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CaptainRC

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Everything posted by CaptainRC

  1. I've seen mods out there that have managed to enchant a wearable object with the Detect Life enchantment like on Oblivion. Could someone please explain to me how to do that so I can make my own?
  2. I was wondering if someone could make a black robe that, while worn, makes the player a total stranger to everyone. No fame, no infamy, no factions. And when the robe is removed, everything reverts to normal again. Essentially, it should work like the Cowl of Nocturnal. Could someone make this, please?
  3. Hasn't caused me any problems yet. BTW, I managed to fix the file path problem, but I'm still getting the black shape problem.
  4. Recently, I upgraded to Windows 7. (Yeah, finally!) But ever since I reinstalled NifSkope, I've been having retexturing problems. Now, when I try to redirect the NiSourceTexture to the proper dds file, the texture only shows up if the complete file path is shown. If I delete the part of the file path before the texture folder, the texture goes white again as if the texture didn't exist. Also, even if I save the nif file with the full texture path, in the game, the object just shows as a black shape. Does the program work differently in Windows 7 or am I doing something wrong? BTW, I do have the accompanying "normal mapping" dds file for the texture.
  5. I need an enchantment script so that I can enchant an armor for resisting the Master Marksman Paralyse Spell. Is this possible?
  6. For some reason, in dungeons I go into, sometimes I see these odd shadows in the lighting effects when seen in certain angles. Here's an example I've seen in Nenelata: http://i558.photobucket.com/albums/ss21/CaptainRC/ScreenShot5.jpg Can someone tell me what is causing this and how I can fix it?
  7. If I recall correctly, during the Oblivion Crisis, gates were being opened not just in Cyrodiil, but all over Tamriel. So, shouldn't there be remains of Oblivion Gates all over Skyrim? Perhapse someone could make those. Just a thought.
  8. Looks like I may have to do a bit of rewriting. I can't wait to try it out.
  9. I'm-a lookin' and I'm-a likin'! BTW, if you've checked my latest tweaks, I've added to the writing a bit. Even provided a definition of "Ayleid." Also, it has the OoT version of the Kokiri Sword.
  10. Could someone make a texture replacement so that the Commentaries of the Mysterium Xarxes look more like they do in Skyrim? A picture can be found here.
  11. I'll have to try that. Thanks. As for the differences, I based these scripts off of previous scripts I made for the earlier versions. I didn't realize that the FormID and the Editor IDs were interchangable. Like I said, my experience in scripts is severely limited. As for the effects I mentioned, those were the results of variables I tried to put in to avoid what I said, earlier. As you can tell, they failed. The scripts I showed you are the "basics" I went back to after I deleted those variables. However, maybe I should try just changing the FormIDs to the Editor IDs, like you said. Maybe that'll make all the difference. I should also try David's suggestion, too. BTW, I tried it with just these basics, I would reenter the cell where I got the sword to find the sword reference enabled again. However, this was on a game save where I had gotten the sword before I made the changes. If I was to start all over again from the beginning on a clean save, do you think it would work properly?
  12. The reason I have two scripts is that most people when they see the sword in the pedestal will usually click on the sword to take it, and not think to click the pedestal. So I figured that having a seperate script for the sword would cover that. Besides, I figured that that's how it would work when I looked at the scripts to Anduril Reforged, which its sword and altar have similar functions. So I figured, "Click the sword to take the sword, click the pedestal to return it."
  13. I'm working on a way to improve on my tweaked version of theRoadstroker's Zelda Remake mod, but I'm having a little difficulty. Specifically, I want to add the ability to return the Master Sword to its pedestal. However, I'm having a small problem. My knowledge of scripts is limited and I want the mod to work right. I basically made a reference activator of the sword and one of the pedestal. And, naturally, I had to make scripts for each in order to take and return the sword. But I don't want the sword reference object to reappear just because I dropped the sword or because a certain amount of time has elapsed. I just want it to stay disabled until the sword is returned to the pedestal and to be able to take it again with the same results. I've tried several variations with what I know, but I've had some weird effects... such as the sword reference reenabling just because I dropped the sword; the sword reference not disabling after taking the sword a second time after returning it, resulting in being able to take an unlimited amount of the same sword; returning the sword and the reference reenabling, but unable to be activated again; and taking the sword, but after some time, I return to find the sword refrence enabled again when it shouldn't be. So I went back to basics. Here are the scripts I have so far: scn MasterSwordPlaceholderSCRIPT Begin OnActivate if (GetActionRef != Player) Return elseif (GetPCInfamy == 0) && (player.getitemcount ROADMODZeldaSword01 < 1) MasterSwordREF1.disable player.additem 01000ED5 1 MessageBox "You are true of heart, and the Blade of Evil's Bane has chosen you to be its new Master." elseif (GetPCInfamy > 0) PlaySound SPLShockHit Cast StandardShockDamageTouch3Journeyman Player Player.PushActorAway Player 1 endif End scn PedestalOfTimeSCRIPT Begin OnActivate if (player.getitemcount ROADMODZeldaSword01 >= 1) MasterSwordREF1.enable player.removeitem 01000ED5 1 PlaySound WPNBlade1HandUnequip MessageBox "You have returned the Master Sword to the Pedestal of Time." elseif (player.getitemcount ROADMODZeldaSword01 < 1) Message "You do not have the Master Sword." endif endif End Could anyone help me improve these so that I may achieve the desired effect? Any help would be appreciated.
  14. One thing that always confused me was that after the Main Quest was over, the remaining Mythic Dawn Sleeper Agents that hadn't been gotten yet would no longer attack the player. I mean, wouldn't they be ticked that the Champion deprived them of their final victory? So, I was wondering if someone could make a mod that would make the sleeper agents attack even after the end of the Main Quest.
  15. Yes, I do. And I was able to complete the Allies for Bruma quest and the quest you mentioned. But for some reason, after the MQ was over, the gate remains just disappeared.
  16. I mean litterally gone. During the main quest, you have to close Oblivion Gates outside every city. After I finished it, most of the Gate map markers disappeared from the map. Also, in places like outside Skingrad and Anvil where a Gate opened up on a wayshrine, I go to those locations to find that the wayshrines are now intact. Then I go to several other locations where I encountered a Gate to find that the Gate's remains have completely disappeared. Is this a glitch? If so, what's causing it and how can I fix it?
  17. I guess not. Well, I thought it was a good idea.
  18. I'd like to ask if anyone experienced in making custom quests if they could make a quest for me. Fortunately, my idea doesn't require any custom armors or objects and is completely vanilla. I have the details and dialog thought up, but I am completely inexperienced at assembling a quest. My quest idea is for people who prefer to play the virtuous knight. It will need two requirements to be initiated: A) The player must have already finished the main quest and been declared the Champion of Cyrodiil... and B) The player cannot have joined the Dark Brotherhood beforehand. Incidentally, the quest will involve the Champion hunting down the Dark Brotherhood in a quest for his/her own survival. Please answer if anyone is interested in helping me with this project.
  19. Here's what I want the script to do. I've placed an enchanted sword in an Ayleid ruin. However, I want to make it a holy sword. I want the script to make the sword display a message like "You cannot take this sacred sword. You are not worthy." and be unable to be picked up if the player's infamy is greater than zero. Even better if the sword gives the player a mild shock if he tries to pick it up under that condition. However, if the player's infamy is at zero, then I want it to display something to the effect of "You are worthy. Take this sacred sword. However, if you misuse the sword, you will not be able to use it again until you have redeemed yourself." So should the player gain any infamy, the sword should be unable to be equipped until he gets his infamy back to zero.
  20. With the TES4 Construction, I can do some basic modding, but I'm no good with scripts. Could someone write a script for an object for me? It should be pretty basic, but unfortunately, I don't even know the basics of scripts.
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