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AIgnatiousS

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Everything posted by AIgnatiousS

  1. I've been playing with it a lot and it seems like possibly the button phrase needs to be on the outside of the if state = phase...
  2. Again I've stumped myself. I took another route on the script and now it plays the first message box but will not allow me to press the button, "Continue". Here is my script; begin CharGen;short CharGenState is a global; 1 = start; -1 = all done. Set from CharGenDoorExitCaptain. Can save game after that is set short stateshort buttonset button to GetButtonPressed Player->PositionCell 19420, 40385, 8235, 325, "NewWorldspace"MessageBox "You awake in a bed, a doctor tells you that you are a survivor of an attacked ship." "Continue"if ( button == 0 ) set state to 2endif if ( state == 2 )EnableNameMenuMessageBox "The doctor tells you that you were passenger to a cargo ship that was attacked." "Continue"if ( button == 0 ) set state to 5endifendif if ( state == 5 )Enableracemenu MessageBox "You are told that a robed individual brought you to this medical room." "Continue"if ( button == 0 )set state to 10endifendif if ( state == 10 )EnableBirthMenuMessageBox "There was another, but he has passed, he left you with a pair of daggers." "Continue"player->additem "Ig_Dagg" 1if ( button == 0 )set state to 15endifendifif ( state == 15 )EnableStatsMenuMessageBox "He welcomes you to NewWorldspace." "Continue"if ( button == 0 )set state to 20set CharGenState to -1endifendifif ( state == 20 )EnableClassMenuset state to 25endif stopscript CharGen end CharGen
  3. Okay, I appreciate the fast response. I was hoping I wouldn't have to script the entire thing but it is what it is. It may be a while before I get around to doing it as it is not on the top of the priority list on my extensive mod, but, when I get around to doing it, I'll make a post that it has been scripted. : )
  4. Walkthrough for creating a new race with a new head; - Open construction set, create a new file and set it as active. - Go to the very top of the screen and select the Character drop down tab then - > Race ---- Press New and set the race's new ID (This is not its name). (For our example we will use John_NewRace) ---- Set the race's name underneath the ID ---- Set it's skill bonuses and base attributes. ---- At the bottom right of the Race window there are two check boxes you need to consider; Playable and Beast Race -------- Playable lets you play it. -------- Beast race will restrict them on items they can wear. ---- Set the Description and whatever specials you wish. Now on to the body parts. - Go to the Body Part tab in the Object Window (Left side of the screen) - Find b_n_khajiit_m_ankle - You want to make a copy of all these body parts for the b_n_khajiit_m (m stands for male) and make their new ID different so that when you save it, it will create a new item. ---- So basically you need a John_ankle, John_chest, John_foot, John_forearm, John_groin, John_hair, and John_head. - Inside of each of these objects you need to set the race on the right side of the window to John_NewRace The Head - You've made this wonderful amazing monkey head, now go into John_head and change the .nif to your new mesh (Monkey Head). If you have done all of this save your mod, open Morrowind, go into Data Files and check your mod in the load order, and try out your new race.
  5. Linking the texture to the object using blender - As far as body parts; hands, feet, chest, groin, etc... - These parts have to be animated I personally have done no animating on any of my objects although I have multiple new races in a mod I'm working on. What I did was use the old body parts that were the closest color for what I needed it for; Blue or Black (Dunmer), Green (Orc), etc... Once you have the new race created you can adjust it's size and weight and it will look totally different standing next to a different size individual... Now, the new race. You CAN simply make a new body part for a 'head' and it does not need to be animated. So, say for instance you want to make a monkey-person race. You could use all the body parts from the Khajiit and then make it small (size and weight) while adding your new 'Monkey Head' mesh into the construction set and creating a new body part for it. Then add that new body part (Monkey Head) into that race's head variants and there you go, a monkey person. As far as replacing the rest of the pieces I don't do animating so I can't help you with that.
  6. As far as I know you have to actually port the meshes from the .esm, or create your own 3d model for the weapon (I use blender and it works fine, I've made a ton of custom weapons). I think this may be what you're looking for; https://www.nexusmods.com/morrowind/mods/12189 edit: the icons are in there as well.
  7. Does anyone know if you can take a Summon Creature spell and make it summon an NPC rather than, say, a skeleton? I understand it would replace the spell, if it's even plausible.
  8. Still struggling with this but as soon as I get it working bug free I will post a tutorial on it.
  9. After playing around some I created my first travel NPC, allowing you to travel from one "interior" cell that I have made a new worldspace, to another "interior" worldspace cell. Problem I'm having now is, how in the world do I set the price for the service? 8-10 gold just isn't going to cut it...
  10. And after looking up SayDone on the scripting for dummies I realized it does NOTHING like what I thought it did.
  11. Hmm... Yeah I took a look at what all needs to be disabled/re-enabled based on the chargen stuff but the problem isn't being able to move more than the fact that every window (race, class, birthsign, name, etc...) pops up at the same time rendering the player unable to press any of the buttons to progress.
  12. Nevermind, it was much simpler than I thought. I've never tried it before.
  13. This is the code I have so far, although, the if/end statements are completely useless because they did not work as expected. My Chargen can be this simple. begin CharGen;short CharGenState is a global; 1 = start; -1 = all done. Set from CharGenDoorExitCaptain. Can save game after that is set Player->PositionCell 19420, 40385, 8235, 325, "NewPlace"set CharGenState to 1EnableNameMenu if ( SayDone == 1 )Enableracemenuendifif ( SayDone == 1 )EnableBirthMenuendifEnableClassMenuif ( SayDone == 1 )EnableStatsMenu"SW_DooCharGen"->disableset CharGenState to -1endif stopscript CharGen end CharGen
  14. Is it possible to make an enchantment that say fires off an electric bolt as if you casted a ranged spell *IF* I make a staff on the construction set that has max range (10 or 15 or w/e). I'm more interested in the spell effect flying through the air than anything.
  15. I know this might seem like an unnecessary mod but humor me if you have the knowledge, please. How do I change gold to have a different name/icon and it still be gold? I've done the obvious which was editing the gold in said ways but then if I spawn the item(s) they simply do not work as gold.
  16. I've been developing a mod for over 2 years now, and I'm at a point where I feel it requires its own alternate start mod. I have no idea where to even begin on this. Any advice?
  17. First off; I could create a staff (a blunt weapon) and give it max range aka Reach (would be 10), give it a damage of 1-1 and then I have a medium ranged weapon. From here I want to create an enchantment that fires off a spell effect on strike, virtually creating staves like in Oblivion. Is this plausible?
  18. Okay, I appreciate both of y'all. I ended up going with this one, but I had to change around that button 1 says Destroy it and button 2 says pick it up. It didn't seem right but it worked.
  19. Now that I'm thinking about it, I missed something important. On your NEW save that you make make sure you have only vanilla game files (Morrowind, Tribunal, Bloomoon) checked, that is SUPER IMPORTANT.
  20. Can anyone find the problem here, I recycled it from an old script with someone having a similiar problem posted in these forums. Problem is it doesn't matter which button I press, it states "You have destroyed the object." I'm not understanding what's wrong. Begin SW_Activate Short controlvar Short button If ( MenuMode == 1 ) Return Endif If ( OnActivate == 1 ) If ( controlvar == 0 ) MessageBox "What would you like to do with the object?", "Pick it up.", "Destroy it." Set controlvar to 1 elseif controlvar > 1 activate endif endif if ( controlvar == 1 ) set button to GetButtonPressed if ( button == -1 ) return elseif ( button == 2 ) MessageBox "You have picked up the object." Activate set controlvar to 2 else MessageBox "You have destroyed the object." set controlvar to –1 Endif elseif ( controlvar == 2 ) Activate Set controlvar to 3 endif End
  21. Double click on the object in the render window, it will bring up it's statistics. Now, on the bottom right side of that window there is a checkbox that is grayed out that says 'Locked', check that box and it should brighten up the options, allowing you to use them. You can set the lock 0-100, if it uses a key, and if it has a trap. Be sure to hit CANCEL not SAVE when you're done. It will save for that specific item but not for every chest in the game that uses the same ID.
  22. By far Fargoth was the most impressionable NPC that was a 'normal' person.
  23. Another scripting question, this one should be more simple, but I can't wrap my head around it. I want it to basically say If 'player' activates 'object' Display MessageBox Option 1: Would you like to pick up the object? Option 2: Would you like to destroy the object? Option 1 disables the object, effectively getting rid of it, and then puts a clone of the object (a Misc Item that looks exactly like the Activator) into your inventory. Option 2 disables the object, with no bonus effect other than satisfaction of how evil the player is.
  24. You need to create a new character. Put him in an interior near your house mod where the cell is separate from your mod (Arrile's Tradehouse, etc..). Now save the game, make a NEW save that is NOT a quicksave so you don't accidently save over it. The one I use is literally named No Mod. From now on when you are testing your mod load that save, you don't even have to walk to your house mod from where you are in the save, simply type in, coc <cellname>
  25. I am attempting to create a script that when I attack with a blunt weapon, it creates a new sound. I have done this, but, it doesn't work when NPC's use my new weapon, which is irritating. Looking for advice, I have tried the script generator as well. A previous post in a different forum; https://forums.nexusmods.com/index.php?/topic/6482046-weapon-sound-script/
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