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mikolajgos

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  1. I'd love a mod, which would contain some tracks from previous TES parts. In my own opinion, oblivion's songs are a way better than Skyrim's.. What I mean, is that they would replace already played songs. As I have no idea how to do it, I ask you. http://www.youtube.com/watch?v=9J-agukWPOY http://www.youtube.com/watch?v=yo3e9a7QKqM
  2. Good thought! It could also decrase your speechcraft with every day without taking a bath, as people like you less when you're dirty. Unfortunately that'd need new animations so some high experienced modder should be up to it. Anyway I'd gladly download it.
  3. Well, if that's what you like to do, do it. But I doubt there is anyone else up to do it. Why? Because the whole thing, whole Skyrim is about a high realism level and while deleting all the clutter, you make it look dull and unrealistic. No offense, do it if you wish.
  4. Thank you both, it works, the item appears, there is just one thing. After using the activator, light shows up but the activator varnishes, I don't know why ;D
  5. Check out the Preferences button, next to save button. You should have both Movement Speeds with 1 or more, if there is 0, you won't move anything.
  6. Firstly, thanks for the response. I used your instructions, I created a button and lever, created static xmarker and a few static and light objects. As you said, I set the xmarkers to initially disabled and set enable parent in the static to the xmarker. Then I activated parent (in xmarker's properties to the button/lever). Saved and even after a few times I could't make it work properly. Static items aren't visible in the game, but they won't appear after activating. Am I forgetting something..? :/
  7. Hi guys, I have an (as I suppose) easy questiont for experienced modders about pieces appearing or dissapearing. What I mean is like when you buy extensions for your house and some items (like furniture) appear and other varnish. I wanted a specific static item or light to show when I pull a lever or any other activator. Unfortunately I couldn't find any information in the CK Wiki or in google so I'd be glad if you give me any tips how to do that.
  8. Great idea, I support that, I'd gladly see my character wearing two swords instead of one, as he fights with them.
  9. Oh, I didn't know I should, but anyway it works perfectly now. Thanks a lot guys ;)
  10. I understand what you mean, I've changed it, but the program still doesn't let me to save the script, see for yourself: http://img708.imageshack.us/img708/4774/csscrn.png Sorry if i'm doing some stupid mistake :f
  11. I've tried to make a button for turning the lights on and off, just like the one on the top of Anvil Lighthouse. I've found the script from the lighthouse: scn AnvilLighthouseActivator begin OnActivate if IsActionRef player == 1 if AnvilLighthouseFire.GetDisabled == 0 AnvilLighthouseFire.disable else AnvilLighthouseFire.enable endif elseif IsActionRef UlfgarFogEyeRef == 1 ; message "DEBUG: Ulfgar activating lighthouse bowl" ; turn on if evening, turn off if morning if gamehour <= 12 AnvilLighthouseFire.disable else AnvilLighthouseFire.enable endif endif end Then I've changed the activator "AnvilLighthouseFire" into "TestFire01", an activator I created. It looked like this: scn 0TESTFIRE begin OnActivate if IsActionRef player == 1 if TestFire01.GetDisabled == 0 TestFire01.disable else TestFire01.enable endif elseif IsActionRef UlfgarFogEyeRef == 1 ; message "DEBUG: Ulfgar activating lighthouse bowl" ; turn on if evening, turn off if morning if gamehour <= 12 TestFire01.disable else TestFire01.enable endif endif end I tried to save but an error occured saying that the game cannot find script in line 7 (TestFire01.disable). I'm not good at scripting in Oblivion, so I ask You, what am I doing wrong? : / Regards : )
  12. I was doing my own "house" mod. After some time I installed "Cobl" (COBL) modification, to run another files that needed "cobl.esm". The problem is, that during my own works, the "cobl.esm" has attributed to my "mod.esp". Now it cannot work without Cobl modification. Has anybody any ideas, how to delete the Cobl.esm from the list of nessesary files needed to run the mod? Will a program like Tes4View or Bash help me? Thanks for any help
  13. I've been trying to make my house more interesting, so I tried to make some quest about getting the house. Unfortunatelly, my knowledge about oblivion scripts, quest making and dialogues is very small, and somtimes I don't get what I'm reading on the CS wiki :confused: I'd like the quest to: -an NPC giving me a letter, -second NPC, that could talk to me, give some items, be a merchant, -journal notes about getting to the place, picking up items etc., -custom dialogue. (Quite similliar to ms_siika's mod Dwemer Skyship, which I have, but still don't get how to do it :P) I'd be very pleased if you show me some tutorial which could tell me step by step how to make it or maybe some important clues. Sorry for so noob questions, and thanks for help :turned:
  14. Thanks very much for the instructions! You helped me a lot : ) mikolajgos
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