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Posts posted by theuseless
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You might be able to make a trigzone activator combo. You might try to connect the pathgridding, then set a trigzone on the top and one on the bottom of the ladder. Place the ladder so that they only trigger the activators when trying to use the ladder.
Now just make a script with something like:
begin onActivate if getactionref != player set tele to getactionref tele.disable tele.moveto x,y,z tele.enable endif endYou can look up tutorials on how to properly move npc's and creatures. I just used a bit from memory about the teleport/recall spell. I could be forgetting something, I'm on my linux partition right now. I would just set an actor at where you want to teleport to, then copy the x,y,z co-ordinates into the scripting. You might even run a gameMode block to disable the other ladder trigzone for a couple of seconds, so as to keep the npc from flashing up/down the ladder when a nockback hit or something happens. Or you could make it check for z rotation to make sure the actor is facing the ladder. Just make sure that if they teleport from the top, they don't "land" in the trigzone at the bottom (and vice versa).
These are just some ideas off the top of my head. No guaruntees are made that they would work, but it seems likely.
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Well, I have made the mod, but it doesn't seem to be uploading properly at the moment. I will post back here when I get it sorted out. The scripting works fine. Here are the two scripts I made, one for an activator, one for a quest. Potion bottle names are included as well.
scn xxxSummonStationScript
short ingredients
begin OnActivate
set ingredients to 0
set xxxSummonStationQuest.stop to 0
set xxxSummonStationQuest.pause to 0
set xxxSummonStationQuest.potion to 0
if player.getitemcount MS39Nirnroot > 0
if player.getitemcount GlowDust > 0
if player.getitemcount Ambrosia > 0
set ingredients to 1
else
set ingredients to 0
endif
else
set ingredients to 0
endif
else
set ingredients to 0
endif
if ingredients == 1
set xxxSummonStationQuest.stop to 1
set xxxSummonStationQuest.fQuestDelayTime to 0.1
startquest xxxSummonStationQuest
else
message "You lack the primary ingredients"
endif
end
Begin onLoad
set ingredients to 0
set xxxSummonStationQuest.stop to 0
set xxxSummonStationQuest.pause to 0
set xxxSummonStationQuest.potion to 0
end
scn xxxSummonStationQuestScript
short stop
short pause
short potion
short potion
float fQuestDelayTime
begin GameMode
if stop == 0
set potion to 0
set potion to 0
set pause to 0
set xxxSummonStationRef.ingredients to 0
stopquest xxxSummonStationQuest
return
else
if pause == 0
messagebox "Do you wish to make a potion?" "No", "Clannfear", "Daedroth", "Dark Seducer", "Dremora Lord", "Flame Atronach", "Flesh Atronach", "Frost Atronach", "Gloom Wraith", "...more choices...", "Lich", "Ravenous Hunger", "Sewn Flesh Atronach", "Spider Daedra", "Storm Atronach", "Xivilai"
set pause to 1
endif
if pause == 1
set potion to getbuttonpressed
if potion < 0
return
else
set pause to 2
endif
endif
if pause == 2
if potion == 0
set stop to 0
return
elseif potion == 1
if player.getitemcount ClannfearClaws > 0
player.removeitem ClannfearClaws 1
player.removeitem GlowDust 1
player.removeitem MS39Nirnroot 1
player.removeitem Ambrosia 1
player.additem xxxPotionSummonClanfear 1
set stop to 0
return
else
message "You lack the secondary ingredient"
set stop to 0
return
endif
else
set pause to 3
endif
endif
if pause == 3
if potion == 2
if player.getitemcount DaedrothTeeth > 0
player.removeitem DaedrothTeeth 1
player.removeitem GlowDust 1
player.removeitem MS39Nirnroot 1
player.removeitem Ambrosia 1
player.additem xxxPotionSummonDaedroth 1
set stop to 0
return
else
message "You lack the secondary ingredient"
set stop to 0
return
endif
else
set pause to 4
endif
endif
if pause == 4
if potion == 3
if player.getitemcount SEDBlackTar > 0
player.removeitem SEDBlackTar 1
player.removeitem GlowDust 1
player.removeitem MS39Nirnroot 1
player.removeitem Ambrosia 1
player.additem xxxPotionSummonDark 1
set stop to 0
return
else
message "You lack the secondary ingredient"
set stop to 0
return
endif
else
set pause to 5
endif
endif
if pause == 5
if potion == 4
if player.getitemcount DaedraHeart > 0
player.removeitem DaedraHeart 1
player.removeitem GlowDust 1
player.removeitem MS39Nirnroot 1
player.removeitem Ambrosia 1
player.additem xxxPotionSummonDlord 1
set stop to 0
return
else
message "You lack the secondary ingredient"
set stop to 0
return
endif
else
set pause to 6
endif
endif
if pause == 6
if potion == 5
if player.getitemcount FireSalts > 0
player.removeitem FireSalts 1
player.removeitem GlowDust 1
player.removeitem MS39Nirnroot 1
player.removeitem Ambrosia 1
player.additem xxxPotionSummonFatr 1
set stop to 0
return
else
message "You lack the secondary ingredient"
set stop to 0
return
endif
else
set pause to 7
endif
endif
if pause == 7
if potion == 6
if player.getitemcount DarkHumanSkin > 0
player.removeitem DarkHumanSkin 1
player.removeitem GlowDust 1
player.removeitem MS39Nirnroot 1
player.removeitem Ambrosia 1
player.additem xxxPotionSummonFlatr 1
set stop to 0
return
else
message "You lack the secondary ingredient"
set stop to 0
return
endif
else
set pause to 8
endif
endif
if pause == 8
if potion == 7
if player.getitemcount FrostSalts > 0
player.removeitem FrostSalts 1
player.removeitem GlowDust 1
player.removeitem MS39Nirnroot 1
player.removeitem Ambrosia 1
player.additem xxxPotionSummonFlrtr 1
set stop to 0
return
else
message "You lack the secondary ingredient"
set stop to 0
return
endif
else
set pause to 9
endif
endif
if pause == 9
if potion == 8
if player.getitemcount Ectoplasm > 0
player.removeitem Ectoplasm 1
player.removeitem GlowDust 1
player.removeitem MS39Nirnroot 1
player.removeitem Ambrosia 1
player.additem xxxPotionSummonGWraith 1
set stop to 0
return
else
message "You lack the secondary ingredient"
set stop to 0
return
endif
else
set pause to 10
endif
endif
if pause == 10
if potion == 9
messagebox "...more choices..." "Lich", "Ravenous Hunger", "Scamp", "Spider Daedra", "Storm Atronach", "Xivilai", "...previous choices..."
set pause to 11
endif
endif
if pause == 11
set potion to (getbuttonpressed + 10)
if potion < 10
return
else
set pause to 12
endif
endif
if pause == 12
if potion == 10
if player.getitemcount Bonemeal > 0
player.removeitem Bonemeal 1
player.removeitem GlowDust 1
player.removeitem MS39Nirnroot 1
player.removeitem Ambrosia 1
player.additem xxxPotionSummonLich 1
set stop to 0
return
else
message "You lack the secondary ingredient"
set stop to 0
return
endif
else
set pause to 13
endif
endif
if pause == 13
if potion == 11
if player.getitemcount SEHungerTongue > 0
player.removeitem SEHungerTongue 1
player.removeitem GlowDust 1
player.removeitem MS39Nirnroot 1
player.removeitem Ambrosia 1
player.additem xxxPotionSummonRhunger 1
set stop to 0
return
else
message "You lack the secondary ingredient"
set stop to 0
return
endif
else
set pause to 14
endif
endif
if pause == 14
if potion == 12
if player.getitemcount ScampSkin > 0
player.removeitem ScampSkin 1
player.removeitem GlowDust 1
player.removeitem MS39Nirnroot 1
player.removeitem Ambrosia 1
player.additem xxxPotionSummonScamp 1
set stop to 0
return
else
message "You lack the secondary ingredient"
set stop to 0
return
endif
else
set pause to 15
endif
endif
if pause == 15
set pause to 16
endif
if pause == 16
if potion == 13
if player.getitemcount DaedraSilk > 0
player.removeitem DaedraSilk 1
player.removeitem GlowDust 1
player.removeitem MS39Nirnroot 1
player.removeitem Ambrosia 1
player.additem xxxPotionSummonSpiderD 1
set stop to 0
return
else
message "You lack the secondary ingredient"
set stop to 0
return
endif
else
set pause to 17
endif
endif
if pause == 17
if potion == 14
if player.getitemcount VoidSalts > 0
player.removeitem VoidSalts 1
player.removeitem GlowDust 1
player.removeitem MS39Nirnroot 1
player.removeitem Ambrosia 1
player.additem xxxPotionSummonStAtr 1
set stop to 0
return
else
message "You lack the secondary ingredient"
set stop to 0
return
endif
else
set pause to 18
endif
endif
if pause == 18
if potion == 15
if player.getitemcount DaedraVenin > 0
player.removeitem DaedraVenin 1
player.removeitem GlowDust 1
player.removeitem MS39Nirnroot 1
player.removeitem Ambrosia 1
player.additem xxxPotionSummonXiv 1
set stop to 0
return
else
message "You lack the secondary ingredient"
set stop to 0
return
endif
else
set pause to 19
endif
endif
if pause == 19
if potion == 16
set potion to 0
set pause to 0
return
endif
endif
else
return
endif
end
First you will need to make the objects, including the quest. You Have the potions themselves, the activator and the quest. I am assuming you know how to make these simple objects. You can make the Activator's Editor Id anything you wish. The part you need to name it at is called the "Reference Editor ID". You find this when you first double click the activator in the worldspace. Make sure the Activator is a Persistent Reference as well.
Change all instances of xxx to your own prefix. It should be fairly unique. You can do this by using a free program called Notepad++. It has a search and replace feature on the toolbar.
Quest name: xxxSummonStationQuest
Activator name: xxxSummonStationRef
Potion Bottle names:
xxxPotionSummonClanfear
xxxPotionSummonDaedroth
xxxPotionSummonDark
xxxPotionSummonDlord
xxxPotionSummonFatr
xxxPotionSummonFlatr
xxxPotionSummonFlrtr
xxxPotionSummonGWraith
xxxPotionSummonLich
xxxPotionSummonRhunger
xxxPotionSummonScamp
xxxPotionSummonSpiderD
xxxPotionSummonStAtr
xxxPotionSummonXiv
You will want to make them use the summon potion effect. Define it for as long as you want, make the potion valuable or not. I chose to make them 90 seconds, auto calculated value for the sample mod.
Next you will need to initialize the script variables. Simply copy the scripts below, again changing the xxx out for your prefix.
;----------------------------------------------
scn xxxSummonStationScript
short ingredients
;-----------------------------------------------
Save this script, then make the second one:
;----------------------------------------------
scn xxxSummonStationQuestScript
short stop
short pause
short potion
short potion
float fQuestDelayTime
;----------------------------------------------
Once you have copy/pasted these, you can save them. Make sure that the final script is saved as a quest script. You will now need to attach these to your base objects. Attach the first script to the Activator. The second one, the quest script, gets attached to the quest. Now make sure the quest is marked "Initially Disabled". Now you can make the scripts do things.
Copy the two scripts provided, in full. Make sure to alter the xxx out of them. You may choose not to, but any mods that use this would conflict with yours. It is considered rude to do so.
Simply copy the scripts and paste over the old versions of them. All the variables are the same. Once you have saved the full length scripts, you are done!!
As always, you should make the stuff unique, replace the xxx with the prefix of your choice. I spent a lot of time testing this on various computers with Xp and 7, all running different hardware. In other words, I extensively playtested it, re-writing scripting until it works on even the most basic computer. For some reason, it won't allow me to download the file after I upload it, so I set the original download as hidden until such a time that I can figure it out. The esp file works fine for me, the zip file works as expected. I just can't get it to d/l from the nexus...
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Hello, I will make this short. I have made a file at http://oblivion.nexusmods.com/mods/42809
When testing this download, it redirects me to http://fs4.nexusmods.com/Libs/Common/Managers/Downloads?Download&nid=101&fid=92551
Sometimes it starts with fs8.nexusmods.com... I don't know if I packed the zip file incorrectly, so I tried to make it again. I tried to delete the entire file and remake it. Nothing seems to help.
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Hi, I have made a prison system with torture capabilities in my mod. You can hit people with fire, lightning and frost damage. The lightning and frost are fine. They play large enough visuals to look good. The fire, however, doesn't look cool. It makes these wimpy little fireballs. I have set it with the spell StandardFireDamageTarget5Master. It plays the same size fireball as the novice level spell. I can't figure out how to make the fireball more lively. It needs to look like more than a molten drop.
Any help would be appreciated. I haven't torn apart Midas Magic yet, as I don't want to add any mods until my work is done. Also it can take a long time for me to reverse engineer. I would need to see if it even has a spell like what I'm looking for. Then I would have to tes4edit to find out everything which the spell had changed, and anything related to the spell.
If anybody here has a simple work around, I would love it.
Thanks again to all who have helped in the past,
theuseless
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I hate to suggest limiting mods in any way, but I have a work around. You could make it so that when the God Stone is used, it replaces a quest sword with another which has the enchantment already applied? I don't know if you could swap nif paths with obse. I beleive it has been done before. If not, then simply making it a quest sword would work.
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I was walking through town today and heard a couple of unique maniacal laughs. I think the spontaneous mad laughter might be cool. And you could also throw random threats and nonsensical comments in, such as "Keep talking like that and I'll have to break your arm!" and "No, I didn't. If you keep saying I did, I'll bust your teeth out!"
Shakespeare's complete works have served well for me as a random dialogue generator.
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I try to steer people towards the Wrye Bash manager for Oblivion. I understand the Nexus Mod Manager is nice and it is simple. I prefer Wrye Bash for some of its advanced functions myself. I haven't used Oblivion Mod Manager for years now. I understand some people like the Bain installers, but I never found it necessary. I would start with deleting Obmm. Then get rid of all your mods, and find a clean ini (I don't know if it will build one in the case of absence?). Make sure that you get rid of all the folders that came with the mods. If Oblivion still won't start, you will need to make a clean install. If the clean install doesn't work, they you will have to do a more complicated removal, then re-install.
I hope that it is as simple as removing obmm. If you experience the problem only after installing numerous mods at once, I hope you learned your lesson. There are some mantras around here. Install one mod at a time is a very common piece of advice. It will waste less time than trying to 'fix' the game.
Hope this helps,
theuselsss
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again, the steps:
1)remove obmm
2)remove mods
3)clean ini
4)re-install tes4
5)complex removal, then clean install
Try the game after each of these steps. If you need help with step 5, pm me or ask here.
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I am only guessing here, but I would figure that the two of these are user made creations. It would seem they both have a mystique about them, rendering them only slightly understood. While Slender Man is more of a horror theme, Herobrine seems to reside in the mystery theme more. It seems they both have some level of madness to them. So now I am stuck. What exactly would you like to see from either of these. If they don't have a clearly defined mythos, it would be impossible for somebody to make a mod off them. We don't even know what they do.
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http://fc04.deviantart.net/fs70/f/2012/250/a/3/quartz_foot_texture_by_theuseless-d5duo4w.jpg
Mind that this is just the foot. The rest of the body textures look great. The seams are being a little tricky, but they will come around, I'm sure. I just need to tweak the UV's a little more this way and a little tug that way.
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An insane fistfighter would most likely be a drunken degenerate as well. Look at the comic book "Lobo" from DC. Some of the earlier issues are perfect for what you are looking up. He is an insane, violent, schizophrenic alien who rides a space motorcycle, wreaking havoc on the entire universe. Or you could get drunk with a street kid. Most of us are harmless unless provoked.
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I like the nirnroot idea. I might just try it. I forsee the potions being fairly hard to make, as they require rare ingredients which must be looted or purchased. Nirnroot doesn't really serve that great of a purpose in vanilla oblivion. I know there are mods out there which make it more available and more useful. I will look into these to see if I can balance the potions with it.
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Looks Ok. It is nice that it tiles. But I have a major issue. THIS SHOULD BE RELEASED AS A MOD!!!! This is not the way to release your work. Bumping the post "incase this comes in handy for someone" is just wasteful. Post the thing as a mod. I have some texture mods and they still get downloads. Simply package the file as jpg or gif for a preview, then release the dds files. You should include the normal maps for it. Oh yeah, you don't use those with it.
Sorry for shouting, I realize you are new here. But I get irritated when people clog the forums.
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I like the idea of making a space home. I would think that most of the effects could be controlled with particle effects. I don't know enough about them, but I could see a star trek like window with stars shooting by. You could also make a texture of a nebula or something, with particle effects generated to simulate motion towards it.
Again, I'm useless in this function. But it would be sweet!
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Have you looked at the Animated Coffin Resource? I don't know how to do the blender work, but you could make it work. The coffin lid is nice. You can replace the glass texture with your own. I can do the texture work, but I haven't started with Blender yet. I'm sure that somebody here could do that. If the Animated Coffin is used to make a shield, I will gladly texture it however you like.
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http://oblivion.nexusmods.com/mods/25557
They provide a static lid mesh, with collision. It is a modder's resource, meaning you may alter and release it in any way you like. Credits would be given to Khugan & JdFan for the original work of course.
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Hi. I have made potions which summon creatures regardless of the player skill. I wish to add an activator which will check for ingredients, in order to create the potions. All the potions are tested and work fine. I will make a message box to display the summon names.
What I want is ingredient requirements. I was thinking of making them all a generic base, such as Void Salts, Glow Dust, and Ectoplasm. You would then add Clanfear Claws to make the summon Clanfear potion, Fire Salts for the Fire Atronoch, etc. It would be nice to get away from a generic requirement, or make the generic requirement plant based.
If I get help here, I will publish the mod seperately as a modder's resource, rather than force people to reverse engineer it from my mod (which I allow).
Summon Potions:
Clanfear
Dark Seducer
Dremora Lord
Frost Atronoch
Flame Atronoch
Flesh Atronoch
Gloom Wraith
Lich
Ravenous Hunger
Sewn Flesh Atronoch
Spider Daedra
Storm Atronoch
Xivalli
With Summon Xenomorph and Xenomorph Clanfear potions on the way.
I use the potions as NPC additions. You can also loot/purchase them from the NPC's. I would love to see some ideas. There are so many things I need to finish still...
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I want to use Vanilla resources only. The mod is heavy as it is, without making dependencies.
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I don't know about the creature issue, but Growlf's Universal Skeleton should fix the coat. The ultimate skeleton has almost every bone from every mod. There are a few it inherently conflicts with, but I think they only list 2 issues: Ragdoll and Deadly Reflexes 6
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I'm an idiot to have not seen the request for compatibility with DR6. You can simply copy the skeletonBeast.nif to another location. Remove the Beast part of it so that it reads skeleton.nif. Now move this over to the folder and replace the original skeleton. You can do this for the first person as well.
For some reason, they felt that the vanilla skeletons didn't need tailbones for non-tail races. So instead of simply skipping the addition of a tail, they decided to clutter the files and add another skeleton. I don't know if they lack hand or foot bones, but I would imagine they have them.
Coronerra's Maximum Compatibility might work for you as well. It was the predecessor of the Universal skeleton. It might not have the scale bones in it. You could also request somebody make a compatible skeleton, without the scale bones.
It seems that DR6 is still in beta. I don't think that it has all the bugs worked out yet. Do you have the same problems with DR5?
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http://www.uesp.net/wiki/Tes4Mod:Script_Functions
if player.getitemcount Gem0SilverNugget == 5
removeitem
additem
player.getav blunt
You can make a container which adds items from Results Script. This will allow you something to check against in other scripting. (If you chest.additem gold001 1, then the chest will add 1 gold. You can then check how many gold there are in the chest with other scripts. As many objects as there are, there are that many variables, so you can make custom objects which only get added when the script runs. You can see this in action with Reznod's Mannequins.
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Aye. If I could give you double, tripple and quad kudos, I would. But I cannot. I can't figure out how to do it without obse. I will update my mod once the other quests are completed. Obse will enhance all my quests, but I want my vanilla mod to be somewhat the same. Rewards, spells and bonuses will be better with obse. Thanks for the exact function.
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@Rennn: Nice tip with the Obge. I ran Oblivion on a low end laptop with integrated graphix for years. It seems you have a great list!!
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This should be posted in the Mod Detectives forum.
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I know nothing of 'bootcamp' but I do know some mods which may help. I also can list some which will NOT help.
Help:
Low poly grass
Not Help:
obge
better cities
Unique landscapes
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While most mods will not affect frame rates, some of them do. Especially ones which add a lot of texture detail (like Quarl's Texture Pack). Most house mods are fine. You can use many mods which enhance or change the gameplay, but not all. Obse doesn't take any more resources to run than vanilla oblivion. It just adds more functions. Most house mods, quests, weapon and armor mods are fine. You should check out Armamentarium, the Armory of the Silver Dragon and Bob's armory. You will need to merge the Leveled Lists with a bashed patch if you use all 3. Wrye Bash should run fine provided you have all the libraries available for Windows 7. You can also check out The Oblivion Quests Links by devakm. There should be plenty of quests there for you to play.
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I would add the update as a patch file, requiring the original download for the meshes and textures. This way the original mod still gets downloads, while releasing the fix you wish. I think that almost any author would accept that method. Even if your esp file does completely replace the old one, requiring resources from the original file will ensure people still use the original download.
I would also pm the author to inform him/her that the update has been posted. I personally would offer the option of allowing them to use my updated esp for their download, provided credit is given to the update author as well.
All in all, if they said that the file is ok to use, I would use it. Requiring the original will ensure you took all the proper steps.
-theuseless
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Is this only possible with obse? I would like to temporarily change the iSoulLevelValueGrand to 3200, then change it back upon exit of enchantment menu. I have tried a couple of different ways, but can't figure out how to accomplish this with vanilla scripting.

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