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The_Vyper

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Everything posted by The_Vyper

  1. 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.
  2. Make a backup copy of the vilelair.esp and save it somewhere. Then load the vilelair.esp in the CS, set it as the Active file and make your changes.
  3. You'll need to create and add AI packages. The best place to go to learn how to make them is TES Alliance. They have the only modding classes that I know of and their NPCs & AI classes are just what you need. Class 1 Class 2 Class 3 Class 4 If you still have questions after completing those, there is a General Q & A thread you can ask in.
  4. The only time mods conflict with each other is when two (or more) directly edit the same thing. For instance, Full Soul Gem Enchanting will conflict with Greater Souls because both mods change the same settings to different values. In this case, whichever mod is last in your load order will have the changes you notice in the game. Mods that indirectly edit the same thing (such as by using scripts to add things to one or more NPCs) will not conflict. For instance, my Astral Storage & Zero Bounty & Infamy Spells mods both add spells to Calandil. They don't conflict because I use scripts to add the spells instead of directly editing Calandil's spell list. As for what other mods you should look at, that depends entirely on what you're looking for. What are you interested in? More Arena quests? More Dark Brotherhood quests? A castle you can own? New dungeons to explore? New lands to visit? New weapons/armor? Recolors of existing weapons/armor? Tell us what you're looking for and we will help you find it (if it exists). :thumbsup:
  5. You seem to have the hang of "Extract the files to a temporary location." I have a folder specifically for this step, but extracting to desktop works just as well. I'll use Armamentarium to illustrate this next bit. I've always taken "Examine the folder structure and make corrections where necessary" to mean the following: 1. Examine the folder structure of the downloaded mod (i.e. Data/Meshes/trfar & Data/Textures/trfar). 2. Examine the folder structure in Oblivion/Data and make it match. For instance, if you have Data/Meshes/trfar, but don't have the Armors 2 folder (which is a subfolder of trfar), then all you should do is add the Armors 2 folder to trfar. If you don't have the trfar folder at all, the add that. 3. Follow steps 1 & 2 for the texture files (if there are any). If the downloaded mod contains only an .esp file, just extract it to your Oblivion/Data folder.
  6. This tutorial is s good source of information on that.
  7. CS stands for Construction Set which is the program mods are made with. You can download it here. I recommend going through this site and these forums to learn how to use it. One thing: If you have Windows Vista or Windows 7, you'll need to install Oblivion into a directory outside of Program Files because the UAC interferes with mod files.
  8. In order to make the nighteye effect permanent, you'll have to make it an Ability type spell. As for scripting the blindfold to do what you want, that's easy. The script would look like: scn Fury945BlindfoldScript Begin OnEquip Player Player.RemoveSpell SpellID End Begin OnUnEquip Player Player.AddSpell SpellID End Just replace SpellID with the EditorID of the Nighteye Ability spell and attach this script to your blindfold. This is a good source of replacers for the Nighteye shader.
  9. Really? All you gotta do is search for "summon merchant." There are 3 mods that come up. I use this one. http://www.tesnexus.com/downloads/file.php?id=30302 Whoa, thanks for the link! :thumbsup: I'll have to try that out.
  10. True (I've even done that myself), but the OP was asking about in game enchanting.
  11. There's no way (that I know of) to provide infinite charges or enchanting points. This Mod allows you to to enchant with the full power of a soul gem. Just remember: the more powerful the enchantment is, the fewer uses you get out of it. Khettiena's Respawning Varla & Welkynd Stones mod might be of interest to you, since Varla stones are a good way to recharge weapons.
  12. I've never seen a summon-able merchant mod, but there are two others that might be of interest to you: Bag of Holding - allows you to store as many items as you want in it while also nullifying their weight. Astral Storage - a spell that, when cast, allows you to store items...elsewhere...and retrieve when desired.
  13. The "invisible body" issue can be caused by a missing NormalMap (a texture ending with _n). The NormalMap must have the same name as the texture, but with _n added to the end. Example: RustyIronCuirass.dds ; the texture name RustyIronCuirass_n.dds ; the NormalMap for the texture
  14. For enchantments, it is not possible to set a "magnitude" for a script effect. What you could do instead is make an Ability spell with the range/magnitude you want and then script an item to add that spell when equipped and remove it when unequipped. The script would look something like: scn DetectHostilityAbilityAddScript Begin OnEquip Player Player.AddSpell DHAbiltySpell End Begin OnUnequip Player Player.RemoveSpell DHAbiltySpell End That way, you would still be able to detect hostility whenever you equipped the item in question. I'm not sure about EFSH, but I assume it stands for Effect Shader.
  15. Wow, that's incredible, Tatts! I am really looking forward to using that.
  16. The best advice is to look around the CS Wiki. Go through the Getting Started section to learn the basics (gotta learn to walk before you can run). The Basic NPC Creation Tutorial may be of interest to you. Another very good site to go to is TES Alliance. They have modding courses you can take and scholars you can question. Their NPC & AI classes may be of interest to you: Class 1 Class 2 Class 3 Class 4 As for your other question, Wrye Bash is a mod/save game management utility for Oblivion. Aside from file management, it also provides advanced features for manipulating save games and mod files. It's extremely useful. Many modders (and mod users) consider it a requirement.
  17. You might be interested in these: Assassin's Blade - Adds some good looking blades for assassins. Stealth Armors - Adds some armor that gives you 15-75% Chameleon while sneaking, depending on your Sneak skill level. A Better Dark Brotherhood Sanctuary - Changes the look of the Cheydinhal Sanctuary. A Brotherhood Renewed - Adds some things to do once you become the Listener for the Dark Brotherhood.
  18. So, is there a possibility to turn it of with a command or something? That would depend on the mod in question. If you post your load order, we can look through it and see what the culprit might be.
  19. From your description, it sounds like you're trying to cast a spell at the Player. For that, you would need a specific reference. What you could do is set up a scripted spell to move an XMarker over the Player and have it cast the spell. My cousin set up something like this in his Elemental Elves mod.
  20. Open your enchantment in the CS and deselect the Auto-Calculate box. Then set the Charge Amount to...well, anything really. Then set Enchantment Cost to 0. Now open your enchanted weapon and set the Enchantment field to whatever the charge amount is in your enchantment. That will give you an infinite number of uses. If you want a limited number of uses, set the Enchantment Cost higher than 0.
  21. Does it just lag in specific places (i.e., cities, dungeons, interiors, exteriors) or does it lag no matter where you are? Also, if you're on PC, post your DxDiag.
  22. The problem is most likely due to using GetActionRef, which is mostly just useful in OnTrigger and OnActivate blocks . Try using GetSelf instead, like this: SCN aaaScript REF Target BEGIN ScriptEffectStart SET Target TO GetSelf IF (Target.IsGuard == 1) Target.Kill ELSE Message "Nope." ENDIF End
  23. Let's see... Dall's Skyrim Nords Sage's Skyrim Armory Skyrim Improved Those are the ones I like.
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