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The_Vyper

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Everything posted by The_Vyper

  1. I've successfully gotten OnEquip to work with NPCs and the Player before. In your original script, the IsActor check is unnecessary since only actors can equip anything. Try Begin OnEquip pms effectAtronachFlame End Begin OnUnEquip sms effectAtronachFlame end Alternately, you could replace the pms/sms effectAtronachFlame lines with AddSpell/RemoveSpell AbAtronachFlameEffect, since that spell will play the desired effect shader.
  2. Without seeing your scripts or checking out the mod first hand, it's hard to say what might be causing these issues. This mod seems to do everything you want to do with your mod, so you may want to check it out and see how it's set up.
  3. Here you go: Alexscorpion's Sneaking Gear
  4. Also, don't use FormIDs for custom spells. The first two digits of a FormID depend on the load order of the mod. If your mod (with the desired custom spells) is the second to load after the Oblivion.esm, the first two digits of each custom spell will be 02. If your load order changes (i.e., your mod becomes third, fourth or later) the first two digits of the FormIDs of the spells will no longer be 02 and your script will not add them to your spellbook. To avoid this issue, use the EditorIDs of the spells instead. Example: use Player.AddSpell PwRaceRedguardFortify instead of Player.AddSpell 00047AE7 to get the Adrenaline Rush greater power. That way, the script will work for custom spells regardless of load order. I'm also pretty sure there is an OBSE function that lets you use console commands in scripts, but I could be wrong.
  5. TES4Edit is not the best tool for this kind of change. The CS is much better suited for this.
  6. What exactly do you mean by that? Did you: Just change the EditorID? Change the actual effect itself in the ingredient? Modify the Gameplay Magic Effect?
  7. Does the new texture you're using have a NormalMap (a texture file with a name ending in _n.dds)? The 'invisible body part with retextured armor/clothing" issue is usually caused by this.
  8. That would be awesome. I'd love to fight a giant Vipera Xanthina (Ottoman Viper). Image link
  9. If you're interested in testing mods, you may want to consider joining the Beta Testing & Analysis (or B.T.A.) Guild over at TES Alliance.
  10. As Yamcakes said, the ones in the Shivering Isles are big praying mantises. They're also required for some quests, so removing them would pretty much break the game. This mod will keep any Spider Daedra from spawning and will also keep any NPCs from summoning them.
  11. It's really hard to read that script without indents (use code tags for this). I think the main problem is the line: player.getstage HCA06 40 = 1 That should just be: If getstage HCA06 40 = 1
  12. Is it Armamentarium? That has a lot of retextured armor & weapons. http://tesnexus.com/downloads/images/18417-2-1215970893.jpg
  13. If you're on Windows Vista or Windows 7 and have Oblivion installed in the default directory (i.e. "C:\Program Files\Bethesda Softworks\Oblivion\), the problem is most likely the UAC. Install Oblivion to a directory outside of Program Files (like C:\Games). That should fix the issue.
  14. I'm getting them two or three times per session, whether I'm logged in or not (and yes, I do have cookies enabled :P ). Also, those "free giveaway" and "local mom makes $379/day" things are scams. The "free giveaway" requires you to make several purchases from a given list in order to "qualify for the giveaway" and the fine print (and there are several pages of it) states that you may get something other than what you selected or nothing at all (which is precisely what you will receive). The "local mom makes $379/day" thing is just a load of male bovine excrement. What's worse, some of these popups try to auto-install malware/spyware on your PC. In other words, Nexus sites have become dangerous to visit. I don't mind the occasional popup as long as it's a legitimate advertisement and doesn't try to install something on my system, but I have a real problem with "scamvertising." Mainly that it's primarily used for stealing people's identities and using them to commit crimes for which the wrong people will be blamed. As a result of this "scamvertising" and malware/spyware installation threat, I'm seriously considering removing all of my uploads from Nexus. I don't want to resort to that, but I also don't want somebody falling for one of these scams or getting a virus because they came here to download something of mine.
  15. I think crossovers are cool as long as there is a reasonable explanation. In a fantasy setting, it's easier to come up with a "reasonable" explanation due to the presence of magic. I made a Drow race for myself and made a story for it: Lolth became aware Mundus (the plane in which Tamriel resides) shortly after the Time of Troubles. Desiring to see more chaos there, she opened a portal and sent a number of Drow through. Once in Tamriel, some of the innate powers of the Drow (i.e. Darkness Globes & Levitation) were lost while others (i.e. Faerie Fire, Dark Vision & Magical Resistance) remained in a slightly changed form. There are certainly people who would balk at this, saying things like "You can't do this, it's completely against Lore!" but I don't listen to them. It's my game and I'll play it the way I want to. I don't need somebody else to approve of it. :thumbsup:
  16. Try modifying your first script like this: ScriptName Questname Begin GameMode if ( player.IsInCombat == 0 ) && ( getStage CharacterGen >= 88 ) && (getStage LetterAddedQuestID < 10) message "I have received a mysterious message" player.additem MysteriousMessage 1 endif end
  17. It would look something like: If ActorRef.GetAV Health < X ActorRef.ResetHealth Endif
  18. That's the problem right there. The character you're playing is based on the race from the original .esp and the changes you want are in the new one. Make the changes you want into part of the original .esp and they should appear in game.
  19. Awesome vids! I'm definitely looking forward to using these.
  20. Okay, fairly good sized update. I split the original plugin into an esm. with just the Bala Stones and an .esp with them placed. I also made a second .esp with only one stone per ruin (none in Telepe or Vahtacen). Also updated the OP.
  21. Looks good. I particularly like the armor in the first screenshot.
  22. This mod is no longer available. Sorry.
  23. I believe Intelligence is a factor in determining if a creature can go through a door. You Daedroth & Clannfear may not be smart enough to open doors. :P Try increasing their intelligence.
  24. I use the Active Inventory Spell to access other NPCs' inventories.
  25. Can't help with the first two, but I can with the third. It's actually pretty easy to activate more than one thing with a switch (or button). First, set the button to activate Object1, then set Object1 to activate Object2, then set Object2 to activate Object3 and so on. It's explained a bit better here. I've successfully set up 129 consecutively activated objects with that technique, so I know it works. :thumbsup:
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