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Swordfish42

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Posts posted by Swordfish42

  1. Hello players.

    I have a question - what program needs to convert heavy armor type to light armor type? Or may be any method to convert armor?

    I want convert Nord Ancient armor from heavy to light because it is my favorit armor :thumbsup:

     

    As far as I know, only the Creation Kit can do that, and that's not being released until January. It should be a pretty simple change.

  2. I don't remember who said it, but the best definition for art I've ever heard is "A recreational activity, or product thereof, which does not contribute to a human's chance of survival.

     

    So beauty is not a recreational activity (or product) and being "beautiful" could increase the chances of finding a partner, which would increase chances of survival.

     

    Thus beauty is not art.

     

    Does that help?

  3. Hmm, I've never noticed this issue before. But, I do know that the Morrowind CS is very picky in terms of order. For example, as you know, the replies need to be before the questions. Have you tried re-ordering the lines of the script?
  4. I have a questions (which only Dark0ne will likely be able answer), as I can pretty safely say there's going to be a Skyrim CS, we're going to get Skyrim mods on here. So, will they go to the TES nexus, (Which already has Oblivon and Morrowing mods) or go to a seperate nexus (like FO3 and F:NV?)
  5. If we're gonna get a new province, I'd like to see blackmarsh, summerset isel, or even...Akavir. Although that's asking for a lot.

     

    For DLC, long intuitive quest in the main areas would be brilliant. Like the malevolent mod for oblivon, it just fit in seamlessly.

  6. Don't know if this has been mentioned, but I hace an idea on fences and merchants who magically know what property has been stolen or not.

     

    You can sell all propert, legitimate, or stolen, to any merchant. However, if you sell stolen property to a non-fence, then there is a small change that the theft will be reported, and traced through the merchant back to you. Then it's the cells for you...

  7. I like all, but mainly #2 and #3.

     

    For oblivion, I do have mystic elves, as they are elves, which I see as lore friendly.

     

    That being said, I also have lightsabers, to use in my spare time, or to add to my mannequins, and dragons, to fly around tamriel.

     

    It's frustrating to try and find a good armour for my character, when my dad is in the room and most are skimpy. But, each to their own I guess.

  8. As far as I know, the empire has fallen into ruins. With no peacful treaties from the empire, the Argonians of Blackmarsh charged into Morrowind. Vived went missing, and with no-one to hold the moon above the city of Vivec, it destroyed it. The Argonians had a pretty swift victory.

     

    I think I got that from the UESP, but I can't remember.

     

    Anyway, is it possible that there'd be a minor darkelf invasion? From Oblivion's NPC talk, we know that the Nords and Dunmer attacked eachother, so, now that the Dunmer have no home, maybe they'd take a chance at Skyrim?

     

    Just a theory.

  9. Hello guys.

     

    I'm trying to make a mod which is heavily based around pre-made thing from the DLC orrery.

     

    I'm using the orrery dome piece (Architecture\Orrery\OrreryDome.nif). In the Orrery, its gears are constantly moving, after the orrery has been activated. I've made a script to activate the starting animation, which works, here:

     

    scn Doorscript
    Short state
    
    begin onactivate
    if ( state == 0 )
    set state to 1
    activate
    endif
    end
    
    begin Gamemode
    if ( state == 1 )
    MaGgeneratorbase.playgroup forward 1
    	set state to 2
    elseif ( state == 2 )
    endif
    end

     

    This script is attached to the door to the room where the animated piece is, so that it begins when the player enters the room. The problem is, the animation eventually stops. I haven't found any way to loop it, and the original Orrery script (DLCOrreryConsoleScript) doesn't help me. I've searched it for how to loop, but I can't make sense of it.

     

    Tl;DR, I want to change the above script so that there is a looping animation.

     

    Any help would be much appreciated :thumbsup:

  10. I don't think it's the normal map, but instead the texture apply mode for that part of the mesh; select that part of the mesh, go to its NiTexturingProperty, and where it says "Apply Mode", change it to APPLY_MODULATE.

    Thank you, that worked perfectly :thumbsup:

     

    And thanks for you help also slygothmog

  11. Hi all.

     

    I'm making a mod using the dwarven tilest modders resource, found here: http://www.tesnexus.com/downloads/file.php?id=20241 which uses textures only from the orrery official DLC.

     

    The set has a ramp mesh, which has glass walls.

     

    http://i870.photobucket.com/albums/ab268/Swordfish42/Mallari%20Garlas/Glasstunnel.gif

     

    However, it doesn't have a non-glass ramp, so I retextured the glass walls with the orrery's "orrerypanel01.dds" file.

     

    http://i870.photobucket.com/albums/ab268/Swordfish42/Mallari%20Garlas/SolidTunnel.gif

     

    However, in the Construction set, the piece is overly shiny.

     

    http://i870.photobucket.com/albums/ab268/Swordfish42/Mallari%20Garlas/CSexample.png

     

    I've tried searching on the cs wiki, the nexus forums etc. and I haven't found a solution. Can anyone help me please? Thank you in advance.

  12. Hey there guys, I've been trying to get Wrye Bash working recently, without success.

     

    I've followed the instructions as closely as I can, and I can't get them to work, have reasons for not trying them, or simply don't understand them.

     

    When I try to load the Wyre Bash launcher, a little black box with white text flashes on and off. I manged to snipe it with prtScrn and it says "incorrect command line"

     

    Python26 is installed on the C: drive, While Oblivion and thus Wrye Bash are installed on the F: (games) drive.

     

    I run Windows & 64bit

     

    Any help with getting Wrye bash to work would be much aprpeciated. :thumbsup:

  13. I once dreamed that I was in my parents' bedroom. No-one else was there and everything in the room was coloured a shade of blue. I was lying on the bed, staring at the ceiling. On the ceiling was a grid of yellow dots. Which were being slowly connected by blue lines.

     

    I woke up terrified. Somehow.

     

    I've never been able to make sense of that dream.

  14. As soon as I try to take the elevator to the Outcast's base in Operation Anchorage, Fallout CTDs. I've tried Merged Patching and Master-updating. The Master-update worked once, and then it crashed when entering the simulation. After that, Master-updating still wouldn't let me in the base, not even load a save from inside the base.

     

    Here's my load order, any hints?

     

    Fallout3.esm

    Anchorage.esm

    ThePitt.esm

    BrokenSteel.esm

    PointLookout.esm

    Zeta.esm

    CRAFT.esm

    CALIBR.esm

    Project Beauty.esm

    EVE.esm

    FO3 Wanderers Edition - Main File.esm

    Mart's Mutant Mod.esm

    Vault 101 Revisited.esm

    FO3 Wanderers Edition - Alternate Travel.esp - This is an oddity, it's not in this place in FOMM, but it's here when I copy pate my load order from FOMM's copy to clipboard function.

    DarNifiedUIF3.esp

    Project Beauty- Broken Steel.esp

    Project Beauty- Point Lookout.esp

    Cyber Arm - T-800 version.esp

    Targeter.esp

    GalaxyNewsRadio100[M].esp

    megaton expansion mod V1.5 GEN B.esp

    megaton expansion mod 1.5 GEN B - outside.esp

    megalight.esp

    WastelandMastery.esp

    H&K PSG-1 Sniper Rifles.esp

    3EFdrg.esp

    NotSoFast.esp

    UPP - Pack 1.esp

    UPP - Pack 2.esp

    CASM.esp

    FO3 Wanderers Edition - Main File.esp

    FO3 Wanderers Edition - DLC Anchorage.esp

    FO3 Wanderers Edition - DLC Broken Steel.esp

    FO3 Wanderers Edition - DLC Mothership Zeta.esp

    FO3 Wanderers Edition - DLC Point Lookout.esp

    FO3 Wanderers Edition - DLC The Pitt.esp

    FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

    FO3 Wanderers Edition - Project Beauty.esp

    FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp

    WeaponModKits.esp

    WeaponModKits - FWE Master Release.esp

    WeaponModKits - OperationAnchorage.esp

    WeaponModKits - ThePitt.esp

    WeaponModKits - BrokenSteel.esp

    WeaponModKits - PointLookout.esp

    WeaponModKits - Zeta.esp

    EVE.esp

    EVE Operation Anchorage.esp

    EVE - FWE Master Release.esp

    EVE - FWE Master Release (Follower Enhanced).esp

    EVE Anchorage - FWE DLC Anchorage.esp

    EVE - FWE with WeaponModKits.esp

    Mart's Mutant Mod.esp

    Mart's Mutant Mod - DLC Anchorage.esp

    Mart's Mutant Mod - DLC Broken Steel.esp

    Mart's Mutant Mod - DLC Point Lookout.esp

    Mart's Mutant Mod - DLC The Pitt.esp

    Mart's Mutant Mod - DLC Zeta.esp

    Mart's Mutant Mod - Master Menu Module.esp

    Mart's Mutant Mod - Natural Selection.esp

    Mart's Mutant Mod - Tougher Traders.esp

    Mart's Mutant Mod - Zones Respawn.esp

    Mart's Mutant Mod - Project Beauty.esp

    Mart's Mutant Mod - FWE Master Release.esp

    Mart's Mutant Mod - FWE Master Release + DLCs.esp

    Mart's Mutant Mod - FWE Master Release + Project Beauty.esp

    Fellout-Full.esp

    Fellout-BrokenSteel.esp

    Fellout-PointLookout.esp

    Fellout-Zeta.esp

    Fellout-pipboylight.esp

    Merged Patch.esp

     

    Any help is much appreciated :thumbsup:

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