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DKZZ2

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About DKZZ2

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  • Country
    Russia
  • Currently Playing
    MICROWAVE compatibility and electromagnetic fields AAAA!!!
  • Favourite Game
    Arx Fatalis

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  1. thanks. I wonder what is the point of the new tile design? I noticed that many forums are switching to such * twitter tapes *, it's just disgusting.
  2. where? i know only kfupdater_2_2-496 Thanks. is every bone should be chosen that way? Hm...
  3. I'm not an expert in this, but there seems to be a voice and lip movement must be done in the old editor, however this structure is exactly working ... http://jpegshare.net/thumbs/4b/77/4b77a942c2a50904fa8435444fdb1cc9.jpg tutor (RUS) :) http://tiarum.com/wiki/Fallout3:%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%BF%D0%BE_%D1%81%D0%BE%D0%B7%D0%B4%D0%B0%D0%BD%D0%B8%D1%8E_Lip-%D1%84%D0%B0%D0%B9%D0%BB%D0%BE%D0%B2
  4. There were nice pictures…. Thank you
  5. I blocked all that is possible (through the special features of Opera), and still site is very slow or *BAD Gateway*...
  6. No. Just use 3DsMax 2010
  7. .esp - How it http://www.sendspace.com/file/z2vgju Two scripts on the objects can not work simultaneously. This is easier to do as a quest script Scriptname NephRoseKvatchHeavy01Script Short DoOnce Short DoOnce2 short ic ;MUST BE QUEST SCRIPTTTTT ;You can add control variables for the quest script into clothing scripts ;Exmp. - Begin OnEquip ; NameQuest.DoOnce to 0 ; ; to start controll this cloth begin GameMode if DoOnce == 0 ; with Begin OnEquip controll must be not 0 if player.GetLevel >0 ;>4, for test >0 if Player.GetAV HeavyArmor< Player.GetAV LightArmor set ic to Player.getitemcount JailShirt ;NephRoseKvatchHeavy01 1;+it must be CALLfunc of course if ic>0 ;+ Player.removeitem JailShirt ic ;+NephRoseKvatchHeavy01 1 endif ;+ Player.AddItem JailShirt 1 ;NephRoseKvatchHeavy01 1 Set DoOnce to 1 ;!!!!!!!!!! added else set ic to Player.getitemcount JailPants ;NephRoseofKvatchLightList 1 if ic>0 Player.removeitem JailPants ic ;NephRoseofKvatchLightList 1 endif Player.AddItem JailPants 1 ;NephRoseofKvatchLightList 1 Set DoOnce to 1 ;!!!!!!!!!! added endif endif endif ;======================== ; if DoOnce2 == 0 ; with Begin OnEquip controll must be not 0 ; ; if player.GetLevel >0 ;>4, for test >0 ; ; if Player.GetAV HeavyArmor> Player.GetAV LightArmor ; set ic to Player.getitemcount JailShirt2 ;NephRoseKvatchHeavy02 1;+it must be CALLfunc of course ; if ic>0 ;+ ; Player.removeitem JailShirt2 ic ;+NephRoseKvatchHeavy02 1 ; endif ;+ ; Player.AddItem JailShirt 1 ;NephRoseKvatchHeavy02 1 ; Set DoOnce to 1 ;!!!!!!!!!! added ; ;.........................etc end
  8. it is the frequency of the processor. Oblivion is using one core, so that no matter how many of them in the processor, moreover, calculates the entire scene (invisible objects,npc, behind a wall for example). (Except game settings, it may be advisable not to use high-poly models-meshes (bodies, clothes, objects)) ps. And , even this may be because of the sounds, especially the steps of animals.
  9. 1/Do not reinvent the wheel. The structure of the script magical effect: scn ParryMagic float ttt short played short mindex ref PL ref playervar begin scripteffectstart Message "ParryMagic script enabled." set PL to NewHtHparryL set mindex to GetModIndex Cyrodiilic_Combat set playervar to PlayerRef SetDebugMode 1 mindex set ttt to 0 end begin scripteffectupdate if (IsKeyPressed2 36)&&(ttt<=0);!!!!!!!!!!!!!!!!!!!!!!!! if played != 1 Message "Parry Animation Initialized" set playervar to Player ;(refresh refs) set PL to NewHtHparryL playervar.PlayIdle PL 1 set played to 1 set ttt to 3 endif set played to 0 endif if ttt>0 let ttt:=ttt-getsecondspassed endif end 2/ No
  10. if magiceffect use == begin scripteffectupdate == And this command(playidle) works only for the view - the third person. To animate the view from the first person need to give Idle objects.(And of course have the first person animation)
  11. In general, there are similar functions in the papyrus, but they do not work for the player , only on the actors (NPC).
  12. we just need to either wait for new versions SKSE, or write to them about such a possibility, in principle. (I do not think Bethesda will be something to remake itself. It's just extra cost for an already finished product. For example, on the compatibility of the all animation and killcams)
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