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theuseless

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Everything posted by theuseless

  1. there is a particle effect katana here: http://oblivion.nexusmods.com/mods/3747 you might want a new texture for it, but I believe this is close to what you are asking for.
  2. There already is a port of this. I am too lazy to find the link for you now, but the pegasus has been done. Please do more research before you post.
  3. Ok, first off, it would be better if you included the whole script. You can enclose the scripting in a spoiler header if you like. Second, the removepackage won't do anything in this block without defining what you are removing. Obse has a remove all, but you shouldn't need that now. Third, packages do not control the animations. You are trying to call a playgroup function, which is correct. Add a snippet of code which simply says "Player.additem gold001 1" within the sub-block to see if it is even firing. From the Reznod's Mannequins I have torn this bit of code: if ( Pose == 0 ) PlayGroup Idle 1 elseif ( Pose == 1 ) PlayGroup BlockIdle 1 elseif ( Pose == 2 ) PlayGroup CastSelf 1 ; left elseif ( Pose == 3 ) PlayGroup CastSelfAlt 1 ; right elseif ( Pose == 4 ) PlayGroup CastTarget 1 ; left elseif ( Pose == 5 ) PlayGroup CastTargetAlt 1 ; right elseif ( Pose == 6 ) PlayGroup CastTouch 1 ; two handed elseif ( Pose == 7 ) PlayGroup CastTouchAlt 1 ; right endif I suggest keeping it as simple as you can. I have had to re-write scripts as many as 5 times. Some of them have hundreds of lines of code. Figure out what it is you wish to do. Plan it out on paper if you need. I have found that it helps me to draw pictures, then make the changes with circled numbers. You then figure out what each number is doing, boiling the code down to a fine brew. If you post your code here, I will have a look at it. I can't promise I will fix it, and I will not completely re-write it for you. But there are others aside from myself who would help if more information was given. If you are worried about plageurism, don't be. People don't have enough time to finish all of their own projects, let alone reverse engineer your idea. And it is very cool to see ideas you came up with used in mods when they are. My mod, Castle Tharnstein, has a few elements taken from other mods and has a few ideas wich were shared in others. Mimicry is not flattery. Taking an idea and making it your own is. -edit- the player.additem is a simple way to test your code. If you wish, you can change the gold001 to an item which you use specifically for testing. You can add multiple instances within one code, ammending the ammount from 1 to 10 to 100 to 1,000, etc. That way if the object returns 1021, you know that the 1,000 ran once, the 100 didn't run, the 10 ran twice and the 1 ran only once. This has save me hours, days and weeks of testing.
  4. Oh yeah! Thanks for updating this feature!
  5. Sah-weet! Thanks so much for allowing me to reverse engineer it. It looks like I am going to have to play more of that mod :teehee: Awesome as that mod is, I just haven't had too much time to play, mod and draw. A million thanks and I wish I could add kudos multiple times!!! I will read your credits and make sure that all authors who contributed to the spell get mention in mine!
  6. I was wondering if anybody has the ability to make a spell out of SigilLightTowerActive (or another such light beam). I wish to make the beam track a player and damage when hit, like a laser beam. If this is possible, you would make my final quest waaaaaay cooler. I wish to use this in my mod Castle Tharnstein. You can see where the sigil stone will be placed here: The stone will be placed in the center of the white spikey things, in the holder. I wish to make it fire the spell until tethered to a great welkyn stone below it. If such a spell exists, please let me know!!! The fire effect: It is the beam which I want to move. I would make it move with scripting if I could do the math, but I'm not smart enough to do that either.
  7. Will do. Thanks for yet another quick reply Hickory... You really are one of the most valuable assets this community has.
  8. While it isn't an object retex, I would love to see this made if you have the time: Khajjit Mange
  9. I think mange would be handled in the texture file for the race. Mange (unlike scurf which affects humans) hits the whole animal. I personally don't have the time to make this, but you could post this in the mod requests forum.
  10. Like WarRatsG, I bit off more than I could chew upon making my first mod. I designed a huge estate with over 70 interior cells and grand aspirations for quests, new magics, etc. 3 Years later and I am almost ready to add my quest content. My point is that most big projects don't get finished alone. If you are the type to set a seemingly impossible goal, then focus one step at a time to getting there, go for it!!! If you think you will get discouraged, minimize it. You don't necessarily need to learn blender to get new looking races, weapons or armors. You can simply retexture existing content, vanilla or not. A paint job can make a huge difference. Quests are difficult and should be learned after you understand scripting better. Same goes for dialogue. If you don't like tutorials, you will not learn to mod very easily or quickly. I personally have a slightly low learning curve. It takes me a long time to learn something as complex as scripting. I assume this is true for most people, but when you have background in other programming languages, it is frustrating to hit the wall. I really recommend "My first Script" and "My second Script" -both of which are found on the wiki. They will help you learn the basics. Once you learn all the basics, you will need to learn when scripting will and will not do what you intend (getself doesn't return in gamemode blocks all the time, etc). Don't get discouraged because you don't understand a part of a tut. Simply post the url for the tut here and ask a question about it. No question is stupid (unless you didn't research it at least a little). Common Questions and Problems is a good place to start looking. But by no means should you be afraid to post questions here. That is what these forums are for.
  11. look up the toql by devakim on google. Also, for weapons, go for Bob's Armory, Armamentarium and Armory of the Silver Dragon. Get a mod manager and learn how to merge leveled lists. If you have already beaten oblivion numerous times, I would suggest Oscuro's Oblivion Overhaul (ooo), but this can be complicated. Great castles: Seaview Azure Palace (extends seaview well) Almgard many many more, like it was stated, look up mods on the nexus by download, endorsement or size (if your hard drive is big enough)
  12. Ok, so it has been a long time since I did this and I'm not sure I'm executing it properly. I am attempting to make a mod which removes all the armors from my npc's from my mod,Castle Tharnstein. I get enough emails requesting this to make it relevant to implement (it cuts the bsa file size in half). My process is simple. I have made a blank esp, which I know works and saves fine on its own. When I load another mod with my blank.esp set as active, it is fine. I can make changes and see them in the blank.esp. My problem happens when I attempt to save. I get ctd's every time, no matter what I try to do. This happens for me regardless of which mods I load, which one I set as active. I have tried load order, resetting date stamps, everything short of making my main mod into an esm. I used to be able to copy objects from other people's mods by loading them with Tharnsteinactive. I would just rename the objects to a new, unique editor ID. This is impossible now too. I don't post questions here unless I have done extensive research. I have not tried the cs extender, but the regular one has worked fine up till now. I am running win7 on a thinkpad with integrated graphics. My specs are fine, the Oblivion disc is an original, not a copy (I make my own personal use backups occasionally). My hesitation for using the cs extender is simply fear. I am afraid that I will use some obse code or a function which will not be playable by version 1.2 players. If this is not the case, I will install it. I have also thought about simply deleteing all the extra data from my 1.4 esp. I ultimately wish to offer 2 versions of the bsa. The esp for the armory-less bsa would be a patch to alter the main release. This would force downloaders to use an extra esp for the light version. It seems like the easiest way to keep the light version updated to my main file. I wish to offer updates and not have to manually alter the large file every release. Thanks in advance, theuselss
  13. I have found that only the oldest, slowest machines are affected by BSA loading times. I say go for it. If a person has issues with bsa compression, they can unpack it themselves (if you don't offer a variant). While packing the bsa, I use bsacommander. You simply place all the files you need to use into the "in" folder. Next click the esp/esm name you wish to make the bsa for. I set the hex flags to 787 and 63 (787 on top). These settings work fine for me, without the need to update the bsa list in the ini settings.
  14. I would add some variety as well. If you can use the boss utility with Wrye Bash, then you should be able to combine leveled lists with the bashed patch. If not, then only install one of these armor mods: Bob's Armory Armamentarium Both of these add extensive amounts of armors to the world through leveled lists. It makes it worth while to kill the random bandits, etc. If you have no idea what a leveled list or a bashed patch is, then use only one of them. Armamentarium is a little more complicated to install, but has far more weapons and armors than Bob's. If you are looking for other cool weapons and armors, I have hundreds added to my mod, though I don't touch the leveled lists (shameless plug). Other cool weapons and armors are added in mass by the following mods: Armory of the Silver Dragon Nico's Complete There are many amazing mods which add whole new worlds to explore, complete with new weapons and armors: TOQL (top oblivion quests link) Deserts of Aniquia Knights of the Nine And then there is Midas Magic. I never play without it! All the mods listed above are compatible with the exception of some from the toql and the first armory mods (Bob's and Armamentarium need to have lists merged) I hope this gets you started in a good direction. Most of these mods are simple to install and use, while adding needed depth to the environment.
  15. For one, I like making the necromancer alters require the "if ( MGNecroAnchorites.Halo == 1 )" condition. I also like to add either particle effects (enable/disable a mage teleportal pad inside the alter mesh) or to make the light beam. This sounds like my kind of mod. I would like to see more display cases in mods. You could put display cases and spellmaking/enchanting alters in the empty floor. It is a good space killer and can serve as a trophy room for downloaders. I have a mod called Summon Potion Station. It has a station you can make custom summon creature potions. You can modify the script and use it in your mod if you like, just credit me in the readme. I can help you to add it if you like. Other ideas I like are: Landing pads for flying mounts any animated meshes (torture devices, magical looking crystals, anything with particle effects) Glowing meshes zero weight poison station (make zero weight poisons to slip into people's inventory) invisible portals to more rooms (walk through the wall right there --->) pet companion rat (respawns at home) quest to loot and destroy mage's guild items (kill the coffers from within) floating gardens (look at the circles I use in Castle Tharnstein, all meshes are modder's resource) I love the summon atronach station in Frostcrag reborn. Maybe something like that with non-daedric creatures (rat, boar, mountain lion, etc) I could go on and on and on. I have many ideas for my own mods, but don't have the time to make them all My mods: Summon Potion Station Castle Tharnstein I hope this gets the gears working, theuseless
  16. Oh boy, a whole section of this site dedicated to troll letters? I can't wait!!!! Sounds like hours of fun reading material to me!!!
  17. click on the button that says "Select from render window" but make sure that both are persistent refs.
  18. lots of people use Darnified UI, Oblivion Graphics Extender and Better Cities. Unique Landscapes is nice too. Try looking at the toql (The Oblivion Quest Links) for cool quests.
  19. You can rip the spell out of Reznod's Mannaquins for the detect life. It is a modder's resource. If that is the issue with the creature vase (?!).
  20. If it is supposed to run only on Vampires, you could make it check HasSpell for VampDisease. This is obse only however.
  21. what Hickory suggests should work. If you make the fQuestDelayTime 0.01 then it will make the script run every frame, rather then 5 seconds. If you can't get the Magika to check, then I would make another variable to change. Just make it read: ref me ref source ref weapon ref magic float weapondamage Begin ScriptEffectStart set magic to getactorvalue magicka set Weapon to player.GetEquippedObject 16 set WeaponDamage to GetAttackDamage Weapon set WeaponDamage to WeaponDamage * 2 SetAttackDamage WeaponDamage Weapon set me to getself set source to castref source.moveto me 0, 0, 0 me.getav magicka me.addspell aademondrain me.additemns aademonskin 1 me.equipitemns aademonskin set WeaponDamage to WeaponDamage * 2 set aademontransformendQUEST.isEquip to 1 startquest aademontransformendQUEST End Removing items (questscript) scn aademontransformend short isEquip ref me ref weapon float weapondamage begin gamemode set me to player if isEquip == 0 stopquest aademontransformendQUEST ;ends the quest when not active else me.UnequipItemNS aademonskin me.removeitemns aademonskin 1 me.removespell aademondrain ;drains magicka set isEquip to 0 SetAttackDamage WeaponDamage Weapon return ;forces the script to restart, then stopquest endif end
  22. Mongolian Horseman Nicoroshi is my favorite bow maker. Just look up the mods he has made and choose one of your suiting.
  23. I could make this for you, but it would have a drawback if I did. Maybe if it took up the gauntlet and both rings? That way you are limited on your other enchantments, but have the permanent atronach? Or some sort of a skill check. Whatever, I'm just not going to give you a god item like that. It will need to have balance.
  24. your link to the screenshots is invalid. It says the pics aren't open to the public
  25. also you can try to modify the glossiness amount in NifSkope (when you click on the little pallet). Sometimes I forget that. But drake is also correct, making the normal map transparent will reduce gloss.
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