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h3Xh3X

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  1. In response to post #31985445. If you put it in your game dir the executable may call a function from it when accessing directsound functions (playing sound). If the file is compromised these functions may do other things than the original directsound dll file does, such as writing to the file system and leaving a backdoor to the system, dropping a rootkit or whatever else.
  2. In response to post #31999465. #32033155 is also a reply to the same post. DLL files (dynamic linked library) are compiled binary files that applications can use to access extended functionality, and can not be understood by looking at them in a text editor. Dsound.dll is a part of DirectX (a windows component that deals with interfacing with game hardware), called DirectSound. If the file was infected with malware, it needs to be unpacked and analyzed by a professional malware analyst to determine its threat. Not all malware is detectable by generic virus scanners, and you certainly can't open a file in notepad and see if it's malicious or not.
  3. Okay, getting the messages now. Still no transformation. One question; how can I invoke a script from within another script instead of triggering it on an event? The message says it is contained by TGAssaultScript <reference> instead of Actor or ObjectReference <reference>. This may be because I'm testing it on people in thieves guild (TG) and they are supposed to react as if assaulted? Maybe I can put it in their inventory without pickpocketing for now. Not sure if Actor.OpenInventory() is implemented in console.
  4. Well, tested it now, and I don't see any of the debug messages when the ring changes container. Too late at night to figure this out now, but I'll look more into it tomorrow.
  5. This was what the "polymorph skeever" test script in the ck did, so I just blindly copied that (adding hostile effects). Thanks for the pointer, I'll keep it in mind when I test. :) Now I'm gonna go around reverse pickpocketing polymorph rings to guards! :D
  6. I'm trying to make an item equip when added to an actor's inventory. When equipped, the item should turn the actor into a hagraven. I have the spell effect and spell set up. Effect: Scriptname PolymorphHostileEffectScript extends ActiveMagicEffect {Turns target into a hostile polymorph} Race Property PolymorphRace auto Faction Property PlayerWerewolfFaction auto Event OnEffectStart(Actor Target, Actor Caster) if (Target.GetActorBase().GetRace() != PolymorphRace) Target.SetRace(PolymorphRace) Target.UnequipAll() Target.SetAttackActorOnSight(true) Target.AddToFaction(PlayerWerewolfFaction) endif EndEvent Event OnEffectFinish(Actor Target, Actor Caster) ; change back Target.SetRace(None) Target.SetAttackActorOnSight(false) Target.RemoveFromFaction(PlayerWerewolfFaction) endEvent EquipOnAddNotPlayer: Scriptname EquipOnAddNotPlayer extends ObjectReference {Equips item when added to inventory, unless actor is player.} Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if akNewContainer != Game.GetPlayer() if akNewContainer Debug.Trace("Item contained by " + akNewContainer) ; (akNewContainer as Actor).Equip(this) ; <- I'm not sure what to do here endIf endIf endEvent CastOnEquip: Scriptname CastOnEquip extends ObjectReference {Object casts spell when equipped } Spell Property SpellToCast auto Event OnEquipped(Actor AkActor) AkActor.AddSpell(SpellToCast) SpellToCast.Cast(Self, Self) EndEvent Event OnUnequipped(Actor AkActor) AkActor.RemoveSpell(SpellToCast) EndEvent In the CastOnEquip script, I'm not sure if AddSpell() and RemoveSpell() are needed. Please enlighten me! In the EquipOnAddNotPlayer script, see the commented line. I'm wondering how to cast akNewContainer to an Actor object so I can call EquipItem on it (or how to achieve this by other means). I also wouldn't know what to pass as akItem to EquipItem() in this case.
  7. I would like a spell to summon a hagraven. Please send me a PM if you are considering to make this. Ever since I read the book about hagravens they have fascinated me very much; I was very disappointed when I couldn't summon them even though I've seen witches do so.
  8. I just got it now @ gamestop byporten in Oslo! No new screenshots except for the cover. Haven't read the story yet as I'm stuck doing a school assignment, but I'll post a translated transcript when I get around to it. There's a fun little story at the beginning of the article, which I liked. :) Oh, and, I snatched another copy and will probably snatch a few more, so I could send you one if you don't get your hands on it if you'd like. :)
  9. I am guessing it would look like Skyrim, using the Creation engine and all.
  10. Just wondering if anyone has been able to get a hold of gamereactor's February issue yet? I've been to some local gamestop stores here in Oslo, Norway, and they basically told me they get the magazine at a random date each month, and that they sometimes don't even get it. And when they do, it's quickly gone. So I'm hoping someone's gotten it and can share the contents since hopes look slim of me getting my hands on it. I read somewhere it's out February 7th, and that's today, so I'm surprised noone has posted any news today.
  11. I'm currently studying programming, so I may be of help with code/scripting. Just send me a pm with details. :) I haven't played the original Diablo though, maybe that's a prerequisite to do well in this project?
  12. I completely forgot about that. Thanks for reminding me! That looks pretty awesome, although a bit too glowing to be a "scary ghost".
  13. Did you like the ghosts/spectres in Oblivion? Personally, I think they felt like play-dough models rolling on invisible wheels. For a better ghost, I'm imagining a mist cloud of less characteristic shape, that would perhaps form a shape when preparing an attack, and otherwise float around with the breeze flowing through its tomb. What did you think of the ghosts in Oblivion and what would you like to see improved in Skyrim?
  14. I want to see more interesting scamps and rats and mudcrabs and other low-lifes. I want more than ten varieties of zombie (varied meshes). I want to fight a lot more NPCs like highwaymen and the like. I enjoy dueling with a person more than fighting a creature. I want to see the trolls reworked, because in Oblivion they are horribly ugly and not really menacing.
  15. Maybe Nord females have beards? I would like to see this as well. And realistic full-coverage armour for female characters. No skimpy sexist bullsh*t.
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