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Everything posted by Goldenhaze80
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including meshes for armor in a custom companion mod
Goldenhaze80 replied to Goldenhaze80's topic in Oblivion's Discussion
ty myr... so would it be easy enough to just unpack the files I need from the original .rar? :blink: I can see their mesh and icon FN in the CS... unless I can't actually see the entire filename....... -
Hail and well met fellow modders.... I say fellow sparingly, for I am what one would call a: "total noob" when it comes to modding... :wallbash: So I downloaded and installed Shadowplate armor mod (excellent) and I was visited with the idea to create a companion archer that uses the pieces I want... would very much like to exclude the "sexy" pieces of armor, as well as the chest containing the items in the original mod, in essence I only want my companion to wear certain pieces, without adding the whole original esp (no gear for the PC basically)... how would one do this? :mellow: PS: I have permission from the author of shadowarmor to use the meshes... I'm just not sure how to extract only the pieces I need... making it unnecessary to have the original esp installed, circumnavigating conflicts.
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careful, my thread was locked by some old guy admin for saying "bump"
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Grogesh The Outcast This mod was originally intended to be a "quest for a companion" mod... but ... well... no support team = run of the mill creature companion mod. Thank you to Buddah: for all of your support and tolerance of newcomers. :hurr: This is my FIRST mod so.... Let me know what you all think! Grogesh V1.0 Grogesh began his adult life being ostracized from his tribe for his unusual size and fondness for icons of the 9 divines. Living a solitary life; Grogesh took up residence in an abandoned mine where he remained for many years with short forays into the world. One day while out Grogesh came across a Bruma guardsman under attack by vicious trolls. After a short moment of contemplation Grogesh burst from the treeline wreathed in frost and storm and in short order dispatched the trolls with his axe and hauled the stunned guardsman to his feet. Since then; Grogesh has been a welcome sight for the guards of Bruma, he was even allowed to worship at the temple of the nine! Unable to communicate at the conversational level, Grogesh developed his own view of the gods; and chose to dedicate his life to Akatosh. Feeling welcome and among friends for the first time in a long while, with thoughts swirling in his head of a great red dragon; Grogesh returned home after having spent many days in Bruma. Something was not right... A rough door had been pulled over the entrance to his cave and the odor of decay reeked from beyond it. Confused, Grogesh entered his long time home to find it overrun by the Undead! A vampire necromancer and its entire coven had moved in while he was away... feeling violated and confused grogesh began losing touch with reality. He envisioned a great red dragon staring him in the face. The dragon opened its firey maw and unleashed a torrent of flame that washed over Grogesh like warm milk, a voice echoed at once around him and in his head "Kill". Filled with a mighty rage and possessed of a strength he had not known in all of his years; Grogesh raced into the depths of his one time home, intent on reclaiming what was his. None know the outcome of the battle. All that is known to the men and women of Bruma is that grogesh's mine had crumbled and was now an inaccessible smoking ruin. Captain Burd reports that : " Late one night he game strolling into town covered, head to toe, in ashes with, as far as I can tell, a grin on that ugly mug of his... hasn't left Bruma since..." Grogesh wanders the streets of Bruma stopping daily at the Temple to pay respects at the altar of Akatosh. While he feels comfortable among his new-found "tribe"; Grogesh is eager to explore the world and is known to follow random adventurers into the wilds of Cyrodill, with little to no introduction. ((Thanks for downloading, Hope you enjoy!)) Goal is to eventually establish a quest-line in which the player helps Grogesh reclaim, and rebuild, his den. Populating it with goblins over which he is the Warlord... BUT Skyrim is out in October.... so, barring a sudden rally of support in this venture it may never happen. Grogesh is extremely combat able and seems to be able to get around the battle field like a bolt of frozen lightning (hint!) he wields a Shock enchanted Silver (modded) battle axe in his main hand and carries a tiger fang shield on his arm. Excellent companion for all but especially useful for the range focused player. his immunity to shock and frost is a boon to casters casting supportive fire for his onslaught...
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I seem to remember that there is some sort of file misplacement that happens in Vista... are you using vista?
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its been well over 24 hours.... bump
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Makes it so your creature/npc doesn't get tired following you at full tilt :)
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Grogesh the Civil, a goblin of unusual size, wit and strength set out one day, as was his regular schedule to visit the Bruma temple. Upon return to his den in the wilderness, Grogesh found it overrun with Vampires, and their cattle. He has returned to bruma to enlist the aid of an adventurer in reclaiming his den. My goals with this are pretty straightforward... and by "collaborators"... I mean "help" (lol) Grogesh is a larger than average Goblin Who wields an enchanted 2h ebony Axe in one hand and a tiger-fang shield in his off hand (not sure how I got the 2h to work in his one hand, but hey, I'm not complaining!) he has a unique buff ability that greatly increases his Melee abilities and resistances as well as a self efficient heal. what I need help with: A cave built outside Bruma filled with vampires and a vampire master. As well as Grogesh's family being held hostage. Hoping to have a medium to difficult quest with no mod conflicts resulting in either gaining Grogesh as a follower or letting him develop his tribe while still retaining the option of recruitment. Quests Interaction menus scripts staged development of grogesh's tribe? All work will be fully credited and vastly appreciated! So please! Pick your piece (or pieces) and post so we can get this thing going!
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You may have already checked, but does the wisp have its "energy" under the AI tab set to 100?
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here's the script now: ScriptName AAmagmasummon ref caster ref summoned begin scripteffectstart set caster to getself playMagicShaderVisuals effectSummonMythicDawn 2 playsound AMBThunder set summoned to caster.placeatme AAASummonMagmaGolem(01001206) 1, 250, 1 summoned.moddisposition caster 100 summoned.pme zdre end begin scripteffectupdate if summoned.getdead == 1 summoned.removeme endif end begin scripteffectfinish if summoned.isactor == 1 summoned.disable endif end But it won't let me save o.O what am I missing here? I'm using the non obse CS by the way
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Ty I fixed it.... do you have any idea what it means about a missing parameter in line 11?
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Line eleven error says "missing expression in set command"
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getting an error... says that "duration" is not a valid command? here's my new script: ScriptName AAAmagmasummon ref caster ref summoned begin scripteffectstart set caster to getself playMagicShaderVisuals effectSummonMythicDawn 2 playsound AMBThunder set summoned to caster.placeatme AAASummonMagmaGolem(01000D16) 1, 250, 1 summoned.moddisposition caster 100 summoned.pme zdre end begin scripteffectupdate if summoned.getdead == 1 summoned.removeme endif end begin scripteffectfinish if summoned.isactor == 1 summoned.removeme endif end
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will this work without the mod itself? and its a spell script instead of a spell effect script? I'd be happy to credit the author... Will look up the mod!
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thinking my script isn't going to work... anyone have a link to a script that would work? I'm simply trying to summon a custom atronach as a spell for an npc I am making...
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Posted this in the wrong forum before and recieved (understandably) no response but here's the script ScriptName magmasummon ref caster ref summoned begin scripteffectstart set caster to getself playMagicShaderVisuals effectSummonMythicDawn 2 playsound AMBThunder set summoned to caster.placeatme AAASummonMagmaGolem(01001201), 1, 32, 1 summoned.moddisposition caster 100 summoned.pme end begin scripteffectupdate if summoned.getdead == 1 summoned.removeme endif end begin scripteffectfinish if summoned.isactor == 1 summoned.removeme endif end Its telling me that there's a missing parameter on line 10 "magic-effect"? What does that mean? Did I miss something? I'm relatively new at this so any help is vastly appreciated!
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sorry wrong board please delete
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by the way: the fact that you knew it was K'shaar is a testament to your knowledge base... and kind of blew my mind
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I think I know what My issue is from what you all have contributed here.... The "kajiit" I'm attempting to create is actually a slightly modded Khajiit labeled Ka Po'Tun which would explain the "I HAVE NO GREETING" response so it appears that I need to alter my methods in this mod. to work around this in the most simple way I'll take my modded abilities (and stat placement notes) and alter an actual Khajiit... thanks guys for shining a light on this arcanum of the CS for me. Explains why I could not find any tutes on the subject aside from quest creation. Unless there happens to be a way to have my custom race "considered" a Khajiit for this purpose?
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is it possible? I'm trying to create an NPC for a companion mod I am making. For the first stage I simply want him placed and functioning like any other npc. I have the placement customization and AI packages all down just curious if I could import the dialogue from lets say an existing Khajiit thief to my NPC... so he can talk with other npcs and myself.... how do I do this? using windows XP mods installed are OOO, horse armor, orrery, spelltomes, and Wizard's tower. Just to clarify, I hope to simply import a full dialog setup from one existing NPC to be used by my custom NPC as well... hopefully without causing conflicts..... any suggestions will be vastly appreciated and most welcome.