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RandomAvatarFan

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    Morrowind
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    Sonic the Hedgehog!

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  1. I've found tutorials, and some mention that scripts can be added into the results box of dialogue, which I would like to take advantage of. My plan is to have a certain area of a dungeon be opened up once the player gets the quest, something similar to the opening up of the cave-in underneath Mournhold during Tribunal. So I thought adding a script to the result box to disable the object blocking the path would be a simple way to make it happen. Put it at the same time the journal entry is added, just a single line object_ID->disable or something like that underneath the Journal entry addition. But I dug through Tribunal to see a model of how it worked with the cave-in, and it turns out that the rocks don't get disabled during the dialogue, but a script is attached directly to the rocks to check for the journal entry before disabling. Would my original plan have even worked? What kinds of scripts are appropiate for dialogue versus object scripts?
  2. Thanks for the responses. I want to have my project polished and made public, but I want to make sure resources are used correctly and responsibly, so if I don't get a response back, I won't bother with the statue And thanks, Tchos for digging up his yahoo account. I don't know if it's still active, but I'm gonna give it a shot, because it's the only lead I got. Thank you!
  3. It's funny because last month I got this urge to play through it again. I'm currently nearing the end of HOTU and also ran through the player made "Shadowlords" and "Dreamcatcher" campaigns, and made a character to play the premium modules for the first time. I never could get into the original campaign, but SOU especially has a place in my heart, (mostly because Deekin the intrepid kobold campaign!) I've slapped the PRC onto everything, absolutely amazed what a community of players had been able to create to bring their favorite rules of the PnP game into NWN. Besides the Steam page, are there any news announcement yet? I'm really curious if they're going to keep NWN at 3/3.5 or if they'll update the rules with whatever edition is currently out.
  4. Hi there, I'm not sure if I'm posting in the correct forum for this, but I want to know what people's opinions are, or maybe even some help in tracking someone down. I've been playing Morrowind since the original GOTY release, and been slowly adding mods and plugins as time went on. Only now have I been properly inspired to create something of my own. it's a couple quests and dungeons, so I'm pretty new to the community. I have a question of ettiquette and citations. Mephala is playing a role, and when I realized there wasn't a true in game statue of that one. I'm not comfortable yet making my own meshes and textures, but I found a mod that was billed as a "modder's resource" of a beautiful statue made by a modder known as "Westly." The modder included a plugin that puts it in it's own little environment, and the read me states: "**The Mephala Statue Models are a resource, but I do ask that credit be given to the proper authors and that you contact me if you are going to use these." The mod itself is over ten years old, and the only form of contact listed in the readme is planetelderscrolls forums and The Elder Scrolls Forums, neither are still accessible. After ten years, I don't know if the modder is still around the Morrowind community, maybe working on Skyrim, or maybe doing something else with his or her life. Best Case scenario: Westly is lurking under a different pseudonym out here in the Nexus, or at least someone here knows of a way to get in touch. But I don't see that happening, so what would the best course of action be? Would it still be okay to use a resource if a modder is gone? I would most certainly give credit that this statue was not made by myself. Would I be able to include it with the mod or would the better option be to make my mod dependent on his mod, forcing people to download the original to get the mesh and textures since I would be uncomfortable including it with my own. I don't feel comfortable creating meshes myself, so it'll be great to have, but if it's a bad idea to still use it, I certainly will do without a statue. Thank you all for your time, and I look forward to being a bit more active on the forums as my project develops.
  5. My manual says combat is done with the mouse, yet in game it says I need to press the F1 and F2 buttons. My mouse does nothing except look around and sometimes scrolls through menus. But for combat, it's useless. Even though the screen said F1 and F2 to attack with left and right hands respectively, I have no real option to equip weapons in such a way, even though now the menu just tells me "M1 and M2 to equip". I saw that the 360 Controller in the gameplay settings was checked, so I unchecked it along with vibrate, nothing changed. F1 and F2 are stupid buttons to use for obvious reasons: trying to access those keys while using WASD to move around is very difficult. A lot of people complained about the mouse + keyboard settings, but this problem was never mentioned. Why isn't my mouse working as it should? My mouse is a Microsoft Wireless 5000. Two buttons and a mouse wheel. I'm running on Windows 7.
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