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zymurgy65

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Everything posted by zymurgy65

  1. I wanted to add Daleth's Morrowind book jackets to an Oblivion mod, but I get a message that the NIF type is too old. Can anything be done about this?
  2. Is there a way to have characters unequip items other than armour or weapons while a particular AI package is running? I'm guessing it requires a script, but I'm not very confident when it comes to scripting.
  3. I've run a series of tests and found the following works: Add the condition GetStage TrainingDestruction < 10 to Greeting 0018B198 ("Go away, stranger. You frighten the animals, and make my work more difficult.") Add the condition GetStage TrainingDestruction >= 10 to Greeting 0018B192 ("What are you doing here? What do you want?") Your best chance to catch Bralsa is when she's sleeping near the wayshrine. Wake her up and she'll agree to train you if you've done the above. EDIT: Just to clarify, changing both greetings will allow you to ask for training when she's actively chasing something (assuming you can catch her!) but only the second is necessary if she's just walking or at the wayshrine. Personally, I favour changing just the second, as Bralsa doesn't strike me as the sort to appreciate interruptions. :laugh:
  4. Fair enough, it was just an idea. Setting the ownership of the individual items won't take too long, and at least I know it'll work! :laugh:
  5. I'm using a modder's resource (stroti's lighthouse) which doesn't have any interior cells. I've added a door, which is now owned by the occupant, along with over 50 other items. Will I have to set every item's ownership individually, or is there a way to temporarily change the cell ownership? I was thinking of an activator box with a script that changes the cell ownership on the way in, then removes it on the way out, but I don't know if that's even possible.
  6. Sorry glowplug, I've deleted the script - no idea what was causing the multiple copies. No harm done to the mod, and the four named NPCs' AI packages and dialogue are working nicely. (So. Many. AI. Packages!)
  7. Yup, your suggestion did the trick. I've played through three game days - the first as normal, the second having SetStage MQ06 100 to open the Bravil gate, and the third having closed the gate and SetStage MQ16 100 to end the Oblivion crisis. Everything is working perfectly now, thank you! :thumbsup:
  8. Good idea, I'll give it a try. More weirdness ensues at present. I can now pickpocket him without the game freezing, but he has thousands of copies of his armour and weapons in his inventory! Very strange... :huh:
  9. I'm working on a mod that adds a small waterfront outside Bravil. I've got the infrastructure and path grids sorted, so I've started adding NPCs. The harbour master has a script which arms and armours him when the nearby Oblivion gate opens. This works, but there's a snag with his AI packages. Although he's supposed to unequip his weapon and armour when eating or sleeping, only the armour part works. His mace remains stubbornly in place. This is annoying but not game-breaking. What is game-breaking is that any attempt to pickpocket him freezes the game. Does anyone know what's causing these glitches?
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