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PrettyMurky

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Everything posted by PrettyMurky

  1. If you want a hotkey mod; you want Enhanced Hotkeys
  2. But... you'd only have to enter it into the console once. Once! How is it any more immersion-breaking than saving, or reloading?
  3. I think the limitation is on lines within 'Begin... End' blocks. So the lines used for declaring variables don't count, which is why the limit seems random. The easiest way to cirumvent it is with User Defined Functions. It can save you a lot of time, and make your mod a lot more efficient if you do it right as well.
  4. :D Yeah that could easily be achieved with RTI. If someone wants to do it, then the Weapon Selecter included (scripts beginning 'pmws...') could be largely copied without too many changes. It might be useful to be able to have multiple lists of spells, instead of just the one; however this would still be nice and easy with RTI. I might get around to doing myself eventually, but there's a lot of things that RTI enables, and it'll take me a while to get through them on my own. I'd much rather someone else tried to do it, even if I do have to give extra assistance at first. I don't mean to keep blowing my own trumpet, but my mod is good, damn good. It not only makes many new things possible, it also, once you know how it works, make a lot of things a lot more straight-forward as well.
  5. SetVerticalVelocity X Where X is some positive number.
  6. Thanks for the Integration info, good to know. I guess I'll install it from the start, & if I run into that Xivilai naturally, I'll go from there. I like the idea of starting as an evil, or atleast unlawful, character; riding around as a skooma dealer, turned thief, turned assassin; through whose participation of the events of the main quest, is thrust upon a journey of redemption, and becomes Archmage, Count of Kvatch, & generally kills less people who don't deserve it. I especially like the idea of playing Damarsk early. Mainly so when I do start the main quest, my character can be all nonchelont and like "Oh this place again...".
  7. The script looks good as far as I can tell, although I haven't done an awful lot with scripts on actors. You will need to set the factions. The easiest place to do this would be in a quest script. I think you should be fine to StopQuest it after as well, to save it running once it's done.
  8. Let just say it's probably more of a reflection of the unseemly nature of my own mind, rather than anything else... If you wanted to simplify things for your mod; then instead of having separate factions for each animal, how about having them all in the same faction, but ranked? Then have it so if the fox's enemy is more than, say two, ranks above him, then he will flee. So he might have a go against a normal wolf, but against a timber wolf, or a boar, and he's outa there! Similarly, a timber wolf might try and fight a black bear, but if he meets a mountain lion or a brown bear, then he will flee.
  9. Firstly: I love accidentally misreading your name. Secondly: You don't need to 'set Fox to GetSelf'. Because it is a reference script, already running on the fox (why GetSelf works), you can simply say 'ForceFlee' and it will apply it to the whoever GetSelf is. Thirdly: Whilst I love creative scripting used to effect realism. I think in this case, the idea has already been done by MMM.
  10. Hmm. Only thing I can suggest with UL is move it around in the load order. Try with just the UL esm, and one esp that doesn't need any patches. Then try it at different points in the load order, see if anything works.
  11. @JCP768 I wasn't putting down Integration at all. My point was, that even in comparison to a mod as excellent as Integration, the effect that Enhanced hotkeys on how you can play the game is overwhelming. It makes being a mage a valid experience. It saves so much time, finding and selecting things in your inventory; effecting realism and immersion at all levels. It, more than any other mod, makes Oblivion an RPG instead of an arcade game. On the subject of integration: I haven't actually played the quest aspect of it. I got it all installed, and starting playing with it earlier this year, so I got to experience the excellent LAME and RBP, however I decided that I needed to make more mods, and well, here I am... When I do finally get around to playing the game again, I plan on using the Kvatch Alive, main quest delayer. So should I install and potentially play integration from the start, or does the Integration lore expect me to finish, or atleast have started, the main quest? (no Integration spoilers please!)
  12. It sounds like the clash between the Elder Council, and Reneer's Guard Overhaul; although I don't know exactly what causes it, possibly something to do with how they handle the guards AI. I had the same problem. Whilst not quite as comprehensive as RGO, SM Regional Bounty does a lot of the same jobs. However if you give me a week or so to finish my current mods; I plan to expand my own crime handler to include customisable regions, and possibly crimes having witnesses as well.
  13. Perhaps if you used 'disable control' to prevent the normal attack behavior. Then used a quest script with an 'OnKeyDown <attack key>' listener, supplemented with an 'IsKeyPressed <shift>'. If shift is not pressed, it swings the weapon as normal; if it is, then it equips the other weapon, and swings with that. The tricky part would be getting this to work with the off-hand animations provided by the likes of Seph Dual wield, but I [i[think[/i] it could be do-able.
  14. It certainly wouldn't be straight-forward. The best I can come up with would be to create your, say 'werewolf soulgem', as another form of petty soul gem. Then create a custom soul-trap spell, that first checks the to see if the target is a werewolf. If it is not, then process with the normal soul-trap effect; but if it is, then remove your empty, petty werewolf gem, and replaces it with a filled grand one. So it wouldn't be werewolf 'only'; but would only work on petty souls for everything else.
  15. Enhanced Hotkeys Sure, Deserts of Aquinas is beautiful; whilst you're there. Quest mods like integration can be incredibly absorbing; whilst you're solving them. However Enhanced Hotkeys effects gameplay all the time.
  16. From http://cs.elderscrolls.com/constwiki/index.php/GetInCell "The CellID has to be a valid interior cell EditorID. This function will not compile if CellID is an Exterior cell EditorID. In some cases, it is necessary to create a "dummy" interior cell (e.g. Chorrol) in order to use GetInCell for a set of related interior and exterior cells (e.g. all the ChorrolXXX cells)."
  17. I've posted the code you'll need on the RTI topic, as it makes for a good demonstration of how RTI can be used. Anything you need to change, I've put inside < > brackets. If you have any problems, let me know!
  18. Code for Bencebence's mining script: First you'll need a quest in which to define a variable. It can be a pre-existing one of yours, or one you make just for this. Either way, in YourQuest you need to declare 'array_var VeinHealth'. Next you'll need a FnCheckElig, a FnActivate, and a FnWaitOver. You'll also need to make an ini file, with the name <YourModName>.ini and save it in the folder 'data\ini\RTIPlugins'. For help finding the FunctionIDs, look at the image found on Nexus or in the download of RTI. Finally you'll need to download and install Real-Time Interactions, and that should be pretty much it!
  19. Yup, it should be pretty straightforward. Gimme half an hour and I should be able to do it.
  20. Sure. Especially if they're to do with using my new Modder's Resource, which I am determined to pimp out as much as possible... I do think that it could be used quite nicely for your mining script though.
  21. You could circumvent all these problems with my new modder's resource. FnCheckElig would simply have to check that if the object has the appropriate baseID, and that the player has a pickaxe equipped. FnActivate would play the pickaxe swinging animation, and then calculate the objects 'health' loss, storing the result in an StringMap array whose key is the object's FormID. If you want some ore or whatever to drop, this could be placed into the player's inventory, or bounced off into the game world as desired. That would basicly be it. You could set it to 'AutoRun', so you wouldn't even need to deal with the HUD.
  22. Thanks! But until we get some mods to use it, it is just a fancy HUD display. For people who don't know how to script; try and suggest things it could be used for. But you sir! Mr fg109 do not have that excuse! I've seen your prompt and bang-to-the-point answers for all the modding questions people post here, you can't claim you don't know how to script :P I'd like to see some of your skills in action; you can't claim you don't have the time either, as RTI does most of the lug-work for you, leaving you to deal with just the basic logic of what it is you want to do!
  23. I have just released my modder's resource, Real-Time Interactions. I'm rather pleased with it. I should really explain it in better detail, but I'm pretty damned tired by this point, so herehttp://www.youtube.com/watch?v=Si_1ZJCCRfU are some http://www.youtube.com/watch?v=Hn-FIGDikrk videos. Here is the Readme. And here is the Modder's Guide Now I badly need some sleep, but will be bang on this again once I wake up!
  24. Thinking about it, if you use some of the realistic fatigue mods (so that the proportion of your encumbrance is important, not just whether you're over the limit) & a backpack mod, then the result is fairly comparable to the Imperial Pound: I don't consider myself especially strong, but given a good backpack I can carry my own weight (about 150lbs). However if I tried to run or jump with that weight, I'd get knackered pretty quickly, and probably trip and fall, as in some of the good fatigue mods. I think if I spent my whole time fighting and adventuring, I'd get a lot stronger. I don't know about lifting 500lbs! Although World's Strongest Men competitors carry weights in excess of 400lbs, and this is a fantasy game after all. So in conclusion: I should stop procrastinating and finish writing up the documentation for, then release the, if I may say so myself; pretty darned revolutionary, modders resource I've just finished.
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