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GBHis

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Posts posted by GBHis

  1. Why is it that over half the mods on Oblivion are perverted mods featuring lacy girl clothing and "sexy" hairs/clothing/bodies ?

     

    Where are the MEN on Oblivion?

    Come on I play Oblivion to see blood splatting and limbs flying, not to see "sexy women with lacy panties".

     

    Does anyone agree with me?

     

    :wallbash:

    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 :(

  2. 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

  3. Where are my savegames?

    %HOMEPATH%\My Documents\My Games\Oblivion\Saves

    Where can I find a list of active plugins?*

    %APPDATA%\Oblivion\Plugins.txt

    Someone told me to change a value in oblivion.ini. Where is that?

    %HOMEPATH%\My Documents\My Games\Oblivion

    I'm trying to make a mod, but I can't seem to find the files I need.

    To access the original files, you'll need to unpack them first. Use this utility to do so.

     

    *If you substitute your username, you can open this in your web browser, which is probably quicker.

     

    This may belong in Modifications, but it seems more of a General thing.

    If I've missed something, please let me know.

    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:

  4. Hi Guys.

     

    It's been nearly a month since I last posted here.

     

    Work on the castle has all but stopped unfortunately. The reason for this is simple

     

    I have fallen in love. My girl wants all my time, and I must admit I rather enjoy giving it to her. The past few weeks have been the happiest time of my life, and will continue to be so.

     

    Given all the work that so many people have put into the next release, I am commited to finishing it. But at current rates, it may take a few more months.

     

    I'm really sorry to disappoint everyone.

    WarKirby

    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

  5. "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 ;))

  6. 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 :)

  7. 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 :(

  8. 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

    :)

  9. I just want to say, great work on the guards Warkirby, sure there was some minor bugs, but man they were awesome. to make a small suggestions, could you make it so only a third of the guards are in the East Wing at a time, bcause it causes the fps to get pretty bad.

    That's planned! To make sure everyone needs my ultra fps-booster _2000_ of DOOM :)

  10. I really don't feel like releasing details of it before it's done. (Someone might steal my idea... That happened last time I bragged :))

     

    Loyal Guards should be easy, but needs a little digging in the wiki. It's prolly just an IF check and one or two function-calls.

     

    I meant Reference Editor IDs (refs) :)

    Why do you have so many different?

    Can you give them a referance editor id?

    If you can, can you post the schedules for the refs?

    Like, between 01 and 14 it's guards 1 through 20 that keeps the castle alive. Then we could order only the guards on duty to help :)

  11. The finger of pointing is done, but it needs some testing.

    I've just made a FPS-increasing mod, and I need some more testers. My own box has no problems at all :) (Oh, I should make a new topic)

     

    EDIT: Will the guards be named? (can I count on refs)?

    Right now, they attack the target on sight.

    But they don't search for it.

  12. Maybe you could learn from him?

     

    WarKirby

    I can reproduce his example, but my own always fail. I *think* the trick is to call GetButtonPressed one if-layer deeper, and in another frame.

     

    Any idea of when the 1.5 will be out?

  13. Ok, status update: none. Ugh... I've been trying to get it so there is a statue of the player as a "Founder of Peragus" thing, and ended up scrapping the idea for multiple reasons. One, I can't get it to work fully. The copy of the player is not giving a perfect copy, and there is about a 1 in 5 chance of it looking like stone, and not another npc. Two, the place I chose allows the player to interact with the statue, making it remarkably un-statue-like. And causing glitches when it IS interacted with. I MIGHT try this again later, but not until I've started working on the quest. I will probably end up nearly duplicating what Bethesda Softworks did to get the statue in Bruma. And I'm going to have to pick another spot (and the one I picked was just screaming at me to put a statue there...).

     

    Omegano

    PM/Email me the script, maybe I can help :)

  14. Beautiful, Omegano :)

     

    I really was in a hurry (It took 4m30s to write the script, from I read the request to I hit "Submit.":))

    I was *so* close to missing the bus. I thought that I would just put up an example, then expand it and put in all of the weather later, if you liked it.

     

    My problem is, that my flags (here, sw) always return -1... When I tested the namescript, it worked, but just one time.

  15. Okay, here goes the weather script:

     

    scn MyCastleWeatherSwitch
    ; By GBHis. Attaches to an activator.
    
    short cw;Current Weather
    short stayput; The weather may not change when leaving the area.
    
    Begin OnActivate
    ;Cycles through weathers
    
    ; set stayput to 0 (If it doesn't work right)
    set stayput to 1
    
    if (cw > 3)
    set cw to 0
    else
    set cw to cw + 1
    endif
    
    if (cw == 0)
    ForceWeather Clear StayPut
    elseif (cw == 1)
    ForceWeather CamoranWeather StayPut
    elseif (cw == 2)
    ForceWeather Thunderstorm StayPut
    elseif (cw == 3)
    ForceWeather SigilWhiteOut StayPut
    elseif (cw == 4)
    ForceWeather OblivionMountainFog StayPut
    endif
    END

     

    I haven't tested this (I'm on my way to school), but it should work.

  16. I can make the weather. I think it's some pretty simple functions. (The hardest is the messagebox. I've only got it working ONCE.)

     

    @Tiberiu:

    Just wait till you see my Project Serpent work :)

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