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Everything posted by MercerMeka
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DaggerfallTeam Daggerblivion Development
MercerMeka replied to dagTestWorld's topic in Oblivion's Discussion
Can I? :happy: This is my alchemy mod. The largest ingredient effect balance mod for Oblivion AFAIK.- 41 replies
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- Oblivion
- Daggerfall
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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.
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Mod to swap torch/shield with a single button?
MercerMeka replied to showler's topic in Oblivion's Mod Ideas
Maybe you can use the mod Enhanced Hotkeys and use one button to cycle between torch and shield. -
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?
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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
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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.
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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?
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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.
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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.
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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:
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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.
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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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Oh okay. So 3 shields from the same vendor would be: 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 if shieldgiven3 == 0 && player.GetLevel >= 25 vendor.AddItem DaedricShield3 1 set shieldgiven3 to 1 endif endif endif endif end
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Oh yeah good you said that. 2 shops adds more than 1 shield. So would the script look like this: scn VendorShieldScript ref vendor short shieldgiven begin MenuMode 1009 if shieldgiven == 0 set vendor to GetMerchantContainer if vendor != 0 && player.GetLevel >= 15 vendor.AddItem DaedricShield 1 if vendor != 0 && player.GetLevel >= 20 vendor.AddItem DaedricShield2 1 set shieldgiven to 1 endif endif endif end
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Awesome, RomanR. Thank you so much. Ever since you posted that script I've been testing it out and everything is working. My mod is essentially done now. I really appreciate the help since my mod wouldn't get off the ground without a full script provided by a generous modder. The effects I've created for the shields are more than just Light effect and some of them are pretty darn cool IMO :yes: There are more than 30 new shields. I'll post the mod link here when it's finalized as well in case you guys want to take a look. I have 2 questions: Does the "shieldgiven" part of script make it so the shield only gets added once? In the 2nd script you provided for me (3 seconds delay) it seems that it can be used for any shield. The shield ID isn't defined in the script, only the effect changes. Is this correct?
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Thanks for the help again. From what I can understand of the script the player has to activate a chest? I don't see how that could work. Some (10) shields has to be sold by a different merchants and some are sold by all the merchants, so they cannot all appear from that one chest. I also realized that my own idea of enabling the shields (which starts out disabled) won't work since they will be continuously enabled and therefore not be unique. Maybe this could work: Have a script run once every time the game load and check if the players level is sufficient. If it is then 1 or more shields has their ownership changed to the shop owner of the shop they are already placed in somewhere hidden, now ready for purchase. I don't know if that script then had to be placed in a quest or not. I've seen some mods which starts out by initializing some things by a quest that runs once on game load. I think that could work.
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The last script doesn't work oddly enough. The "IsControlPressed 6" just works like "player.IsBlocking" meaning I have to be actually blocking for the shield effect to go off. Not a big deal I'll just use the first script. While this topic is still hot I better ask this question that I cannot solve: How do I add the unique shields at a certain player level so they don't respawn? I know how to add them in a leveled list but that means setting the container to respawn which means the shield is no longer unique (since it permanently respawns). I was thinking about putting each shield in a shop and creating a reference marker with a script to it but I don't know how to make the script. It just need to enable the shield at a certain player level. Can you help me out with another script that does that?
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5 replies in 1 day! Amazing. Thanks a lot for the help both of you. I just tested the script and it works perfectly. I'm so happy. I would never in a million years have worked this script out on my own. I will be sure to give you guys credit for the scripts. Btw I've been working on and testing my new mod all week and it's almost ready for release. Now I can go back and improve on it. I'm actually going to be using both scripts depending on the effects for each of my new scripted shields. I found out that the "IsControlPressed 6" works in such a way that you can hack away with your weapon without stopping to block but since the game registers the block key being pressed in between weapon swings I can keep the Light effect going endlessly without actually holding my shield up. :D Pretty neat. Pellape, don't ever worry about getting too basic when explaining me stuff :P Thanks for the explanation. I didn't know you could have both Begin OnEquip and Begin GameMode in the same script. I thought max 1 "Begin X". If I wanted the first script to use "IsControlPressed 6"" instead of "player.IsBlocking" would it look like the script below or does it need to be tweaked? scn ShieldOfLightScript ref actoritem begin set actoritem to GetContainer if actoritem == player set actoritem to actoritem.GetEquippedObject 13 if actoritem == ShieldOfLight && IsControlPressed 6 != 0 && player.HasSpell AbShieldLight == 0 player.AddSpellNS AbShieldLight endif if eval (actoritem != ShieldOfLight || IsControlPressed 6 == 0) && player.HasSpell AbShieldLight != 0 player.RemoveSpellNS AbShieldLight endif endif end
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Thanks heaps, RomanR. It works!! I had to change "begin" to "begin gameMode". Does that sound okay to you? ('m very inexperienced with scripts). I tested it and already have a new request :laugh: Would it be possible to have the light effect keep lighting as long as the block button is held down instead of only shining light when the player is actually blocking. Every time I take a swing with my weapon the lights goes out. Not a big problem but if there a easy solution it would be cool. Alternatively could the light effect simply last 3 seconds longer after the player has blocked? EDIT: Could the ability be changed into a spell and the script would still work? If so maybe I could just add a light spell for 3 seconds. EDIT2: I'm trying to make it so that some shields shine light with different colors but it doesn't seem possible without changing the default Light spell color. Does anyone have any ideas on how to have multiple colors of light? (I think it might be possible with OBGE but I don't want to make that an requirement)