Jump to content

slygothmog

Supporter
  • Posts

    383
  • Joined

  • Last visited

Everything posted by slygothmog

  1. Which ever way you decide to do this some form of script will be needed if you dont just put it in a room to pick up....the quest way is the easy way, and you may not realise that the quest script does not need to reveal it's existence to the player for it to be there....no quest messages will appear with the way i showed you. Just as wastelandassassin says as well
  2. Yes you need to make a quest for this to work....that's very simple to do. Look at the top of the CS and hit the large Q button, in the box that opens on the far left hand side were it says Editor & priority, right click in there and select new, give it a name in the box that then opens ( say call it aaaAddBook ) and click ok. now give your quest a name if you wish ( not important )...priority set to 75 and make sure Syart Game Enabled is ticked. That's the quest done now the script. Click on the pencil next to the speech bubble at the top and click on script, select new and in the script type box select quest. Then write this in there.....i will call your book aaaSpellBook scn aaaBookScript short once begin gamemode if once == 0 player.additem aaaSpellBook 1 set once to 1 endif end And now just add this script to your quest and save the plugin, then activate it in OBMM and your done.
  3. I know how this is done...i will write it if wastelandassassin is not sure how its done.
  4. It's the normal map that's doing this....open the orrerypanel01_n.dds, and in Alpha channel set to 0. This will stop the texture from reflecting light like a polished surface would.
  5. Instead of messing around in the CS, use this mod. It will allow you to teach anyone with the required skills any spell your character has in his/her spell list. http://www.tesnexus.com/downloads/file.php?id=16960
  6. I do the same as The_Vyper and extract the mesh and texture/textures for an item into a custom folder first, and then place them in my Oblivion/Data folder after making the changes i wanted to them. You do not need to re-pack them as a .bsa file, that I would only recommend doing if you have close to or over 1 gig of meshes and textures to place.....I extracted all the carpet, tapestry and painting texture files from Oblivion and SI .bsa files, re-textured them and placed them in their correct folders in my Oblivion/Data directory....over 500Meg and just fine without the need to re-pack as a .bsa file.
  7. Almost...it would be Data/Textures/Characters/Breton/Male/bodytexture1.dds - or - Data/Textures/Characters/Breton/Female/bodytexture1.dds....depending on the texture.
  8. I dont have this mod, but look at the folders provided for you by this mod and they should be along a path like this....Data/Textures/Menus/Icons/magic.....look for a folder containing them in this last Icons or magic folder and place that folder into your Oblivion/Data/Textures/Menus/icons/magic folder.
  9. This is because they are locked away in the .bsa file. If you open the OBMM and click on Utilities, then BSA browser, you can select the Oblivion meshes or textures in the new window that opens for you....you can then extract any to folders of your choice.
  10. http://i864.photobucket.com/albums/ab205/slygothmog/angels-1.jpg.................2
  11. The creature opened it's mouth as if to reply....from between it's rotting teeth, a snake-like tentacle shot forward with blinding speed and wrapped itself around the guards wrist.
  12. http://img1.jurko.net/avatar_20043.gif................1
  13. It's the game....Oblivion is famous for sunny weather one minute, then enter a city and hit a thunderstorm :confused: Weather mods enhance the weather patterns, but dont cure this problem. Two mods I use which are good are : Natural Environments http://www.tesnexus.com/downloads/file.php?id=2536 And this spell if i dont like the weather : http://www.tesnexus.com/downloads/file.php?id=3364 I hope these help you, but dont expect the problem to disappear.
  14. http://www.animated-gifs.eu/phone-240x320-cats/0025.gif....................2
  15. I love this one : http://www.youtube.com/watch?v=HojDotVfWXE
  16. http://www.animated-gifs.eu/phone-240x320-horror/0181.gif.............6
  17. http://www.animated-gifs.eu/phone-240x320-horror/0158.gif..............4
  18. http://www.animated-gifs.eu/phone-240x320-horror/0112.gif................1
  19. http://www.animated-gifs.eu/phone-240x320-dragons/0023.gif.............3
  20. http://www.animated-gifs.eu/phone-240x320-horror/0260.gif............5
  21. There is one line you do not need, and that is your problem here. get rid of this line. Ref 1TFUndeadBossLvl100Ref Open the render window where your ghost is and double click on it....in the box that opens, right at the top is a small box called Reference Editor ID...place the Ref for your Ghost in there if you have not done so....I will use the same as you have done and call it 1TFUndeadBossLvl100REF. Your script should look like this. Scriptname 1GhostScript float fQuestDelayTime Begin gamemode set fquestdelaytime to 1 if getstage 1GhostQuest < 10 && IsPCSleeping == 1 && player.getincell 1TwinFallsHouse == 1 WakeUpPC 1TFUndeadBossLvl100REF.enable SetStage 1GhostQuest 10 endif end Try that, and see what happens....Oh and thank you for the kudo Balagor :thumbsup: :biggrin:
×
×
  • Create New...