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Thanks alot but I understood Reference I ment why must i use the code since thats all cs wiki gave me. If no poison was applied to begin with why must i reference it. I have done basic scripting in unix, batch files, stack programing, and some C+. It was just odd only showing a code with a reference and not showing how to use a code to just apply. Then i found that other code "player.SetEquippedWeaponPoison" without the reference but how to implement it was my problem but you answered it sorry thanks alot. I just wished CS WIKI have this to begin with player.SetEquippedWeaponPoison and the reference as a side option. I just Wish i had a Full list of all code options, triggers etc. This is my arrow script Begin Bonded_Arrow if ( "player"->getitemcount "AT_ShortBow" =1 ) if ( "player"->getitemcount "AT_Arrow_red" <1 ) player->additem "AT_Arrow_red" 1 Player->equip "AT_Arrow_red" player->modcurrentmagicka -5 endif return endif End And this is just somthing I made for a little misc item to add a Ability to me like a constant effect item. Instead of Equiping it its in my inventory active. Made a spell ID set to ability and when added to me it acts as a constant effect item enchanted. Although I cant get Feather to work as an Ability wonder why that is. It applies to char but doesnt actualy effect weight. It sez on my spell page its there but doesnt apply to inventory page encumberance heh. Scriptname RelicMarksman short GotMarksman Begin OnAdd Player if GotMarksman == 0 player.addspell RelicMarksmanSpell set GotMarksman to 1 endif End Begin OnDrop Player if GotMarksman == 1 player.removespell RelicMarksmanSpell set GotMarksman to 0 endif End BTW that Arrow Script was from Morrowind not Oblivion I made a Obliv equiv but I lost it with a harddrive death and My saves. WD80CavalierSE You will be Missed. Anyway Babling along Thanks for the help Much Apriciated. :thanks:
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I have no illusions of being a great Modder or scripter but i need a little help. I'm new to scripting with OBSE and I cannot get the desired effect im trying to achive. My scripting skills are still novice I look at other code and useualy figure out what Im doing from there. This has worked for me so far. I have made bows that have infinite arrows made items apply enchants with 0 cost spells for infanite spell enchanted weapons and so fourth. And I done this befor Some famous mods doing same appears on TESnexus."btw Thank you for doing what i did but better" I also made a few funnie Misc items gimmie spells for kicks and mod my current skill lvls. I made a Sidekick SkeletalHero constant effect Misc item. Lame but was fun for a wile. I altered the Script and made a Archer Skeleton later on. Well Heres my Problem Im trying to set poison to a weapon but I canot get the line of Code to work Im trying to make a Spell Apply a Poison to a weapon Basicaly I am tired of opening a menu to do that. I know there are nice mods out there to do simaliar functions But I like my own style mods. And I have looked through a few for lines of code. The script from obse's website is this (oldPoison:ref) reference.SetEquippedWeaponPoison nuPoison:ref oldpoison from best I can guess is a already applied posion. But I dont have one applied. I found this on a website set oldPoison to player.SetEquippedWeaponPoison PotionDamageAttrAgilityS if (player.GetEquippedWeaponPoison != PotionDamageAttrAgilityS || oldPoison != 0) PrintToConsole "SetEquippedWeaponPoison failed!" So I have Played around with set oldpoison to 0 Set oldPoison = Mypoison2 (oldPoison:ref) reference.SetEquippedWeaponPoison MyPoison:ref and Set oldPoison player.SetEquippedWeaponPoison Mypoison (oldPoison:ref) reference.SetEquippedWeaponPoison MyPoison:ref and player.SetEquippedWeaponPoison MyPoison:ref None are working for me Scriptname fire1 begin onActivate player.SetEquippedWeaponPoison Firepoison:ref end I am trying to acheive a Simlar to ff5 yes I know but im not a FF fanatic and I know some guy already made the mod but I like my own flavor to things. So i sought out to try my own version. Im just trying to make a spell cast equip a poison to a weapon for a single strike. Any Insight to what I am doing wrong would be very helpful.
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Thats Not Exactly what i ment I meen if you searched for your dds file in Nifscope and it was in Oblivion/textures/clothes and then later you moved the dds file to oblivion/textures/clothes/m The game wont be able to load it cause you moved the dds file after saving the nif file. Cause The nif file knew of its previous location not its new one. heres a better example I made me some Iron armor into recolored Black and Blue style. I moved nifs to Oblivion/meshes/armor/Myiron and the dds files to oblivion/textures/armor/Myiron I pointed the Nif files to oblivion/textures/armor/Myiron But later on I decided to make sub folders oblivion/textures/armor/Myiron/Black oblivion/textures/armor/Myiron/Blue And I forgot to tell the Nif files the new dds locations and I loaded oblivion and the armor was invisible and I was a Floating head with the armor on. I was just saying somtimes its as simple as that. Back when I used to be big into morrowind I had to explain that to alot of reskiners. Simple mistakes are often the ones you overlook is all I meen to say. Now if that wasnt what happened maybe the game cant load the image to fit on the armor because it wasnt saved correctly. and btw if your going to use photoshop you are going to need the DDS plugin from Nvidia. It will auto install it after you do that you have to point Photoshop to the plugin folder I could give you better instruction but I dont know what version your useing I have 7. after you install the plugin from the file goto Edit then down to Preferences and Click the Additional Plug-ins Directory Check box the choose box and point to the plug-in folder. http://developer.nvidia.com/object/photosh...ds_plugins.html Another nice program to have I recomend is Total Commander This program has Dual Window interface like if you opened to folders and had them side byside http://www.ghisler.com/download.htm And it is able to open zip rar and other realy technical things it has a plug in to open .7z files too Anyway when you install Totalcommander sinces its freeware it hassles you to hit a 1 2 or 3 no biggie hit the number its ask for on the numpad or click it one you install it its as if you want 2 windows and 2 drive botton rows click yes to both in the click boxes and its ready to go. I use this program for FTP, file manipulation, administrative tool function etc its a Big Powerfull Geek program that has a million uses. And it also has a Awesome Search Function. Heres the 7z plugin url http://www.totalcmd.net/plugring/7z_plugin.html To install the plugin for it just open totalcommander then open the plugins zip file wil the program and it will install the plugin automaticaly. What this is mainely for is the installation of other peoples mods in the first window you can have the mods zipfile the second windo you will have your oblivion/data file open and you just drag and drop to its proper location
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Ah thank for the insight never thought of using nifscope for anything more than editng the skins and deleting objects like pants from a robe pauldrons from armor etc. I will have to play around with it more. Back in my Morrowind Days I never tried using nifscope for much either just used Milkshape for the same thing opened a a nif that had offhand weapon and replacing the 3d object with the dif sword making offhand blades worked out fine. I figured Blender would have the same functions since its more sophisticated.
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Yep its as I feared rather I knew but tested anyway. you will have to Open Blender and Delete the Sheath and Move the Sword to the Location of the Left hand. This isnt for a Novice to do but Feel Free to Attemp it might have fun and learn somthing. Sorry i couldnt be of More Help.
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Well you need to Add the Item as a Shield in the Editor after that I recomend geting a Different Animationfor Dual weilding like Seph Dualwield Beta. http://www.tesnexus.com/downloads/file.php?id=16679 After placing the item as a Shield it will apear near your hand. I dont know its exact location becuase I dont use offhand mods if that becomes a Problem you need to load it in a Editor Like Blender to move its Positioning to the hands proper position. To make the Sword or Dagger a Shield open the TES editor Find your Weapon click it to view its popup then find a Shield and do same Point to the Weapons NIF location on the shield popup and do same for ICON and Rename it to what you want and change if its light or heavy armor and save it as New item. If you did not use the BSA Extracot to remove the Nif files from your Oblivion Master file you cantpoint to the Nifs location because it is not on your hard drive. to do that you have to get the BSA unpacker. http://www.tesnexus.com/downloads/file.php?id=3117 This isnt hard todo just locate the Weapon Nifs you want and extract them. Dont forget to Get thier Textures and icons as well. When you use BSAunpacker open the "Oblivion - Meshes.bsa" for the Nif files and the "Oblivion - Textures - compressed.bsa" for DDS files and icons. Icons are kinda annoying to find textures\menus\icons\weapons\akavirilongsword.dds All the Weapons dds icons are in this folder. When you open a BSA dont forget to click on the Tab labled Name it alphabatizes the files very important. Il go try out making a weapon into shield and Il get back to you to see if you have to go as far ans Useing blender to modle position.
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Well when that happens to me its because of the Nif file cannot find its dds location. Like if you open a nif and apply the dds then later move the dds file location it cant load it. I reskin alot. I wish I could Model heh. Basicaly if you load a Nif and apply a dds in location C:\Documents and Settings\Name\My Documents and then later you move the dds to C:\Documents and Settings\name\My Documents\Oblivonpic\ "Example" The Nif cannot find the DDS when you load the game. Thats One possibility. Another is It didnt save to right size to fit object or didnt save properly in gimp. BTW I hate Gimp try Photoshop. The Nif file iteself Doesnt add the DDS to its file contents Althought I wish to god it did. When ever you make a new dds add a new Folder in you meshes File and your Textures file heres an Example D:\Oblivion\Data\meshes\armor\Dark Knight\m\helm.nif D:\Oblivion\Data\textures\armor\Dark Knight\m\helm.dds Doing this helps you not mess up file loaction also if you ever want to make your mod uploadable to Nexus or whereever the file structure will be intack that someone can copy to thier own oblivion file and it will load in thier game fine.
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Im new to scripting with OBSE and I cannot get the desired effect im trying to achive. My scripting skills are still novice I look at other code and useualy figure out what Im doing from there. This has worked for me so far have made bows that have infinite arrows made items apply enchants with 0 cost spells for infanite spell enchanted weapons and so fourth. And I done this befor Some famous mods doing same appears on TESnexus."btw Thank you for doing what i did but better" I also made a few funnie Misc items gimmie spells for kicks and mod my current skill lvls. I made a Sidekick SkeletalHero constant effect Misc item. Lame but was fun for a wile. I altered the Script and made a Archer Skeleton later on. Well Heres my Problem Im trying to set poison to a weapon but I canot get the line of Code to work Im trying to make a Spell Apply a Poison to a weapon Basicaly I am tired of opening a menu to do that. I know there are nice mods out there to do simaliar functions But I like my own style mods. And I have looked through a few for lines of code. The script from obse's website is this (oldPoison:ref) reference.SetEquippedWeaponPoison nuPoison:ref oldpoison from best I can guess is a already applied posion. But I dont have one applied. I found this on a website set oldPoison to player.SetEquippedWeaponPoison PotionDamageAttrAgilityS if (player.GetEquippedWeaponPoison != PotionDamageAttrAgilityS || oldPoison != 0) PrintToConsole "SetEquippedWeaponPoison failed!" So I have Played around with set oldpoison to 0 Set oldPoison = Mypoison2 (oldPoison:ref) reference.SetEquippedWeaponPoison MyPoison:ref and Set oldPoison player.SetEquippedWeaponPoison Mypoison (oldPoison:ref) reference.SetEquippedWeaponPoison MyPoison:ref and player.SetEquippedWeaponPoison MyPoison:ref None are working for me Scriptname fire1 begin onActivate player.SetEquippedWeaponPoison Firepoison:ref end Any Insight to what I am doing wrong would be very helpful