Jump to content
⚠ Known Issue: Media on User Profiles ×

Dlesang

Members
  • Posts

    41
  • Joined

  • Last visited

Everything posted by Dlesang

  1. The result is inconsistent. It seems to work about 90% of the time when in an external cell. However, it works only about 10% of the time when summoning the actor from another cell into the internal cell you're in. I run around an internal spell, casting the spell over and over again, trying to get my actor to appear inside. I've managed to make it happen only once. If they're in the same cell you are, it seems to work well. Otherwise, they seem stuck outside, unable to reach you until you go outside and cast the summon again. In the end, I'd program the actor with AI that'd allow them to simply follow you through doors. But first, I want to create a spell that reliably pulls the Actor into your cell on command. At the end of this spell, they're wisked away to a special "holding" cell until they're called again. This is the closest work-around to the hard-coded Summon Creature spells I can think of. MAN, why didn't Bethesda just include a "summon custom creature" slot in their spell effects selection menu? It would have made this SO easy.
  2. I'm working on a summon custom creature script. Right now I have a working script that moves an actor from two set points in the world, and it works even if the actor dies first (say during combat or something). But how do I inform the script to place the actor near the player's location to allow the spell to work like the hard-coded Summon Creature spells? I'm having trouble tracking down any means of finding a "get player location" function.
  3. I'm using Blender 2.49b. I've made a simple gel cube as a prototype monster. Can anyone tell me how to export it so it works? When I try, the skeleton is completely flat, and does not animate.
  4. So I'm trying to make a Prince of Persia mod, including weapons, armor and a playable Prince race. However, my custom hair is really mussed up. The mesh shows up in game as completely black with no alpha, and it's displaced. Anyone know the reason for this?
  5. I tried this last night, but removed the doonce function because I thought it'd cause a problem. However, doing so caused the game to play, then stop for several seconds, the play for several seconds, then stop again, etc. Soooo I added the doonce function and it works fine now. Hooray! :D Thanks!
  6. So I'm trying to create my first enemy creature from scratch for Oblivion. I'm quickly learning that I have no idea what I'm doing. I exported my mesh and skeleton, and have made a simple idle animation...but it's not working in the editor. When I load it and turn on preview, nothing appears. When I open my skeleton, I see something new. Many of my bones are missing. They're present on the left, but they do not appear on the right. Also, when I attempt to load my animation into the nif to animate the skeleton, it says, "couldn't find the animation's root node (Scene Root)"
  7. I'm not sure if I understood what you said. But here's what I'm getting. I'd need a script that'd set the player skeleton path to say, "characters/eclipse/_male/skeleton.nif" I'm not very knowledgeable with scripting. I've tried using OBSE scripts in the editor before but they don't seem to work. I just tested the console command, and it worked fine. :D How may I use OBSE scripts in the editor?
  8. Could you direct me to this obse code, or share it here? I've never been able to get obse scripts to work. My knowledge of scripting in general is very lacking. I do have ideas I'd like to try, but it'd require a much greater knowledge of scripting than I have.
  9. I made a body with some exaggerated proportions. Now I'm altering animations to prevent limbs from clipping through body parts. I got my Idle standing animation to play in game. However, I don't know how to make it player-unique. Currently all NPCs stand with their arms away from their sides. Looks fine with my body, but with normal bodies, it looks uncomfortable. I've seen NPCs using unique animations before. I believe it has something to do with the animation selector in the NPC menu in the editor. I need help setting it up so I can select my animation without selecting the vanilla one too.
  10. I remember reading a rule forbidding pornographic material from being posted on oblivion.nexusmods.com. I don't know if this only applies to the image gallery, or mods, or the entire site. I'm also unsure what is meant by "pornographic material." I see many mods and images I would definitely call pornographic, but they've been up for months or years. Does this rule forbid actual photographs of real people? Is only Oblivion content allowed? I ask because I'm making a few sexy mods, and I want to upload some of them. These will include body mods with excessive proportions, sexy clothing for these bodies and other such adult-y stuff.
  11. I found this tutorial for adding custom voices. http://oblivion.nexusmods.com/mods/16268 I followed it's steps exactly and had no success. When I checked the comments, I saw many people had exactly the same problem I did. Though my sound files fit the specs they require, no custom voice plays in Oblivion. I've made custom sounds work in Oblivion before, but as object sounds. It's also five years ago. Can anyone write an updated tutorial and provide some support?
  12. So I'm trying to do three things. First, I'm trying to add a knockdown feature to a weapon set I've made. I want the enemy actor to be thrown to the ground when hit. I've looked around and found a couple threads on these forums where people shared scripts and said they worked, but nothing happens in game. Edit: Just fixed this problem. Second, I want to add a custom sound to this weapon when you hit something. They're balloon-like weapons, so I want to hear a rubber squeaky toy sound when you hit something. Edit: Fixed this too. Third, I want to add a burst of confetti when an actor is hit, but I have no idea how to handle particles. I already know how to add sounds to the CS and made my weapon make a unique sound when equipped. Beyond that, I'm lost. Also, the admins still haven't fixed the formatting garbage problem.
  13. I'm having a problem with my LOD in my custom landscape. I'm trying to make this valley that's about the relative size of Nibinay Bay [spell?]. However, when I teleport to the area to see how it looks in game before adding objects [the place is completely bare at this point], I can only see two cells in any direction. In Tamriel, I can see distance mountains. My landscape is a valley surrounded on all sides by mountains. It's a bit important that they're seen. What's especially terrible is you can see the water UNDER the land extending to the horizon, while the land simply just ends. And of course, when objects are loaded, it looks so much worse because large sections of things that cover multiple cells are missing [such as only a corner of a castle showing while at a distance]. Does anybody know how to fix this?
  14. I love that phrase. I'm curious how to make environmental maps function in Oblivion. Due to some tinkering, I've discovered that my custom eyes, while they do not animate, are very shiny indeed. I have done nothing to make them shiny this way. I don't mean the same dull shininess found on armor or such, but rather a sharper glossiness found on eyes and glass objects like potion bottles. I'm assuming Oblivion has some special procession for eyes to make them shiny this way. However, all my attempts to make a custom object glossy have failed. I'm stuck with the same dull shininess of armor/weapons/etc. Does anybody know how to make environmental maps work in Oblivion?
  15. Ah ha! Fixed the problem, I think. I changed a setting to "convex hull" and "dynamic" and now my little ball sits nicely on the floor. I'll continue to test it, but I think I fixed it.
  16. Whenever I make a clutter object, or any object that has collision, it tends to melt right through the floor. It interacts with the ground okay, but if there's any model on top of the ground, such as the imperial city streets, it passes through them. Any fix for this? I'm using Blender 2.49b. I've noticed many of Bethesda's clutter objects have a string of stuff I don't have in my blender exports, including friction, etc. Is this important? Edit: I've tested a simple ball shape. It interacts well with some static objects like an ayleid chest, half-sinks into other objects like a desk, and falls through the floor. Also, when I edited my post, a ton of html garbage was thrown into it. May want to look into that, admins.
  17. I'm already well aware of how specular maps work. I also said the properties of the two eyes were identical as far as I could see. I checked every block. This includes apply_modulate and glossiness. I did not change the specular map, so that shouldn't have any differing effect. Also, the name of the material in BOTH eyes is "right eye." This is the material for eyes in Oblivion, far as I see. There are only two sets of eyes, Imperial and Argonian. All the races use the Imperial eyes, except for Argonians. I just looked through the BSA for the vanilla meshes, and these eyes all have "right eye" as their material name. As for animation, I did realize last night I did not also change the egm and tri files. I'll try that and see what happens.
  18. So I'm trying to make a custom head for a custom race. However, I need to make custom eyes to fit that head. I've found that I can successfully export a mesh Oblivion will accept as an eye, but it does not animate or shine like the default eyes. I've inspected a vanilla eye in nifskope, and as far as I see, my model and their model are identical. My test model is a vanilla eye with some parts removed. I am using Blender 2.49b for this. My custom race head will be slightly cartoony, so the perfectly round default eyes don't fit. I'm fine with them never animating, but I very much want to learn how to handle glassy/wet shininess. I believe it requires an environmental map, but I'm unable to find any help using the google machine.
  19. I may be able to help. I'm still a beginner when it comes to making armors. I've made a body mod that moved well before, though the mesh itself was kind of crap. I recently watched both seasons of GoT and I was inspired by the styles of armor. I may be able to make some for Oblivion, but would need some help moving them to Skyrim.
  20. While trying to figure out how to add voices [combat call-outs for pain and power attacks] to my MLP characters mod, I discovered that my character is silent even when playing as a vanilla race. NPCs of my custom races are also silent. Anybody know what's causing this?
  21. No, I was trying to access files already present in Bethesda's BSA files. I was using the wrong tool for the job, it seems. BSA Commander worked fine.
  22. Does anybody know how to create objects that always faces the player's camera? Fire does this, so does several lightning, dust, smoke, and other particle effects. I'm wondering how to do this myself. I plan to use this information to create new lights and other objects. One such object is a fixed light source, attached to an archway. The light will appear to be coming from a glass ball with a light inside it. I need to know how to make the polygon face the viewer at all times to make the inside light look good. Anybody have any ideas? My attempts to google this have given me nothing even remotely related.
  23. So I looked into my Textures-Compressed.bsa file, and noticed it's missing most of the texture files for the game. However, all of the textures are present inside the game itself. Duhfux? Does somebody have the full textures bsa file someplace? I found my problem. Apparently the BSA unpacker present in the Oblivion Mod Manager only unpacks about 40% of the textures. When I used BSA Commander, I got them all.
  24. So I'm making a custom race based on a character from a popular TV show. I have access to the show's sounds. I've made custom head and skin textures. Now I want to add custom barks based on that character's voice. I want custom sounds for HIT and POWER ATTACK to play at the appropriate times. I found this tutorial, http://oblivion.nexusmods.com/mods/16268 , and while my sound plays fine in the CS, it is silent in game. What gives? This tutorial uses quests. But when I went looking for how Desu-chan did it for her Kawa Khajiit mod, she used a completely different technique. I can't find her anyplace. Does anybody know how to make this work?
  25. I already tried that, Nephenee. Nothing changed It still looked like plastic. Drake, I tried your idea about changing the APPLY_HIGHLIGHT thing and it worked....sort of. It still has that plasticy shine from before, but not it also has that glassy sheen I wanted. 50% victory?
×
×
  • Create New...