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eleglas

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Everything posted by eleglas

  1. So I installed Oblivion (GOTY Edition) about 2 days ago, after I formatted my computer, but I didn't install SI or Knights. But I decided I wanted to play SI, so I got the extra disk out, installed it, everything's fine; except when I load up the game (through OBSE), first thing I notice is that the first loading screen (the Oblivion symbol) loads MUCH slower; next when I try to load my save games, it instantly freezes. After trying to fix it myself, I gave up on my save games, and decided to create a new game, but that doesn't work either. When I click "New Game", it asks me if I want to start a new game, I click Yes and NOTHING happens, it was like I clicked no instead, it doesn't do anything. I can't patch SI or Knights cos I have GOTY and I have NO idea what's going on; I hate having to uninstall stuff, especially since I just formatted. I've tried disabling all mods, to no avail. But does anyone have any other advice? Thanks.
  2. When I was plaing Oblivion last year, I had a mod that allowed me to toggle on and off the free cam and the hud/menus by the touch of a button or two; what was special was it could be customised via an in game menu, it could disable both with one key or individual ones for each. I cannot for the life of me remember what this mod was called, nor can I find it. If anyone else has an idea of what mod I'm talking about, please please please post me a link to it. Thanks.
  3. I'm sick of seeing a 9:1 ratio of female to male armour mods and would love to have something for my male character that's just as good as some of the female ones. I'm quite sure this will have been requested before, but I would like to see this armour: http://2.bp.blogspot.com/_PjUj9QcCYbY/TD_7-drTa8I/AAAAAAAAABY/qnGAGEuSsjo/s1600/prince-caspian.jpg I've never really watched the Narnia series, only seen 1 and part of 2; but I saw the guy wearing this at the beginning of the second one and I thought "That armour would be amazing in Oblivion, something cool for a male character". Anyone interested in this? Thanks.
  4. I'm trying to add a condition to my stealth system when if your aiming it will disengage, and I'm not sure how to do it. I've made my stealth system with conditions in an effect, and I'm not sure if there is a condition for aiming something like IsAiming; or I might need to do something else; does anyone have an idea. Thanks guys
  5. I guess Betheseda/Obsidian due take notice of mods, like FO3's Weapon Mod Kit was the inspiration of the weapon modding in NV; I do hope they make an Official NVSE, that would be epic.
  6. This is my script, and it's as simple as it can get and it won't save, can anyone see a problem with it (apparently we need the commas in it after the Addspell): SCN 000NightVisionX Begin OnEquip player.AddSpell, 000NightVisionFX END Begin OnUnequip player.RemoveSpell, 000NightVisionFX END
  7. I get the same thing. My script is very simple, just add a spell on equip, my own nightvision goggles. However it won't save, I tried looking at anothers, however when I open their script, it asks me to save before exiting, even though I haven't done anything to the script, so I do and it WON'T exit??? Clearly this script works otherwise it wouldn't have saved first time by the orginal Author?
  8. I tried it again, just incase I missed something, added Base Effects and Actor Effects and added said effects to the Canteen, nothing.
  9. :blink: That's wierd, just changed it to this, and got a CTD aften using the canteen and closing pipboy. Begin Gamemode If Player.GetItemCount 000Canteen == 0 Player.Additem 000Canteen 1 1 Endif END Very strange.
  10. They didn't work either, not even making a new Base Effect, Actor Effect then adding it to the Item. Now I've just tried expanding it with a gamemode command, like below, still nothing happpens! Ref Canteen Begin OnAdd Set Canteen to 1 END Begin Gamemode If Canteen == 1 If Player.GetItemCount 000Canteen == 0 Player.Additem 000Canteen 1 1 Endif Endif END
  11. Like I said, I've tried those, nothing, I use the item, and it does not return. Maybe I need a better script, what I have now basically is this: If Player.GetItemCount 000Canteen == 0 Player.Additem 000Canteen 1 1 Endif I mean I've used scripts like that before in FO3, but this is my first time on NV, but it should be the same, should it not? BTW, yes I am making a simpler Canteen mod, for those of us without the classic pack.
  12. Hi all, I have a very easy question (which I should know the ruddy answer to by now) for you guys: I'm trying to make an indigestible with a script on it which will add that item back to the player once he uses it. I have the script all sorted, but I'm not sure which Begin command to use, can anyone help me with this problem? I've tried OnEquip, OnActivate even ScriptEffectStart, nothing works, If I can't get this sorted I'll have to use a Gamemode, and I hate using them! Thanks.
  13. Have a look at the rough beard (I think its called) at the top of the facial hair, that's like that.
  14. No it is not. Oblivion and the Fallouts have different engines, by quite a large margin. Trust me, Bows and Arrows are NOT possible!
  15. :blink: Not straightforward at all. You may wanna be a bit more helpful; a picture might help, till then I suggest the Unsettler hairstyle, it's the one I always use.
  16. Bow and Arrow, not possible. Crossbow, possible and has been done in the STALKER mod on FO3, sort of. That one was a modern crossbow, with a clip, you could only do it that way, no animation for putting a bolt on a crossbow.
  17. I'm not 100% sure, but I would think because we're working with a similar engine, and similar GECK, and the speed in which other port mods from FO3 to NV have appeared on the nexus, that porting meshes and textures from FO3 would be very simple, folder to folder. Haven't checked it out, but I only got the game on Friday (Damn you all for making it launch 3 days AFTER the US here in the UK!), but I will try soon, I'm just getting acquainted with the new GECK.
  18. Just Highlight it to see it. I'm still having problems with it; the main message doesn't go anywhere when I want it to, this is my code: SCN 000VoiceBoxX short iAwaitingInput short iButtonPressed short iMessageToShow short iMessageShown ;---------- This script is launched from an armor token when added to an NPC, for example BEGIN OnEquip set iMessageToShow to 1 END BEGIN GameMode If (iMessageShown) Else if (iMessageToShow == 1) ShowMessage 000VoiceMainMessage set iMessageShown to 1 set iAwaitingInput to 1 elseif (iMessageToShow == 2) ShowMessage 000VoiceTaunt01Message set iMessageShown to 2 set iAwaitingInput to 1 elseif (iMessageToShow == 3) ShowMessage 000VoiceBattleMessage set iMessageShown to 3 set iAwaitingInput to 1 elseif (iMessageToShow == 4) ShowMessage 000VoiceTaunt02Message set iMessageShown to 4 set iAwaitingInput to 1 endif Endif if (iAwaitingInput) set iButtonPressed to GetButtonPressed if (iButtonPressed > -1) set iAwaitingInput to 0 if (iMessageShown == 1) if (iButtonPressed == 0) ;Sub 1 set iMessageShown to 0 set iMessageToShow to 2 elseif (iButtonPressed == 1) ;Sub 2 set iMessageShown to 0 set iMessageToShow to 3 elseif (iButtonPressed == 2) ;Done endif elseif (iMessageShown == 2) if (iButtonPressed == 0) ;Do stuff PlaySound 000VoiceTaunt01 elseif (iButtonPressed == 1) ;Do Stuff PlaySound 000VoiceTaunt02 elseif (iButtonPressed == 2) ;Do Stuff PlaySound 000VoiceTaunt03 elseif (iButtonPressed == 3) ;Do Stuff PlaySound 000VoiceTaunt04 elseif (iButtonPressed == 4) ;Do Stuff PlaySound 000VoiceTaunt05 elseif (iButtonPressed == 5) ;Do Stuff PlaySound 000VoiceTaunt06 elseif (iButtonPressed == 6) ;Do Stuff PlaySound 000VoiceTaunt07 elseif (iButtonPressed == 7) ;Do Stuff PlaySound 000VoiceTaunt08 elseif (iButtonPressed == 8) ;Next set iMessageShown to 0 set iMessageToShow to 4 elseif (iButtonPressed == 9) ;Done endif elseif (iMessageShown == 4) if (iButtonPressed == 0) ;Do stuff PlaySound 000VoiceTaunt09 elseif (iButtonPressed == 1) ;Do Stuff PlaySound 000VoiceTaunt10 elseif (iButtonPressed == 2) ;Do Stuff PlaySound 000VoiceTaunt11 elseif (iButtonPressed == 3) ;Do Stuff PlaySound 000VoiceTaunt12 elseif (iButtonPressed == 4) ;Do Stuff PlaySound 000VoiceTaunt13 elseif (iButtonPressed == 5) ;Do Stuff PlaySound 000VoiceTaunt14 elseif (iButtonPressed == 6) ;Do Stuff PlaySound 000VoiceTaunt15 elseif (iButtonPressed == 7) ;Do Stuff PlaySound 000VoiceTaunt16 elseif (iButtonPressed == 8) ;Back set iMessageShown to 0 set iMessageToShow to 2 elseif (iButtonPressed == 9) ;Done endif elseif (iMessageShown == 3) if (iButtonPressed == 0) ;Do stuff PlaySound 000VoiceBC01 elseif (iButtonPressed == 1) ;Do Stuff PlaySound 000VoiceBC02 elseif (iButtonPressed == 2) ;Do Stuff PlaySound 000VoiceBC03 elseif (iButtonPressed == 3) ;Do Stuff PlaySound 000VoiceBC04 elseif (iButtonPressed == 4) ;Done endif endif endif endif Player.UnEquipitem 000SpyVoiceBox END For clarity I'm trying to make a voice box with multiple voices put into two categories, Taunts and Battle Cries, there are 2 pages of Taunts because their are 16 taunts, but only 4 battle cries. Because their are so many taunts, I need 2 messages to display them all, as you know you can only have 10 buttons on a single message, two on each page are Next/Back and Exit buttons. Can you help me fix this?
  19. Can you use Multiple Messages with multiple buttons in each one in one script without it going haywire? I tried using a variable to separate each section, but no luck, all the buttons seemed to mash together. Any help?
  20. I'm trying to make a Spy mod, similar to the Spy class in Team Fortress 2, I have everything I need, except for a Cloak Watch. I'm trying to recreate the Cloak and Dagger version; for those of you who don't know the Cloak has a limited time when moving but recharges when staying still, the faster you move, the faster the cloak decreases; once out of power the cloak should drop. So I want to make a cloak that 10 seconds worth of cloak time when running, but 60 seconds if sneaking. It also needs to recharge 2 seconds per second when staying still, it should not recharge if you are moving. I need a script that can achieve this; thanks guys. P.S: I know that sounds a bit complicated, but its the best I can describe it (I'm not very good at describing stuff); but if someone else wants to clarify it better than me, go ahead.
  21. The problem is with the gloves you have equipped, if you look at your hand with them on and then off, they will be different sizes; this is not a vanilla (as long as that IS the original combat shotgun model) bug its a bug from the clothes your wearing, don't worry about it to much, its hardly noticeable if you don't look for it.
  22. Thanks Cipscis; you seem to be the one whose always digging me out of these scripting messes; thanks for that.
  23. Yeah I tried that before, same problem.
  24. I have a problem. I'm trying to create a convertible roof and have 2 statics, one disabled, they are referenced as 000RoofOpenRef and 000RoofOpenClose; I've made a button that when activated should disable one and enable another depending on which is currently enabled but I'm having trouble; I keep getting this problem a lot when trying to make the script; I keep getting told the GECK is mistaking my references for commands. Here's my code: SCN 000RoofX Short RoofOpen Short RoofClosed Begin OnActivate Set RoofOpen to 000RoofOpenRef Set RoofClosed to 000RoofCloseRef If RoofOpen.GetDisabled == 1 RoofOpen.Enable RoofClosed.Disable Elseif RoofClosed.GetDisabled == 1 RoofClosed.Enable RoofOpen.Disable Endif END Any help will be great, thanks.
  25. What do you mean Invisible, was it invisible in game? Or on FOMM?
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