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PrettyMurky

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Everything posted by PrettyMurky

  1. Heh, that's my mod. If it's glowing red, that means that it's not upright. You either need to stand it up properly, or there's a setting in the ini for autoupright, which will stand it up for you.
  2. If you wanted to find out exactly when the game considers season to be, you could test it with 'SetIngredientChance'; make four custom ingredients that each have 100% harvest in one season, and 0% in the others, then test for different gamedayspasseds. EDIT: Oh, and you can't have an OnLoad block on a quest script. You'll need a 'if GetGameLoaded' condition in your gamemode block.
  3. Other than a couple of hours on a friend's Xbox (which may as well be a demo, for the real version which will be available on PC in a few months time), I've barely played Skyrim. Over the last few months, I've finally gotten Oblivion ready for my last big playthrough; so actually enjoying the many mods I've already created is my first priority. Once I do start on Skyrim modding, I'd like to recreate my Real-Time Interactions engine; assuming that it is both neccessary and possible in the new CK. My recent Obliv modding has also given me a lot of experience with survial mods; I've hacked a lot at Duke Patrick's (a man with brilliant ideas, and horrible scripting practices!) Basic Hypothermia, and tied it into food and drink mods. Skyrim sure seems like a fun place to battle the elements!
  4. Brilliant! Thanks LogicDragon. I don't suppose you have Valenwood or Stirk as well? If not, I'll have to work something out; I'll post it here when I do.
  5. Yeah, I'm fairly sure this isn't possible. I had a good look for this functionality when making my persuasion overhaul. I ended up having to take the last six digits of the NPC's formID; convert it to decimal; take a modulus of 24; then use that to assign one of the possible permutations. Still, if you try mine, there's a 1 in 24 chance it'll give you the combination you want :)
  6. I think, finally, I have the combination of mods for my ultimate Oblivion playthough. It's taken countless hours of searching; countless more days making mods of my own. So now I come to the begining of the end - the final installation. I'm going to work largely from 50 steps to a stable FCOM+++. I'm not using FCOM, but I am using OOO and MMM, and many of the other mods listed there. However many significant mods I am using are not mentioned there, and I would appreciate as much input from everyone as possible; with any relevent experience you may have. I've tried to catagories the mods as best I can; although some were hard to pin down. Anyway... :BIG MODS: :RESOURCE PACKS: :INTERFACE: :TAMRIEL EDITS: :VISUAL / ENVIRONMENT: :QUESTS: :SURVIVAL: :REALISM / GAMEPLAY: :Misc: :CLOTHES / BODIES: :PERFORMANCE: :TOOLS: And of course the entire 'Real-Time Interactions' series :) So please, if you have anything you thing might be helpful or useful to me along my, what is sure to be harrowing, journey; or if you have any suggestions of mods that you think will work well with, or replace any of, my selection; it is all appreciated. Thanks in advance, PM
  7. These sound like OC load order problems. Try switching things around a bit.
  8. I'm in the process of preparing for one final, mega-install of Obliv. I'm going to have various new regions such as Deserts of Anequina, Valenwood, & Stirk; I'm also going to be using Enhanced Economy. EE has the option to add in the pricing information for new regions, so I was wondering, and hoping that others had done atleast some of these already. If you have EE pricing info for any region / new area mod; please post it. Thanks in advance, PM
  9. Suddenly? What has happened here, is that you have come here with a suggestion (nothing wrong with that), and the users of these forums, who know what they're talking about, have politely told you why your idea is impractical; you have preceeded to dismiss those people as 'unimaginative'. No; your idea was not a terrible one in princilple; however it would require a LOT of preparation, and still more ongoing maintainance, in order to provide a solution to a problem that can be solved by people such as yourself putting in minimal effort in learning about the thing that they want to do. People here are more than happy to help you along the way if you have questions; however they are less happy about endulging the whims of someone who is being naive and rude.
  10. It'll be something, or things, somewhere in here.
  11. I havn't tested it. In theory they should work fine together. I Assume that SexDarkness controls things via spells, as in the original Sexlvion; whereas mine does it via my RTI engine (so there are no casting animations interupting the 'action'); in which case they won't interupt each other. Although the original Sexlivion author used a lot of global variables, and I'm not sure what'll happen with them. Either way; give it a try, and if it doesn't crash, you're onto a winner!
  12. As far as I know, you'd have to use NifSE. As to how exactly...
  13. Depravity, depravity; theres nothing like depravity. To abuse every natural law; to fill up every here's a redux of Sexlivion I made.
  14. SetAV won't knock them unconscious; you'll need to use ModAV. Also, if you don't want them to keep getting up every ten seconds; changing fEssentialDeathTime with 'con_setgamesetting' should achieve this, however you'd only want to do this when the relevant action is going on; as it would effect all essential NPCs in the game. On another note; using == may be a too strict in a case such as this; <= would make sure to catch it. Although the best method for that particular check would be 'VampRef.GetDead'. Your script, tidied up, might look like: ref CassandraRefVar ref VampireRefVar Begin GameMode if CassandraRefVar ; this condition so that it only sets the ref, when they have not already been set. else set CassandraRefVar to CassandraLouve ; Unique ID set VampireRefVar to VampireLordX; Unique ID endif if (VampireRefVar.GetActorValue Health >= 0) CassandraRefVar.ModActorValue Health -9999999 endif if (VampireRefVar.GetDead && VampireRefVar ) ; this second check, followed by the next line, prevents this from happening constantly. set VampireRefVar to 0 CassandraRefVar.ModActorValue Health 99999999 endif End
  15. Yup, Enhanced Hotkeys is a must have! Also my Real Time Interactions mod allows you to add an unlimited number of weapons to a list, which can be scrolled through and equipped in live play; it also has a feature to easily equip an arrows in your inventory, in live play.
  16. "-Changing security/lockpicking so that activating a door will auto-calculate your lockpicking chance. Similar to auto-attempt but without the window popping up" Yup, I just made a mod that does that. "-Letting you feed on non-sleeping NPCs" There are various vampire overhauls; I'm pretty sure that atleast one of them has this feature.
  17. You'd need permission from each of the individual mod authors. Besides; most mods are straightforward to install; and those that are not would be unsuitable for a 'one size fits all' compilation.
  18. Nope. But I'll bet that it's one of the first provinces to be made for Skyrim; what with it being right next door to it, and as you say, having been a long time since Daggerfall.
  19. f) If you're into 'survival' mods; my combination of choice is 'Natural Hunger', 'Real Thirst', & 'Real Sleep Extended'. 'Enhanced Economy is a must-have as well. 'Side's backpacks', 'Realistic Fatigue'. I suppose I should also tout my own 'Real Time Interactions' series, which is principly aimed towards realism & RPGing, with persuasion, repair, alchemy and more, brought out of menus and into real time; it also includes my lockpicking mod, which goes well with e). On which subject; 'SM Combat Hide' & 'Stealth Overhaul'(although this may have been made obselete by a newer stealth overhaul, if I recall correctly). I'm also currently working on a crime overhaul, which includes customisable regional and provincial bounty, crimes having witnesses, and maybe disguise options as well; it should hopefully be finished in a day or two.
  20. 'offer,n.1. The act or an instance of presenting something for acceptance <the prosecutor's offer of immunity>.2. A promise to do or refrain from doing some specified thing in the future, conditioned on an act, forbearance, or return promise being given in exchange for the promise or its performance; a display of willingness to enter into a contract on specified terms, made in a way that would lead a reasonable person to understand that an acceptance, having been sought, will result in a binding contract' - Black's Law, 8th edition. If you really did have all relevent settings to turn off automatic updates, and they happened without seeking your acceptance, then I'd hope you have a case. However I am by no means a lawyer.
  21. 1) Maybe some setting(s) that you can change, however I looked at the settings list and couldn't see anything myself. Otherwise, it's gotta be Event Handlers; I'm thinking 'OnHealthDamage'. 2) More Event Handlers; 'OnSpellCast' this time, using 'ModPCSpellEffectiveness' (assuming it allows effectiveness > 100%). 3) For the spell effects, you could have a GameMode block running every second or so, checking the active effects ForEach 'GetHighActors', capping if necessary. As for skills; I think there are other mods that do this, so they'll be your best reference there. 4) More Event Handlers; probably a 'OnHealthDamage', or maybe a 'OnHitWith'. Hopefully atleast some of this will be useful for you.
  22. If you want to do that, or indeed anything mod-wise in Oblivion; you need Construction Set Extender.
  23. I'm just gonna shamelessly plug my Real-Time Interactions series, which trys to do away with as much of the vanilla game's 'frozen-time' menus as possible. Which includes: Persuasion Overhaul NPC Services - Training, Repair & Recharge Repair & Recharge Skooma Deals Skyrim-style Alchemy Overhaul Magicka Channeling and Customisable Spells In the interests of more shameless promotion, I'm also tempted to use RTI to redux Sexlivion in a way that would remove the casting animations. So if I do get around to that, that could provide some 'fun' animations for your sexily armored character ;)
  24. scn QuestScript Begin GameMode If GetGameReloaded con_SetGameSetting FDamageToArmorPercentage 0 con_SetGameSetting FDamageToWeaponPercentage 0 endif End That should do it.
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