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theuseless

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Everything posted by theuseless

  1. There certainly are nif files for rings. I would reccomend starting with a replacer as the file might look more fancy. Just remember that the Nif is the mesh, or the object. The dds is the texture, or the paint job. If you are creating your own icons as dds, then use dds converter to make them. Use dx3 compression with no mipmaps for icons, dx5 with mipmaps for nif textures.
  2. I see that it is within a folder named Program Files. I am new to win7 but maybe taking this part out of the file structure might help. Also sometimes you need to install python 2.6 with wrye bash. I have been running the pre alpha bash 3x and it works like a charm for me on my win7. You can also try to run the Program Compatibility fixer in Control Pannel\Troubleshooting. It probably won't help, but the python scripting might. Wrye bash is by no means an abandoned project. You might also post a request for help on their page here at the nexus.
  3. To change a texture in a NIF, you can use NIfSkope. It is fairly easy to use. Just load the nif in the program, click on the area you wish to modify. The window on the left of the screen should highlight blue on a "NiTriShape" block. You can then expand this menu by clicking the triangle next to it. Then click on where it says "NiTexturingProperty." They you should see a little purple gear looking thing. Click on that, then browse for the dds file you wish to use. You can also double click the text field next to the purple gear to enter it in manually, just make sure to start your path with /textures, not C:\program files....\bethesda... etc. It will make it unusable by win7/vista users. You may need to download dds converter, the gimp program and the gimp dds plugin in order to make/modify textures. There are some good tutorials out there, start searching for NifSkope and Gimp tuts. If you are running blender on a lower end machine, try installing an Ubuntu partition to run it. It will run smoother in linux (its native environment).
  4. If it compiles as "begin onequip player" then it should only run when the player is the equipping ref. To make a check twice is redundant and a waste of processing power.
  5. For starters I see that there is a quest which handles the addition of spells to the player. If you could post the quest script as well it would help. If you are cloning this script for multiple uses, it might be easier to handle the variables and the scripting in the quest like they did. I assume you are using some vanilla code and modifying it. Usually they code the way they do for a reason. I have had trouble getting activators to add spells in the past, but haven't tried books. Maybe it is hard coded to be compliant in quest scripts only. Please post the quest data here and maybe a little more of a description of what you want them for (even a vague one). I will check back later and see if I can help any more. theuseless -edit- Also I like to clean up the code they left all sloppy. It looks terrible. Sure you can see where some blocks start and stop, but clean code is good code.
  6. Thanks, I can't get online every day now, but I will try both options asap. Kudos for the replies. I have found many bugs in the cs and I'm sure that there will be a workaround. Now I have direction. It is nice to have such a great place to get fresh opinions. Thanks again, theuseless Jesse Williams -edit- It seems that the engine doesn't like using xmarkers as targets, but doors, activators and npc's work fine. Thanks. I actually streamlined my code a lot by using activators. I also learned how to properly use some more functions! Thanks a lot.
  7. Hi, once again I am here asking for help. I ran into a problem that I cannot figure out. I have tried to use different activators and have the same problems. I have set up a script to run damage spells of different types and magnitudes on prisoners. I can get all the parameters to check properly, just cannot get the spell to focus on the X marker I have placed. I am currently using one of Puff's Invisible Light Switches as my casting activator and an OblivionCitadelSwitch as my trigger (yes, all the objects have unique editor id's). My code looks like this: I think that I am casting it properly, the end of the code is where I should have a simple fireball hit towards the Xmarker. All that happens is the invisible activator casts the spell horizontally towards some other location, always the same. I have even tried flipping the activator, rotating it, everything but setting up x,y,z co-ordinates. This script will be modified and applied to a total of 8 switches. Any help will be appreciated, theuseless
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