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WarKirby3333

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Everything posted by WarKirby3333

  1. Good news and bad news. Good: I merged with the mannequins and it works almost perfectly. Basically I had to break the posing functions to allow placement in my museum. I'll try to fix it when I learn more about scripts. In the meantime, the mannequins will display equipment just fine, but they won't pose at all. Bad: A low res, non solid hill appeared in my courtyard. It's definately nothing to do with the mannequins though. I created a seperate thread entitled 'Strange bug in my mod' to request assistance. If you can offer any insight, please by all means post there. If I can't get it fixed I suppose I could release the mod with that bug as It is only a visual thing, but I would really rather fix it. I'm not really sure what is going on but one way or another the castle will be released this week. Hill or no hill. WarKirby
  2. This mod already exists. It's called 'quest reward levelling' or something similar. The problem is, I can't remember where I downloaded it from. I looked on tessource but I cant find it. Try planetelderscrolls.gamespy.com There really should be a Jedi mod, with spells that have effects like force powers, a few sets of Jedi robes, and of course, Several different colours of lightsabers (2 handed. Horribly powerful) Does this exist, or is anyone making it? warkirby
  3. Maybe it would be best for you to see it first. If the mannequin thing works I could (theoretically) upload the castle tomorrow. Thanx for the support WarKirby
  4. Progress Report. I finished the exterior. It's pretty cool. There are only a few minor details to fix now: 1. My secret door is broken. A couple of pages back, GBHis posted a script to fix the door. It looked pretty sound but it didn't work. The script is below I substituted poorbookcase for the edtor ID of my secret door. On the second line beginning poorbookcase the script editor told me 'Missing function 'poorbookcase'' can anyone make this script work. 2. My mannequins aren't working. I think I may have found the solution. I'm gonna try merging the castle plugin with the mannequins plugin tonight. If that doesn't work however I will upload the initial release with out the mannequins and add them later when I can make them work. 3. Some minor decoration- ie tapestries and paintings. Also minor furniture like cabinets and shelves with silverware. 4. The front gate won't open. this is because I used one of those huge spiky gates you find inside planes of oblivion. The ones that say 'this gate is opened elsewhere' when activated. Can someone tell me how to modify the script so that the gates will simply open when activated? In the meantime I'll use a placeholder 5. The castle still doesn't have a name. It is simply called 'My Castle'. Maybe it will never have a name. You will need the paintings and tapestries mod to have the art gallery display properly. The castle will work fine without it, but the gallery won't look anything like I intended, and as a result it might look rubbish. The main garden will not be in the initial release but the front entrance has a nice garden to give you a taste of what to expect. The arena won't be in the initial release because I really have no clue what I'm doing in that area. It would be helpful if someone could send me a copy of the script that controls the imperial arena with detailed comments explaining what each part does. You would get your name in the credits. The staff will not be in the initial relese but they will be the first thing I start work on for second release. The castle is HUGE and its gonna take several hours just to lay down pathgrids. Not to mention configuing the AI packages. To GBHis: If you're still up for doing the books PM me with an address and I'll email the text to you. Don't expect an immediate reply though because I haven't written them yet. Finally- i added spellmaking and enchanting alters to the library as I thought they would be useful First release will definately be this week. WarKirby
  5. Well when you're a mage you need a lot more hot keys 1. Fire spell (Projectile) 2. Shock spell (touch) 3. Ice Spell (Area Effect) 4. Healing Spell 5. Summon Frost Atronach (my favorite summon) 6. Paralysis 7. Unyielding Endurance (custom spell. Massively increases fatigue regen for 2 mins) 8. Light Spell no key: Silence spell no key: Heal Ally no key: Push spell (PJ's spell compendium) no key: Sprint spell (PJ's spell compendium) no key: Tera Flare (radius 30, 100 fire dam. 100 ice dam. 100 shock dam.) no key: Mystic Defense (magic resistance) no key: Aegis (50% shield) no key: Alternate weapon (Bow) no key: Long Reach (telekinesis) no key: Reflect Spell no key: Absorb Magic spell Get the idea? Mages need far more hotkeys than are provided. Especially my character who is more of a warrior/mage combo. I officially second the request for more hotkeys WarKirby
  6. I kinda like dralon. I'm tired so I'm signing off now. I'll think about the name tonight and I will make a start on the exterior tomorrow. Once that's done, only a little more decoration (tapestries, paintings etc.) and a fix for the mannequin problem and the castle will be ready for release. I would set a date, but given my history with setting deadlines, I'm gonna have to say that It'll be ready when its ready. But it should be soon Warkirby
  7. I kinda like pendragon manor. I was actually planning to put a big statue of a dragon in the garden. So maybe something dragon related. None of the others really struck a chord though. Many seem like meaningless words prefixed by 'castle'. I want a name that's original but also meaningful (or just sounds cool). I appreciate the effort though. Keep it up. WarKirby
  8. Warwick is a place in England. Even though the spelling is different I'd rather not use real place names. Raymand and Ewen are common names of people, bar one letter. Valen is good, but hmm... maybe not quite. Castle Ganon is from Zelda And I really don't like the others at all. Not sure why Thanks for the suggestions though. I think I'm getting closer. Keep 'em coming. WarKirby PS: I finished the lighting last night. Done almost entirely with 'real' lights, ie torches and braziers. I don't like using 'Hollywood' lights, ie lights with no obvious source as it impacts immersion.
  9. Castle Negrivaul, hmmm.... It's good, but it feels like the name of a dungeon. I'm looking for something a little more homely. I'm aiming for the castle to be: Stately Mystical A place to call home A place which has everything A place to suit any kind of player Negrivaul sounds too close to necromancer. I plan for the permanent guests to also act as merchants and trainers. Each will have their own particular interest that a certain part of the castle will satisfy. Just thought I would post that. Please keep posting name ideas! Thank you for your time WarKirby
  10. Sorry about the long delay since the last update. Been very busy but I'm getting back to the castle now. I've still to do the exterior and the lighting in most of the cells as well as minor decoration. I filled the museum but I can't get the mannequins to work. I'm making a seperate thread called 'Reznod Mannequin Problems' to appeal for help so if anyone wants to help me post there. Since I havent seen it anywhere else, I'm adding some differently sized display cases to the museum so you'll actually be able to put boots in a case or a really big sword without it sticking out of the end.
  11. That shield looks incredible. I want it too now. It would be nice if peoples bodies were more realistic. Every male in oblivion has bulging muscles and a six pack. It would be better if great figures were reserved for warriors.
  12. For the armory I was just thinking Iron and Steel weapons in racks and on shelves- to add to the military feel of the east wing. It is fairly small (3x4 Interior Narrow style) If you want to help It would be nice Progress Report My life has suddenly become hectic due to a series of things I have to do suddenly being scheduled all at once. As a result I won't be able to do any serious work on the castle until Sunday. As I still have the museum and exterior to do, as well as all sorts of minor details, the earliest probable date for first release has been pushed back til about a week from now. I'll try my best to finish sooner. I still need a name. Nothing in the big list of suggestions really clicked. Should I stock the library with books (will take a few hours) or should I leave the player to fill it with the Bookplacing Mod Thanx for the support
  13. Progress Report It's been a while since my last update. Ive been busy. Firstly. I've just about finished the west wing. I made the art gallery and it looks pretty cool but youll need this mod for the art to display properly. Secondly. I built the basement. Its really big. And has all of the stuff I said I would put in plus a big swimming pool Once I make the upper level all I will need to do is a little bit of decoration and lighting effects and The Unnamed Castle will be ready for initial release. (seriously though. I need a name) Work on the museum Is being held up because Nezroy is not replying to my request to use the armor display mannequins from his 'Avelars Armory and Mannequins v0' mod. Should I use them anyway and credit him or is that illegal. *EDIT* I just discovered that the mannequins were actually a derivative of Reznod's mannequins. And Reznod says it's okay to use them if I give credit. *Yay*. Nezroy is apparantly no longer a modder which explains the lack of reply. Mannequins should be in first release of castle. First release will not include any NPC's but they will be added afterwards. The garden will probably not be included at first but I will get to It eventually. The arena will definately not be functional at first because I'm still learning the necessary scripts to make it work. I have a rough idea, but I'm not 100%. any help would be greatly appreciated. Initial release will definately be this week. Wednesday at the absolute earliest but probably friday or saturday. Thank you for your interest and please keep suggestions on names coming WarKirby
  14. Some interesting ideas- Im still thinking. I need some help with a script- I want to open a secret door by touching an 'odd' book in a bookshelf. But I cant make the door open. I tried adapting the script for the secret door in castle leyawiin but it didn't work. Any help would be greatly appreciated.
  15. Progress Report I have made a good deal of the west wing, furnished the training room in the east and expanded the barracks. I also shrunk the forge as it was mostly empty space and added the guard captains quarters. I've decided to add another cell, the Inner Sanctum. It will contain the player's private chambers, rather than having them on the second floor. It will also contain a sleeping victim- an NPC who sleeps 24hrs a day for the purpose of providing a constant food source for vampire players. Credit to Sonico717 for the idea. I'm finding it frustrating to add tiny details like books in bookshelves, and goblets. It feels like a lot of work for hardly any benefit, but, as they say 'The devil's in the detail'. I Really need suggestions for a name, unless you want 'Untitled Castle'. Also no exterior has been created yet so there's still time to change the location of the castle. I'm currently thinkingat the end of the road west from Chorrol. Any and all suggestions and comments welcome. Thanx WarKirby
  16. Progress Report I have put chandeliers in the great hall, and various other torches around the castle. I have also made the throne, which sits on an elaborate pedestal surrounded by huge flaming braziers. I also laid out the skeleton of the east wing and mostly furnished the mess hall, barracks and forge within that cell. My prediction of first release within a week may have been a little optimistic. But almost definately within 2 weeks. Maybe. ;D
  17. Lazymonk: What do you mean rebuilding the Bruma mages guild. What do you want in it? Ethereal Nature: After I aready suggested it, someone1074 has made a cape mod. find it at http://www.tessource.net/files/cache/4539.html. You should read the thread before posting.
  18. This is the thread for my castle: You can find it here. http://www.tessource.net/files/file.php?id=5742 Come back to this thread and post your thoughts when you're done! OK. Here are my future plans for the castle. I will update this frequently as I recieve ideas from you guys or think of them on my own. This is gonna be a fairly long post, so get comfortable. If anyone would like to halp with anything on this list please tell me. I will gladly accept all the help i can get. Short Term (within the next month or two) Things I will definitely do A full complement of guards. 90 to be exact. Plus a captain. Each of the guards will be a unique object, rather than reusing objects like bethesda does. This will be partially to simplify things, and also to give each guard a unique name. A number of servants. I'm not quite sure what I can do with servants. I'm looking for a way to make waitresses serve food to a table. Also, I'll need help with the Idle animations. The rear garden will be added. It will be as beautiful as I can possibly make it. It will also have an arboretum full of several of every type of ingredient including several Nirnroots. Stinkhorn and Harrada will be cordoned off so as to prevent injury. A live combat training room will be added on to the east wing. I am pretty confident I can do this. It should be just a simple matter of placing a few creatures which are initially disabled and have them enabled by pressing a switch. In kumiko manor, the training room had a failsafe which made the enemies disappear if the player was in danger of dying. I don't know how to do this so any help will be appreciated. An archery range in the east wing. Again, kumiko manor did this. I'm not quite sure how it works although I have a rough idea. (Shawn Dworshak will be credited for both these parts.) A secret underwater entrance (Credit to Zeth 545). Don't think I'll lock it though. A number of unique, permanent guests who also act as vendors and trainers. The idea is to make 24, so that the dining table can be full at dinnertime. But honestly, I'm more likely to shrink the dining hall than make enough guests to fill it as is. A few prisoners in the prison down stairs to laugh at or execute. Fix the posing on the mannequins (help needed) Roof Access Things I might Do Everything in this section is subject to the opinions of you guys. You will decide whether it's in or not. The ability to rename the castle. The necessity to pay wages to your guards/servants. This goes with: Collecting rent from guests. This would offset the wages for your guards and still make you a tidy profit. Give each guard a unique name. Name suggestions welcome. Things I probably won't do. These are ideas that I don't like, and I am against. But if there is a strong demand for any of them I will reconsider. The necessity to buy the castle or complete a quest to acquire it. The necessity to fight someone to acquire it. A hidden dungeon in the basement. Moving the castle somewhere else. A temple, altar or any other religious area in or near the castle. My resons for this are personal. I'm an atheist. Long Term (Next 6 months) Things I will do Get the arena working. It will have many different battle options available, and will hopefully be better than the IC arena. This part I need help with more than any other. In addition to basic battles, I want to add tournaments and team battles. Things I might do. whether or not I do these depends upon demand and how much time I have. Make a village around the castle to protect and collect taxes from. Give the guards retextured armor with a unique color and insignia. I don't own paintshop so I will need someone else to make the textures. Different themes to choose between like Vagrant0's idea Voice acting for the NPC's in the castle.
  19. Just learned the basics of the Construction Set. Made creepy cave dungeon with a few personal touches like a tunnel filled with traps, but also thick smoke so you cant see the traps. Took 18 hours of straight work (most of that was learning). Thank vulk for caffeine pills. Should I publish it? Or is it not worth the time. As soon as i get the hang of the naming conventions in sets other than caves, I'm gonna start work on a big castle house mod. The idea is to make a true ultimate house for the player. Normally such big projects are beyond the time constraints of many modders, but there's the 7 week summer holiday about to start here (Scotland) so Im gonna have a lot of free time. Suggestions as to things in said castle are welcome. In other news, a mod to add Sephiroth as a mega boss would be cool. Especially if you could take his sword after you kill him. Just noticed that the F word gets changed if you type it in a post. And who is Jarlaxle? WarKirby, Starter of this topic, signing off.
  20. someone1074 has made a mod for capes and cloaks that go over armor. They look pretty good, although they're static so the larger ones don't look right. Nevertheless brilliant. I use the red Cape with dwarven armor. Find the mod here http://www.tessource.net/files/cache/4539.html. In unrelated news, doing the FG Azani Blackheart mission I noticed the striking comparison between my 7 foot tall, longhaired, heavily armored Altmer warrior, and Modryn Oreyn. Not only is he short, and wearing shoddy iron armor and a pitiful mace, but he also has a mohican. How could such a short, poorly equipped punk become the head of the fighters guild (he is isn't he?). So how about a mod to fix Modryn Oreyn, maybe make him taller, give him better armor and hair, and a decent weapon. If the aforementioned cape mod could be included, he would look pretty cool.
  21. The ability to attack, cast spells and shoot arrows from horseback. A mod to make it so that the PC leans forward when the horse is in full gallop- like real riders do. You generally only sit straight when the horse is moving slowly. Theres an animation for this when you take a swim while on the horse- perhaps that could be used? Damage bonuses for shooting arrows at certain parts of the target's body (heart, throat etc.) The Jewel of Amara from Buffy the Vampire Slayer, a magic ring that allows vampires to walk in the day. For weapons on the back to not disappear when riding a horse The ability to jump and land in the saddle, instead of having to watch the slow mounting animation while necromancers shoot fireballs at your back. (its annoying when that happpens) A castle with some REALLY big display cases. Im using the Advent Children sword and when i feel like putting it away 3 of the component swords wont fit in even the biggest display case. For faster horses to extend their legs more, instead of doing the generic gallop animation at a freakish speed. More requests please? There are a load of new mod request topics and this is hardly getting used
  22. Just 2 more. Why is no-one using this thread? There are more mod request topics popping up daily. It would be neater to put them in one thread Sephiroth’s masamune The soul edge (from fighting game series soul calibur.) should be appropriately powerful.
  23. I thought of some more mod ideas More 2-handed katanas. Impact spell to send enemies flying Grim reaper as high level summon Allow vampires to hide in shade Spell to (temporarily) blot out the sun Spell to instantly kill sleeping/unaware targets (expensive, master level destruction spell) Spell to make target fall asleep on the spot Mod to have gauntlets treated as weapons and allow them to be enchanted as such. Decrease cost of paralysis/fear spells by about 30% Flight? Better horse animations Mod to prevent summoned creatures turning against PC Slayer NPC to seek out and destroy vampires. Kick animations when fighting hand to hand New places outside of cyrodiil to visit Ability to walk on top of walls of imperial city Ability to climb steep hills More underwater enemies Vampires turn to dust when killed, equipment falls on ground Ability to feed on enemies when their health is low Lower bandit archer spawn rate. More fighters instead. Light spells white instead of green A spell to slow down time. Not the clock but make things in slow motion, maybe with a blurry effect and more blood Spell to make nearby items/chests glow- to find things in the dark. Spell to temp. lower gravity, for higher jumps and longer falls. Banish undead spell (restoration) for mega damage to undead. A full size dragon as a nice boss. Probably too hard though. A big gothic castle designed for vampires with blood on tap and guards in daedric armor. An improved night eye spell that allows the player to see in the dark, but also to see colours properly Recreational drugs. When the PC is carrying a shield and sheathes weapon, the shield should be put on the back, like in Zelda games Some REALLY (30-40ft) big, really powerful monsters roaming in isolated parts of cyrodiil, or in specially made dungeons. Should only appear when the player is a high level (50+) as a special challenge for those who have done everything else. Stolen Items to lose stolen status after a period of time dependant on value.
  24. This is a topic purely for requests. Please do not post flamemail here. I have made a list of some things which would enhance oblivion, that I cannot find mods for. Lacking the necessary skills, I am posting this list in the hope that a modder looking for ideas will read it and take a shot at one of them. I encourage anyone who reads this to add their own requests instead of making new topics for them. Also post if any of these mods already exist and you know where to find them. Also if you stert making one, post a notification here too. Wearable Capes (over armor) Lightsabers (doesnt really fit into oblivion but would be fun) Dual Wielding (that actually works) A mod to allow the player to press enter at the 'Are you sure you want to sell X item?' prompt A telekinesis spell that works on monsters and npcs. The ability to turn things while using telekinesis on them instead of pushing them, against walls. A mod to increment the 'Houses owned' in the status screen when a house mod is added. A credit card of some sort so that you dont have to take money out of the bank. (Bank of Cyrodiil mod) The (optional) ability to drain a victim completely and kill them when a vampire. The ability to drain conscious NPC's by sneaking up on them (vampire) The ability to wear a belt Armored headbands which provide some protection but are barely visible. A mod to make guards order you to sheathe weapon when drawn in town. And arrest you after 3 warnings The ability to assign multiple pieces of armor to a hotkey, so you can switch from armor to clothing quickly. Vampires go on fire instead of just smoking when in the sun. A mod to limit how far enemies will chase you, and stop them from following you into towns.
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