Jump to content

lubronbrons

Premium Member
  • Posts

    567
  • Joined

  • Last visited

Nexus Mods Profile

About lubronbrons

Profile Fields

  • Country
    Indonesia
  • Currently Playing
    Oblivion, Skyrim

Recent Profile Visitors

17703 profile views

lubronbrons's Achievements

Proficient

Proficient (10/14)

0

Reputation

  1. to cancel a spell, you could use event handler OnSpellCast (read here --> https://cs.elderscrolls.com/index.php?title=Event_Handler_Functions) and then force the actor to play idle to simplify the functions you could just use that script of yours (ScriptEffectStart) and force the actor to play idle with this simple script PlayGroup Idle 1 use syntax 'return' to prevent the script running or you could use syntax Dispel <your_spell>
  2. summon creature or NPC ? you could learn it here --> https://cs.elderscrolls.com/index.php?title=How_to_make_a_Static_Object_Summon_Creatures good luck ! happy modding^^
  3. first I want to say I am sorry I come late, been busy this past few days... so when I check this thread, it is already been released good job ! welcome to the modding world :) but if you want, there is already an expert modder that solve that instant travel here --> http://forums.nexusmods.com/index.php?showtopic=6769202
  4. I have suggestion use mod AoG for darkness dungeon or darker dungeon (the link it's in my signature) but I hope you could tolerate its other functions, since AoG is considered as overhaul too
  5. it is possible to tweak spell magnitude in-game and the progress saved in your savegame user Contra made an example for that in here --> https://forums.nexusmods.com/index.php?/topic/6474691-script-question-how-to-setting-spell-interval-time/
  6. heh interesting I never thought that behind script that handle GameHour var can be stuck like that maybe there is something in your load order that modify GameHour into minus value?? who knows since flipping that var is very easy, modder is human, we tend to make errors everywhere but is this happen on vanilla quest ? if this thing is vanilla thingy, it need to be reported to UOP I think.... based on my research no matter how big that GameHour var is, they always get modulation 25 for next day count calculation so if you force it in console with this command --> set gamehour to 50 the game will count is as instant two day passing I could say that the game will keep GameHour var value between 0 - 24.999...# but minus number ? stuck? lol
  7. unfortunately there is no easy way to do that there is no OBSE syntax that can manipulate LL none chance on the fly, LL always loaded just after cell initialization to switch on off LL maybe you need custom dll for that, but sadly not everybody can do that so let's try a workaround you could do something similar turn on off LL spawn point with just simple syntax Kill and Disable (so the next time you enter that cell and got reset, the actor will be cleaned up) I suggest that you take a look at that vanilla LL script it seems that script do something that you want here's the script from that MS94CreatureLLScript, when the quest reach certain stage it is switched OFF ScriptName MS94CreatureLLScript ;script for respawning creature leveled lists in the southern plaza begin OnLoad if getstage MS94 >= 80 setdestroyed 1 endif end
  8. Oblivion base stat limit is not convenient at all... I think the reason the developer choose 100 as the upper limit is for less data storage reasons however we can still reach more than 255 stats without reset with simple trick, just equip anything until it goes more than 255 and the skill will retain so.... my suggestion is don't use mod that unlock stat until 255 because it can break some mods example, mod from DA, for sprint running he use syntax ModAV 150... if the player reach 150 Speed the DA sprint mod will not working properly 150 (base) + 150 (modifier from DA sprint) = 300 mod 255 (av cap) = 45 --> with base speed 150 DA sprint speed will be slower rather than faster well I don't know how much mods out there that using ModAV causing stat can go to 200's but conclusion is uncapper is not that mod friendly
  9. it can (reference... https://cs.elderscrolls.com/index.php?title=Leveled_Creature) we could attach leveled record with a script the example script that do this is leveled creature in last main quest, just before final boss Da*** beaten they will keep spawning, if we beat him the spawn will stop I think you could take a look that script for good example (it will be easily spotted because only that leveled list in ALL vanilla LL that has script attached) the script name is MS94CreatureLLScript [sCPT:0000C73D] MS48PlazaCreatureFinalLLScript [sCPT:0000C73C]
  10. a suggestions do not define NCTTRef inside the script, the right way to place a marker is 1. in CSE navigate to >> Object Window >> World Objects >> Static >> XMarkerHeading 2. navigate to cell that you want to teleport in >> Cell View 3. drag 'XMarkerHeading' from 'Object Window' and drop to 'Render Window' (target cell teleport in 'Cell View' must be selected) 4. define ID name for that marker by double clicking that XMarkerHeading, assuming that marker name is 'MyTeleRef' 5. go to script again change 'player.MoveTo NCTTRef' into 'player.MoveTo MyTeleRef' and delete 'ref NCTTRef' done... if you do it correctly it should work
  11. damage ? maybe... this (?) --> https://www.nexusmods.com/oblivion/mods/47002
  12. Thanks Wiepman for sharing :) well... did a fast test changed that 3 OSR settings in my setup this is the result : - map menu with tmm 1 : fast, the loading is very short. but I still not installed regional expanding mod, and I not using Darn UI map layout - spell menu with psb : slow, and I not use Darn spell menu. it will be much slower for sure if I use Darn spell layout menu - inventory with 300++ items : slow, and I not use Darn inventory menu. this is not good since I use inventory menu frequently - barter menu with 300++ items : fast, but I not use Darn UI barter menu conclusion : I revert back my OSR settings to my last settings, for stability reason, because the changes is not that effective for me
  13. maybe this --> https://www.nexusmods.com/oblivion/mods/43304 or this --> https://www.nexusmods.com/oblivion/mods/20799 you could start searching it from here, (87 pages) https://www.nexusmods.com/oblivion/mods/categories/67/
  14. Yes there is, it is working just right and it comes with many themes this is the mod --> http://www.nexusmods.com/oblivion/mods/7327 I recall that mod installation is a bit hassle... but surely worth it~
×
×
  • Create New...