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mixxa77

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Everything posted by mixxa77

  1. Make sure to use the "snap to grid" button of the CS, it's the # like button at the top of the options bar, also use the one next to it "snap to angle" I think the other one is called. Those two make it a lot easier to place and align stuff like walls. Make sure to take a look at the Construction Set Extender, it makes the Oblivion Construction Set a lot more fun to use: https://www.nexusmods.com/oblivion/mods/36370
  2. Looking at the mod page the people that made it seem to be XmirroR, DrangonFireSG, Quarn and Dejunai. All four of whom you will probably not be able to contact anymore. The mod was released before the permission drop down box was a thing, so the values in there are defaults, because of that, the only sentence relevant to permission is this one found on the mod page: And it says nothing about using (single) assests being allowed or disallowed, it mentions only the whole package.
  3. You can do the animation thing by either defining an appropiate Idle Animation or force it through a script using OBSE.
  4. The easiest way would probably be to just edit the script of the object from the other mod directly. Else you would probably need to get a "quest/global script" to constantly check the players interactions, which sounds unnecessarily complicated. Without further details (What mod and object) it is difficult to say or demonstrate.
  5. One way I can think of how to achieve this is the following: I assume all the new items, statics and NPCs you placed have the "Initially disabled" option checked? They have to, otherwise they would be available immediatly. Place a new xmarker in the cell and make it's "reference editor ID" something like "MyModMasterMarker", also set the "Initially disabled" flag for that one. All your newly placed items, statics and NPCs have the option to define an "Enable Parent" when you double click them. Do that and choose your "MyModMasterMarker" for all of them. Now create a new quest using the "Q" button at the top bar of the CS. Name it something like "MyModQuestName", the "Start game enabled" flag is important, check that flag (It should already be checked by default). Now open the script editor, using the pencil button next to the "Q" button. Your new script should look something like this: Scriptname MyModScriptName ;Everything after a ; is a comment and will not be read by the game. Begin GameMode ;The following code in this block will be run every 5 seconds by default, as long as you are not in a menu (like inventory, save/load, dialogue, etc.) if getstage MS52 >= 100 ;Checks if the player has completed (-> Stage 100 or above) "Origin of the Gray Prince (-> Quest "MS52"), if not, then the code between if and endif will be skipped. MyMasterMarker.enable ;This will enable your master marker and all it's linked items, statics and NPCs. stopquest MyModQuestName ;This will stop your newly created quest and with it also it's script once your stuff has been enabled, because after your stuff has been enabled, this script and quest are no longer needed. endif ;Closes the if statement. End ;Closes the Begin GameMode block. Change the script type to "Quest script", using a button somewhere in that menu (Otherwise it can't be attached to the quest you created before). Save and choose this script for your newly created quest (You may have to close and open the quest window again before it recognizes the new script in the drop down menu where you choose the script). (Don't worry about using a quest for all of this, it only serves as a way for the script to run and will not bother the player in his journal, because your newly created quest has no own "stages" defined.) Doing it delayed is possible as well, using the global value GameDay and some math inside the script, but I will leave experimenting with that to you.
  6. What exactly are your changes, that you have done so far? Depending on what they are, it might be easier than how Kat and Oblivionaddicted recommended (Except the week later part, that one is only possible with scripting).
  7. Hello, I did some experimenting in NifSkope and produced these two. I haven't tested them in-game but I hope they work and that you can use them. Please let me know if they work, because if they do, then I would like to additionally publish them as a modders resource. Google Drive link: https://drive.google.com/file/d/15FddTLN0dyE4LEMmE4WoktpgodkNwc-1/view?usp=sharing https://drive.google.com/file/d/15FddTLN0dyE4LEMmE4WoktpgodkNwc-1/view?usp=sharing The meshes are complete with quiver and extra arrows, I only removed them for the two screenshots.
  8. Well, that's definitely new. What does your mod do/try to do and how?
  9. The only thing that comes to mind is setting the Goodbye flag on the dialogue option, as this seems to be the case in the vanilla guard dialogue. Other than that maybe outsourcing the gotojail part into a script of it's own instead of the dialogue result script? Shouldn't be necessary though.
  10. Glad to have helped. Instead of this at the end elseif plrinfamy >= (plrfame + 25) player.ModFactionRank FioreInfamousFaction, 5 set plrrank to (player.GetFactionRank FioreInfamousFaction) endif endif End You should use this, otherwiese the set plrrank is only done when the rank is set to rank 5 as it is in the same (else)if condition. elseif plrinfamy >= (plrfame + 25) player.ModFactionRank FioreInfamousFaction, 5 endif set plrrank to (player.GetFactionRank FioreInfamousFaction) endif End
  11. Sounds like a reasonable approach. You seem to already know that the faction disposition modifier adds up with each faction rank (-10 at first rank 0, -20 at second rank 1, etc.). If you want to remove the player from the faction you need to use -1 for the rank. About the script not actually doing anything: A script needs something that triggers/runs it. There are three types of scripts: Object, Quest and Magic Effect scripts. Object scripts need to be attached to an object (Like an NPC, an activator or any other object that can have a script attached to it. Magic Effect scripts need to be attached to a scripted magic effect in a spell. Quest scripts need to be attached to a Quest. This is what will be the best to use for this script of yours. Change your script type to a Quest script (there should be a small drop down menu where you can choose between the three types in the same window where you edit the script), then create a new quest using the "Q" icon at the top in the CS, check the "Enabled at game start" (or similar) checkbox and attach your script to the quest. Now your script will be run every five seconds while the game is in GameMode. If you want to change how often it is run, add the float fQuestDelayTime and set it to the number of seconds you want the script to be run. You can consider moving set plrrank to (player.GetFactionRank FioreInfamousFaction) after the if's where it sets the players rank depending on infamy, that way it will always have the up-to-date rank of the player.
  12. You can also use the "EditorID" (WeapIronWarAxeRusty) instead of the "FormID" (00090613), should be easier to read for humans.
  13. What Striker said, look for your Bethesda Softworks\Oblivion folder in C:\Program Files, that's the default installation path of the disc versions.
  14. What copy of the game do you own? Steam, GOG, Disc, etc.?
  15. As far as I know, the last stable build of the nifscripts is for blender 2.49, you can get a portable all in one of blender 2.49 with the nifscripts here: https://www.nexusmods.com/oblivion/mods/42755 More info here: http://niftools.sourceforge.net/wiki/Blender
  16. If it is done wrong then it can cause issues, that much is probably true. It is in most cases considered a bad idea to delete references from the vanilla game, but in this case it might just be exactly what you need. But before that, if it works, then this could be the easiest solution: You could try checking the "Initially Disabled" flag on the reference of the Oblivion gate, as the script that determines if it opens during the course of the main quest is run onLoad of the Oblivion gate (see the gate's attached script "OblivionGateRandomScript"), but if the gate is disabled and because of that never loaded, it should never get the chance to open.
  17. Seems like the best way to do it is as described on the linked article from Fiore1300. Loop through the players spells, probably every second or so, and if any of them is a disease, the script can switch a variable that will kick off whatever you want to do.
  18. Journal entry = Quest stage entry. Find the Quest in the CS, open "Quest Stages", look through the various stages, one of these will have the text you want to change.
  19. Creating new higher priority dialogue/topics for unavoidable topics like GREETING, Rumors, etc. with faction or id conditions to only work for them should work, I can't think of another way. (Though it has been a while since I have done any dialogue editing.)
  20. After reading up on how IsClothing works, it turns out we both used it wrong. It is highly important to use the TES CS wiki to read up on how functions work when you are writing scripts (Because guessing how they work, as we did, often doesn't work). The wiki often provides an example syntax for how to use the function, which is how I saw that we both used IsClothing it wrong. So, this should work: scn MEHClothingULQuestScript float fQuestDelayTime ref Clothing Begin Gamemode set fQuestDelayTime to 1 set Clothing to Player.GetEquippedObject 18 if IsClothing Clothing Player.AddSpellNS MEHClothingULeffect else Player.RemoveSpellNS MEHClothingULeffect endif end
  21. Ha, speaking of using a function wrong, I used GetIsId wrong there myself. Clothing.getisid != 0 shouldn't even be necessary in the script.
  22. If it is only a specific outfit you want this to apply to, then you can just assing a script directly to the outfit without the need of a questscript running checks in the background constantly: scn ScriptDirectlyForOutfit Begin OnEquip AddSpellNS MEHClothingULeffect end begin OnUnequip RemoveSpellNS MEHClothingULeffect end
  23. I think you are using GetEquippedObject wrong. The function is not a boolean yes/no (1/0), but it gets the equipped item, which you need to store in a variable. After you stored it, you can run further checks on it. For example (but without testing), this should work: scn MEHClothingULQuestScript float fQuestDelayTime ref Clothing Begin Gamemode set fQuestDelayTime to 1 set Clothing to Player.GetEquippedObject 18 If Clothing.getisid != 0 && Clothing.IsClothing == 1 Player.AddSpellNS MEHClothingULeffect else Player.RemoveSpellNS MEHClothingULeffect endif end Clothing.getisid != 0 makes sure there is any object equipped (0 would be none). && makes sure that both conditions need to be true to apply the spell, if both or either is wrong, then the spell is removed (the stuff after "else"). Clothing.IsClothing == 1 makes sure it is clothing and not armor. Don't forget to create a new quest in the quest menu to which you apply the script and make sure to check the "Start Game Enabled" checkbox in the quest's menu.
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