Jump to content

dutch666

Members
  • Posts

    33
  • Joined

  • Last visited

Everything posted by dutch666

  1. No longer on these forums? Darn.. :rolleyes: Is there some other whizzkid here @ thenexusforums who could help make Mehrunes Dagon walk? That would be great! :yes:
  2. Any progress to report..? :yes: (just being curious) dutch666 8)
  3. Great! But what to do with the extra pair of arms Mehrunes has? The Minotaur only has two... :ohmy: No Prob, your help is much appreciated! 8)
  4. Great idea! And a lot of Modders could use a de-crippled Dagon for their Mods... -> 8)
  5. Hi, @ UK47: Any news about de-crippeling Mehrunes Dagon? :D
  6. Sadly enough it doesn't work, make a Mod and see for yourself.... :mellow:
  7. Hey guys, The Mehrunes Dagon Creature is a biped character and can only rotate around its own axis. When I make it possible to kill him by Mod he will not die normally, but 'sinks' into himself and to the ground (like as if he was made from some kind of jelly pudding) ..... Is it possible to make Mehrunes Dagon: 1. walk around like any other Creature? and 2. not let him sink into himself when killed? :cool: (how) can this be done? :happy: dutch666
  8. I removed the 'short done' from the Script, it had indeed no function and its removal triggered no Error Message... :smile:
  9. After adding Scripts, stuff and playtesting it all there's still a lot of tweaking to do, but if I decide to add the DustFX to Oblivion 4ever than the Script I will use reads as follows: ScriptName O4EHighPriestsScript short start short done float timer Begin OnDeath O4EStatueDagonCrumble01REF.playgroup unequip 0 O4EStatueDagonCrumble02REF.playgroup unequip 0 O4EStatueDagonCrumble03REF.playgroup unequip 0 O4EStatueDagonCrumble04REF.playgroup unequip 0 O4EStatueDagonCrumble05REF.playgroup unequip 0 set Start to 1 set timer to 5 End ; --------------------------------------------------- Begin GameMode if Start == 0 Return Else set timer to timer - getsecondspassed if timer >= 0 Return Else O4EFXDustPuffUp01REF.playgroup forward 0 O4EFXDustPuffUp02REF.playgroup forward 0 O4EFXDustPuffUp03REF.playgroup forward 0 O4EFXDustPuffUp04REF.playgroup forward 0 O4EFXDustPuffUp05REF.playgroup forward 0 set Start to 0 endif endif End What do you think? :smile:
  10. It worked! Great! :cool: I will spend the next hour or so working on the Mod. :smile:
  11. Ok, we shall see if the above Script works... P.S: I added the following piece of Code to the Script: 'short start'. Otherwise I get the following Error Message: Line 9: Unknown variable 'Start'.
  12. It doesn't matter to me if we can't make the Quest Script work right now; the statue of Mehrunes Dagon still crumbles to the ground and that was the Main Goal :thanks: :thumbsup: I will test your Quest Scripts again tomorrow... maybe it was I who did something wrong... :whistling: And, i could also e-mail you the Test Plug-In I use so you may take a closer and maybe better look at things yourself? :smile:
  13. No success..... :confused: I think there's something missing in the red part of the first version of your Quest Script, the rest of it seemd to work as it should... :smile: Or, maybe we could add a Script to the Dust Cloud itself instead?
  14. I shall test the new Script soon :thanks: P.S - All of Oblivion 4ever's Reference ID's now start with O4E. This will make Oblivion 4ever more compatible with Plug-Ins from other Modders :thumbsup:
  15. Tested the new Script: The only MessageBox that appeared was the Box with the Message: "Timer Started" (about 2 seconds after the Dagon statue crumbled to the ground) The other, second MessageBox did not appear at all.....
  16. I use a clean SaveGame (saved @ Level 1, just before exiting the Imperial Sewers during Character Generation) and a specially made Test plug-in to test al kinds of stuff.... :smile: I will test the new Script soon....
  17. It didn't work... :confused: I've created the Quest with the new Script attached to it, and also changed the script on the High Priest exactly as you discribed in your post... Maybe I'm missing something? :mellow:
  18. Thnx, i will add & test your script soon and inform you about the results. Good idea, i will keep that in mind while using the CS.
  19. It worked, but even if the animations were right it would still look unrealistic. I think that only one dust animation (when the statue hits the ground) is enough to make the crumbling look better. It takes the statue 4.5 to 5.5 sec. to hit the ground , so it would be nice if the Script contains some Code which tells the game to wait for about 5 seconds before starting the animation :cool:
  20. Update: All of the High Priests, Crumbling Statues and Scripts have succesfully been added to the shrines of Oblivion 4ever :smile:
  21. Yes plz do, it will make the crumbling of the statue look much better :thumbsup: I will credit you big time in the README of Oblivion 4ever v1.7. dutch666
  22. Your script works! = Kudo for you! :thanks: I've made the following changes to the "scn StatueDagonCrumble01" script: The above script also works, but there is no (visible) dust animation while the statue of Mehrunes Dagon crumbles to the ground. -> :confused:
×
×
  • Create New...