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FIMzzZzz

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Everything posted by FIMzzZzz

  1. not sure this is the correct way, but it works "zz_iceC" is a spell using the curse option, not sure what the damage interval is, set to 1 digit begin zz_ice_curse short OnPCEquip short state if ( menumode == 1 ) return endif if ( state == 0 ) if ( OnPCEquip == 1 ) Player->AddSpell "zz_iceC" set state to 1 endif endif if ( state == 1 ) if ( OnPCEquip == 0 ) Player->RemoveSpell "zz_iceC" set state to 0 endif endif end Nord enters the chat xD
  2. ever thought of switching from wasd to esdf etc? i mean it's not ideal because of possible brain breaking effects, but it's an option
  3. did you register the TR bsa ? https://www.tamriel-rebuilt.org/about/frequently-asked-questions/bsa those T_com etc weapons are from tamriel rebuilt. aa_trader_weapons_vanilla i would assume are leveled lists from wares, that can't find the items from TR... so yeah, check BSA and be sure both Tamriel_data.esm and TR_mainland.esm are active enable "yes to all" by adding this to your morrowind.ini: allowyestoall=1 pressing cancel equals yes to all (use this once you're sure everything is working as it should)
  4. seems to work, i assume you just forgot "end" at the end? and this is a custom sound right? did you setup the sound file correct? file present right format etc... try it with a default sound like "chest open" to verify
  5. https://www.reddit.com/r/Morrowind/comments/hbb21r/comment/fvaaw44/?utm_source=share&utm_medium=web2x&context=3 the gpu will be most likely be the last bottleneck after CPU and/or the engine itself.
  6. no direct answer, but i had something similar, there is a map for freelancer i wanted offline https://space.discoverygc.com/navmap/ and i used a website mirroring software and it worked well enough for my use. not sure anymore which one i used, possible it was https://www.httrack.com/ wiki article about website mirroring, https://en.wikipedia.org/wiki/Offline_reader#Website-mirroring_software
  7. any ideas how to generate grass on a terrain mesh in an interior ?
  8. looks like something i had with the journal "a1" that didn't work, made an other "zjournal" that did work... no idea why oO
  9. where do you get this error? TESCS, MWedit or ingame? i use TESCS, put the script on an NPC and a creature and it changed health on both. but my first test journal was called "a1" this gave me an error ingame. btw if it's possible to fail this quest by having the NPC die or succeeding by healing it, you might want to change this part to your original. if ( OnDeath > 0 ) if ( DoOnce == 1 ) journal "zjournal" 20 set DoOnce to 2 endif endif to if ( OnDeath > 0 ) if ( DoOnce < 2 ) journal "zjournal" 20 set DoOnce to 2 endif endif
  10. from sfd means your script would heal the npc for 15 if below 100hp this worked for me begin zscript short DoOnce if ( menumode == 1 ) return endif if ( DoOnce == 2 ) return endif if ( OnDeath > 0 ) if ( DoOnce == 1 ) journal "zjournal" 20 set DoOnce to 2 endif endif if ( doOnce == 0 ) if ( GetJournalIndex "zjournal" == 10 ) modcurrenthealth -200 set DoOnce to 1 endif endif end
  11. then this shattered your plans using leveled lists? since you didn't describe what exactly you want to to, i'm just guessing now. if you want this for quest rewards, at a static place, you could spawn a chest into the world and de-spawn it after it was looted. or de-spawn it when a new chest is required with new loot. for the first option, if spawned inside the player fov you can use particle effects so it doesn't look to gamey and more "magic" maybe there are other unusual solutions to make leveled lists work, but without more details what you want to do, it's not exactly easy to offer solutions.
  12. https://en.uesp.net/wiki/Morrowind_Mod:AddItem i did not test it, but to me it seams you can just use your leveled list as object id for use with additem as shown in the examples.
  13. i don't think i'm qualified to approximate an ok amount of polys on any models, this would be like if i told you to only drink one bottle of Jagerminx S'more flavored Schnapps while drinking 10 myself... xD don't forget to use vertex painting, which i assume is possible in blender too... not using blender so i'm not sure how it exports nif files. if you're sure your texture is in "/data files/textures" you can check your model with nifskope, the texture path should be either just "filename.dds" or "textures/filename.dds" and not an absolute path like "c:/whatever/path/filename.dds" cheers
  14. hey, to add a mesh just have a look at the /data files/meshes and /textures folders and take a look at the existing statics in the construction set this could clear things up and if not maybe those links are enough to get you started. https://www.tamriel-rebuilt.org/content/tr-modders-guide https://en.uesp.net/wiki/Morrowind_Mod:Tutorials_and_Guides https://en.uesp.net/wiki/Morrowind_Mod:Construction_Set hint, if you want just statics they will be just statics in the construction set, if you want plants you can harvest they will be containers. your models look quite high poly, and i'm quite a poly guzzler myself, and i'm just going to say this as someone that made models and later came to the conclusion, aww s#*&#33; i ended up with to many polys again, a lot of the time you really don't need that many polys for the mesh to look good in game. cheers
  15. if it doesn't have to be completely random and a pre defined list of items will work, for dialog there is random100 under global. and for script options check scripting for dummies and search for random. no idea if those options are what you're looking for and also no idea what the options are in oblivion or skyrim.
  16. [disclaimer] all i say is based on speculation and not knowledge. xP [/disclaimer] in my mod i have several amulets/rings that can teleport, and i think, not an issue in 2022 anymore, applies here. we had script based graphic herbalism over a decade ago so what is 1 script xD i just had a look at the scripts i used and throw a question in here. would it make sense to add this on the first lines? if ( OnPCEquip == 0 ) return endif or doesn't it make a difference when it stops here anyway? if ( OnPCEquip == 1 ) the spell option i don't think is possible without MWSE. maybe with a global script, but then you have a script running as well and then you can just use a script on the ring.
  17. Hey, working on the 1.4 update for Tel Meskoa and Tel Matouigius and decided to release an early alpha/preview version since the new quests are more script heavy than the old stuff. and in case some people are interested in testing it i can make adjustments right away. maybe some quests break if approached by someone that didn't make the quest. and i'm sure i didn't test every scenario =D which means this is not intended to be used in your active load order, only temporarily to have a look at the new stuff or do some testing. Installation info this currently is an addon esp and requires version 1.3 or higher to be installed. MGE grass for aesthesia-grass included. Download@nexus Info the new main quest line you get from "Nendrii Velar" where you arrive with the teleport shrine. which, sorry, requires you to join the guild. but has no rank requirements. at this point there are very few side quests. some quest items are on the ground for convenience. if you intend to test to provide feedback it's recommended to ignore those for the first time. most quest items are added to the world with scripts or dialog. (hint to not waste your time, the soul gem quest provides soul gems at the place where needed) in front of the renegade telvanni tower are two barrels with the new weapons and armor (see newstuff.jpg bellow). a lot of the weapons are remakes of guild wars weapons, and if you would say those are not lore friendly, i get it but i don't care xP all new stuff and quests are on the new land and quest rewards are not there yet except for gold. none of the exterior cells are 100% complete yet and all are missing vertex painting. things i'm not sure yet haven't decided yet how to distribute the new gear, through quests or to be found in the world or a mix. well, currently it's a mix. getting an item as quest reward is great, but exploring a dungeon with or without quest and finding an item is also great. or have an item be used against you in combat on a quest or without quest and then get said item is great too... also not sure yet but i tend towards not altering the old islands and only add new stuff to the new land, which i'm not sure yet i will extend more or not. even though the city is pretty underused and including the other islands as well would not be the stupidest idea, but i don't think i will. the city maybe in some way... glass weapons are nice, but obsolete at some point especially if you find daedric weapons. since on the new corrupted land are purple crystals i thought of having a NPC/crafting table to upgrade glass weapons to corrupted glass weapons. which would become purple and have the same stats as daedric weapons. new weapons as artifacts and without enchantments. i think i want to have all new weapons/armor without enchantments so they can be enchanted with whatever. but having artifacts like the ones in morrowind would be great. but balancing is hard... if you had a look at the new weapons and have an idea for artifact enchantments i'm all ears. Disclaimer i mod for the joy of modding and if you decide to test my modding ramblings i thank you in advance. i'll read every feedback and are happy to adapt ideas i like. but in the end it just comes down to this "what ever, i do what i want!" (=
  18. are you referencing "done == 1" in the door script from the npc script? if so, this is a local variable, and can only be referenced inside the same script. you can use global variables to circumvent this. instead of enable you could also use PositionCell to teleport the npc from a "npc holding cell" this would only require a script on the door. (not 100% sure, maybe even possible with one script and enable)
  19. In response to post #106444008. no, it's not compatible with openMW and openmw has its own distant land. if you use morrowind, then use MGE-XE instead
  20. hey, making a quest where you need grand soul gems containing a soul using the "HasSoulGem" function. and i expect it to be possible to lose azura's star because of this. not sure if i just should have the NPC tell the player to not lose it by accident, or solve it by script. for script options, checking if the player has azura's star and refuse to use the quest object that requires the soul gem seems a little, whats the word i'm looking for? gamey? looking at you, skooma dropping in front of the merchant... xD checking if the player had it and not anymore, then put it back into the player inventory would make the soul disappear if one was present. and checking for all creature options would result in quite a script... or maybe the NPC dialog checks if the player has it while accepting the quest and only then be told about. here's hoping for some ideas. and the current script below, contains a lot more creature options but i cut those, since the only difference is the creature. cheers Begin ztm_Rtel_soulgem_s_02 float posx float posz float posy float posrotz short done if ( menumode == 1 ) return endif if ( OnActivate == 0 ) return endif if ( done == 1 ) return endif if ( GetJournalIndex ztm_Rtel_preventive < 10 ) MessageBox "There is nothing for you to do here right now." return elseif ( ztm_tree_souls < 3 ) MessageBox "I should first place the soul gems on the surface." return elseif ( Player->HasSoulGem "Dremora_Lord" > 0 ) Player->RemoveSoulGem "Dremora_Lord" 1 set posx to ( GetPos X ) set posy to ( GetPos Y ) set posz to ( GetPos Z ) set posrotz to ( GetAngle Z ) set posz to ( posz + 69 ) PlaceItem ztm_soulgem_tree_placer posx posy posz posrotZ set ztm_tree_souls to ( ztm_tree_souls + 1 ) PlaySound "mysticism cast" cast, "ztm_focusaltarcast" Player else MessageBox "You don't have a Soul Gem matching the requirements." return endif if ( ztm_tree_souls == 4 ) Journal ztm_Rtel_preventive 14 set done to 1 endif if ( ztm_tree_souls == 5 ) Journal ztm_Rtel_preventive 15 set done to 1 endif end
  21. you probably edited this by mistake and can be fixed by cleaning your plugin. tes3cmd auto clean will not clean this edit. what i would do if your mod doesn't edit anything from the orc race. open cs, set you plugin as active, click on details, search in the "id" row for "race" find "orc" and press delete, this will flag it as ignored, load the plugin, save. TESAME is good for doing the same. as far as i know there is no difference, but i don't know that far, so.... and making backups is always a good idea.... and here some links regarding mod cleaning. https://en.uesp.net/wiki/Morrowind_Mod:Cleaning_Mods https://www.tamriel-rebuilt.org/content/utility-tesame https://www.tamriel-rebuilt.org/content/utility-tes3cmd
  22. yeah after trying and MSFD not mentioning it, just making sure. because it would be just too useful... oh well, thanks for confirming.
  23. hey just to confirm this is impossible... activator with EditorMarker.nif and script. script gets set posX to GetPos X set posY to GetPos Y set posZ to GetPos Z set posR to GetAngle Z npc_id->PositionCell posX posY posZ posR "exterior cell" since posR needs to be min, i also tested "posX posY posZ 0" and "set posR to 0" PlaceItem works fine, hoped positioncell would too. to not have to edit scripts for a moved version of my mod... using numbers works fine obviously. cheers
  24. those are the 2 options i know https://github.com/Tyler799/Morrowind-2020/blob/master/Morrowind_2020.md https://wiki.nexusmods.com/index.php/Morrowind_graphics_guide only used the one from tyler799 on github, very detailed guide. both missing spell texture replacers. tylers offers some options to chose from sometimes, and at least to me it seems the nexus guide you just take everything. if you want openmw looks like the nexus one is an option, tylers isn't
  25. i once went down the lazy road too and used MGSO3 as a base, i knew it was a bad idea but i wanted to check it out. would not do so again ^^ for the install after that is went with https://github.com/Tyler799/Morrowind-2020/blob/master/Morrowind_2020.md yeah its no 3 click solution but and had to customize some things to my liking. and if your mod preferences make it possible for you to use openmw i would consider this too. but if you want to use some mods that use MWSE then its no option.
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