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theuseless

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  1. I have been informed the wrye bash page is at the official Bethesda site. Make an account there, log in and then search for Wrye Bash. They are very prompt at answering questions there. I have a hunch that it is because the folder it is contained within is in a Program Files folder. You should only need to use admin rights to install it. You shouldn't get uac blocking it otherwise. I have mine in an alternate install on win7. Heck, I even installed the game into a usb stick once. You only needed the stick and the disk to run it on your computer. It was fun but lagged like heck.
  2. scn SpellQuestTemplate ;script activates quest <------- says right there what the script is designed to do ;quest adds spells <--------- I am sure there is a reason for that. short HasReadOnce begin onEquip player ; this should only run when equipped to the player, from inventory if HasReadOnce == 0 StartQuest [QuestID] ; this is where the meat and potatoes are. The quest handles the addition of the spell. set HasReadOnce to 1 endif end begin onActivate player ; when the player picks the book up from in world activate ;make the player open the book to read if HasReadOnce == 0 StartQuest [QuestID] set HasReadOnce to 1 endif end xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ;you can even define the variables in the quest script, such as below: scn SpellQuestTemplateScript begin onEquip player if (QuestID).HasReadBook1 == 0 ;you can simply change the variable by switching out the number, ie HasReadBook2 StartQuest [QuestID] set (QuestID).HasReadBook1 to 1 endif end begin onActivate player activate if (QuestID).HasReadBook1 == 0 StartQuest [QuestID] set (QuestID).HasReadBook1 to 1 endif end ;Now you can make the quest, I would make it for the second example I listed. The script would be as follows: scn QuestSpelltome0001 short HasReadBook1 short HasReadBook2 short HasReadBook3 short HasReadBook4 short HasReadBook5 short HasReadBook1,000,000 ;for example begin GameMode ;This will run every frame. Make sure the quest is disabled so this does not cause LAG if HasReadBook1 == 1 player.addspell [spell_1 EditorID] set HasReadBook1 to 2 ; this will ensure the spell is not added as a redundancy elseif HasReadBook2 == 1 player.addspell [spell_2 EditorID] set HasReadBook2 to 2 elseif HasReadBook3 == 1 player.addspell [spell_3 EditorID] set HasReadBook3 to 2 elseif HasReadBook1,000,000 == 1 player.addspell [spell_1,000,000 EditorID] set HasReadBook1,000,000 to 2 endif stopquest QuestSpelltome0001 end I will sometimes use a bit of code to add gold to the player. It will show you where the script runs and where it is not running. I add it as such: scn QuestSpelltome0001script short HasReadBook1 short HasReadBook2 short HasReadBook3 short HasReadBook4 short HasReadBook5 short HasReadBook1,000,000 ;for example begin GameMode if HasReadBook1 == 1 player.addspell [spell_1 EditorID] set HasReadBook1 to 2 player.additem gold001 1 ;<----------------- adds to the 1's slot elseif HasReadBook2 == 1 player.addspell [spell_2 EditorID] set HasReadBook2 to 2 player.additem gold001 10 ;<----------------- adds to the 10's slot elseif HasReadBook3 == 1 player.addspell [spell_3 EditorID] set HasReadBook3 to 2 player.additem gold001 100 ;<----------------- adds to the 100's slot elseif HasReadBook1,000,000 == 1 player.addspell [spell_1,000,000 EditorID] set HasReadBook1,000,000 to 2 player.additem gold001 1000 ;<----------------- adds to the 1,000's slot endif stopquest QuestSpelltome0001 player.additem gold001 10000 ;<----------------- adds to the 10,000's slot end This will tell you that if you have not read any of the books, yet the quest activates, it will add gold in the amount of 10,000. If you have read only the third book (to set HasReadBook3 to 1), you should get 10,100. If you then read the first book, it should add 10,001 gold. It is crude but tells you what part of the script works. If you get a gold amount of say 3, you know that the script where it adds gold once (player.additme gold001 1) ran 3 times. This shouldn't occur in this script, but it can in others. You can define a valueless, weightless object, but I don't do this to cheat. I use this as a simple way to make a check. Any modder can make a container with a billion gold. That isn't the point of this snippet. Again, get Notepad++ with oblivion script syntax highlighter if you don't use it already. -edit- If you look up tutorials on using C basic, you can get some cool tricks. Just remember that in C languages an object is a script. In Oblivion syntax, an object is the mesh (or quest, etc) which has a script attatched to it.
  3. Well, if you are replicating the effect from a working script, keep the script as close to the original as possible. I would reccomend using the book to fire a quest, just like they did. I would make a quest, name it (questname here), mark it as initially disabled. Make a script to attatch to it, named (questnameScript here). Then simply copy the code supplied, making the alterations you need. I find the game to very buggy at best. Sometimes I can call a ref in a script by its variable name (example: ref prisoner). Sometimes I need to call the reference directly (example: calling the prisoner as tUL665tharnstPrisonerAref). I don't know why it works to define a ref then use it in code, and others you have to long hand it. I have written codes with the same functions (nearly identical code). Sometimes it works to define a ref variable, sometimes it doesn't. What I'm trying to get at is that if they used the extra time to write the code to a quest, there is probably a reason. Just make a quest for the book to interact with. It should solve all your issues. -edit- I use the program called Notepad++. You can get oblivion script highlighter like it shows on this forum. You can do search and replace functions too. This makes it a lot easier to write and modify cloned scripts.
  4. 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.
  5. 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.
  6. 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).
  7. 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.
  8. 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.
  9. 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.
  10. 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
  11. python was the issue. If I could figure out how to give kudos on this new server I would....
  12. I understand that Oblivion has to be in it's own folder, outside the program files folder. I have had problems using some of the programs, such as NifSkope. They say that they need extra libraries. I have a Lenovo ThinkPad running Windows 7 pro with all updates. I was able to create extra libraries with the Act tool from Microsoft. I believe this to be the best work around. I was just wondering if using the Act program (basically a script extender) would be most efficient. The alternative is using emulation or partitions. Which would be less demanding on my computer? Thanks and kudos for the fast replies. --edit-- I will come back and give kudos. The site seems to be bugged atm
  13. Hi, I recently got a laptop with windows 7 on it. I was used to using programs like NifSkope in WinXp. I have found some issues with running modder utilities in the Win7 environment. My question is fairly simple: Do I install a separate partition running Windows XP? Or do I run emulation software? I found a program called Microsoft Application Compatibility Toolkit, which can 'fix' programs to work properly. Any advice would be great, I remember there being a sticky about these issues, but I cannot find it. theuseless
  14. ok, it has been a trying year, now I can relax and make updates again!
  15. I have a mod that isn't lore friendly at all. I have included a couple of the xenomorps and a lot of armors. It is a giant castle which is made of Obsidian on the interior, with bloody walls on the outside. Very evil and dark. Most of the stuff in there is retextured. I will be making quests as soon as I get my new computer. It is almost here now!!! Castle Tharnstein
  16. ok. First thing is first. You should only install one mod at a time, then play for a while. The time you 'save' by installing multiple mods at a time will be lost finding which one caused the problem. I would reccomend learning the tools to use mods first. You should get familiar with either the Oblivion Mod Manager or Wrye Bash. I prefer Wrye Bash but obmm has its place too. The unofficial official patches are great, but do some reading on install procedure. Your visual/environment are going to have to be installed one at a time. Do a search for "what mods do you reccomend" with the tool here. Or do a google search: "oblivion mods reccomend site: www.thenexusforums.com" There is no easy answer, but most mods are compatible. If you can learn wrye bash, get the Better Oblivion Sorting System. It will tell you most major problems. There are tons of mods out there, with more being added daily (despite people thinking skyrim would kill the community lol) -edit Also search for load order, load list and the like for Oblivion. This will provide you with examples of how and what other people use mods. -edit- =theuseless
  17. @Kife1100: I for one will continue to mod Oblivion for years to come (when I get my computer). Many people are already comfortable and knowledgable with tesIV modding. As I understand it, they made a whole new engine for tesV, meaning new syntax and processes to learn. I for one just got familiar with tesIV modding, after years of research. If you wish to acquire a skill which would be universally usable, I would reccomend learning a graphic manipulation program (gimp or photoshop, preferably both). Learning NifSkope would be the next step. There is a lot to learn in the skope. I would start with getting to know the different texture properties, alpha channel usage, gloss and glow. @Harvald: What exactly are you trying to do? Why can't you get the object into the game once it is reskinned? Are you providing a UV map? Did you mess up a part in NifSkope? Once you have saved it in the skope, it should be fairly simple to put into the game. hope this helps, theuseless
  18. All things I said aside, Steam activation is a small price to pay for play. I support bethesda in their anti-piracy actions. Not as a capitolist, but as an artist.
  19. Steam is a completely different company than Bethesda. What this means is that you don't own your software. In other words you can't sell it on an after market. Only the original purchaser of the game can play it. If you buy this game in a pawn shop 2 years from now, you won't get it. The company (or companies in this case) retain the resale distribution rights, not the consumer. While I agree that pirating games cheats the programmers, I think that people smarter than I am can come up with a better solution. Copy-write laws are getting tricky these days. You can completely wipe your drive and re-install programs (or even delete or lock the file which tells the computer how long it has been since you downloaded said file). I would suggest making each disk have a unique activation code. Each disk could be printed with a unique bit of code which corresponds to said acrivation code. Then the disk has to be matched to the code, only available online or by phone. If too many people request the code, you could then argue piracy. I got taken twice because of bethesda company before. My roomate allowed some homeless people to stay over at my house. Cool, whatever. I then found they were playing on my computer (in the living room) and downloaded fo3. I got the letter in the mail saying my ip had been tracked. I paid in full for the game with a credit card. When my game didn't show in the mail (after trying to make it right for something I didn't do), I complained. They said they shipped the game and weren't responsible for my loss. I hate random homeless people now. Thanks homeless and thanks bethesda. You both ripped me off. theuseless -edit- I completely removed the game from my computer after finding the piracy. I don't condone or support such rip off tactics. People spend a lot of time making these games, from textures to the actual engine. I thank all the programmers and artists working on such projects. It sucks that it has to come down to an argument such as this.
  20. Hmmm. It is tough to see what you are trying to talk about. I don't do well with run on sentences. It bugs my mind seeing a sentence with more than ten words. Maybe I'm stupid. I've been told such lol. If you know about scripting, you should look at thislist. Most of the functions are obse, but for vanilla, check out thislist. A good place to start is here. If you don't want to learn how to do the work yourself, I would suggest trying something that isn't a broken cheat. Or make your request more specific. Such as how to make a spell (Greater Power) that does it once per day. I need to get my Mtg cards in the mail, then I would be able to test a script for you and help. For now, I live up to my name. theuseless
  21. looks great. I would use this for sure. Could you make a skinned rabbit mesh too? Maybe a rabbit stew in a pot mesh? I love that you have made another rabbit. Diversity is key. I don't find it funny, I find it great! Keep up the good work.
  22. Skyrim sounds like a great game, but it has steep system requirements, including the use of steamware. I will be buying it for the x360 first, as my internet connection is iffy and I have no computer right now. I will be buying a new computer soon, but I'm unsure if my video card I'm looking at will handle the demand of Skyrim. I love modded oblivion and will be playing it and modding it even if I can use Skyrim. I look forward to seeing your mod when you release it. Hopefully I will have a computer by the time you release it. If you would pm me when it is uploaded, I would appreciate that. Thanks for this post, I notice a lot of modders are afraid of Skyrim killing Oblivion, but as bben46 pointed out, Morrowind still has fresh content as well. I would recommend checking it out if you get a chance. Just make sure to get the Morrowind Graphics Extender. The game is nearly unplayable without it. Thanks again, theuseless
  23. First off I would like to thank both moderators Vagrant0 and bben46 for helping so many newer modders. If it wasn't for them, I wouldn't be able to mod today (I would have given up). Enough boot licking. Texture work is easy. Learn how to make a simple mod first. I would just learn how to add an item to the game, save it. Once you know how to make a new mod, you can move on to what you want to accomplish. You can make a new mod in a number of ways. It isn't important what content you make. In fact it is better to know how to make an empty one, then add a simple item to a cell for testing purposes. This should be the only item in the cell, the only thing changed in the mod. A mod is a modification, a change by definition. Once you know how to make a simple change (mod from here out), you can learn how to add a simple item to the cs. This is done easily by downloading a mod (like one of MEO's resources, listed below). If you install the contents of the folders in the zip file into the correct directories in the Oblivion folder, you can import a new mesh into the cs. If you are using a simple static object (in the 'Static' area of the Object Window). This is done in one of two ways. You can take an existing object and change where the mesh points to, or you can simply open the folder with the containing folder over the window with the cs running (in this sentence, the window is referring to the Windows® running time window that the program runs in). Once you have the window with the mesh(es) open, you can simply drag the files to the Objecs which will create the proper folder structure automatically. There are tutorials on this and I am on a friends' comp using a linux setup. Sorry for no pics. Ok. Phew. So once you know these fairly basic tasks (making an essentially blank esp file and adding a new object), you can proceed to the next step. Making your texture. If you are already familiar with image editing programs, great. If not you will need to read some tutorials on Photoshop or Gimp. I use both. Gimp is free and extremely powerful, Photoshop is easy and quick to work with for simple things, while having some powerful tools not available to Gimp. Gimp has a great Color to Alpha effect on the dds plugin that I love. Once you are comfortable with a program, you need to learn about NifSkope. There are good tuts on the wiki about basic tretexture procedure. Once you can locate the texture, open it (from the bsa file or as a dds file). Now you can mess with the texture as you wish. Just know that the dds files have _n for normal map. Without a normal map you will have a stupid texture. You can keep the original normal map or make your own with the tools in the dds plugin for you graphics program. You can work on your image at any scale and save in any format, but when you go to make your own dds file for use in the game, you must cut or resize it to dimensions divisible by 8 (512x512, 256x1024, etc). Once this is done use ddsconverter to make the new dds file. It is far easier than saving within the graphics program. Just note that the top layer is the only layer processed, so flatten the image or save as jpg/gif. Now you have your dds file. Remember how you got it? Now click on the purple gear and find your new file, preferably in the folder your old dds was in. You should see the change in NifSkope and be able to save it. A thing to note is that NifSkope uses texture properties. If you want a flat or matt finish, use apply Modulate. If you want shiny like metal, use apply Highligh 2. They both require different normal map types. You want a nice, rich normal map with lots of blue, some yellow and pink for Modulate. For Highlight, you want a near transparent normal map. Normal maps are set automatically by the game, not in NifSkope. It won't show up as much in there. Making stuff glow is hard to do well. Save your work to the desired folder. Now you import the file to the cs with the click and drag technique (which requires manual installation of values) or you can add it by double clicking the mesh in the Objects if it is already there. Just make sure to make it have a new Editor ID. Place the object into the game now. If it doesn't show, you need to learn to import an object into the cs. If your game crashes or the CS crashes, you need to try with a different mesh. This is usually caused by a corrupted nif, either by saving or how it was released. Yay, now you have made a simple texture change. This is just a crash course of stuff to google and tutorials to learn, but at least you know what to look for now. I will provide some links below including one of a disk I released with an interesting texture on it. It would be a good one to alter as a first. It also has a cool texture effect, displaying a unique inormal map/highlight map reaction. You can use it as a simple way to see the changes quickly. Or you can delete the disk I added and it is a blank esp, ready for use as you please. Gimp Dds Plugin for Gimp developer.nvidia.com/nvidia-texture-tools-adobe-photoshop DdsConverter BSAcommander (for those pesky bsa files lol. If you want to alter something in the game) Texture Replacer (only for doing large projects) MEO's Carpets (my personal favorite, we all need more carpet textures. Modders' Resource) Malachite Tileable Texture (my texture file with a sample disk only) Ok, it is late and I'm not going to fix the links now, I will get back to this in the morning.
  24. you need to post this in the mod detectives thread. You will get your answer there if anywhere. Looks great, wish I had the answer. I would appreciate if you would pm me with the answer if you get it (please).
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