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shadowform

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About shadowform

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    New Zealand (Aotearoa)
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    Red Faction: Guerilla, Fallout: New Vegas, Assassins Creed Brotherhood, Amnesia The Dark Decent..
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    Morrowind, Oblivion, Fallout 3, Mount & Blade, Fallout New Vegas, Red Faction: Guerilla.

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  1. Wow! Excellent. That was exactly what I was looking for. Thanks for your help. Its much appreciated
  2. Answers: Was the disabled NPC placed in the world by you (is it a new, unique NPC) or by Bethesda? Unique NPC How is the NPC initially disabled? The 'StartUp Script' Is the script you posted attached to the NPC in question? Yes Does the script compile in the editor (construction set)? Yes Is this script started in dialogue results of a different NPC using StartScript? Yes Is there a journal (quest) entry associated with the enabling of this NPC? Not directly. But the journal is updated using the same results box. Are the two NPCs in the same cell? Not at the moment. Originally they were but I wondered if this may have been an issue so I moved the NPC's to separate cells. Thanks for your help. Shadowform
  3. Hi thanks for your great replies. I dont have much experience with modding skyrim. I spent a lot of time with morrowind and oblivion and just trying to get my feet wet again. I wonder if my script is having issues compiling due to the fact that the NPC with the script attached is disabled at the start of game? She is enabled via "NPC->Enable" in the dialog results box. I tried using a "ChangedCell" variable in the attached script and that still didnt have any real effect. Thanks, Shadowform
  4. Below I have copied my force greeting script that attaches to the NPC . The script starts with a 'StartScript' command in the dialog paprus fragment box. However, I cant get it to save let alone work. Can you see what is wrong with it? It is hard to find morrowind CS support these days haha thanks. begin AAAASCQForceGreetingCLOSE short once if ( Menumode == 1 ) return endif if ( once == 0 ) if ( GetDistance, Player <= 512 ) forcegreeting set once to 1 endif endif end
  5. Hey everyone, Can anyone please explain to me how to get my NPC to 'Force Greet' me? (So I dont have to activate them first) Im trying to figure it out but its getting the better of me. Thanks in advance, Shadowform
  6. Hi everyone, Does anyone know why I have to save my game then reload it for dialog to commence with the NPC I have created? Before I load/save he just gives me the standard "Hello" and "How are you" without actually opening the dialog. After I save/load and activate the NPC he will open up for dialog. Can anyone shed some light on this for me? Thanks, Shadowform
  7. Hey guys im having a wee problem with my dialog im writing heres a breakdown of what I want to do. Actor talks to me --- Player choice --- Actor talks -- Player choice -- Actor talks............ in that order. The problem im having is I get all the player choices during the first greet with the actor. Which means I can see all these player choices that dont make sense at the start of the conversation because they are ment for later on in the conversation. Thats the best I can describe it really :/ I just cant figure it out. Any help is welcome. Cheers.
  8. this would be simple to do. But VERY time consuming! You would have to write a script for EVERY named NPC and incorperate those into another global script. It would take ages....
  9. I like this idea. I may even consider looking into it myself
  10. why not copy/paste your script here so I/we can take a looksie?
  11. Basicly I started this mod for Oblivion a few years ago but due to personal reasons I had to give it up. But now im back and burning red hot to get it out! Heres the link for the original OBLIVION mod: http://oblivion.nexusmods.com/mods/29603/? Obviously I am going to be making a lot of changes to fit certain things: * Lore * The new Papyrus Scripting system * Story (although along the same lines) * Setting (Obviously) * Charactors * Quests (Will be more or less from scratch) * Releases -- My plan for OOW Oblivion was to release in chapters. I am still deciding whether to stick with that or go with the standard Alpha - Beta releases. Rest assured though, There WILL be a demo nontheless so I can take requests, opinions, critism etc... Then I can take all the feedback and use it in future releases. If you have any ideas or wish to help me by joining my team then post here or send me a PM. Cheers guys :smile:
  12. How much modding experiance do you have? :)
  13. Yeah but if Bethesda comes up with it its not unlore friendly because they created the lore haha ;)
  14. Interesting idea, wtgrm53. Although it might be a tad unlore friendly for this mod haha :)
  15. Hey team and teamettes! Im currently looking for a team to work with me towards building a large, dynamic and immersive mod. Any experiance is a plus. I have experiance in all fields of modding so I can help you learn new things and such. Looking for: *Scripters *Level designers *Quest designers/writers *NPC Designers (For a more immersive edge) If you have any or all of these skills hit me up! :) Cheers, Shadowform
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