Jump to content

DarkSpyda04

Members
  • Posts

    153
  • Joined

  • Last visited

Nexus Mods Profile

About DarkSpyda04

Profile Fields

  • Country
    United States

DarkSpyda04's Achievements

Community Regular

Community Regular (8/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. But why did you finish the main quest if you didn't want a load of HAIL CHAMPION!!? Was it something like Simyaz's "Malevolent" where you had to complete the main quest in order to start the Malevolent quest?
  2. I don't really have any ideas for you but I imagine a good quest mod where Glarthir accompanies you. And just for humor:
  3. Does anyone know of any 3D artists in the community? I have some ideas for things but no way to create them myself.
  4. I'm more excited about this now than ever. So you are telling me that we will ACTUALLY see children NPCs running around in Oblivion? Despite my half-angered thought that something like this should've been done a long time ago, better late than never, right? Keep working at it :thumbsup:
  5. Yes, I reinstalled Oblivion, installed disc 2 (SI and KOTN), installed OBSE, OBGE, Blockhead, installed Malevolent and this exit door no longer crashed the game. I don't think Blockhead and OBGE were even necessary for Malevolent but I added them for good measure and any other mods I install such as nuska's Oblivion Character Overhaul. Interestingly Malevolent requires the player to be "Champion of Cyrodil" before you start the quest but I took a shortcut: Firstly I used Robert Evrae's "Alternate Start" to get myself into the Imperial City as fast as possible and then I fast traveled to the IC Temple District. Here if you use the console command "TCL", you can phase through the temple and gain access to a secret door leading to the end battle between Martin and Mehrunes Dagon. Once inside the ending temple, you have to exit and get the message that Dagon has arrived. Then you re-enter the temple and wait enough hours until Martin appears. Then you just beat the game in a few minutes and become Champion of Cyrodil. I'd like to think the developers put that door there so that they have quick access to the final temple.
  6. The problem occured after I had some problems with Simyaz's "Malevolent" and I tried experimenting with "solutions" to fix the problem. I was actually so fed up with Oblivion crashing so much and all the problems the game was giving me that I completely uninstalled/reinstalled the game and all relevant files. Now that the game's reinstalled, it looks normal again. When I was playing Simyaz's Malevolent, I had just acquired the Armor of Malevolence and was leaving the underground tunnels and entering to one of Cyrodil's wilderness cells. When I opened the underground tunnels exit door, the game got to the loading screen and crashed after about half a second. Every time I tried to load saved games back in the Lich's antechamber, the game crashed as well. I desperately tried to find a "solution". Figuring maybe it was a memory error, I toned down all of the game's video settings via the pause menu and the game still crashed at these points. I reset the video settings and then the game looked like it does in the pictures I linked above. But again, I reinstalled Oblivion so the game no longer looks weird.
  7. SOLVED Houstin, we have a problem. http://i897.photobucket.com/albums/ac172/DarkSpydaIV/ScreenShot670_zps89ac89c5.png~original http://i897.photobucket.com/albums/ac172/DarkSpydaIV/ScreenShot660_zpsfcb08a46.png~original http://i897.photobucket.com/albums/ac172/DarkSpydaIV/ScreenShot669_zpsbecbeac8.png~original
  8. I see how it works. You press 'Y' to start an invisible timer and press 'Y' to end it and you can check the console by pressing '~' to view the recorded time. Then you can do it all over again. It is an effective stopwatch and does exactly what I wanted it to do. I found out that a jump up one crate and over a chasm of three crates records a time of 1.8sec when the crate is set to a scale of 1.6. The more chasms I jump over subsequently, the more accurate my number becomes. For instance, after jumping across 7 chasms, my time becomes 10.0sec and thus it's only 1.4 sec per chasm. If I wanted to make things easy for the player, I could give more room for error and make the platforms disappear a good 2.0sec later. Did you make the timer yourself? It's really cool. "Let" and "printc" were things I never even knew about. "Let" seems to redefine variables and "printc" prints a message to the console window. Honestly I'm not really an ideal programmer and I'm beginning to value what other people can do. I guess this is why those visions of Nehrim-scale projects require team members rather than just one guy whose a jack-of-all-trades. One person is the designer, one guy's the artist, one guy's the sound, then you got your programmer. It's a lot less work and a lot less stress instead of one person working alone. Not only that, but the combined efforts of many can produce some really cool things that would otherwise never see the light of day.
  9. I have some ideas and I may need help very soon or in the distant future. I'd prefer someone with sufficient skill (nothing too fancy is required) in 3D modeling and texturing and uses Max 2006-2008 (any version that is compatible with the Civ IV exporter) to produce static and/or nonlinear animating NIF files when requested. That said, you should also be able to create and apply your own textures in the DDS format to the models you make so experience with a graphics editing program such as Photoshop is a must. Alternatively if skilled with Blender and are able to produce nonlinear, textured NIFs with the program, this is also acceptable but I have no experience with Blender and cannot offer guidance. Secondly I will also be looking for a sound guy that can analyze the finalized 3D models and use Audacity to create cool one channel mono sounds that are in sync with the number of frames and motions of the object. Sound is essential because it warns the player of danger when they are preoccupied with something else. There's nothing like being hit in the head with a hammer while trying to time your jump across a chasm and being completely unaware and thus vulnerable to the incoming blunt. For whatever reason I want to redo a platformer about a climb up a super-massive tower that I tried to make when I was messing around with the construction set and something happened and the editor crashed every time I loaded the cell. Now I'm doing all sorts of designs on paper for cool platforming mechanisms and I'm running tests and gathering data so that maybe I can build a library of ready-to-use objects in the CS for when I start redoing the mod. I don't really study platformers but I do know that in Oblivion you can't ride on top of animating objects as they move under your feet (Phitt's Marioblivion), making some obstacles incredibly difficult or just not possible within the game engine. I do enjoy finding alternatives, however. For instance, you can ride atop objects that move up or down and I can also be satisfied with bonus objectives - perhaps jumping down from the top of the tower and into a chimney to a secret area. Should be fun but only if I am supported and aided by the community. And hey, maybe you can pitch in ideas for platforming mechanisms that you'd like to see :D
  10. SOLVED I want to create a series of moving platforms for a platformer mod and I would like to find out how long it takes to jump from one platform to another where the distance between platforms has already been predetermined. I tried playing a stopwatch while in windowed mode but this results in very rough estimates. Is there any way to make a timer that shows up on the screen in-game, can be started & paused with the press of a key, and uses a seconds & milliseconds time count?
  11. I don't get what I have to be specific about. I simply want the script to refer to a collection of things rather than each entity individually, as to make scripting easier. For instance, if I wanted to turn the player into a sweetroll and I had imported three different sweetrolls into the CS. One is vanilla, one is chocolate, and one is a combination of the two... with jimmies! I have three different sweetrolls. Now, say I have a spell that turns the player into a vanilla or chocolate or vanilla + chocolate sweetroll and it chooses whether the player turns into a vanilla sweetroll, a chocolate sweetroll, or a vanilla + chocolate sweetroll by random, so that the player can be turned into a vanilla or chocolate or vanilla + chocolate sweetroll using a spell that turns the player into a vanilla, chocolate, or vanilla + chocolate sweetroll. Now what if I just instead said there are thee types of sweetrolls and the player turns into one sweetroll out of this group of three? That's what I'm looking for - an easier way to refer to all three sweetrolls using one single term.
  12. How do I add a number of NPCs to a list that can be called in a script? For example, something like int myNPCGroup aaNPC01, aaNPC02, aaNPC03 begin gameMode if a member of myNPCGroup leaves the house, shock them with a lightning bolt and hit them with a hockey stick. endAnd just in case you say "factions", how would I do this with clothing items? See? Not so easy now.
  13. I thought about something like that. But then again, I don't know how to set up and rig a character for export to Oblivion. To me, it's the most difficult thing to do in the world and I'd have better luck selling my soul to the devil. Story of my life with Oblivion modding. Are there any good tutorials for rigging and exporting a character to Oblivion with 3Ds Max? @ The_Vyper Wow, that might actually be pretty cool. All in all it looks like there are more than a few ways to do this and if I'm not comfortable with character rigging, there are alternatives. EDIT on 06/25/14 @ 4:59PM http://i897.photobucket.com/albums/ac172/DarkSpydaIV/ScreenShot608_zpsd32c4694.png http://i897.photobucket.com/albums/ac172/DarkSpydaIV/ScreenShot611_zps76290d91.png This gave me a real kick when I got it working. I did what Vyper suggested and added the model of a book as a clothing item taking up all body slots. The two extra books as it turns out are the left & ring rings. When unchecked, these two books do not show up and you just have the amulet book running around. Very funny stuff. What I could imagine doing next is having one of those open books like the business ledgers in Skyrim and animate it so the book opens and closes like it's breathing. Of course that's advanced topics and I really don't know how to do any of that. Maybe I can try Meos Open Books. I might even have to rotate them and make the book's cover a bit thicker but luckily for me I have experience exporting simple objects to Oblivion. Get ready for something awesome. EDIT on 06/25/14 @ 4:59PM http://i897.photobucket.com/albums/ac172/DarkSpydaIV/ScreenShot616_zpsdfaa2482.png BLAM!! I used Meo3000's "firmamentopen", opened in nifskope and transformed the scene root. Rotated both Y & R by -90, and increased the X transform by +2.7. I could theoretically create a mod where an evil wizard turns everyone into books and each NPC wears a different amulet and thus book diversity.
  14. The invisible NPC thing, that's what the daedric shrines do. I looked in the CS and there was an NPC actor for every shrine. This might work if nothing else. I still wish I could make the book itself an NPC that you could converse with and look at when you talk to, though.
×
×
  • Create New...