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Posts posted by The_Vyper
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CS crashes everytime i try to generate a path grid if anyone has fixed this before plz replay. but better would be a list of crash fixes so if i crash on something else i can just look at the list ;}
You can only generate pathgrids in exterior worldspaces. You have to manually create them in interiors. Pathgrids
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I have detailed images of the hammer in the Thor movie being released tomorrow (via Official Movie Special magazine) and I plan on creating the model and textures tonight and tomorrow.
Very nice! I'd make a new character just to use that!
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Thanks for the help. Clearing and relaoding has cured the levelled item problem. However, locks on chest still aren't working, and no door sounds still for some of the teleport doors (I get sounds for locked doors, but not for the unlocked ones).
Any ideas anyone?
What method are you using to lock the chests? As for the doors, did you manually select the desired sounds for them?
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A lot of these problems sound like they could be due to a "dirty save". Try deactivating your mod, saving, then reactivating your mod again. Or start a new character and have him/her go to your new area. Not sure about the door issue, though.
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I believe the problem is the Begin OnEquip block. Begin OnEquip runs once when the object is equipped. You'll need to use a GameMode block with a timer if you want the script to continually update. It will also need to check if the Player has the cursed armor equipped.
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Ex-Beatle Paul McCartney sang under the alias Apollo C. Vermouth.
The monarch butterfly can discern tastes 12,000 times more subtle than those perceivable by human taste buds.
The typical kangaroo is 40 percent brighter than the smartest dog or cat.
Dolphins have killed sharks by ramming them with their snouts.
The smallest monkey is the pygmy marmoset, which weighs around 5 ounces (150 grams).
A two-day-old gazelle can outrun a full-grown horse.
In the US, you can cover any possible amount of change for one transaction if you have: 3 quarters, 2 dimes, 1 nickel and 4 pennies.
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I'm excited for Series 6 on April 23. I hope that Matt Smith stays on for more than only 2 series... :unsure:
He signed on for three with the option to renew, so there will be at least one more with him after this one.
For my favorite Doctor, I'd have to say that Tom Baker and David Tennant are tied.
As for my favorite creature, well that's a bit tough. I really can't say.
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I wish my 360 could handle the awesomeness.
Granted, but if you ever turn it on again, your TV/Monitor will explode with enough force to level four city blocks.
I wish I had a time machine.
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The "incompatibility" issue with Windows Vista/Windows 7 is due to the UAC. As long as you install the game to a directory outside of the Program Files directory (like C:\Games), you shouldn't have any problems.
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If I'm understanding you right, you want a weapon to add aaaSunDamage on strike, but only if the target is a vampire? If so, you might want to try this script:
ScriptName aaaSunDamageScript ref Target Begin ScriptEffectStart Set Target to GetSelf if Target.GetVampire > 0 && Target.IsSpellTarget aaaSunDamage == 0 Target.AddSpell aaaSunDamage Endif End
That should add the sun damage spell if the target is a vampire and isn't already being affected by aaaSundamage.
Note: If (as I suspect) aaaSundamage is an ability type spell, you need to add a script to it so that it removes itself after a time. Otherwise it will continue to affect the target until it dies, meaning that one strike will (eventually) prove fatal to vampires.
A script that would romove aaaSunDamage after five seconds would look like:
scn aaaSunDamageRemovalScript float timer ref me begin GameMode set me to GetSelf set timer to timer + GetSecondsPassed if timer >= 5 me.RemoveSpell aaaSunDamage endif end
You'll need to attach this script to the spell itself (by that, I mean aaaSunDamage) in order for it to work.
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Unfortunately, no. For some reason, that particular feature was not included in the CS. I don't know if this will help or not, but you can try out Landscaper's Little Helper by Beana and InsanitySorrow.
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I've run into this problem before. You need to place a leveled list in the cell instead of the skeleton itself. For some reason, creatures/NPCs don't spawn correctly in interior cells unless they're generated by leveled lists. Keep in mind that not all leveled lists spawn 100% of the time. If you want all six skeletons to spawn every time the cell resets, I recommend using LL1SkeletonMelee100 (for sword wielders) and LL1SkeletonMissile100 (for archers).
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Try using a clean save (one from outside an inn and before the mod was installed) or try starting a new character.
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I also have Windows 7, it is the Steam version.
Windows 7 in likely the culprit. The UAC does not like it when you try to modify something installed in C:\Program Files. Installing Oblivion to another directory (Such as C:\Games) should resolve the issue.
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There are several possible causes for this, so we'll need more information in order to help. Some info we'll need is:
Do you have the latest official patch installed?
Do you have Shivering Isles installed? (required for All Spells Available)
Are you using Windows Vista or 7? If so, is Oblivion installed to the default directory?
Did you activate the mods with Wrye Bash, OBMM or in Data Files?
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I have problems with CS. If I make a mod, save it, turn off the computer and then turn back on to edit the mod further, when I go to save again, it doesn't let me overwrite the previous Esp made before I turned off the computer the first time. So then if I want to upload the mod, I have to add 2 Esp's causing trouble. Help?
Kvatch132
Are you setting your .esp as the "active" file when you reload it in the CS?
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Your description of the steps you took is really vague, so I'm not sure if you're going about it the right way or not. This tutorial is good for getting a light to turn on and off with a switch.
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You'll either need to script it (which I have no idea how to do) or use the Oblivion Magic Extender.
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Try Critterman's Oblivion Book Creator.
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I made a spell using that once. The script I used was:
scn VypTitansPushScript ref target begin scripteffectstart set target to getself player.pushactoraway target 10000 End
That sent targets flying.
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Elvish Elite Armor has a helmet identical to that, but it's an addition to the Elven armor set. You could try retexturing it with GIMP or Paint.net.
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YES! Thanks a lot! Would never thought that it could be that xD
Glad I was able to help. I remember the first time I tried to find those. It took me forEVER. :laugh:
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This is soooo good to hear! I was saddened when AlienSlof left Nexus (again) because of all the crap she's put up with over the years. I'm glad her stuff is still available for those who appreciate it.
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I can't find it on the CS, anyone know where exactly it is listed? Thank you.
If you're talking about targets, they're listed under Statics as TargetHay01 and TargetHeavy01. If you're talking about something else, you'll have to be more specific.
Need help with pictures!
in Discussion
Posted · Edited by The_Vyper
NifSkope is needed to do that, but you have to do several other things first.
Things you will need:
1. A BSA unpacking tool. You'll need to unpack several files. BSA Commander works (although I've never used it). Oblivion Mod Manager also has a BSA unpacking tool.
2. A program that can edit .dds (texture) files. NVidia makes a free .dds plugin that works with PhotoShop. GIMP is a free program that has it's own .dds plugin, but you will also need a Normal Map plugin. Paint.NET can edit .dds natively, but you will also need to get it's NormalMap plugin.
3.NifSkope. You will need this to apply your texture(s) to the desired painting frame(s).
Once you have all of this (and have unpacked at least one painting mesh and it's associated textures), you can proceed. Open an image you want to convert and scale it down to 256 x 128 pixels (256 wide, 128 tall). Save the image as a .dds file in DTX3 compression as MyPic01.dds. Now use the NormalMap function to create a NormalMap for it and save the NormalMap as MyPic01_n.dds. Open one of the painting meshes in NifSkope and click on the image in the painting. Doing so will highlight one of the NiTriStips in the Block List (Usually NiTriStrips # 19, but if not, it will be the last one listed). Click on the + to the left of it to expand the block list for it. Now click on the + next to NiTexturingProperty. You can change the source texture to your newly created one by clicking on the small purple flower-like icon. Then save the mesh as a new one and you've got your own custom picture you can hang...wherever once you've added it into the CS.