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theuseless

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Everything posted by theuseless

  1. What about a Falcor flying mount? A rock biter giant would be cool too. Maybe a whole quest which furthers the story (not like the crappy sequels) Well, I realy want that Falcor flying mount now, the amulet would rock too. theuseless
  2. Sweet. Thanks for the tips. grmblf. The grab key will only place objects in as high as you can place them. Telekenisis too. I do however like the idea of filling cases by dropping items directly into them. I still want my scripted, fillable, display cases though
  3. I want a glass display case that I can fill with rubies, emeralds, skulls, etc. Literally fill to the brim (or close). The base object could be (but not limited to) SEDisplayPedastal01GlassDome The theory that I have is that it could be a normal glass case with a messagebox script attached. This script would either give you the option of adding objects to it, or to open the door, the final one to leave the display case alone. In the case that you added objects to it, it would bring up your inventory menu. Any items you place into it would be spawned inside, at the top. This would allow them to pile up in the box, eventually filling it. Of course this would look ridiculous if you put a warhammer or some other object that didn't fit, but it could be used as a food basket as well. The objects could be spawned at an X marker placed inside the display box. It is totally feasible. I'm sure this can be accomplished if anybody has the motivation out there to attempt it. I will eventually get around to it (might take a few months to get time) if nobody picks it up. If anybody has a script that is easily modified to this purpose, kudos will be given. Just think of all the fun you could have filling one up and then watching all that stuff shower out when opened?! theuseless
  4. I second both notions. I too want rats that walk like rats. It would be cool to get bunnies, but would they breed too fast and wreck Tamriel's ecosystem? If so then I must have them!!!
  5. Well, offhand I know of some cool pirate garb. That is a start at least. pale rider's Pirate Gear Jason1s Pilotable Pirate Ship A true pirate needs no landlubber's home. The hook is something I haven't found yet. I'll check back here periodically to see if somebody has posted a link to one Till then may your cup never thirst for rum nor your blade for adventure's blood. theuseless -edit- ps: what's a pirate's favorite letter? an R ? Nay! 'tis a P 'cause its missing a leg! and I just found a list of modder's resources here: List of Modder's Resources
  6. and then this song came up on my music player right after:
  7. Well, at the moment I'm listening to this song:
  8. Would it be possible to get some tapestries and curtains that don't have the collision on them. I'm not the most experienced with the tools needed but would love to have some curtains that you could walk through for secret doors. I wish to be able to enable/disable the curtains and make them have/not have collision, respectively. In essence what I want is a curtain or tapestry (preferably tapestries) that one could walk through, based upon the vanilla ones.
  9. also check out Cosmetic Compilation. It is a collection of hairs/eyes that make the character generation FUN! http://www.tesnexus.com/downloads/file.php?id=7531 have you installed Wrye Bash yet? It has a nifty feature that merges aspects of or complete mods together. The Wrye Bash is somewhat more complex than OBMM but also worth checking into. I'd reccomend downloading a quest mod and having a bit of fun first though! Feel free to contact me PM for any questions. I'm currently writing a beginner's guide of my own and questions will help me recall my learning process. theuseless ps also why do you have the Ancient Elven Sorcerer - DV.esp with Ancient Elven Sorcerer - EV.esp? Aren't these different languages of the same mod? Might that cause a conflict? I tried to download and my antivirus went berserk. Dunno.
  10. don't be intimidated by OBMM. It is fairly easy to use as a beginner and almost necessary if you don't have Wrye Bash (a more complicated mod manager). Don't ever think that you can't get something down. It (sadly) took me over 2 weeks to get the Construction Set down. I flat out didn't think I was smart enough. But you know what? I got a good grasp of it now. Most people don't have that problem, I was just being dense. back on topic, download and use the OBMM. I would also recommend downloading BOSS (better oblivion sorting software). You can get that here: http://www.tesnexus.com/downloads/file.php?id=20516 and a list of all the mods it supports (8,000 and counting): http://www.tesnexus.com/downloads/file.php?id=26663 Read and follow the readme's for install instructions. Look up load order here on the nexus (or the wiki) and you will piece it all together. It's really not that complex. more fun is in the future than headaches, theuseless p.s. there are unofficial official patches as well, you might want to use those as when a mod says "use the latest patch" you don't know if they refer to the 1.20416 Official patch or the 3.2 Unofficial patch. Just an afterthought. And do the patches work without the SI installed? And give bben kudos. He deserves it.
  11. sometimes it is easier to create a blank (new) esp rather than starting fresh from the CS. I personally have to duplicate a cell, rename it, then save right away. Only in this fashion can I create a new mod, deleting the cell's contents and adding my own cells afterward. The construction set has a bug that makes saving a bit complicated.. You should also reference the wiki and the help file for the CS. A good place to start is here: a beginner's guide If you can get through that you will know how to mod with decent proficiency. If you are looking to only start with making interiors/exteriors, follow the tutorial here: my first dungeon To make a new esp, you can take an esp that is very small and duplicate it, then rename in your windows explorer. When you click on data, select oblivion.esm, frostcrag spire, and the new mod. Then set the new mod as active. Then you should be able to modify that as you see fit. I would recommend adding your own mod for starters that adds this arrow set to frostcrag. To do this, you must load Frostcrag and the mod you are trying to use to update it. Make sure you set the mod you are updating with is set as active (set the new mod as active). Try to save this mod (without changes yet) as soon as you load. If this works, you can then make the changes you want and save at will. In the case of your arrows themselves, I would recommend doing that another way. You could instead double click on an arrow that exists, then click "edit base." If you rename the editor ID, you will create a new object with all the same stats, etc as the vanilla one. Once you have saved it as a new form ("create new form?" = yes), you can then double click that and update the meshes/textures and tweak it to your design. The reason for copying the arrow is that it will keep all the sounds, etc so you don't have to manually create every aspect. You might also try to add a custom container (create new form as described above), in which your arrows are placed. This will tidy it all up and give you a place to store them (if you don't make its ownership 'player' then it will re-spawn). If I didn't help, check out those tutorials as they have some more detailed information on using the CS. theuseless
  12. I know its cliche but FF VII. I still have only beaten the Emerald Weapon once, and I have started many games of it over the years. another final fantasy game that was challenging for me was the FF tactics. I swear the hardest boss ever was the final time you face Wiegraf (or whatever, you know who I mean if you played it). I've heard tell of this game online that you blow up for pretty much any mistake, including touching the walls. If anybody knows the name of it I would appreciate that.
  13. to assemble robots: http://www.fallout3nexus.com/downloads/file.php?id=6988 I beleive there is a mod detectives post for fo3 on these forums. If you were to ask there they might be able to give you links to several.
  14. On the wiki is a great tutorial to familiarize you with scripting dialogue/quests anotomy of a quest It is technically in the middle of the tutorial, but I'm fairly certain you can do without all that. The tutorial is kind of dry and in some parts hard to follow, but it should answer most of your questions.
  15. the closest I can think of is the Assembled Robot Companions: http://www.fallout3nexus.com/downloads/file.php?id=6988
  16. some mods that I commonly reccomend: http://www.tesnexus.com/downloads/file.php?id=5977 (this will make guards less psychic) http://www.tesnexus.com/downloads/file.php?id=18417 (make sure you get both files and the artifacts file:) http://www.tesnexus.com/downloads/file.php?id=25309 (perfectly playable alone, but must have esm for armamentarium http://www.tesnexus.com/downloads/search.php http://www.tesnexus.com/downloads/file.php?id=14834 http://www.tesnexus.com/downloads/file.php?id=1888 (kobus will help you with your leveling if you have the patience to read the manual thoroughly. It is always reccomended to use a mod manager, the easiest to learn is here: http://www.tesnexus.com/downloads/file.php?id=2097 Also is the BOSS (better oblivion sorting software) found here: http://www.tesnexus.com/downloads/file.php?id=20516 The major thing that you want to do is learn about load order. Here is a load order recommendation by Dev_akm Oblivion.esm Unofficial Oblivion Patch <Weather/Environment/Sound Mods> <Minor Mods/New Items/Houses/DLC's (Post-Completion)> <Major Overhaul Mods> <Mods that specifically conflict with overhauls and need to take precedence> <DLC's (Pre-Completion)> <Quests> <Compatibility Patches/UOMP/Merged Leveled Lists> Basically, fit all your mods into categories and make the categories read in the order of the list, oblivion.esm at the top and all the weapons, armor, houses and physical item mods in the middle, then overhauls like OOO, then all the other stuff like Reneer's Guard Overhaul or quests. Just make sure to load a patch directly after (underneath) the mod that it fixes. If you browse the forums, you will see people listing their load order, or load list. If you perform a search for those terms, you will find help to point you in the right direction. The BOSS software will automatically sort any mods for you that it recognizes. The software isn't perfect but can also help give you an idea of how to manage your load list. Hope this helps theuseless
  17. I agree with DagonTheranis. I think that you should be looking for an experienced quest writer/scripter. The artistic layout can take a bunch of time, what with placing objects, path grids, splitting cells etc. The artistic process is also somewhat basic, so you could easily collect a large team to work on those. If you finish making all the exteriors, it will give you a starting goal and once completed will serve to lure in potential modders. With all large projects (modding, artwork or even cooking for that matter) require an outline. Boil your ideas down to a pulp, then pick out the chunks. You always want to start by identifying steps. Once you can see the biger picture in a compartmentalized view, you can begin work. For example, start off with some rough character ideas. Don't focus on the looks or behavior (ai) packages yet. You just really want to figure out the general mood of the npc and where they will fit into your story. Once you have a few ideas of who your characters are, you can begin to develop stories and missions around them. You could have a team of business professionals, led by some freakish monster of a guy. You could give them all names and write down a few notes about their personalities and habits. You could explore these interpersonal relations while writing out your dialogue. Once you have them all figured out, it makes it a lot easier to build plot around them/use their plot to further your main quest. I understand what it is to bite off more than I can chew. Just tetris that all around in your mouth and keep chewing. Finding clear steps is the key to completion. I guess that what I'm trying to say is not to let the haters get you down. If you feel like you really have the time to work on a project of that magnitude, go for it. If you need help, be specific in what it is you need and what you expect out of team members. I'm assuming that the mod is still in its infancy, but if you completed a few city blocks (maybe one with the empire state building) it would lure in more people. I regret that I'm in the middle of a giant mod myself so don't have the time to help. This project sounds interesting to say the least. Hope to see this mod soon, theuseless
  18. banning FloggingMolly22 for lack of creativity when banning
  19. way back on Sega Genesis there was a game for Ren and Stimpy. It was almost impossible and left nothing rewarding for completion. Worst game ever.
  20. I know that path grids are to make sure your npc's don't walk into walls, etc. A while ago when I was doing the beginner's guide tutorial on the wiki it mentioned special path grid situations for atronachs. I believe it was storm atronachs. Anyways, I've been getting close to completion on my floor plans and was wondering if there are any rules to adhere to. I understand that one should look to the CS and ref vanilla paths, but I don't know if there is a more complex pattern than the "box with an 'x' in it." Also, what are the rules the preferred (blue) nodes adhere to? do those have targets or just placed for traffic control? Will they affect wander packages? Any help is welcome, theuseless
  21. thanks for that missing mesh utility. It is a must have for any modder/player. Once again bben46 to the rescue
  22. Wow, what a great post. I personally feel that this order is my favorite: star wars, KOTR (1&2) GTA III Fallout3 Oblivion Warcraft III Red Faction II I personally disagree and think that all these games were awesome and fun for their time, I still play all them to this day (the GTA series is a fun blood fest.) All of these games changed the industry and my personal concept of what is possible for a video game. The Bethesda line has advanced modding to a new level of cool, while Warcraft III introduced a lot of people to modding. Everyone knows the GTA engine was coppied across the board and is still used today. All these factors, along with excellent gameplay are what get my votes. The Star Wars: Knights of the Old Republic series was the most fun and has the most replay value of them all. If only we could mod a good star wars game like that one (not the cheesy ones like Battlefront). Hopefully this new "Force Unleashed" game will be more than pretty graphics. If they can do something with those technologies (dmm and euphoria) I will be impressed. Hoping for a PC version soon.
  23. I'm old enough to remember the Mortal Kombat controversy here in the states from the '80s. The same cry baby tactics were employed to ban video game violence here. You know what they found in studies? They found that Japan, one of the most crowded countries, has the most violent and bloody video games. They also found that Japan had the lowest violent crime rate in the industrialized world. What this argument states is clear: Violent video games don't promote violence in the mainstream population, rather they give an outlet to curb such aggression. These people that are going on killing sprees and killing their parents have much larger issues than mock violence. It is a proven psychological fact that most killers have malfunctioning pineal glands, decreasing the inhibitions toward "psychotic" behavior. If we are going to look at eliminating this terrible problem, we need to look at our societies. We constantly pile pressures and social stigmas on our youth, ever increasing with commercialism. We need to look at the factors that lead up to these shootings, all of them. Sure, those German kids who shot up the school said that they played counterstrike, etc. I would be very surprised if they hadn't also ate a hamburger. I am a devout meat eating carnivore, but I have heard the same argument time and again about eating animals leading towards agressive behavior. Basically, you could juxtapose any number of factors into there and try to ban all them, down to booze and Halloween. The real problem there is either chemical or inherited through bad upbringing. Something went wrong in the nature or nurture of the person's development. I grew up on Mortal Kombat style blood fests. Not my friends nor I have shot anybody, nor stabbed anybody. We are are a peaceful lot and these violent outlets allow us to vent our aggressions. I hope for the sake of the German children this lame idea gets properly thought through. theuseless
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