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Posts
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Everything posted by PrettyMurky
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Sounds like you're after Talkie Toaster's Skeletal Variation.
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What, right now? I said that I'd have a go at it when I could. Over the past few weeks, I have released mods that take persuasion, training, NPC recharging and repairing, player recharging and repairing; all out of frozen time, and into real-time. I'm working on alchemy, and options for live spell customisation and mana channelling. I think I can bring buying and selling in without too much trouble, and I think I could modify my engine to allow most, if not all, dialog from the vanilla quests into live play (if anyone is willing to put in the many, many hours of simple, but repetitive work into converting them). My point is, and I think it's worth pointing out the incredible irony here; these things take time.
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Mod is now finished.
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Firstly: Install Oblivion somewhere else. Some kind of windows security whats-it, gets all upset with mods if you try to install in Program Files. As for the patching, I'm not sure. Hopefully that'll work after a re-install.
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Do any mods remove pause while reading?
PrettyMurky replied to JBs Boy's topic in Oblivion's Discussion
I was looking into this recently. I think it can be done. MenuQue allows new XML to be brought it, at whatever menutype; and most of the relevant xml could be ported over in its current form. The main difficulty would be dealing with scripts attached to the books. However if they were allowed to run as normal, but with a menumode 1026 block in a quest script, that closes the vanilla book menu, and sets the new one to open, once back in realt-time play. -
Whilst not exactly the same. I'm planning on making a mod in which you can crank magicka into either increasing your resistances, or powering up your spells; controlled with the mouse wheel. It should be fairly easy as well. I'll add it to my ever increasing, to-do list...
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Help with oblivion modding compatability
PrettyMurky replied to tehx3n's topic in Oblivion's Discussion
Does this mean you also don't have the latest patch? Many mods require this. -
Help me Mod Plant Ingredient Effects..
PrettyMurky replied to p4stlife's topic in Oblivion's Discussion
When you eat an ingredient, the effect is basically a potion, made with a fifth of the player's alchemy. So it will only take into account the first ingredient property. I think duration may be forced short as well. If you want a particular combination of effects from eating an ingredient, then I think that the you'll have to have the first effect as a script effect. Also, if you like drugs, and making money; I've obviously got to recommend my own mod, Skooma Deals. -
"it works", but "It is not in the /Data directory"? Are you sure you actually created a new esp, and didn't accidentally edit an existing one?
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Definitely this one. There are countless other mods that add homes of various types, that could be used by the player in conjunction with yours; whereas other mods that allow one to 'become' a vampire more, are part of other vampire overhauls mods. Side quests are nice to have, and worth doing; but effecting vampirism has to be the main priority. By the way; did you manage to find a way to intercept the vanilla feeding function?
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Exactly. Like how some thieves guild quest requires you to have some lockpicks to give to someone. Lol. Some psychologists might claim that I use it too much. I've used OBSE so much, that I'm now worried that it has become sentient, and has starting using me. I'm more OBSE than man now. In conclusion, I am using OBSE, and can heartily recommend others to do the same :D
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I meant more like any quests where you have to give a repair hammer to an NPC, so there would be a condition somewhere 'if player.GetItemCount RepairHammer > X', which wouldn't be true if all their hammers had been converted into the new kind. I could always put a variable to toggle the converting; so players could additem themselves a vanilla hammer if need be.
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Perfect! You'd be getting a kudos if it wasn't 404-ing right now. The smallest one fits in the hand nicely, and the swing looks appropriate for either a tool or a weapon. I might even add a script to the vanilla hammers, to replace them with my new wieldable ones. I'll have to set it so you can't repair a repair hammer though :D On that note: Does anyone know of any quest, vanilla or mod, that requires the player to have a repair hammer?
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Thanks, it works well. Although you've put it the wrong way round; as in the animation is swinging claw first, rather than head first. I don't suppose you'd mind switching it around? Also, if possible could it be slightly smaller? Maybe about 0.8 scale; there's some clipping around the fingers, and also I think that it will help it to look like a tool than a weapon.
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Looks like you're looking to play around with FPerkAthleticsXXFatigueMult. There may be other settings that you can use to achieve what you're after, but beyond that, I'm afraid that it probably will be hard-coded.
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How to force sleep/wait for 1 hour?
PrettyMurky replied to PrettyMurky's topic in Oblivion's Discussion
Not by the same method, but I think a simple quest script could do it. scn ScriptName ref MarkerRef float fQuestDelayTime Begin MenuMode 1023 set fQuestDelayTime to 0.5 if isKeyPressed3 X ; Where X is the scancode for the key you want to press to initiate travel set MarkerRef to GetMapMenuMarkerRef player.moveto MarkerRef endif End Although the travel would be 'instant'. If you wanted to include passing of time, you'd need to work something out using GetDistance, I'd imagine. -
How to force sleep/wait for 1 hour?
PrettyMurky replied to PrettyMurky's topic in Oblivion's Discussion
... I was rather looking for a more code-orientated solution. Anyway, I've solved it myself now. The Wait menu can be forced with: 'TapControl 16' Then the automatic waiting is achieved with a Menumode block with appropriate conditionals, and the lines: 'SetMenuFloatValue "sleep_background\sleep_scroll\user7" 1012 1' 'ClickMenuButton "sleep_background\sleep_button_sleep_wait" 1012' -
Does anyone know if theres a way to force the 'wait' menu to open, then wait for 1 hour? Thanks in advance, PM
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Streamline's Streampurge vs PCB?
PrettyMurky replied to xchargerfanx's topic in Oblivion's Discussion
I suppose you could just use a simple quest script: Begin GameMode if GetFPS > X Return endif if GetCellChanged pcb endif End -
EDIT: Mod is now finished. I'm making a mod to allow the player to repair their items in real-time gameplay. In which the repair hammer would be equipped like a weapon, then 'swung' at an item to repair it. Not entirely dissimilar to the concept of ZUMBS Lockpicking. The script will be no problem. However I havn't the faintest idea how to model or texture an item. So if someone wouldn't mind working the neccessary magic (I don't know if it's possible to use the gameworld model of repair hammers, and tell those how to be held as weapons; or if a new model needs making), I would greatly appreaciate it, and will happily credit you in the finished mod. Or if anyone knows of an existing mod with content I might be able to use for this, please let me know. Thanks in advance, PM
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From the OBSE documentation: The format specifiers recognized by OBSE commands include all of those recognized by vanilla Oblivion script commands like MessageBox as well as several extended specifiers: * %a - replaced by the character matching the ASCII code passed as an integer * %c - replaced with the name of a component within another object. Takes two arguments - an object (ref) and the index of the component you want to access (short). Supported object types: o Magic Item - prints the name of the nth effect item. o Faction - prints the male rank title of the nth rank. * %e - replaced by nothing. Useful for passing an empty string as an argument, as the script compiler will not accept an empty string. Can be used outside of format strings. * %i - is replaced by the formID of a reference or object passed in a ref variable * %k - replaced by a string representing the key associated with a DirectInput scan code * %n - replaced with the name of a reference or object passed in a ref variable * %p - replaced with a pronoun based on the gender of the object parameter passed in a ref variable: o %ps - subjective (he, she, it) o %pp - possessive (his, her, its) o %po - objective (him, her, it) * %q - replaced with a double quote character (takes no arguments). Can be used outside of format strings. * %r - replaced by a new-line character (takes no arguments). Can be used outside of format strings. * %v - replaced by the name of an actor value passed as an integer actor value code * %x - replaced with an integer in hexadecimal format. An optional digit from 0-9 immediately following this specifier indicates the minimum width of the displayed value. For example, MessageEx "%x4" 255 will display "00FF". * %z - replaced by the contents of a string variable * %{ .. %} - Conditionally omits a portion of the format string based on a boolean value. The left bracket accepts a variable; if the value of the variable is zero, all text up to the right bracket will be ignored, and any parameters supplied to format specifiers within the omitted substring will be skipped. * %B - toggles blue text on for console output * %b - toggles blue text off for console output. e.g. "%BBlue%b suede shoes": when printed to the console, the word "Blue" will be printed in blue text. Note that the %e, %q, and %r specifiers can be used within any string literal and will be replaced by an empty string, a double quote, or a carriage return respectively.
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Give a man a recent link, and he'll surf for a day. Teach a man how to google for what it is he's looking for, and he can find all the links he needs for a lifetime...
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Is Oblivion modding taken over by perverts?
PrettyMurky replied to danjako43's topic in Oblivion's Discussion
It's possible that the OP was attempting commentary upon society's increasingly voyeuristic nature; on how the all-permeating, political apathy so ubiquitous in these modern times has seeped into our sexualities; and how years of watching others on screens live their lives instead of living our own has started to pervert our sense of empathy into just another paraphelia. However it is also possible that the OP is simply an adolescent, looking to crack one off. I couldn't possibly say... -
Is Oblivion modding taken over by perverts?
PrettyMurky replied to danjako43's topic in Oblivion's Discussion
Well if this was a restaurant who had claimed a varied selection, and had charged me as such; I could, and would be within my rights under the implied contract created by Supply of Goods and Services Act, seek compensation. However if this was simply a table in a field, with a sign saying 'free pizza', then clearly whosoever left the pizza there has no contractual obligation towards me. I've got an idea in my head, and it should be fairly simply to implement. By this time next week, you shall have your wish. :devil: -
Even though the OP has already solved this: If anyone wants a 'balanced' solution to this, my mod 'alternative spellmaking at a price', has a dude in the Arcane Uni who will sell a spell for each school of magic, containing all the effects. Actually casting them will probably crash the game, but they allow you to 'know' the spell effects. The mod also adds spellmaking for non-guild members, with the guildhall for each school of magic handling spells of that type. However it costs three times the standard price, and you can only make spells of that magic school.