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Posts
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Everything posted by dutch666
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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:
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Any progress to report..? :yes: (just being curious) dutch666 8)
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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)
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Great idea! And a lot of Modders could use a de-crippled Dagon for their Mods... -> 8)
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Hi, @ UK47: Any news about de-crippeling Mehrunes Dagon? :D
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Sadly enough it doesn't work, make a Mod and see for yourself.... :mellow:
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Indeed, its a Creature... :sweat:
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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
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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:
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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:
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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: