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SrJoben

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Everything posted by SrJoben

  1. The only thing i've done so far is modify streamline 3.1 to work with Vampire Face Bug Fix
  2. Check the cell properties (right-click Edit) See if it's set to Off Limits or something....or is it called Restricted Area...something like that. Anyway being in a cell with the flag always counts as trespassing.
  3. Restoration - I find it difficult to play without this. Illusion - Just because Invisibility is game breakingly powerful (not really a good thing IMHO). The rest are non-essential toys. Destruction - Well...in a combat heavy game killing stuff is useful Conjuration - Not much can handle me + a Clanfear Mysticism - Ehh I've used night eye and detect life sometimes...but really those are way more convenient as enchantments. Alteration - Does what? Who cares. Aside from Shield enchanting my clothes that is. Again, sorta pointless as magic persay. Enchants only please.
  4. I expected something that looked like an actual warehouse...not a few house rooms filled with clutter. More stuff, more orderly, more things in each box. And probably a smaller better locked/guarded section with valuable goods, money, payroll...
  5. Hi there. It's pretty hard to predict mod popularity. So...upload that sucker and see if anyone likes it. :yes: Lol though i personally think jumping in Oblivion is ridiculously high already and use mods to rein it in, but to each his own. Have fun and stick around...try coming on over to http://www.tesalliance.org/ If you want modding lessons :D
  6. Vista tends to shut things down for obscure reasons. Check for a security notice in the task bar near the clock...
  7. Dang and just yesterday I was thinking about this...I wanted to make something like the sword in Rocket Knight Adventures on Sega Genesis, or what the Master Sword did in the LoZ series when you had full health...
  8. Dang and just yesterday I was thinking about this...I wanted to make something like the sword in Rocket Knight Adventures on Sega Genesis, or what the Master Sword did in the LoZ series when you had full health...
  9. lol at the video, that is ridiculously grandiose music for what amounts to a fashion show. :P
  10. This is Riverbend house, a rustic player home in the Nibenay region. Features include: * Chickens, and a chicken coop * scripted guard dogs to protect said chickens * A small troll companion creature * A vegetable garden * Leveled set of alchemy equipment. * Scripted window lighting so the interior is darker at night. * Several secrets for the player to discover Exterior Your new best friend Chickens asleep for the night Night time overview of exterior Entry area Main area, day time Main area, night time View into the lower area Under the stairs, some storage, and a cozy spot for the dogs. The house is a wooden structure furnished with primarily middle class items. There are several little secrets to discover. The interior lighting is scripted to simulate sunlight through the windows. The upper floor has the storage, kitchen and dining and main sleeping areas. In the basement there is a box with a leveled alchemy set, a spare bed, and a reading area with a large book-case. The book-case has many of the common Vanilla books on it already, and should have enough extra for a fairly extensive rare volume collection. Outside is small garden, a chicken coop and a flock of chickens. The chickens respawn. Two guard dogs roam the property inside and out, they are scripted to protect the chickens. The dogs respawn as well. Also they know a nifty trick. If you see a small brown troll hanging around don't be alarmed. It is tame and will accompany you on your adventures if you want. The COBL version of the house has two water barrels outside, and inside has the luggage, a grinder, an ingredient sorter and trash can. This mod is nearly ready for release, pending final testing and tweaking.
  11. I don't know how to do this, but i have one piece that might help. You can check disposition and aggression to find out if an actor will attack the player. This is an example off the CS wiki: if ( callingActor.getAV aggression > 5 ) if ( callingActor.getDisposition target < callingActor.getAV aggression ) ; actor is hostile toward target endif endif Now...if your trying to build an enemy detector or something and need to identify arbitrary actors around the player...I think your going to need the OBSE functions that can be used to 'walk through' a list of references...but I"m not help there, my scripting isn't that advanced yet.
  12. I use RL and OOO together... I'm pretty sure by default OOO makes it take about 4x as long to levelup...could that be what you're noticing?
  13. Put it in it's place - Enhanced Grabbing In a nutshell, grabbing owned objects is no longer a crime in itself, also picking up can make people like you more. One of my favorite mods.
  14. Why did you write a script that does something if the player is more then 80 away AND less than 80 away? Do you really want it to not activate only if they are EXACTLY 80 units away? :huh: lol we really need to know what this is supposed to do, i can't make head or tail of it.
  15. This mod does exactly what you're looking for. http://www.tesnexus.com/downloads/file.php?id=16065
  16. Immersion/realism Landscape improvements like UL Game balance changes Quests
  17. I actualy JUST made a mod that creates an in game item you give to a companion to make them essential. And if you ever want to switch them back you just take it away. I'll be releasing it in the next couple days.
  18. This I can probably do hugs/kisses etc I'm starting to track down animation resources. Carrying game would be awesome, I'll look into it but no guarantees. I think that would be far more complicated then it seems at first. Tripping, the various realistic fatigue mods already cover. custom conditional facial animation is outside my skillset. Running to avoid the rain, or choosing different activities on rainy days I can probably do. Moving objects is an interesting idea. but see my comment on dead deer. Changing residences could play merry hell with quests, and I really don't want to touch existing NPCs. It's just a huge can of worms. However, my characters can travel a lot and could be set to do this under more or less any circumstances. For example, Soldin and Yazarr above are going to have no fixed residence but spend a week or so in every city. Moving NPC's are a lot of work though. They need a set of packages for every place they live. At a certain point there's a practical concern, and possibly a performance one as well. I'm not sure how many packages I can stuff into how many NPCs before the game chokes. I'm trying to get a feel for that with Soldin and Yazarr. They are up to about 50 packages each and they arn't out of Anvil yet. :unsure:
  19. Morning practice. http://www.invision.tesalliance.org/forums/uploads/1262465999/gallery_1143_93_251476.jpg Soldin while eating lunch at the Flowing Bowl, decides to stand on a chair for some reason. ...who am I to judge? http://www.invision.tesalliance.org/forums/uploads/1262465999/gallery_1143_93_204809.jpg I catch up with them later in they day, it's Sunday so they're taking a stroll in the countryside. http://www.invision.tesalliance.org/forums/uploads/1262465999/gallery_1143_93_181356.jpg http://www.invision.tesalliance.org/forums/uploads/1262465999/gallery_1143_93_58699.jpg They end up chatting by the farm for quite a while...and staring into each others eyes...hmmm... http://www.invision.tesalliance.org/forums/uploads/1262465999/gallery_1143_93_114709.jpg Then they head to the Count's Arms for a late meal. On the way in Yazarr stops to talk to Emily, another of my characters. http://www.invision.tesalliance.org/forums/uploads/1262465999/gallery_1143_93_192792.jpg They head home to the Fighter's Guild for the night. Soldin stops to inspect a dead dog on the way. http://www.invision.tesalliance.org/forums/uploads/1262465999/gallery_1143_93_93199.jpg
  20. That is indeed the kind of thing I'm including. Example. This is Nicholas, he's a moderately rich man-about-town, and an adventurer in a casual sort of way. http://i240.photobucket.com/albums/ff79/SrJoben/forum%20post%20pics/oblivion/oops/ScreenShot41.jpg He lives in Bruma and spends time there wandering the town, visiting the castle Hall, or hanging out at the bar. He visits the chapel and gets a blessing from the altar every Sunday. He spends his nights in the larger Inn. He eats breakfast, lunch and supper. On Monday he takes a leasurely walk to Chydenhal doing some exploring along the way. At other points in the week he explores other places. On Wednesday he meets a friend at the Inn of Ill Omen, spends time with her, then escorts her back to her home in Chorrol. He also shows up for one of the battles towards the end of the main quest. -------- This is Telindil and Arabhira http://i240.photobucket.com/albums/ff79/SrJoben/forum%20post%20pics/oblivion/oops/ScreenShot87.jpg Telindil is an alchemist, Aribhira is his partner/guard, she protects him on one his journeys into the wilderness to find ingredients. They share a room in the West Weald Inn and return there after every day's gathering.
  21. Have you ever walked past an archery butt in town and thought "How come no one every uses that one?" Or come upon a a bedroll that no one seems to ever sleep in? Why aren't there more hunters in the woods? Or people harvesting ingredients? If you can think of something that characters in Oblivion should be doing, post it up here. I'm working on a mod that adds NPCs to the world and am trying to make them as interesting as possible. :)
  22. Great idea! I think a magic effect script that forces an AI package would be the only way to do this. But I wonder if it's possible for an actor to go into a cycle set of AI packages this way, you know, moving between things like eat, sleep, and read until called out of the effect. I could see one package being applied at a time this way, but I'm not sure if you can get a whole set going. You could give them scripted unplayable token items. You can have the scripts on the tokens monitor the passage of time, or look for certain behaviors. Then activate new AI packages. I've sorta started down this road with a mod for Companion Share and Recruit. I made it so you can tell your companions to go to sleep. One script clears their current package, stops them following and gives them a sleep package and a token item. The token item has a script that watches for them to wake up and when they do puts them back in follow mode. This kind of thing could be adapted to switching them between eat, sleep, wander
  23. I'll be darned. I always had this weird feeling I was stumbling onto way to many of them in my travels. It just never clicked that there was more then one of each. The begining of the KOTN quest almost drove me nuts. Halfway through getting the relics I picked up two points of Infamy and didn't even have any idea what they were from. Fortunately I was able to use the console to save myself the trouble of going to the wayshrines again.
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