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EleiMiShill

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About EleiMiShill

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  1. The new design is amazing, but it's more difficult to keep track of updated files. The idea of a "new files" section is good, still checking the upgrades of old files can also be important, and the fact that you don't have a reference image is a big minus in my opinion. I still like better the fact that the default view is for recent modified files and not just new files.
  2. I'd vote for TES for sure (also because I never played GTA :p )
  3. No, no they don't. I don't know how long it was for Oblivion, but it was around a month for Fallout 3 and on the day after release for New Vegas. I'd expect this one in a week to a month. My release of Morrowind had the editor inside and was installed with the game. I never saw an editor for Daggerfall 'though... For Oblivion, you had to download it from the site. I downloaded the GECK from an unofficial site. So I don't even know if GECK is from bethesda too.
  4. Is it possible to add the function "Last Modified"? I think it works bettet then "Last Files". For instance sometimes I used the Last Files query but in the end it was useless to me. The "Last Modified" query let me see both new files and recent updates to files I like, so I really need it (and yes, every time I connect I go to Advanced Search, file an empty query to see all files and then I sort by Last Update, so I know that it's more a commodity having that query in evidence).
  5. Have a wonderful Christmas. I wish you all the very best for the holidays and beyond. With love and best wishes Naomi x
  6. Hi there. As you can understand I'm trying to add magic to Fallout 3, and I need SERIOUS help! First of all I need animations for spellcasting Then I need some visual effects for magic projectiles In the end I need to solve the hideous bug that makes you consume normal ammo when you cast spells. And another reguarding special effects on targets. To solve the latter 2 problems I need to create a script that hurl a magic projectile (namely an activator or a trigger box) toward the target. But I need to check collisions with ground and actors (checking collisions with actors is easy, with ground and obstacles is not). Ah... I forgot, I also need somebody who can help me with UI, needing to add something that permits the playet to know which spell is selected and how many mana he has in inventory! Thankz for the attention. Elei-Mi-Shill
  7. [script] ScriptName DoSomethingSCR Begin ScriptEffectStart Set Mag to HowDoIGetMagnitude? DoSomethingWithMagnitude Mag End [base Effect] ID MyDoSomethingBE Name: I'll do somerhing Effect ArchType: Script Assoc Item: DoSomethingSCR [Actor Effect] ID MyDoSomethingAF Name Do Something! ->[Effect] Effect: MyDoSomethingBE Range: Self Duration: 0 Magnitude: 10 <---- That one is the value I need to read in my script DoSomethingSCR
  8. Here is the first question, and it is really difficult to answer: I'm creating some Scripted Effect to add as Base Effects and then to Actor Effects. Well I want my script uses the Magnitude assigned in the Actor Effect. Any hints on how I can do that? The mod is used in FO3 and must work with NO DLC but it requires FOSE. The second and third are requests of support. I need animations and visual effects for this mod. Effects are projectile type and explosion type. Animations are for spellcasting.
  9. What I need is to animate some buttons (statue like buttons). I have Nifscope and Blender, but I don't know how to sum that up to do animated statue in Oblivion. The first statue is a body who moves up and down when you activate it but the wings stays at the same position. I can do the animation in Blender, but I don't know how to assing it to the Forward animation, therefore i can't activate it in play. If anyone can send me some instruction or some link for tutorials, please do! I'll need them for a Dimensional Ayleid Home
  10. Yes, understand what your mod is now, but what you don't seem to realize is just how time consuming it is to make a city with a dozen or so interiors, with a couple of NPCs. I don't plan building all them at once. I'm waiting for the various clothing modders to ask me specific interiors. I'm only building the ones I need for the general part of the mod. In fact I didn't know there was such an issue. I knew the one with world space, but not this one. Well, if there'll be a real problem, I'll move them (in fact there're are only a few of them)
  11. Well, the MOD itself is pretty much a landscape. There're only a few charactersthat serves to make it playable even if there're no expansions. In fact you should look at this mod as a large canvas where each cloghint artist can paint a setting for his/her clothes. Moreover, he himself told me that he want work on quests, dialogues and voice acting. So I'm giving him the general settings of the character already present in the world. Of coure I'd prefer to work first on the landscaping and the map, and perhpas a beautification of the girls in the world (BTW I'm also planning to add a only male city at the opposite side of the continent just for "par condicio"). But I can't just go bossing around people who offered to collaborate with me. Can I? So I appreciate the suggestions, but just now I'll do the things I can. BTW I'm experimenting with the scripting right now.
  12. Let me see what I can come up with. Princess Lily is a snobbish princess. She will be nicer toward man and quite harsh toward women Valeria, personal guard of the princess is upthigh Yolanda the Weaponsmith (merchant of the castle) is an active sunny girl; and she is nice to everybody Some guards (Eve, Fumiko, Historya, Iria, Valeria) I don't know much about them Ismelda the InnKeeper is the silent type; Sister Yukariko, keeper of the temple of Dibella she is nice and wellcoming, but she has a dark secret (I don't know which yet) Tytania, princess of faeries, she don't like the "big people", but if you gain her trust she is welcoming (but she will keep distances) 2 Faery guards (Lucylla and Prissy) they are really dedicated to the protection of their princess Tytania That's all I can think aboud right now. If you want to make the lines for them feel free to do it. If you don't feel like, I'll send you the lines in a few days.
  13. rdamstrom, you see, there're voice actors perfectly capable of dubbing females. You can't really say until you hear. If he thinks he can manage, I'll let him try. BTW, I'm also checking this "Open Mary" you are speaking of. Thankz for the suggestion.
  14. All right. Dialogues are mainly: Greetings Random Rumors Goodbye The system is pretty messy, so everything is shared and I have to put conditions to assign dialogues to the right person The people in the mod right now are: Princess Lily Valeria, personal guard of the princess Yolanda the Weaponsmith (merchant of the castle) Some guards (Eve, Fumiko, Historya, Iria, Valeria) Ismelda the InnKeeper Sister Yukariko, keeper of the temple of Dibella Tytania, princess of faeries 2 Faery guards (Lucylla and Prissy) Create 2 or 3 different greetings for each group, and possibily also rumors. If you want to add quests to them, PM me. And PLZ, read the Readme file that comes with the mod. It contains a list of available locations.
  15. Well, there're many things you can help with. First of all, if you can voice act a female (different in fact), that would help a lot. Usually there're no males around, but we can't say for sure. If Aliensolf will release an esp based on my mod, there will be a bunch of males to voice act :-) Moreover, I need people to correct my English (which is poor indeed). In the first stage you can do things in Notepad: 1) correcting existing dialogues (you'll need both Oblivion and TESConstruction set for this) 2) creating dialogues for characters 3) creating characters (intended as imagining how they will act) 4) acting their voices (you need TESConstruction for that) The rest is mainly graphic and decoration.
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