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Highlord90

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Everything posted by Highlord90

  1. I recently decided to put my own voice into an NPC for an update to Antiscamps Lindum and I managed to follow this tutorial right up until he "You need the Tes CS version 1.0." about halfway through the turorial so I get it and what do you know I can't run it because my Oblivion.esm is beyond its capabilities to load thanks to my updated version with the 5th anniversary addition. I really wanted to put these voice bits in the game but unless I can get a lip generator I doubt it'll work, any help would be handy. *Edit* I found the construction set extender, now I just need to get my beautiful acting (xD) into the game
  2. Recently I began work again on a mod I was working on a couple of months ago and it's gotten to the point where there are so many alternate esps and folders containing them in the archive that installing it is a slow process so I was wondering how OMOD conversion data is made. I know there's a script involved and such but if anyone who has made their own (if it can be done) could come forward and share your wisdom it would make my own mod easier to install.
  3. I have both LandMagic and TES4LODgen but I'll have a look at TES4LL as well as the patches, thanks
  4. This worked for me as well on a Fresh Install with no mods at all. Just goes to show that f*****g with your ini is just plain dumb if your clueless
  5. My own mod is a bit lore breaking, I understand that, and the Ainmhi race is extremely lore breaking :P Have you ever had any trouble with the Elyswer mod btw, I installed it and suddenly I was crashing alot
  6. Georgous images thanks so much for the help on my topic. Here's some additional mods for people with nothing to do in Oblivion. Damsels in Distress 3: Double Trouble http://www.nexusmods.com/oblivion/mods/27583/? Allows you to rescue damsels in distress that randomly generates a Gentleman in Jeopardy or a Damsel in Distress into random dungeons so sometimes you might not find one and other times you might. Once you get him/her out safely they'll reward you with something. Random Tasks http://www.nexusmods.com/oblivion/mods/23278/? It's a nice idea that gives you some reason to not fast travel everywhere. All of the quests so far have been fetch quests but some will require a little action to obtain the items. Thie quests regenerate too with new ones being posted after a certain amount of days. Happy hunting Crowded Cities Improved http://www.nexusmods.com/oblivion/mods/38363/? I refuse to play the game without this mod, the cities are just too empty without it and it's definitely better than the original (which is still good) but when it came down to it I preferred unclothed NPC's over mass High Elf genocide that happened when I used the original (Kill the Thalmor before they even begin!). Backpacks http://www.nexusmods.com/oblivion/mods/6422/? This mod attaches a simple, cosmetic, backpack to your quiver (unlike the Inventory is Backpack mod which can glitch out) and you can even buy just the backpack without having to wear a quiver from Thoronir and it also comes in black for all you Goths out there. Alternative Start: Arrive by Ship http://www.nexusmods.com/oblivion/mods/11495/? Quite a popular mod that replaces the vanilla tutorial Dungeon and instead you simply arrive by ship. Quick, easy and rather well made with no negative effect to the main story. Ainmhi Race http://www.nexusmods.com/oblivion/mods/4926/? CAT GIRLS!!! :3 *ahem* Well those are the mods I use but I also made a couple of my own that adds some more life to the Imperial City (Just that at the moment, working on the others when I find the time). It's basically just a work force that tends hardens, cleans streets and looks after houses that can be either slaves or workers depending which esp. you use. Here's a link if your interested: http://www.nexusmods.com/oblivion/mods/44734/? PS one or two esps out of the 5 are intended for mature adults. Enjoy these mods
  7. That's very nice *pats head* I found the mods and downloaded a bunch of them, OOO works (except renault didn't wear her special gear after I installed OCOv2) and I added my own flavours to the mix so expect a reply on your topic with some additions to the list
  8. The site you linked too only lets me create a new topic for some reason lol
  9. I'll download the ones I feel are necessary so thanks also is the ooo 135 files u suggested complete or do i need to download more?
  10. Like many people I was lured into PC gaming because of Oblivion being so much better on PC and the ton of games that are on the PC anyway but after spending countless hours on the 360 version I find myself at a loss for what to do now having done pretty much everything already so I'm calling out to the general public. Any ideas how to keep me invested? I do install mods but I can never find ones that keep me interested for long so if someone could share their mod load out that's kept them playing for a while I'd be grateful.
  11. I've recently made a mod that adds Workers (Or Slaves depending on which esp you use) to Oblivion and have been asked if I could add NPC's that you can hire. I get how to place NPC's and make them follow a day to day package but when it comes to companions I'm at a loss. I'd like to be thorough so here's a description of my idea. The Skyrim Companion system is a perfect example for hiring a servant, like when you hire a mercenary to follow you around you can do the same to a few NPC's that hang around inn's in every city and will accept a one time payment for services rendered until they are let go in which case they demand a severance pay. You can just kill the NPC and keep your money because a new one will respawn. Some people, however, have expressed a desire for slave workers to buy so for them I'd like it to be roughly the same idea except the only way to rid yourself of a slave is to free it (in which case it becomes a simple servant and can be hired with gold) or kill it like with the mercenary. Also you have to talk a Slave Merchant in the Imperial City to buy the Slave and once that's done you approach the slave and tell it to follow you. I won't be adding this option for the working prisoners mod. If someone could post an explanation on how I do this or even send me a link or esp to reference from then I'll be grateful. Naturally any contributors also get a mention
  12. If it didn't then the NPC would just look for another chair but she didn;t, she kept walking towards it then blinking back a few steps and doing it again.
  13. I know I post a lot on here so apologies I've run into a problem with the NPC's for an update to my Slaves of Cyrodil Mod. The new NPC's simply wont sit down on the chairs I provide them so they can use the eat package I made. I've done nothing differently to the original mod but for some reason they just walk about like zombies in front of the chair. If they couldn't find it they'd eat the food in their inventory but as it is they can probably see it but just cant use it. Creating a New NPC did nothing to sort out the problem but they still do every other animation (Sweeping, Raking and Sleeping) so I'm at a loss. I noticed they don't have Skeletons when they load up so I used BSA Commander to get them and add them but that didn't work either. Can anyone offer any insight into why they refuse to sit down but but quite happily run the sleep and work animations?
  14. It comes with the esm and 3 esps, would I just open the Outer Districts esp if I was planning on putting them there?
  15. I decided to change some times around anyway for extra stability
  16. My Slaves of Cyrodil was released yesterday with some success (compared to my previous efforts) and I'm ready to move onto doing the Outer Districts but any attempt to make this compatable with Open Cities Classic has failed. Anyone able to give me a hand or idea on how to make this work?
  17. That's a good idea only it'll mean I'll have to go and change so many times lol I haven't had a single crash since I removed Blockhead and Oblivion Character Overhaul v2 so I think I'm out of those woods. I'm almost finished adding NPC's to the Imperial City (Last thing I'm doing is giving personal servants/slaves to the rich merchants and nobles) then I'll move onto the outlying towns and Outer Districts in a separate mod each because I'm not sure if Open Cities will play nice and I don't want to ruin the work I've already done in the Imperial City. Will NPC's added to towns with Open Cities not loaded in TES:CS appear if someone uses Open Cities?
  18. Further EDIT: It totally sucks but it i think it was OCOb2 and Blockhead that messed with my save. Since removing them both it's been pretty stable. Man I love OCOv2 :'( EDIT: I managed to get the game running without my mod and it still crashed at night time so I'm probably thinking its one of the mods I've downloaded and not my mod (thank goodness) but the problem remains that my game crashes at night so some help would still be appreciated as I'd like to know why. So, as some may know, I'm trying to design my own mods now. I had a real good time creating this one in particular which adds a bunch of NPC's to the Imperial City that do things like gardening, sweeping the streets and so on to make it look like the city is actually maintained by a labor force instead of it just being clean and pretty without no apparent reason why. i was feeling quite sure of myself that this mod wouldn't encounter ANY problems since it was running solely using animations and scrip packages from the TES Construction Set without any additional Meshes or Textures being added by me. I managed to fill up the Imperial Market District with 2 such NPC's to do the work and a Taskmaster for an alternate version of the mod where the workers are effectively a slave labor force (Seeing as the Imperials are based on the Romans it seem believable to me) for those who might want this alternate version. So I finished with the Market district but as soon as I started adding workers/slaves to the Elven Gardens I started to encounter crashes, at first they were pretty much hardly ever happening I put it down to casual crashes. Then they started happening more frequently as I moved to different districts and the crashes happened mostly at night or after I waited. I would follow my NPC's around to make sure the scripts are working and not being skipped or ignored and during the day the scripts work great, they wake up, eat breakfast and I follow them as they alternate between areas for raking and sweeping. To do this I wait until the package ends by skipping ahead an hour or two depending on the length of the chore and it's always around the time they either eat at night or go to sleep that the crashes start happening. This never happened in the Mods first few days when I was scripting the Market Workers/Slaves so why is it happening now? I now have 15 NPC's all running scripts that work (I say that loosely) and although they do everything I made them do it's not right that the game crashes every so often when they attempt to go to sleep or eat at night (or do anything at night). I thought to remove the esp and see if the crashes persisted but now, when I did that, Oblivion wont even open meaning my entire game is dependent on this file and that just isn't how I want my first big mod to be. The one that crashes your game :sad: The current total packages that run on a daily basis in-game are 174 all of them made by me and tested and tweaked extensively to make sure they work which I can assure you they do save for the crashes. I really need help to get around this problem. Am I running too many scripts at once maybe, is it clashing with another mod like Crowded Cities where the NPC's tend to change at night? Please some info would be great!
  19. The spell still looked like a Damage Health spell when I cast it but when it impacted with the target the effect was a mix of shield and damage health. Is there a way to make it solely look like a shield spell, no red in the entire spell whatsoever? I did tinker around with it but ultimately got nowhere.
  20. I'll give this a go Lanceor thanks so much for the help
  21. Currently making some new mods and switching between projects to keep me interested
  22. (Not sure how to format the script code how you suggested sorry) I'm not sure how to explain it any better but here goes, sorry if I confuse you. I'm trying to create a spell that damages an enemy's health on touch or target but when the spell is cast the visual effect looks like I'm casting a shield spell. I'm not sure if I can make it any easier to understand, sorry. Think of it as I'm trying to create holy magic for Priest/Crusader/Knight characters that do damage while still leveling up Alteration or Restoration instead of having them use Fireballs and whatnot, they just seem too Mage like. I'm not looking for anything complicated like making the spell do more damage to an Undead or Daedra, just an attack spell that looks like it could be used by a Priest and not a Mage. As for the script I already had, I lost it. A mod I downloaded messed up my game so I loaded in a saved data file without saving the current model of my mod (Doi) so I lost the script and any work I had made on it so far but it wasn't working anyway (The script). I'll try to recreate what I remember. My 1st attempt:- Begin ScriptEffectStart Addspell StandardDamageHealthTargetNovice (Just an example) end Then I realized it only GAVE any targeted NPC the spell so I tried:- Begin ScriptEffectStart HasMagicEffect StandardDamageHealthTargetNovice end Then I would create a spell and have the 'Visual Effect' tagged for Shield hoping that the 'Damage Health' spell or whatever I chose would trigger when I hit the enemy whilst still looking like I had cast a shield spell but it never did any damage...he just got really mad and started attacking me back. I've only succeeded in making spells that affect my character and do damage but never an NPC. Thanks for responding
  23. I recently posted a cry for help concerning a script I made which now works but this script was built on a tutorial and I still have no clue what I'm doing so I'm hoping someone who knows magic spell scripts can help me with this little problem. I want to create a series of spells for a mod I'm making that will use the Shield on target effect but instead of casting shield on an enemy I instead do Damage. Think of it as Holy Damage or something. Is this possible or have i wasted the last hour scouring the internet for a more detailed tutorial? Please don't let me down, this'll help my mod idea a lot! Happy Holidays
  24. Okay so the spell works if I put it into the game directly its just the form ID I have trouble with.
  25. Here's the form ID, I wrote it out exactly like this but it didn't work 01000ED3 The esp is active to put the spell into the game and I followed the tutorial to the letter so what the heck is going on >.<
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