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MercerMeka

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  1. Can I? :happy: This is my alchemy mod. The largest ingredient effect balance mod for Oblivion AFAIK.
  2. Thanks a lot. I still don't know why that door doesn't show up but your tip did help me find where to set a door to Hidden. I just tested a new door set to hidden and it doesn't show up on the minimap. Perfect. Thanks again.
  3. Hey, I wish to hide a secret door so it doesn't appear on the minimap. I've read that doors can be set to "Hidden" but I cannot find this option in the CS(E). Does anyone know if it's possible and how?
  4. Hey. I was trying to change a 2 handed weapon to a 1 handed weapon by just changing it in the CS but the weapon doesn't show in-game when I draw it. It seems stuck to my back as if it is still somehow a 2 handed weapon. Does anyone know how to correctly edit a 2 handed weapon to a 1 handed weapon? I'm familiar with NifScope. EDIT: Found the solution if anyone needs to do this themselves: In NifScope go to 0 NiNode -> NiStringExtraData Change BackWeapon to SideWeapon Done.
  5. Maybe you can use the mod Enhanced Hotkeys and use one button to cycle between torch and shield.
  6. Hello guys, I've been trying add havok/collission to a plant in NifScope with no luck. I've edited the plant to become a root (in looks only) and this root needs havok so I can place it and it can be picked up. I've searching everywhere for a tutorial. I'm only a beginner at NifScope so I need a simple step by step tutorial on how to add collision to a object. The collision can be super simple (like a box). I don't want to get fancy I just want to be able to pick up the root in-game. Can someone provide a link to a good and simple tutorial or explain to me how to do it?
  7. My mod is done. :D I just wanted to pop by to say thanks again for the help and here is the link if you want to check it out: https://www.nexusmods.com/oblivion/mods/51420
  8. Man, I never knew about the Merchant Container tab until now. Normally I just set the new container as owned and that does it. Anyway, it works!! Because of this vendor script I've had changed the method of acquiring the shields from a boring method (buy from local smith) to a more interesting one; locate the wealthy person who is the current owner of each shield and buy from them. :D This is what I wanted from the beginning but I didn't know how to mod it. Thanks a lot again, RomanR.
  9. I didn't get errors. Anyway I'm always done with the shields and happy that everything works this time. There is one thing that I can't get to work: Using the vendor scripts you've provided on my new NPCs. They work for vanilla NPCs smiths but my newly created NPCs won't get the shield added to the new container they own. I tried setting the container to persistent and made sure the class of the NPC is MerchSmith. I wonder if GetMerchantContainer only works for vanilla NPCs. There is a SetMerchantContainer OBSE function so maybe that could be used to allow the script to work on new NPCs. Dunno how though. Or maybe I'm missing something really obvious. Any ideas?
  10. No, they are normal abilities. It seems the scripts (in general) doesn't like it if you type in an ability ID that doesn't yet exist. If you then create the ability the script should start to work, but it doesn't. I need to remake all 35 shields each with 2 abilities and 1 script. It's the only way I can get the last script to work and most of the shields are going to be using that script.
  11. I've been busy and struggling a bit to get this mod finished so I forgot to say thank you for the last script you made. Thanks heaps for helping me out, RomanR. The script is brilliant.
  12. Well. I've been at it for a couple of hours and your script works. However, whenever I change the 2 abilities to my own custom abilities the script doesn't work. Nothing happens in-game when I test it. I really cannot understand what I'm missing. I use the CS function to replace the abilities so I don't make typos. I should be able to use any abilities right? And call the script anything? The only time I got the script to work was when creating a new shield and new ability and keeping the "AbAnimalResistFrost" ability in the script. Any ideas of dumb mistakes I could be making? EDIT: OK it seems if I make all new shields all new abilities and all new scripts then it works. Hours of work ahead :pinch:
  13. I like the idea of checking if the weapon is out. I just tested it and If I block just once I get a lot of "Battle ability added" & "Battle ability Removed" messages flickering at the top of the screen. I tried switching both abilities to my own ones and got same result. I tried having weapon and shield out and hitting with and without holding block.
  14. Oh I see it. So it's... scn VendorShieldScript ref vendor short shieldgiven short shieldgiven2 short shieldgiven3 begin MenuMode 1009 if shieldgiven == 0 || shieldgiven2 == 0 || shieldgiven3 == 0 set vendor to GetMerchantContainer if vendor != 0 if shieldgiven == 0 && player.GetLevel >= 15 vendor.AddItem DaedricShield 1 ;one shield set shieldgiven to 1 endif if shieldgiven2 == 0 && player.GetLevel >= 20 vendor.AddItem DaedricShield2 1 set shieldgiven2 to 1 endif if shieldgiven3 == 0 && player.GetLevel >= 25 vendor.AddItem DaedricShield3 1 set shieldgiven3 to 1 endif endif endif end Also, while testing my shields I found that it would be nice from a gameplay perspective if the Light ability was "on" when using the shield (the whole fight) while the other ability would only be active when actually blocking (player.IsBlocking). I was thinking if the script with 3 second delay could have 2 abilities in it instead of one. One with delay and one which activates only when player.IsBlocking. I'm starting to feel like I've probably asked for too much by now :tongue: I've gotten more than I could hope for already, so this is the last request :whistling: Here's the script: scn ShieldOfLightScript short nospell short equipped float timer begin OnEquip player set equipped to 1 end begin OnUnequip player set equipped to 0 end begin GameMode if equipped != 0 && IsControlPressed 6 != 0 && player.HasSpell AbShieldLight == 0 player.AddSpellNS AbShieldLight set nospell to 0 set timer to 3 endif if eval (equipped == 0 || IsControlPressed 6 == 0) && player.HasSpell AbShieldLight != 0 set nospell to 1 endif if nospell != 0 if timer <= 0 player.RemoveSpellNS AbShieldLight set nospell to 0 else if equipped != 0 && IsControlPressed 6 != 0 ;shield equipped and block is pressed again set nospell to 0 ;reset spell removal set timer to 3 else set timer to timer - GetSecondsPassed endif endif endif end
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