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Everything posted by PrettyMurky
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Casting from a activator without sound effect
PrettyMurky replied to PrettyMurky's topic in Oblivion's Discussion
I did. That mods the sound effect of ALL script effects. I'd prefer to just change it in the one instance, but I guess that this is better than nothing. -
I'm using an activator to cast a spell to run checks on the area around the player, and it is generally working fine. However I could do without the resonating 'thud' sound that plays whenever the spell is cast. Is there some way to remove this? I've found the OBSE command 'SetMECastingSound' but can't figure out how to use it. I've tried making a sound (with no associated wav file), and tried to attach that to my spell, but to no avail. Anyone have any ideas? Thanks, PM
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Just one: Storage Sacks
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Sounds like you want something similar to the Amulet of Kings. scn AmuletofKingsSCRIPT ref tempRef begin OnEquip player MessageBox "The Amulet of Kings slips off as you try to fasten it around your neck." set tempRef to GetContainer tempRef.unequipitem AmuletofKings 1 endBut with a GetIsRace condition stuck in to your liking.
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I'm writing a mod, that needs a way of getting simple text onto the game mode HUD. I understand that the MenuQue plugin for OBSE can be used for this, and that it is something to do with the InsertXML command, which is used (I think) to both activate the xml file, and to change certain attributes within it. However my knowledge of XML is limited, so I'd appreciate some help here from someone who knows what they're doing. I need to be able to make text appear at fixed point on the screen, with the ability to change said text via my script. Thanks, PM
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Perfect! Once again fg109 is the man with the knowhow! My mod is now one step nearer to completion.
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I'm already making use of the HasNoPersuasion flag. The first time that the player tries to persuade an NPC, it checks for the flag, and is it's not set, it adds the player to a faction, and sets the flag. Whereas if they have the flag set (& aren't in the faction), it tells the player that they can't be persuaded. The only problem with this is that if the player talks to an NPC before they have first tried to persuade them, the option for the minigame is available.
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I'm working on a mod to replace the persuasion minigame, bringing it into gamemode. Does anyone know how I can get rid of the minigame, either by removing the little icon for it from the conversations menu, or any other means? Thanks in Advance, PM
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Could someone make me a near empty MP3 and LIP file?
PrettyMurky replied to PrettyMurky's topic in Oblivion's Discussion
That is what I'm aiming for. It's for my gamemode persuasion mod. The idea is that this is used on a 'greeting' with the 'goodbye' flag ticked, on a quest with priority 51. So that it will only run if the player doesn't have any outstanding quest dialog with that NPC. Assuming they don't, I want it to briefly zoom in on the NPC's face, before as quickly as possible reverting to game mode. What method would you recommend for this? -
Apparently the process for doing this involves installing an older version of the CS and all kinds of foul necromancy, that I'd like to avoid as I only need it done this once. I need a silent MP3 file, as short as possible, 0.01 seconds or less if it will work. With the associated LIP file built for it. The idea of this 'dialog' is just to check that the player has no outstanding business (quest updates or getting arrested etc.) with the NPC, but this is one time where the excellent ELYS silent voice add-on is counter-productive. If someone who already has the old CS installed, and knows how to do this, could do so for me, and post the files on Nexus somewhere. I'd greatly appreciate it. Thanks in advance, Murky
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I've finally gotten around to putting out the beta version of my Persuasion Overhaul. But due to the fact that I actually wrote it, I can't tell how intuitive it is to use, or how difficult it is to play. Whilst there are a number to minor issues to fix (eg. you can persuade someone whilst they sleep at the moment) and things such as sounds to add, the mechanics are basically in place. Another issue I need to fix, is making the person you are persuading stand still and look at you whilst you do so. So if anyone knows how (presumably something AI related), I'd be grateful for that information. But in the mean time, you're probably best off testing it against guards, as they tend to stand still. For now, I don't want to give any clues as to how to play it. But once I've seen people's initial reaction, I will give a few notes accordingly. It's bedtime for me here, but I'll be sure to log on tomorrow and check here, and in the comments section, for what people think. Thanks in advance PM
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If you want to do anything tricky, then I heartily recommend browsing the OBSE command documentation.
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References withing Arrays
PrettyMurky replied to PrettyMurky's topic in Oblivion's Mod troubleshooting
Beautiful! Works fine now. Kids. The moral of this story is: Arrays within arrays need to be constructed, not just their parent arrays! Thanks fg109! -
References withing Arrays
PrettyMurky replied to PrettyMurky's topic in Oblivion's Mod troubleshooting
Sorry. I guess I could have been clearer. It is compiling, and the game loads fine. However I'm not getting the "it is working" message. Although looking at your correction. I didn't realise that I have to do another ar_Construct array for each nested array. I'll try that now, and see how it works. -
I am trying to get my mod to keep an array of information on recent NPCs, in which I use the FormID to check if a new NPC is already dealy with. Essentially: let Array [0] [0] := NPCref let TempRef := Array [0] [0] if TempRef == NPCref message "it is working" endif Obviously that is not what it will be doing eventually, but to achieve that, I need the mechanics therein to work. Sadly, they do not. I need to know how to add a formID to an array in a way that I can check back later (with a While count < limit , if Array [count] [0] == NPCref) to see if it is in there. Can anyone help with this please? Edit: The title to this post is meant to be 'References within Arrays', but it's too late to change that now it seems...
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Can't delete reference from esp with tes4edit
PrettyMurky replied to theuseless's topic in Oblivion's Mod troubleshooting
Did you delete the change via the Data-->Active File--->Details, option? Or did you just undo the accidental change whereever it happened? -
Cast, but without the animations
PrettyMurky replied to PrettyMurky's topic in Oblivion's Mod troubleshooting
Abilities can't have Area of Effect switched on. But someone on another forum suggested using activators. Which, as long as they can be dropped and picked up again, via script, should do the job nicely. Thanks for the suggestion though. PM -
I'm trying to write a mod which involves an area of effect spell being cast upon the player, but with no one seen to be casting it, ie. no casting animations. There will be an NPC present when this happens, if there is some way that their animations can be temporarily delayed, or I was thinking that maybe some invisible item could be dropped on the ground to cast the spell, if anyone knows of how to make one, if an appropriate item does not already exist. Or of course any other solutions would be greatly appreciated. Thanks in advance, PM
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It may not be actual 'floor raise' and instead just be those funny giant-moss-boulders, in which case you just use the console and "disable", as I've been able to do with various UL clashes. Otherwise, yeah, it's a CS job.
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Willing to take any job that matches the description :)
PrettyMurky replied to bloa2's topic in Oblivion's Mod Ideas
If you want to go help a noble cause, then theres always the Black Marsh Project at Silgrad Tower. Think Deserts of Aquinas, but for the Black Marshes. Progress is good, but theres always work for eager interior modders. :biggrin: -
Glad to see interest in my mod. You are more than welcome to make use of / alter it, for your needs. I'll happily give advice as to which bits you'll need to look at to achieve whatever ends. Personally, I would recommends against making the skooma available so cheap. In my mod, the lowest you can get it for is 30 each, and only then if you have the contacts and the reputation. The reason being is that at this price, with all the cities being worked, you can still pull in several thousand septims per day. I also limited the total amount of new skooma coming in at any one time, based on moon sugar production limits. If enough people were interested, I planned to make a version in which you can buy (or steal from) moon sugar plantations in Elsweyr. I've got most of the mechanics for it already in my head, so based on responses here, I may have to put it in motion. If you like the idea, and/or have ideas as to how it could be encorperated into your gang wars suggestion, let me know.