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rondivu

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Everything posted by rondivu

  1. Hi All, I make it a duty every once in a while to check tagged mods and tag them in the hopes of improving our search and tags for the Nexus. However, I've run across a few mods where the mod author has opted out of tagging or prevent anyone from tagging. I can't tell which mods these are and end up having to go through a few of them once in a while simply because they are files without tags, but due to the authors choice. Is there a way to exclude them from the 'Files without Tags" so that I don't end up wasting time trying to tag them?
  2. You guys are amazing! Thank you Dark0ne for all your awesome ideas and vision, and thank the staff as well as moderators for all your darn excellent work. I've been a proud member for a few months now, but I've been lurking on this website since it's inception. I'm glad I could help contribute. If only there was as way I could contribute more... I would!
  3. Awesome! Thanks guys! Oh! I feel like I'm one of the few that take time to tag mods that aren't tagged. Anyway, I'd like to inform you that the tag system seems incomplete. There are visual change mods (ENB, Real Lighting) etc, that probably need their own tag. Helmet tag or general armor tags, Skill tree mods probably need their own too, and maybe also tags for a "Fix" mod. Hope this helps others to tag more (cuz I spend 30 min to hours tagging sometimes lol) but in any case, I am very glad for joining this awesome website and becoming a member :D thanks guys for providing incredible service!!!
  4. Wait... so let me get this straight. A gaming company is asking fans to Kickstart a game, meaning they pay for it, so that they can develop a game in which those same fans will buy? I thought Kickstart was for people who needed help for projects... not for businesses who already have some form of monitary backing, which Obsidian (I would think) already has, so then wouldn't that mean they would basically make a game and profit off of it for free??? Or maybe I'm just looking too much into this.
  5. Oh, I suppose that might work. Ill give it a shot!!! TY! Merry Xmas!!!!
  6. Check the tutorials online. I believe its because you don't know how to implement them in game, as in put them in your inventory or in the game itself. There are plenty of tutorials on YouTube about how to work with the Construction Kit and how to add your items to yourself. Do a little research and you'll find that there's already plenty out there for you to check out. Merry Christmas!
  7. So I'm working on a mod for myself, I already know enough scripting to add items to myself in game through a quest that runs once. The weapon I've created (copied technically) is working properly and works the way I want it to, no problems. The issue is the scripting for creating a Kickback effect. What I mean is, a gun so powerful it literally knocks you off your feet. I got this idea from "the Noisy Cricket" gun from M.I.B., and created my own version. I have already created a script for it, scn AAAAmalgamKnockdownScript ref myself short MyStatE short MyStatX short MyStatS short SKpow Begin OnFire set myself to getself set MyStatE to myself.getactorvalue EnergyWeapons set MyStatX to myself.getactorvalue Explosives set MyStatS to myself.getactorvalue Strength set SKpow to ((MyStatE / 25) + (MyStatX / 25) + (MyStatS / 4)) If Skpow >= 3 return Else set SKpow to ((1 - (SKpow / 3)) * 12) pushactoraway myself SKpow Endif End Obviously, this script is supposed to knock me back if I don't meet the requirements to wield the weapon. I haven't figured out how to get this effect to work. I attached it to the weapon (not Object Effect), but when I shoot it does nothing. I'm wondering if there is anything wrong with the script itself, if I implemented it incorrectly or otherwise missed something logical in the way the script should be working, or perhaps I need it to be an Object Effect? I will be further trying to figure it out, help would be appreciated. Edit: I've been trying to figure out how to implement this script effect. I figured it was a script that simply ran when used, but is it an object effect? Or an actor effect? Or does it need to be something else. All I know is that it is supposed to run when I shoot the gun, and then push me back because of the force of the hit. Still, I'm not sure if its supposed to be running on two separate blocks either.
  8. Hmm. I don't really know much about animations but, try posting the script up too, and perhaps people with experience can help you. By simply running a script that perhaps plays an "idle" animation and loops it, that would probably be the idea for how to get the character to do that all the time. I'm no expert but I think that might be how you are trying to do things in the script.
  9. I believe it has something to do with your "Begin" block. I think you should try "Begin OnActivate" instead of "Begin ScriptEffectStart" and delete the "OnActivate" right below it. It should look like this: ____________________________________________ ScriptName AgavePickableNena begin OnActivate if IsActionRef player == 1 Player.addperk Cannibal Player.addperk ChildAtHeart Player.addperk ComputerWhiz Player.addperk ConcentratedFire Player.addperk DemolitionExpert Player.addperk ConfirmedBachelor Player.addperk CherchezLaFemme Player.addperk AnimalFriend Player.addperk Commando Player.addperk GhastlyScavenger Player.addperk LadyKiller Player.addperk Meltdown Player.addperk MissFortunePerk Player.addperk MysteriousStranger Player.addperk ShotgunSurgeon endif end __________________________ I'm not sure if it will work or not, I don't know too much about activators but I do know that the Begin OnActivate is what you are looking for. I'm not sure if you need the "Activate" command to be placed within the "if" statement, like: if IsActionRef player == 1 Activate Player.addperk Cannibal Player.addperk ChildAtHeart Player.addperk ComputerWhiz Player.addperk ConcentratedFire Player.addperk DemolitionExpert Player.addperk ConfirmedBachelor Player.addperk CherchezLaFemme Player.addperk AnimalFriend Player.addperk Commando Player.addperk GhastlyScavenger Player.addperk LadyKiller Player.addperk Meltdown Player.addperk MissFortunePerk Player.addperk MysteriousStranger Player.addperk ShotgunSurgeon Endif End
  10. If it's not a load order problem, then it could be a corrupted save. Try a new game and see if the problem persists. Worst comes to worse, uninstall everything and then reinstall FNV, and start by checking each mod one by one to see what is causing the problem this way you don't have to worry about it in the future.
  11. Hi! If I'm reading this correctly, you basically want your shotgun to have a strong "push" effect or severe knockback properties right? I am currently modding a gun of my own with similar capabilities and here is what I came up with. It works fairly well and you don't need a script for it to work unless you are adding the effect to a bullet or something. I got this idea from the weapon called "pushy", which already has severe knockback and after looking at it, the value that stood out most was the "Kill Impulse" which was set to 50. When I played with the numbers (I put mine to 80 btw) I set the Critical Effect to NONE, and checked the "On Death" box. What ends up happening is that the gun will do some serious damage and you send them flying. Of course, if you have the "On Death" box left unchecked, I think that means everytime you critical you send them flying. If you set your Critical Multiplier to always happen (i.e. 100%) then they'll always be criticaled and will always be sent flying... :O BUT I'm still testing mine. Hope you have better luck on yours ;)
  12. Have you tried optimized texture packs? That might help (as well as LOD texture packs). Major one's are Qarl's I believe, and some others out there. They may have high end texture packs that have optimized settings as well as being PPyffi or something to that and it does improve performance slightly. Also, check out Streamline or Stutter remover (as said above), and look up the oblivion optimization guide here: http://www.tweakguides.com/Oblivion_2.html which may help you when you edit the Oblivion.ini file (MAKE SURE TO HAVE A BACKUP), and that may allow a further boost in you machine depending on your settings. Check out the hyperthreading section as well. Oh and make sure to really read up on Streamline too. It does do some things to the ini file. Hope this helps.
  13. I'm new to this thread also, but I have been reading many of the suggestions. I am aware that you are starting to examine ideas of other NPC's and I have just come to the realization about NPC importance. I don't mean the standard farmers, the masonry workers, the miners, etc, that are automated NPC's, but important figures that would help grow or strengthen the community as major contributors, earning you a fame as well as friendship. What I mean to say is that it would be good for the character to be able to, after a certain developmental stage of the town/city, recruit certain individuals that are Masters of, say, Masonry. However, these have more than an unusual requirement for obtaining their services (i.e. sidequest and miniquests). Lets go back to that Master Mason (call him Bob). You hear rumors that Bob used to work for another province, was a great Mason but due to the death of his wife and child in a localized war, now spends his time drunk at the new pub (that you've just developed). You (as the character) try to help him get back on his feet, but he refuses and wants another drink. Afterwhich the path to obtaining him depends on characters choices (which will ultimately affect his behavior towards you). The closer you are to becoming his acquaintance (first by getting him to stop drinking minisidequest) to friendship (getting him sober, helping him through tough times, and finally getting him established back into society) which will then give you a Master Mason as part of the work force, that reduces costs, or helps build stuff for you as a bonus to your house, etc. They won't effectively detract from city development, but rather, sidequests to strengthen what you already have. A few of these SNPC's could be in various locations (Tamriel too), etc, but the idea is recruitement of authoritative and specialized NPC's to help to strengthen the community interaction as well as involvement with story and characters. This way, it really FEELS like you're town, with good friends (they don't all have to be master types, they could just be people to help build the town AND be you're friends/allies) OR underlings depending on the choices you've made and how you cut deals etc. (had to put the bad side in there too). Afterwards, these character can be recruited as part of your council (if you choose to have one) or your war party (some are capable anyway), or they can take over the operations of certain things in the city for you (freeing up some time to do other things). IDEA 2: Just as an afterthought, if you're the CHAMPION, what happens to all you're skills and magic? You must be A master of a few skills and magical abilites, or alchemy, etc, so why not impart knowledge to help the community? For instance, the Fighters Guild will be recruiting and they ask you to do a viewing. Your "special NPC" friend tells you that they seem lacking in weapons or skills. So she/he asks you what to do. You can help them about by training them at a specific ability or improve their equipment => thus improving the cities guardsman capabilities. Or the Local Blacksmith isn't up to par for demand (i.e. he needs recruites or he isn't skilled enough to furnish the guards when they are in need of more arrows) then you can put in your time and expertise by helping him produce more (at the cost of your time obviously). Anyway, that's all for now. Keep Modding!
  14. Know what though? to make this mod possible... (and less difficult to pull off) i do realize that yes, its not that it can't... maybe it shouldn't. The possibilities are there though, just wanted to suggest them out of... well creativity... but for all the hard work ppl have done here... I must say that it is quite impressive! GOOD JOB EVERYONE! :thumbsup:
  15. Most of these are possible with those who know how to script. I just wanted to see if they COULD be done. I've just been looking at and learned scripting and have seen people do amazing things... and I my intentions were to merely expand the credibility of OBSE scripting. Killing on sleep is quite possible using scripting alone without OBSE, just that perhaps converting to OBSE would expand those options (and possibly) shorten the coding, assuming one understands the language. Traps (via usage of spells and an activator) have been done before, and climable ropes also. I've seen this with many of the top mods on tesnexus, so thats why i suggested them. I do not intend to make the character uber or make the game unbalancing, just, change the gameplay/style with what we have. It is true 2 item (the crossbow) would require a new animation or just a different application of the old Bow animation. i also know that knife throwing is impossible (i think someone did manage to done though) but i thought i'd put it in, in hopes that someone had discovered a (better) way.
  16. LOL. It seems that nobody seemed to pay attention to the drawing I made earlier with weapon suggestions, so I'll right down a list of ideas I had suggested. 1. Crossbow (with various different/functional arrows) 2. Caltrops (little mini spikes that can be dropped on the floor to hinder opponents and enable quick get aways) 3. A small blade (reversed) specifcally for assassination (please lets not copy Assassins Creed) 4. Throwing daggers (if possible) 5. Rope (for traps - trip rope, for climbing, choking, etc.) NEW suggestions: 6. Knock-Out/Sleeping Gas - in the form of an alchemic bomb or trap 7. Smoke bombs 8. Trip Wire 9. Poison formula - encased in a very tiny container that you can place on a persons skin (thus absorbing it) and would then kill the opponent after a few hours. Doesn't cause any pain and is odorless. (probably be done by placing the item in the targets inventory in sneak mode). Or alternatively, placing the liquid in a drink or on food, thus making that food/drink, poisonous and this effect is much more potent than through skin absorption. Spell suggestion: Similar to the "enchanting Swords" spell which, when casts, gives the players weapon an elemental enchantment. However, the change would be that this spell, given the right conditions (sneaking, having drawn a specific small blade for assassination, and undetected), would enable u to kill an unaware opponent. ON OBSE: Well, if you don't know much about it, like someone had already mentioned, it basically expands the scripting capabilities of Mods. You just need to install it right, run the game with OBSE on it (which isn't difficult). The Construction set works the same way. With OBSE, functions in scripting are easy to obtain if you do a "script commands" search on google and various threads. Because of the expansion of scripting for, say force abilites (for instance), has been severely reduced in the amount of lines due to the addition of the script "forceactoraway" which basically takes out the whole complexity of having to force an actor into rag doll mode, use the script to "push" the acter via the use of coordinates, etc. etc . It basically makes things easier if used properly, as well as expand on the options already given. OBSE works with non OBSE mods as well as OBSE mods (i usually keep mine under a hundred) and so far so good (with a few modifications of course because of conflicts). Another, rather invaluable use for it is that the scripting doesn't seem want to override other scripts (unless specifically the same thing), it seems to have an easier time running them as well. On learning OBSE, well, that isn't difficult as there are just additional commands (alot of them), its up to you how to use them (same as scripting before, but with much more). Note that some commands are rather esoterical and u have to be quite creative to reach results, but thats the same as the scripting before, only that u have quite a bit more to play with. Convert today! haha. :biggrin:
  17. I think a mention of ... original material not so much on copyrighted stuff... cuz that stuff is usually taken down if uploaded for public use right?
  18. Quick thought, wouldn't it be appropriate if someone built a weapon set with the theme of the black horse, e.i, dagger with a black horse design/symbol, same with sword or shield etc. but then again, they are supposed to be secretive.... ionno just thinking about it and consistency.
  19. Lets not forget its violent overtones and the fact that we can put naked people and lewd pervasively pervy animations into the game... stay responsible kiddies.
  20. I think the spell of Doom is duable but I doubt people would want to since... well there are already massively powerful spells in spell packages like Multitude of Magecraft, PJ's Spell Compendium, Tims Spells, and lets not forget Midas Magic.
  21. really? which one is that? cuz... I WANT IT! 0o0o0o! I saw it the other day while going through the clothing and items files, I'll see if I can find it again! http://www.tesnexus.com/downloads/file.php?id=16008 but its strictly female! Hmm... thats usually the problem with the armor types that i'm searching for... the good ones usually end up being female... at least the very stylish ones. I know what you're talking about. It's Tona's stuff. That works for girls but... what about guys?
  22. really? which one is that? cuz... I WANT IT! 0o0o0o!
  23. So does this look like the armor you were into? http://i358.photobucket.com/albums/oo26/Rartsyfartsy/Armor1-1.jpg I took the liberty of sketching in more equipment ideas... but as you can tell i didn't spend as much time on them as i did the look of the character... i didn't want to "copy", but i mixed up the naruto/star wars ideas.
  24. and I'm going to draw out a version of what i am trying to "mix" the ideas... i guess for better clarity.
  25. oops. nvrmind... so about that uniform idea... i was looking at special ops when this popped up. I wonder what kind of equipment/standard these people would be trained/equipped with once they initially joined in. http://www.boston.com/news/packages/undera...et_soldiers.htm
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