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ipegot

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Everything posted by ipegot

  1. I think its funny how people still seem to think that xp is better than vista because they dont learn how to use the OS. Vista is fine and Oblivion works fine on Vista, there are several simple solutions that make the game run exactly as intended without having to use some compatibility mode. (Vista is roughly 3 years old and 7 is on the horizon, though the changes aren't huge. If your system is current generation there's no reason to use a previous generation OS.)
  2. Not everyone is into the big over haul mods ;) Id like the quests to be more in depth, Id of liked more to the guild quests and the main quest as well.
  3. I believe you can get all the files needed to install everything to get blender up and running from this link on tesnexus: http://tesnexus.com/downloads/file.php?id=12248
  4. Here's the armor: http://tesnexus.com/downloads/file.php?id=19595
  5. Just don't install Oblivion to the program files directory. Shouldn't need to do anything else. So either make some folder somewhere to install oblivion to like c:\games or just straight install oblivion to c:\
  6. Read more. He's not the coder who is/was working on the project. Since you didn't seem to look past time stamps, see: https://obliviononline.com/viewtopic.php?f=...707a0aeb#p11864
  7. You said that a Fallout 3 mod was connecting to the internet, not a 3rd party program. No mod should be able to do as such and is what you stated and then changed. I'm willing to concede slightly that I may be understating what OBSE does, however, Bethesda still owns all the rights to their files and their usage. No one but the people at Bethesda can say whether they would take issue with the dead OO project and ultimately the copyright infringement issue really doesn't matter and is being overly focused on. Either way that project is dead and hasn't had an updated release in a year. Even if you or anyone else wanted to work on it, its not your source code or project. If the person with the code isn't interested in release or letting others work on it, it doesn't matter what anyone taking part in the discussion thinks on the matter. I still very much think that people here who don't program at all understate the amount of work needed for such a project. If it was so easy it would have been finished sometime in the past 3 years since that project started.
  8. Personality Idles 4 http://tesnexus.com/downloads/file.php?id=14280 Has a lute and several skill books that give you different songs or something to that effect. Npcs will dance to your music I believe.
  9. Decompiling the executable to add tcp/ip and lan functionality isn't the same as the mods you download that make use of the script engine. Not surprising to see the OBSE comparison. I'm not willing to download the last release of the dead project so I cant really be sure what it modifies to accomplish multi-player TESIV. (It looks like it might extend or modify OBSE, you also have to have a server set up and run a client to connect to that server). OBSE for sure doesn't modify the executable(s) for the game and only adds to the script engine once its loaded into the ram. You can obviously argue the nature of extending the functionality of a script engine once loaded into machine memory. However to accomplish what the multi player project does it has to take things further to accomplish its goals. There's a big difference between posting something to an irc channel and running a multi-user server/client system to enable a multi-player gaming experience. I can't imagine Bethesda ever intended for a mod in any game to connect to the internet and I would honestly hope that ability in Fallout 3 is patched as it presents potential security issues. The headache of writing a server that could properly sync multiple game clients (that are basically personal game servers, spawning mobs where/when as needed) would be a pain (and I'm sure part of the reason why up until their last release they still had bug issues with player and mob sync). Ultimately its up to Bethesda what they consider reasonable and acceptable use of their software. While its not surprising that something like OBSE is not an issue, I'm not so sure they'd over look a full fledged system of server/client applications and mods/extensions to turn their single player software into a multi-player game.
  10. The link to both released versions are on the website, same for their google code page. I don't know them off hand as I don't see any value in the project. (Also trying to pick up someone elses code, especially for a project of this magnitude, is truely horrific. I hate trying to fix and add onto other peoples programming. I don't even recognize code I've written years ago)
  11. There's nothing wrong with windows vista. There are multiple topics available via searching via google or whatever engine suits you about the problem and fixing it. You might peruse this discussion here: http://forums.gamespy.com/oblivion_tips_sp...55/16911998/p1/
  12. do you have oblivion script extender installed? http://obse.silverlock.org as well as oblivion mod manager? http://tesnexus.com/downloads/file.php?id=2097
  13. You cant pickpocket worn equipment and when he's the stranger he doesn't have the cowl (stranger has nothing of interest till you're at the final quest to show his ring to the countess of anvil).
  14. There isn't a reason to be visiting "warez and keygen sites". Also, this site doesn't condone discussion of pirating or related materials. (of which said sites are part of). I do agree that UAC is not needed if you partake in good computer and internet usage habits. Most people do not however, hence the existence of UAC.
  15. Search for mods before requesting. http://tesnexus.com/downloads/file.php?id=13085 or maybe http://tesnexus.com/downloads/file.php?id=12044 There are others, search for crafting or some variant on tesnexus. ;)
  16. You need to properly read their forums or their code page on google. The last release, almost a year ago, is incredibly far from being anything playable. I also think you under estimate just how much work even a "simple arena" would take.
  17. You're missing the meshes and probably textures for the armor they are wearing.
  18. I have no problems using console commands on vista... <.<
  19. Don't install Oblivion to your program files directory. (unless you have uac turned off.) Mod files go into your oblivion\data directory.
  20. *coughbuyyoursoftwarecough* or use legal free ware.
  21. The note in the temple, as far as I know, is not required for anything. However; it does open a dialogue option with the Gray Fox about the cowl it doesn't impact the next quest. The last time I did this quest I picked up the note, next time I wont to see what happens.
  22. Seriously, search before posting. 1: Bleach mods. http://tesnexus.com/downloads/file.php?id=14386 http://tesnexus.com/downloads/file.php?id=24485 2: Inuyasha's sword, I believe... togejin is Sesshomaru's sword, not Inuyashas. http://tesnexus.com/downloads/file.php?id=7085 3: Probably shouldn't insult others mods, it probably took more than ten minutes. You are more than welcome to make your own weapon models in Blender or some similar program. 4, 5 & 6: Multiple zelda mods, not going to list, might have some of these items. 7: You can make one in the TES Construction Kit in probably 1-2 minutes. Google for tutorials on item making. 8: Nothing listed on tesnexus, depending on which Ganon you're looking at a lot of work. 9: You could create a custom effect in the Construction Kit. Plenty of tutorials around :)
  23. Start up the CS, file->data and make the arena mod you talked about the active file and hit ok. In the object window click on npc. Scroll down just a little and you'll see ArenaRank0A through ArenaYellowCombatant. Now right click on the ArenaRank0A npc and click on edit. In the vanilla settings all the arena combatants are leveled and have the "PC Level Offset" Box checked. Their level is equal to your level plus the number entered in the "Offset" or "Level" box. (if the box isnt checked it says Level, instead of offset). For instance this npc is set to be two levels higher than the player. Your mod may have either left these npcs as leveled or set their level to new settings. If they are still leveled you can bump their health, and all their other stats, by upping the offset. Changing the offset will make them more powerful in ways beyond their health. If the mod you are using, for some reason, made the arena npcs a set level you can just straight change their health without changing any other stats by changing the number in the health box. (PC Level Offset and auto calc stats would need to be unchecked. Alternately you could add a ring or amulet of your own creation to all the arena combatants, since they have none in their leveled inventories, and you could increase desired stats that way. To do that you would scroll down the left side of the object window to Clothing and click on Amulet. We're going to clone an existing amulet so right click on an amulet in the listing. (I right clicked on EnchAcrobatsAmulet). After you right click select edit. Now, change the ID to something easy to remember, for instance, "ArenaHealthBuff" and then click "ok". It will give you a prompt asking if you want to create a new form, hit "ok" again. Leaving the item for a second go over to Magic->Enchantment. Right click and hit new. Enter an ID for your enchant, something like "EnArenaBuff". Change "Id" to something you'll remember, I used "EnArenaBuff".Change type to "Apparel". Right click in the Effects and select new. Change effect to "Fortify Health". Set the "Magnitude" to the desired health buff you want, I put in 100, maybe you'll want more. Hit "Ok". Go back up to the item we created under Clothing. Right click on your item and select edit. Change the "Name" to whatever you want, I went with "Arena Buff". Click on the box for "Enchanting" and select your new enchant from the selection box. Hit "ok" and your new health buffing item is ready to go. In this instance we have an amulet, you could just as easily make a ring by changing the biped object. (Ctrl-click an item listed in the biped window to remove the selection). Now to give that item to the npcs, scroll up and select "NPC". Scroll to the first arena npc, right click and hit edit. There are a bunch of tabs on the middle section, right of stats, click on inventory. You'll probably want to mouse click on the npc window border and move that window up a little bit. Now click on the object window and scroll down to clothing and find your amulet (or ring). Left click on your item and drag it to the npc's inventory and drop. It should now appear in the npcs inventory list. Repeat for all the npcs you want to buff in this manner. You could make different versions to buff other combatants by different amounts.
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