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jimmyThePipe

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About jimmyThePipe

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    Oblivion: Elder Scrolls

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  1. Well another year has passed. I hope it was a good one, but here's wishing you Happy New Year for an even better one in 2012!
  2. Wishing you a Merry Christmas my friend! :o)
  3. Thank you for the help and fast response Jimmy!
  4. Ah never mind, I figured it out. Apparently the LeveledList changes don't save, so if your code only runs once then it's only good until the user quits. You need to add to the leveledlist everytime they restart. Your on-start quest should have a script like this: ScN GWR_CheckRestartScript; Script for GWRCheckRestartQuest Float fQuestDelayTime Short RunOnce Begin GameMode If (( RunOnce != 1 ) || ( GetGameRestarted )); Runs once each time Oblivion is started StartQuest GWRAddToListsQuest; Adds all Weapons to LeveledLists EndIf End And your GWRAddToListsScript can add directly to the LeveledLists, or if you have a lot of sets then each one can have a seperate Quest that you call from here. The GWRCheckRestartQuest.fQuestDelayTime lets you set how often to check if the user restarted, and GWRCheckRestartQuest.RunOnce is if you want to include a one-time message like "Your mod installed".
  5. I submitted this mod a few weeks ago and noticed a problem now. When I was testing I kept reinstalling the mod on a fresh game, but the problem only appears after a few days of in-game playing. http://www.tesnexus.com/downloads/file.php?id=28207 A quest runs on startup and triggers the script(s) that adds the new color(s) for each type of weapon onto the related Leveled Lists, and the quest stops. Any NPCs, treasure chests, and shops then spawn with new and old items. I tested by spawning NPCs with console and it works fine. But.. .. after a few days the new items stop spawning. All new spawns are old stuff. Every single NPC console spawned has game default weapons. Through regular gameplay it's all old stuff too. I know my items are still installed because I collected a few of them, so the problem is they are no longer on the leveled lists. Does the game (or a seperate mod like Streamline or Operation Optimization) reset the leveled lists every few days? My code only installs once, so if the lists reset then my items would disappear from the leveled lists. Should my code run every few days, or say every day at midnight, and reinstall the new items onto the leveled lists? Or is there something else I should do to make it work properly?
  6. I managed to import a section of one set of armor and place it on a second piece of armor, this works in-game. Now I'm trying to repeat the process and import a Dungeon object onto the Armor, but it won't appear in-game. The closest I got was a black outline appearing directly behind the character (?). These are the steps I'm following: 1: Copy entire branch on the Dungeon 'NiTriStrips'. 2: Paste entire branch on the Armor. 3: Add 1 to children count. Update children list. 4: Include Dungeon 'NiTriStrips' on children list. 5: Right-click Dungeon 'NiTriStrips' and triangulate, making it is a 'NiTriShape'. Am I missing a step or doing something wrong? And are 2 objects on the same mesh allowed to use different textures?
  7. I've never done this sort of thing so I'm just guessing here. I just tried on a whole bunch of NPCs and can't change any of their skin tone. If you copy an existing NPC by renaming and getting a second NPC, you get the same face and traits as the original. But you can also change the skincolor too. If you right click the original you can find the Use Info to find all the places that NPC exists. Then you can try to replace each one with the new NPC and get rid of the old NPC. Then you'd delete the original and give the new NPC the same name and reference as the original, so any scripts will know who the new NPC is. .. I think.
  8. Specifically to change how a piece or armor looks if certain conditions are met. So when the user equips this piece of armor the script starts running and depending on the conditions it would show one mesh or another mesh. (Not related, but is it possible to change a texture the same way? So an armor could look beat up or shiny depending on how damaged it is?) I can't find this on Google or the Wikis but I thought I'd ask anyways.
  9. Okay, thank you for the advice! I made a second item, and can equip between old and new which is cool. I switched from Elven to Glass and there aren't any shops that sell Glass (?), so I might add it to the VendorArmorLight leveled lists. I also have the correct NPCs spawning wearing either the old or new or both which is really cool. I have a question about the Leveled List scripting though: I have it run once but should it be running continously? Also what happens if the mod is removed after the user saves, is the item record permanently added to the list? Begin GameMode Short RunOnce If (RunOnce != 1) AddToLeveledList LL0LootArmorLight6Glass100 BlueGlassCuirass 20 1 AddToLeveledList LL0NPCArmorLightBoots100 BlueGlassCuirass 20 1 ... repeat 7X for all Glass Curiass lists. Message "New Armor added" Set RunOnce to 1 EndIf End
  10. 1: When you're just making a recolor of an item (ie: turning Elven Helmet from Gold to Silver), should you make a Normal Map or keep the game default? It's just a recolor and not altering the material so is there any point redoing the Normal Map? (I still have trouble with these.) 2: Is it better to replace the game's Elven Helmet, or make a new Helmet so that the user can have both in the game. And doing this do you need to copy-paste the game's Mesh and Normal Map, or is there a way for two objects to make use of the vanilla ones? 3: Building on question 3; is it difficult to make an esp file so there is a chance the NPCs and Shopkeepers might have this new Helmet or might still have the original helmet? (4: Not really a recolor question, but what happens if the user installs the mod, gets the second helmet and uninstalls; could this cause a junk data problem? I noticed when you uninstall an item with Fortify enchantment that the user gets the levels added permanently even after the item is gone. Is there a way to code around this?)
  11. Vagrant, the add-equip-remove method is what I ended up doing: -In Game and Menumode it casts a "Fortify Armorer" spell while the item is in inventory. -When the item is picked up it sets the Repair gamesettings to 0. This makes all hammers unbreakable .. -.. and blanks the "You can't equip that" gamesetting. -When the user tries to equip the item the message is quiet .. -.. it adds a Repairhammer to the inventory and equips it. -After the user leaves that menu the extra hammer is removed. -When the item is dropped the game settings are restored to normal and the spell is unequipped. -As long as this item is in inventory, all hammers are unbreakable; the game reasons that the user always uses the Skeleton Key for the Lockpick game, so I reason the user always uses this item for the Repair game. It's still got a few hiccups but I'm happy with it sofar: http://www.tesnexus.com/downloads/file.php?id=27706
  12. Ah, I was doing it wrong; I duplicated a Plate (from the Miscellaneous section), but I should've duplicated a Mortar (from the Alchemy section), because if it's in the wrong (Miscellaneous) section the game treats it like a Plate. I didn't think it mattered. Now I'm 2 for 3: I can duplicate new Books and Alchemy objects, but not Repair Hammers because that's ONLY in the Miscellaneous section; any Hammer-duplicates are treated like Plates. There doesn't seem to be any Console command for the Repair minigame, or Script command to launch it either. I guess this is not doable.
  13. I'm making a new item that casts a constant Fortify spell and tweaks some of the Game Settings, for as long as the item is in the user's Inventory. That part is fine. My problem is when I try to equip the item in the Inventory it says it's "Can't be Equipped". I want to trigger it to open one of the mini-game windows, like "Alchemy Mixer" or "Read Book". None of the other items (like Mortar & Pestle or random Book) appear to have a script triggering these actions, and I can't figure out how they do it. Is it possible to trigger those minigames?
  14. Sorry, I guess I got confused. I've got it working very good now, because I took each of the Layer Masks (the ones used to tint/darken/brighten each section of the color map differently) and applied each Mask to a separate Level layer. That makes much better Normal Map. Thank you again!
  15. How exactly do you make a displacement map for oblivion? Is it a greyscale version of the color map or is there a specific process? I've been following a lot of the "oblivion tutorials" but none of my normal maps seem to look right. I've tried using the game files to take a color map and make it look like the related normal map, but my results don't look similar at all, being too bumpy or smooth or foggy. Is it acceptable to modify one of the game's normal maps, or should I make my own for best results?
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