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oc3

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Everything posted by oc3

  1. I just tried playing the new version in Barren cave. I definately works. I got a good laugh watching them fall down again and again. Truthfully, I like the first version better, though. While playing with the first version, I discovered that not all vampires are in the vampire faction. So to get my version to work correctly, I had to choose only vampires who were in the faction. Not a problem at all. Any ideas on how to make any vampires with ranged attacks, simply recoil and then stand their ground and fight?
  2. Thanks again for your time and work, I will check it out tonight.
  3. OK, I tried out your esp, kastano. It seemed to work fine although it did crash the first time. It may not have been related though. The vampires flee as soon as they come with a few meters of the casket. They then regain their confidence and come back only to flee again. With a few adjustments, I think it will be great. I would like them to stay just outside the off limits area and continue attacking IF they have a ranged weapon or spell. Otherwise, they should flee, just like they do. If you have the time, would you mind, trying. I would be very thankful and of course add you to the credits. If you can't, I understand. You have done more than enough already. Thanks
  4. If I understand things correctly they are in the same cell. The cave is all one interior location. Any ideas?
  5. @Kastano, The collision box idea might work to some extent, but would just be an invisible barrier. The vampires would just look like they are running in place when they hit it. I would like them to just halt and stand there, still able to cast spells or other ranged attacks. If their confidence was changed to 0 and they fled, is it possible to have their confidence return to normal in a set amount of time? If so, that may be OK. Thanks
  6. @Legotrash, The cave in question has several vampires that will spawn there. They will already be there when the player arrives. I have a small area of the cave that is meant to be a safe area where you can retreat to so that the vamps will not follow you there.
  7. I want to have an area that is protected by garlic to keep vampires out. Is it possible? How can I make it where they will not go there even if they are pursuing me? It is in a cave, so I can't take advantage of doors. I searched the forums and came up with nothing. Thanks for the help.
  8. OK, I have fixed it it somewhat. My Normal map was saved in the the wrong format. But even when I save it as uncompressed 8888 unsigned, it looks much better, but, still does not seem to have the much color information......In other words it looks very grey and un detailed colorwise. Keep in mind this is a parallaxed texture. the normal map info and parallax info seem to work great...It just seems colorless. Anybody?
  9. Calling people who you would like to have help you, Peckerheads, is not the best way begin. That's all the time I desire to spend on this topic...... OC3
  10. I have made some new very realistic texures for caves. However, when I enter the game, they look like chocolate. NOTHING like the original textures which are lighter and more varied in color/contrast. A link to some screen shots are below. One from in game. One from the editor, and one from Nif Skope. I have tried changing the glossiness slider under materials with only a very slight change. Why is all my diffuse color information not showing? Helllllp! https://www.mediafire.com/folder/xv4o0e0i0jasanj,zjmsz9sq2wcgtc2,h3xgjxtl57g1tzb/shared
  11. I really need some help here. I have been working on this issue for almost 2 weeks. I finally got the NIF file to play PERFECTLY in NIFskope. Problem is that IN GAME........... it will not animate,... at all. The lid of the casket is not even visible, nor is it's collision. It is an activator, and set as persistant ref, I have tired activating it thru a trigger script with activate parent ref, and also using REFID.activate to no avail. These actions work fine with other meshes, so I'm not doing it wrong. It's something with the mesh. It uses an object script, which is working (messagebox test), uses the playgroup right 0. But does not work. Here is a link to the file if someone good with animated NIFs could take a look. http://www.mediafire.com/download/6kv6knn656cb83i/ITSALIVE.nif The goal is to have the casket raise up and then open, so that I can then drop in a skeleton to battle the unlucky adventurer, as if it just awakened from death. NEVERMIND..I think I fixed It.... EDIT: After another night at it, I made a bit of progress.. Here is the new file for you to examine and USE (with credit assuming you get it fixed). I can get it to work in game now, but the coordinates for some meshes are off. What I mean is, that when one finds the coffin, the lid is not there, the coffin raises,....But at the appropriate time (13 secs) the lid slides in from out of sight to it's left, and then completes it's animation. I cant't even find the lid in the CS...Looked all over. Also one collision box appears much higher than it appears in Nifskope. Only issue after that, is the whole arrangement seems to animate just a bit backwards. The animation SHOULD end at 15 secs. http://www.mediafire.com/download/6nfpp4s7az0hag6/ITSALIVE2.nif It looks like I might be able to fix it with God's help but I would still like to hear from anyone with skill in this area, particularly as to why certain parts are not where they are in NIFSKOPE.. Thanks to everyone, and Happy New Year...Be safe. OC3
  12. If you don't see this happening with other races, then I would contact the author of the mod. It looks like the texture for the face has transparency set. You might also check the mods posts to see if others are having similar issues. Also check to see if you are using any of the retexture mods. If so check into them as well. good luck.
  13. Awesome!, just the kind of thinking outside the box that I like. I'll try not to have to go to that much trouble, but If I have to, Many thanks. Not sure I would have thought of that myself.
  14. Another question. Is it not possible to use a sleep package on a creature such as a skelton or zombie? This was the first thing I tried, but could not get it to work. I assumed it was because it was a creature. I have never seen a creature sleep in game. The huge advantage of using sleep would be that I could probably have them fit inside a coffin while asleep, as opposed to just having them crumpled to the floor in a disorderly fashion.
  15. Thanks all. All good suggestions. I have tried resurrect 1, but it had no effect on them getting up. I'll tinker around with all your ideas tonight. thanks for your time.
  16. Help! I'm trying to get a dead or passed out actor( creature/undead) to arise from slep/death. So far I have able to make one spawn dead or make them pass out with a script , but If I try to force their health or fatigue back to a positive number, I can hear them, but they do not get up as I want. I even tried the resurrect function. Also tried it with a regular NPC as ooposed to a creature. ULTIMATELY, I'm trying duplicate an effect, like in Skyrim, where dead gaurdians in caskets get up and fight you. ***Think about how skeletons reassemble themselves sometimes. That effect would be acceptable, but I can't figure out how it's done. I'm fine with either zombie characters or skeletons if that helps. Thanks to all, I'm getting close to releasing something hopefully amazing, so any help is appreciated. OC3
  17. Yep. That's pretty much my technique as well. I'll get it eventually. thanks for the help.
  18. Thanks for the reply Lanceor! It's weird why the same script command will not work simply because of the object type, but I guess that's all hard coded into the engine. What a shame. The suggestion you had is similar to something I already tried....I built a rough box out of collision shapes in the nif and then in the CS tried to put a welkynd stone into it (The ones from Real Lights I think, with the light that follows them), but in game as soon as the trap activated the stone jumps out. I don't think the "place at me" function used there is dependable enough anyway in this situation. On the plus side, I have taken the swinging mace nif, attached the light node to it, and altered the motion system/qualities of the componants from keyframed/keyframed to box/keyframed? (not sure, can't remember). Anyway the physics work that way and the light follows the swinging trap perfectly. Only issue with that is that the first link of chain will not move and has a gap where it should attach to the u-shaped piece that holds it to the ceiling. So my plan is to use that and have it supported by a collision box which will disable when tripped. If you have any advice about the first link not moving and the gap mentioned above, I would appreciate it.
  19. I have created a new trap based on the long swinging mace nif. I have replaced the mace with crystals and added an attach light node. Then I created a new light object in the CS and assigned it the new mesh. Now obviously since it is not an activator, I can't activate it, but it has to have a light so making it an activator is not an option. It has to emit light as it swings. I attached an object script to the light/trap with "playgroup unequip 0" inside of the Begin Gamemode block. I can tell the script is working in game because I placed a message box in the script and it displays. Is it just not possible to start an animation this way inside of the Begin gamemode block? I'm guessing that it HAS to be done from inside the Begin onactivate block. Can anyone confirm this? Also is there ANY other way to start the animation on this object or otherwise get its havok to enable?
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