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Yali

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  1. Yes, many times. I even tried removing all mods from my load order except Nehrim, using archive invalidation bsa mod, combing through the Oblivion ini to see if anything relating to LOD was set to 0 etc. I even copied the DistantLOD files from Nehrim standalone into my Oblivion data folder, copied the landscape lod from Nehrim standalone meshes to no avail. It seems somehow Oblivion is just not rendering the landscape despite rendering the trees and distant architecture. The Nehrimblivion mod mentions the LOD is fixed in version 1.2 so I wonder if this is something on my end that got screwed up.
  2. I'm playing through Nehrimblivion 1.2 (Non OMOD version) which allows you to play Nehrim with your Oblivion character and I've been struggling to figure out why the distant terrain is transparent. Image This seems to be specific to this mod because I run Elsweyr, Valenwood, Hammerfell mods etc and can see all across the landscape. I can stand on the Red Ring Road and see all the way to Anequina for instance. Been asking on the Nexus mod page and googling this issue to no avail. Any help would be appreciated.
  3. I got it to work! However I had to halve the times as the time changes on both entry and exit. I should be releasing this soon. :teehee:
  4. Wow thank! There seems to be an issue however, when I activate the door even with the map in my inventory nothing happens. Been trying to solve this.
  5. Sorry for the triple post, but this is the script I have now: scn TTrDoorTimelapse ref TheBlackSerpent1 ref TheBlackSerpent2 Begin OnActivate If sOpenWithKey call zuTimeForward 4.5 endif if TheBlackSerpent1.Activate TheBlackSerpent1.disable TheBlackSerpent2.Enable endif if TheBlackSerpent2.Activate TheBlackSerpent2.disable TheBlackSerpent1.Enable endif endI know its wrong. What I'm trying to do is have the player loot the pirates and take the map (key) allowing passage to another worldspace. The thing is, with the script as it is now, the time doesn't pass. I have zuTimeForward and it works if I just use Activate, albeit with the locked ship it simply jumps time forward without changing locations, but the sOpenWithKey function seems the throw it off. Yeah, I know I suck at scripting. So far I'm learning pretty quickly. EDIT: This is what I have so far and the second ship doesn't enable nor does the time change: ScriptName ShipTravelScript Float fQuestDelayTime Ref TheBlackSerpent1 Ref TheBlackSerpent2 Ref MapToTaneth Short bDoorState Ref RowToBlackSerpent Float tDepartureTime begin gamemode If TheBlackSerpent1.GetDistance Player < 200 SetStage TamrielTransportQuest 10 SetStage TamrielTransportQuest 10 MessageBox "A Strange Ship" Endif If Player.AddItem MapToTaneth 001 SetStage TamrielTransportQuest 20 MessageBox "A Map to Taneth" Endif If bDoorState == 1 if TheBlackSerpent1.Unlock ; === Player on ship deck - ship departs === TheBlackSerpent1.Disable TheBlackSerpent2.Enable Call zuTimeForward 4.5 SetStage TamrielTransportQuest 30 Endif Endif If bDoorState == 2 ;=== Ship at Dock B === ;=== Depart when possible === If TheBlackSerpent1.Activate TheBlackSerpent2.disable TheBlackSerpent1.Enable Call zuTimeForward 4.5 Endif RETURN ElseIf bDoorState == 0 ;=== First time - Initializa variables === Let fQuestDelayTime := .001 Let bDoorState := 1 ; Ship at Dock A TheBlackSerpent2.disable Endif end Any idea what I'm doing wrong? It's like the quest won't start.
  6. Right now I'm having trouble figuring out how to disable the "Door" when used and enable the second "Door" at the arrival point within the door script itself.
  7. This is in reference to my cross-Tamriel ship travel mod that I'm making. Let's say I have two worldspaces that need to be loaded second to Oblivion.esm, but I want to travel to both during a single game session with my transport mod, how would I allow both to be loaded after Oblivion.esm without loading data problems? Thanks.
  8. What I'm doing is using the ships as doors that are unlocked with a travel map obtained by killing pirates on the ships. I'm trying to use the save time command and the increase date-time variable along with your mod's traveling ship commands but I suck at coding. How would you write it out? Thanks by the way for the great resources!
  9. Hi all, I'm building a small mod for those who have province mods. The goal is to create a travel system between each province via ships that circle Tamriel. One question is... how do I create a time-lapse when traveling? Right now I'm using basic doors on the ships that link to different cells and worldspaces, but the time stays the same. How would I make time pass when traveling long distances just like with fast travel? Thanks.
  10. I've been struggling with Better Music System for quite some time now. I'm determined to get it to work because it really is an essential mod, especially for myself as an audiophile. The problem is that everything works fine except until I kill an enemy. Every time combat music switches back to Explore or Dungeon music my FPS drops to an abominable level, that is until combat music starts again and the FPS rises (until I kill the enemy and it drops). I've researched this phenomena and haven't found any leads. Most of the issues I hear about are related to popups or silence. Everything seems to play in just fine, it really is an FPS issue which renderes my game unplayable.
  11. This much anticipated project looks dead. Any hope of a new team and resurrection? Come on guys, its Westeros! The most popular contemporary fantasy world and up there in scope and detail with Middle Earth and Tamriel! Anyone keen on reviving this and taking "the keys" to the project?
  12. Hi all, I think with the news of the Tamriel heightmap found within Skyrim, I would like to propose a call to all modders and anyone else interested to begin the creation of this most intriguing province. There is already the Hammerfell project for Oblivion here at: http://hammerfell.daryam.com/. What I would like to propose is a parallel of this mod for Skyrim. There is already a lot of fantastic concept art developed there that details very richly the style and feel of the province. I'm not sure about the legalities of using the concepts, so I will investigate this further, however for those who are attracted to Hammerfell or to the concepts that I have linked, announce yourselves! I have been waiting to see this province done the justice it deserves, so I thought why not do it ourselves! Are there any?: Modelers Texture artists CS Experts Designers Artists Musicians if so, would you be willing to take part in such a project?
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