Jump to content

Broken_Code

Members
  • Posts

    19
  • Joined

  • Last visited

Nexus Mods Profile

About Broken_Code

Profile Fields

  • Country
    United Kingdom
  • Currently Playing
    GTA IV
  • Favourite Game
    Oblivion

Broken_Code's Achievements

Apprentice

Apprentice (3/14)

  • Week One Done
  • One Month Later
  • One Year In
  • First Post
  • Collaborator

Recent Badges

0

Reputation

  1. I'll look into doing it the nighteye shader way first. If I come across anything that might be interesting, I'll post it here. Thanks, Broken_Code
  2. OBGE seems very good, is it possible to get a good washed-out colour effect using just OBGE? I saw that the colour effects were variable based so I thought I might be able to do away with ScreenEffects as a mod requirement. Just a thought: is there a way to change the colour of the nighteye shaders? If I could make them tint everything grey instead of blue then apply it to my own spell, that'd be perfect! Thanks, Broken_Code
  3. Thanks for the quick reply, what is OBGE? I'm not afraid of scripting, as long as there is sufficient documentation for me to learn from so ScreenEffects looks like a good option. However, I'd like to keep the mod's requirements as close to vanilla as possible, is there a way to get a washed-out or black and white effect from altering shaders somewhere, or would I have to use OBSE anyway? Thanks, Broken_Code
  4. Hello again! OK, my question is: how do I make the screen black and white instead of colour? I ask because I have an idea in my head that requires a lot of flashbacks and it'd look much better if the flashbacks were in black and white (or maybe washed-out colours?). If anyone can help I'd be grateful. Thanks, Broken_Code
  5. Yes, I'm sure it's possible, and I'm quite sure that I've seen a command like that somewhere (CS wiki it). Once you find that the script should be pretty straight foward. eg: Activate OnHit if HitWith MyWeapon ==1 Set ActorHealth to ActorHealth - 10 else Set ActorHealth to GetBaseActorHealth endif End (If something like an OnHit block doesn't exist for weapons you'll have to do some more elaborate coding.) A script something like that, with all the proper variable names, attached to the creature should do the trick (I think). Broken_Code
  6. Yes it's possible, but it'd need some nice coding on the script to get it to work. Here's the way I'd do it: Make a weapon - set it to zero damage Attach a script that checks the base ID of the creature/actor and deals damage appropriately. I know there's a way to call the base of the creature/NPC hit but I can't remember it off the top of my head, best bet would be to look it up on the CS wiki. Broken_Code {EDIT} Sorry, got the worng end of the stick, I was thinking a weapon that only damages a certain creature.
  7. Hello, again, This time the problem I'm having is with icons. I made some nice custom icons (well, re-coloured the vinilla ones) and put them in the file path textures>MyMod>Icons but that gave me a "Invalid directory" error, so I put them in the standard file path textures>menus>icons but that didn't work either so now I don't know waht to do. Anyone got any ideas? Thanks, Broken_Code
  8. Yep, that worked. I knew it'd be something really simple (it always is isn't it?). Thanks for the help. Broken_Code
  9. Hello, I'm having a problem with some signs I retextured, I used the 5 claws lodge sign as a base, when I put them in-game as an activator they just fell off their support poles! So, I tried them as statics instead and again they just fell off their poles! If anyone knows how to fix this, I'd really appreciate it. Thanks, Broken_Code
  10. OBSE? I've heard about loads of useful commands that OBSE adds but I haven't learnt it yet, is it as easy to learn as the oblivion programming language (which I think is some sort of Basic) or is some kind of hard-core C++ language?
  11. Hello, Right, the idea was to make the mod I'm working on episodic, now that I'm done with episode 1, I want to make a start on (the much larger) episode 2 before I release episode 1. Now, the problem is that I want episode 2 to 'build on' the episode 1 esp file. So, I load them both up (with the oblivion .esm file) and set the episode 2 file as the active file, all is good. Until I try to save, then the CS crashes and says it needs to close (it dosen't save it either!). Anyone know how to do this properly? Thanks, Broken_Code
  12. Yes I thought of that too but it's way too much work just to add one more item to the game, I think I'll do the mod episodically so that when the last episode is activated that will be the one to change the lists. Thanks, Broken_Code
  13. Hello again, For a mod I'm making I'd like to have the player complete the quest to get a type of potion and then alter the loot lists so that the potion can be found as loot throughout the game. Just to be clear, I want to change the list after the player completes the quest. Is this possible? If so, how? Thanks, Broken_Code
  14. I see. Thank you for the quick reply. Thanks, Broken_Code
  15. Hello, Right, I know that all files must be relative to the oblivion/Data folder. However, do new meshes have to go in oblivion/Data/meshes/MyMod... or could they go in oblivion/Data/MyMod/... ? I just thought it'd make it easier for uninstalling mods, not to mention making my Data folder look neater! Thanks, Broken_Code
×
×
  • Create New...