you will never need to be arrested.
Gandore asked the question of Partners going into and out of the TARDIS. That is another reason for me not wanting to continue this mod. The exterior door isn't a normal door. The original door created by Murfy27 was actually 10 different doors. I those to change that into one door that would send people to different places depending on a long list of conditions created by the control panel. I had to do this because else if there would have had to be nearly 100 doors in the same cell and most computers don't cope very well with that. You might also notice that there are no entry or exit sounds on the exterior door for the same reason that it isn't a normal door. The door is based upon a script, which follows the command "player.moveto..." which will ONLY move the player from one location to a certain x-marker inside the TARDIS or from the TARDIS to any of the many select locations in Tamriel.
I do hope that everyone who whish to try this out will be able to make it work the way it was intended. Unfortunately when I started working on this I thought I had all the necessary models which Murfy27 used for his mod 3.0 but I actually continued his work from version 2.0 which was incomplete and all my attempts to fix this have lead to the mod causing my own game to crash and that’s why I in the explanation have recommended that you also download the TARDIS by Murfy27 because that might solve some of the problems with pink objects. Currently I have little real perspective of this mod and any of the files attached to this mod. I fear that even more problems might occur if I choose to upload my latest version of the TARDIS.
Gandore asked the question of Partners going into and out of the TARDIS. That is another reason for me not wanting to continue this mod. The exterior door isn't a normal door. The original door created by Murfy27 was actually 10 different doors. I those to change that into one door that would send people to different places depending on a long list of conditions created by the control panel. I had to do this because else if there would have had to be nearly 100 doors in the same cell and most computers don't cope very well with that. You might also notice that there are no entry or exit sounds on the exterior door for the same reason that it isn't a normal door. The door is based upon a script, which follows the command "player.moveto..." which will ONLY move the player from one location to a certain x-marker inside the TARDIS or from the TARDIS to any of the many select locations in Tamriel.
I do hope that everyone who whish to try this out will be able to make it work the way it was intended. Unfortunately when I started working on this I thought I had all the necessary models which Murfy27 used for his mod 3.0 but I actually continued his work from version 2.0 which was incomplete and all my attempts to fix this have lead to the mod causing my own game to crash and that’s why I in the explanation have recommended that you also download the TARDIS by Murfy27 because that might solve some of the problems with pink objects. Currently I have little real perspective of this mod and any of the files attached to this mod. I fear that even more problems might occur if I choose to upload my latest version of the TARDIS.
#29
Posted 25 November 2009 - 08:37 PM
where are the holding cells?
#30
Posted 04 March 2010 - 09:44 PM
The holding cells are conveniently placed through the second door to the right. These are the equivelent of an inescapable prison.



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