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GBHis

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About GBHis

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    Denmark
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    Oblivion
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    roothisbox.org

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  1. I'd love to have the mod as well, buddah. Can you give us a link?
  2. My two cents: I think people should get less focused on making armor / weapons and get into doing actual quests. Maybe the excuse is that writing plots, building cells, writing scripts, eg is way harder / more time consuming than making armors and weapons, but I honestly doubt that. I've created quite a few stand-alone spells (even uploaded some of them), which I think is a step in the right direction, but unfortunately I haven't yet created and released a full-blown questmod as to statute an example myself :(
  3. UK47

    I seen that you are talented in script , You can maybe help me has to realize script : http://thenexusforums.com/index.php?showtopic=61404&st=0&p=464526&#entry464526
  4. First... The mod probably won't updated or added to any time soon. Both the person who was doing the mod, as well as pretty much everyone who was in any way related to this mod have vanished. I'd almost be tempted to think that of anyone still around, I probably have the most connection to this mod, despite the fact that I really didn't do much of anything other than help with some issues early on. I might at some point considder the possibility of finishing the mod, or atleast fixing some of the issues related with it. But that isn't likely for two reasons. First, it wasn't my mod, I have no more right to do anything to it than anyone else. Second, I would probably end up changing some aspects of the mod according to how I think they should be, and that may not necessarily make the mod better. That said. containers opening slowly would be because of all the stuff you place in them. If you spread out your stuff between multiple containers, or better yet, just sell sets of stuff you'll never use again, loading those individual containers to look for your stuff would probably be faster than loading one containing everything. There are no hallway pieces of castle rooms with windows. Furthermore, the castle is built into a mountain, windows wouldn't look right. While you can get around that tombish feeling by adding pictures and other clutter as well as adding some NPCs and using good lighting, since the mod isn't being worked on any more, and hasn't been worked on in well over a year, that probably won't happen. Finally, the map is never right when you enter buildings. This is partially because of how the map works with doors that connect multiple areas. The map showing that you're in anvil would likely mean that there is a doorway within the castle that links to anvil somewhere. Trying to replace a whole town with anything would be just plain silly, not only would it take a hell of alot of work, it would also probably screw over several game quests, and have numerous conflicts with other mods. As for why you can't have a moving castle... It's mostly due to having to build the exterior multiple times (everywhere you want the castle to end up) and then having a very long script which would only enable one of those exteriors at a time, and make adjustments to the doors so that they link properly. In short, not viable outside simple structures like towers. Oi Vagrant0! I'm here :) I used to do scripting... WarKirby decided long ago to leave this mod - finished or not. I don't know what WarKirby'd say, but I'm pretty sure that he'd love anyone to complete the mod in whatever way they want. I can send him an email, asking him, if you want me to -GBHis
  5. Yay! Now they work on all windows systems (that I know of, at least) :D Ye' know, some people keep their system stuff on other partitions than C:
  6. Write your own. Really. Reznod's is long and ... hard to read. WK fixed quite a bunch of things, though. Let's hope he replies "yes" :)
  7. Lucky you! I hope it's me next time (I can point quite a few out ;)) -- I never finish my projects anyway :) Say hello to her from me! -GBHis
  8. "My brain? I bought in on eBay. Only place I could something cheap that WON'T work with anything official! (Such as school, other languages and bills.)" Lol... Paulo_Minty made his own forum? Great! What does it look like? (I dare not enter it. Afraid of the loadtime due to his insane use of images ;))
  9. Thanks, Povuholo! I think I wrote something for you, but not sure? Maybe it was another guy... Off to experimenting: Put the mapmarker over an item. When the player gets near, the game will say "You found The Sword of Über Pwning". Then, right after, remove the mapmarker from the player's map (and the world). That would be so cool :)
  10. That esm totally vulked up my new character... Water level raised 200-500 points... Am I using the broken one, or is this a local conflict on my pc?
  11. Sizes? Shrink and Enlargen? Wait for my update of "GBHis Modders Spells" later on the week ;) Otherwise, you can set _scale_ via scripting and console: [ref/target.]setscale *float between 0.01 and ?2?* Ooor, if you want to change a mod, use notepad :) There is probably some weird way of changing size/scale in the CS, but I couldn't find it :(
  12. Yeah! Can't wait to cast "Mass Taunt" at those sheeps... Uhm! Can we have secret traps, holes and such in the arena? ;) It's 12 pages here ... must be one of the longest threads. If this was the Official Forums, the admins had closed it! :) if (50 * 12 == 600) Set IamRight to 1 message "Wow, lots of posts..." else Set IamRight to -1 message "I'm so bad at counting..." endi :)
  13. Oh, WK... What have you done THIS time? :) Tried using my method to "undo" the cell-changes? @Paulo: Cut your sig down. It messes with everyone's screens and increases the load-time... Thank you!
  14. That's planned! To make sure everyone needs my ultra fps-booster _2000_ of DOOM :)
  15. I have some homework from school. Sorry. Aaand after that's done, I need to finish some Serpent work. This *could* make slight changes to fps. I'll explain when I come with an updated version :)
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