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The_Vyper

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Posts posted by The_Vyper

  1. It sounds like you have another mod that changes that same area. Post your mod list so we can see what mods may be conflicting. You can also try moving the mod containing Fort Voranis (is it this one?) to the bottom of your load order, by that may not solve the issue.

  2. It's possible that they're being placed below the ground plane. If you double-click on them in the 'Cell View' list, the render window camera will automatically center on them. It's also possible that the Render Window is not updating for some reason. Pressing the F5 key will force the Render Window to refresh.

  3. Also, any ideas on moving lights? I tried an invisible NPC but their 'soul' still show up.

    You can accomplish this with an invisible NPC without the 'soul' being revealed by a 'Detect Life' spell/enchantment. Here's How:

     

    1. Create a custom object script with the following code:

     

     

    
    
    
    
    Begin GameMode
      sms DetectLife
      sms LifeDetected
    End
    

     

     

     

    2. Create a new NPC to be the 'light bearer' and attach this script to him/her.

    3. Give the NPC a 100% chameleon ability spell (make sure it's an Ability type spell so it's always on).

    4. Put NPC in a dark place so he/she will equip the torch.

     

    Boom! A 'floating' light with no soul!

     

    As for "torches" with different colored lights, try David Brasher's Fighters Guild Quests. It has some Ayleid glow rods from a mod that's no longer available.

  4. Example 1 is actually quite useful when you want to have two possible results from a single call.

     

    Example:

     

     

    
    
     
    If Infamy < 1
      NPCRef.ModDisposition Player 100
    Else
      NPCRef.ModDisposition Player -100
      NPCRef.StartCombat Player
    End

     

     

     

    That's just one example, but there are plenty of other ways that could come in handy. It could also be set up to provide more than two outcomes.

     

    The second example is useful if you want to do one specific thing when the right conditions are met. There are plenty of ways that could come in handy as well. You could use it to call a function that would have the same result as example 1, but it's a lot easier to keep track of (and change as needed) if everything is in one script.

  5. The latest version of RST is lacking the voice files necessary for all dialogue to be spoken. Some voiced dialogue is included (there's some during the Sunken Kingdom quest), but most of it is silent. The mod's creator (Darkrder) is busy with his own independent game company (Druid Gameworks), so it's unlikely that we'll see the voice work completed any time soon, if at all.

     

    But even without the voice files, RST is well worth finishing.

  6. When you make changes to a mod, you need to set the relevant .ESP as the "active" file. Otherwise, you end up with two independent .ESPs that do the same thing in different ways.

     

    For example, you have UPP .ESP which adds the "Ambitious" perk at level 4, and you have your modified duplicate .ESP that adds it at level 2. With both plugins active at the same time, you'll get the related perk(s) at the level(s) specified in both.

     

    To avoid this, you'll either need to save the desired changes to the original mod(s), or deactivate the original(s) and just use your modified version(s).

  7.  

    What if author noted that you can do anything with it. Do I need his "personal" permission too ?

     

     

    Many resources, and some mods, have a clause in the description and/or Readme that states something along the lines of "You can do whatever you want with this. All I ask is that you give appropriate credit if you distribute any part of this mod."

     

    If this clause, or one similar, is not in the description(s) and/or readme(s) of the mod(s) you've altered, then you'll need the permission of the original author(s). Otherwise it's a no-go.

  8. Unfortunately, a book won't work for this setup. You'll need an item that can actually be equipped. I use a modified Slave Collar (I change the EditorID and deselect the "Choker" slot).

     

    1. Make your remote container a Persistent Reference.

     

    2. Give your container a unique RefID (I'll use FrankBankRef for tutorial purposes, but you can use anything you like as long as it's unique).

     

    3. Create an equip-able item with no Biped slot selected.

     

    4. Write a script like this:

    scn FranksBankScript
     
    Begin OnEquip Player
     
    FrankBankRef.Activate Player
     
    End
     
    Begin OnUnEquip Player
     
    FrankBankRef.Activate Player
     
    End

    5. Attach the script to you equip-able item.

     

    6. Provide some method by which the Player may obtain the item (drop it somewhere, make it for sale, etc.).

     



    I can't offer you much in the way of scripting help, but you may find it usefull to check out this mod for skyrim:

    http://steamcommunity.com/sharedfiles/filedetails/?id=131708884

     

    It's called:

    Dovahkiins Safe

     

    Extend your homes with a safe. The safe is craftable and can be positioned freely. If you build more than one, they point to the same storage.

    That particular mod won't be of much help in this instance. Skyrim's scripting engine is completely different from that of Fallout 3.

  9. There is one exception: Guards. If in NPC's class is set as 'Guard', he/she will try to arrest you if you have a bounty. Most conversation topics can be used by any playable race (including custom), but the 'Arrest' dialogue is tied specifically to the Imperial race. What this means is that any non-Imperial NPC of the 'Guard' class will be unable to 'Arrest' you. They will try, but won't have access to the appropriate dialogue. As such, when they run up and initiate a 'conversation' to arrest you, they will instead use a default greeting. When you exit the 'conversation', they will immediately restart it (since you haven't surrendered or resisted) and you will end up in an endless forced conversation loop with them.

     

    TL;DR version: DO NOT make a non-Imperial guard for any reason.

  10. We'll need a bit more information on what you're talking about here:

     

    1. In what way do you "left-click" the object(s) in question? (i.e. console mode, inventory menu, etc.)

    1a. If "left-click" occurs in inventory menu, is it the Player's inventory, a creature or NPC's inventory, a container's inventory, or any just inventory?

     

    2. Are you trying to identify one or more specific books, or are you trying to identify if an object is a book of any title?

     

    3. What is the script intended to do once the object is identified?

  11. Invisible body parts as seen in your screen shots mean that you are missing meshes..

    Nope, if meshes were missing, there would be bright yellow signs with "!" or "WTF" on them. From those screenshots, it looks like there's missing NormalMap textures associated with the robes in question, or the robes are being used with incompatible body types from a mod.

  12. Hmm..that's odd. I'm going to try downloading it and see if I have the same problem. In the meantime, you can also download it here.

     

    Edit: Huh. I didn't have any trouble opening the archive with 7z. You may have ended up with a corrupted download; it happens sometimes with large files.

  13. For the description of the problem, it sounds like you're trying to use clothing items from another mod in your own. In order to do this, you'll either need to make the clothes part of your own mod, or make the clothing mod a master to yours. This page details methods of ESM/ESP mastering. While that page is intended for TES IV: Oblivion, the methods described will work for Fallout 3 as well. Useful tools are: FO3Edit (here's a training manual for it), Wrye Flash, and TESGecko*.

     

    * In order to use TES4Gecko with Fallout 3, you'll have to use the Set Directory button to direct it to your FO3 Data folder.

  14. Monster: Deathclaw

    Weapon: Miniature piranha fire-bat delivery canister.

     

    Projectile is fired from Rock-It Launcher, or thrown as a grenade. The canister shatters on impact and releases a group of mutated miniature bats. In addition to three rows of razor-sharp teeth, they have a pair of glands just below their tongue (which is triple forked) that fire individually harmless liquids at extreme velocity. These liquids converge at a point roughly six feet ahead of the bats, then ignite. The newly produced flame quickly exceed temperatures of 500 degrees F, thus effectively frying their target. After flaming their target (and sometimes before), the bats feast upon it. A group of ten can eat a brahmin down to the bone in less than a minute.

     

    Weakness of weapon: These bats are voracious and will eat anything that has meat on it. This includes you. It is highly recommended that you have access to the pheromone signature of the particular fire-bat colony you're going to be firing/throwing at a meat-covered opponent.

     

     

    Monster: Flame Atronach

    Weapon: Unholy Maelstrom of Urine

     

    This spell is fired as a projectile. Upon impact, the target becomes entrapped in a violent whirlpool of urine. The urine extinguishes the flames of Flame Atronachs, which kills them.

     

    Weakness: The smell! By the Nine Divines, the smell!! It's ungodly! No wonder this spell is called 'unholy'; the smell alone could kill you! Please, whatever you do, DO NOT USE THIS SPELL!!! AAAAaaaaaaaaaaaaggghhh!

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