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morrowind1979

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About morrowind1979

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  • Country
    United Kingdom
  • Currently Playing
    Dark Souls 2 Scholar of the first sin
  • Favourite Game
    Fable 3

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  1. Drives now smashed beyond repair (lol) I guess Ill start modding my Xbox one version once I got all the achievements. I understand achievements = no mods installed but they could have allowed at least race mods but oh well ho hum I guess
  2. So my second SATA hard drive in a row has failed. I have lost everything mod related: all my mods, my script source files , meshes textures everything. I have no more backups. I know swearing is not allowed here and I'll probably be banned for it but that's of little consequence now so all I have to say is f*#@ f*#@ f*#@ f*#@ity f*#@ing cock wombles!!!!! My modding days are now officially over. I'm done.
  3. Ugh! This has been a total nightmare LOL. Can't get it to work. I think I will just leave it optional whether the player talks with this NPC or not
  4. Its actually not that hard. I used to write programs in BASIC on the old amstrad cpc 464 and Commodore 64. Papyrus is actually pretty similar with different keywords used. you learn a couple of keywords/functions at a time , then learn a few more and so on.
  5. I cant use forcegreet like that because my NPC is restrained (chained to a wall by wall shackles and cant move from that position.
  6. HI all. I am almost finished my new project "The Husk" I need to set up a script like thus: 1: When the player enters a trigger box the game controls are disabled and the player is moved in front of a restrained NPC. (I know how to do this part no help needed here.) 2: The player is forced to automatically enter dialogue/talk to the restrained NPC (This is the part I don't know how to do. Changing the dialogue option from custom to forcegreet doesn't seem to do anything.) Any help would be great. Thanks!
  7. Hey Thanks for the reply but I got around it by attaching a different script to the actor that makes the player absorb the Dark Soul instead. I will remember that for next time though.
  8. Hi all I am trying to make a script that places an item at an actor when he is killed. The problem I have is the item is placed too low (inside the dead body mesh). So the player cant pick up the item. I need the item to be placed higher than the body. How do I use SetPosition within an actor script?? This is the script I have that wont compile: Scriptname MWHSDarkSoulDeathScript extends Actor Activator Property SummonFX Auto Activator Property DSL Auto Event OnDying(Actor akKiller) Self.PlaceAtMe(SummonFX) Self.PlaceAtMe(DSL) DSL.SetPosition(0, 0, 10) EndEvent Can anyone help me with this cant find any solution on the CK website
  9. Yeah I got eltonbrand before with the gold trick but I still prefer the aesthetics of Truflame
  10. MCP makes no difference to the CTD's they still happen as often and as frequently whether it is installed or not
  11. No I installed nothing as I don't want to simply fix the issues so I can play the game. I want to try and create a fix for these vanilla crashes that I can eventually upload.
  12. Yeah I already know about the installation\load order thingy. The CTD issues are with the engine/game itself and are well known to anyone who has played Morrowind. In fact all Bethesda games CTD randomly like mad, they always have. For me I am noticing this happens most in Morrowind when I press R to ready my selected spell. I cant find anything to analyze in the CK to fix this however, leading me to believe it may be an animation/graphics bug. I have no idea how to fix non CK problems.
  13. Mmmmm. I can edit this in the CK to suit my tastes as I believe a weapon such as Trueflame should be better than any other vanilla weapon.
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