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lynxcali

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Everything posted by lynxcali

  1. You probably installed the hi res version, try and install the low res. If that isnt the problem then you probably installed both hi res and low res like it said not too :P
  2. Looking for a mod that has a miniaturized map in a room, and it has little buildings you can click on to teleport there. I saw it in a youtube video a while back and cant find it.
  3. Yea I saw that, its a remake of the original. This is what sparked my idea.
  4. A few Star Wars total conversions have been started...but none were ever finished and all assets created essentially wasted. This is why I am typically against "total conversions" because so much work is put into it and eventually fizzles out or endlessly is "upgraded" to the next game engine. If there are people out there that want to create Star Wars assets, do so and release them in small increments with permissions that would allow someone to include it into a total conversion at a later date. Once enough assets are created, THEN start a total conversion so that the main bulk of creating the game is just putting the stuff together rather than making it all from scratch...which would take years of work even from several dedicated modders working on it. Oblivion just isn't a "proper" game engine to use and would require a lot of fiddling just to make it "somewhat" passable but I don't think it would be very convincing. I could be wrong but the one modder in a hundred might be able to pull it off but I still think that a Star Wars TC for Oblivion is asking for too much work to be done (realistically). That's just the fanboi speaking in you. As a fellow Star Wars junky, I feel your plight but take this for an example... Boba Fett has to be one of the more awesome characters of the franchise. Here are a couple of comparisons: Mandalorian Armor - 1,485 unique downloads. Not much interest so I'd call this a niche mod. Lost Paladins of the Divines - 73,150 unique downloads. People grab it mainly for the armor but they also enjoy the quest/story. The main thing I take from this is that Star Wars junkies simply are not around the Oblivion "scene" in mass and I doubt they ever will be. A Jedi Historian Robe was once requested but nothing ever came of it. LHammonds Yea, I have released a mod recently and I am already having trouble getting back to working on it. Mostly from lack of motivation, and laziness. As much as I would really like to see this mod, I dont think its going to happen but its worth putting the thought into some peoples heads. But as you were saying about releasing in increments, well we kind of already have that. We have light sabers, droids, and as the above poster said, storm troopers. I havnt even searched for other things. Also there is that madalorian armor you posted and I saw a royal guard outfit a while back.
  5. Clone Troopers Vs. Droids. I can see it now. Thats the two factions. The guy that made the blaster rifle mod, already has a droid NPC
  6. A total conversion mod for oblivion based on star wars. Rebel guards, guarding the city, using the blaster rifle mod that was released not too long ago. Use lightsabers that was released by the same guy. Add jedi bosses, story line thats lets you choose light or dark side. Random clone trooper battle encounters in the wilderness. I mean there is limitless possibilities and I think a team should form together and make this. I know MANY people would enjoy this and this would probably surpass midas magic. Tell me what you guys think, I think this is totally do-able. And if no one wants to do that, can someone make a jedi master robe? Would work nice with my jedi character.
  7. Nice. Do you have a script I can attach to the door instead though? That will lock the door when its closed?
  8. So do I just attach this script to the door or is this a spell I have to cast on the door every time I want to lock it? EDIT: Okay wow im dumb, I didnt even see that you said spell :P Do you have a script I can attach to the door instead? This is for a mod and I dont want to make it a hassle to lock the door every time you know?
  9. No, sorry, I take this back. I was under the impression that you can omit a reference for a command (like in '[reference].moveto') only in scripts which are attached to an object. But apparently this also works for MagicEffect scripts. The Wiki doesn't list MagicEffect scripts as ReferenceScripts, so I was alwasy using a ref variable for the target. Never stop learning. :wink: So I dont need to do this then? Sweet :)
  10. If you set ownership of the door to PlayerFaction, you will be able to open it without a key even while it's locked. No one else will be able to open the door unless: 1.) They have the key. 2.) They're part of the PlayerFaction or whatever faction you set the door ownership to. Strange because the NPC's were opening it...
  11. Okay so I have a prison, and it uses a special key, but if I unlock it once, it becomes unlocked forever so the prisoners can easily just leave. How can I make it so that it becomes locked every time I close it? Does this require a script?
  12. 2 Problems I see in your code right away: The 2nd block in a magic effect script is called ScriptEffectUpdate, not Gamemode moveto has no reference. You have to assign the target of the magic effect in the ScriptEffectStart Block (Set target to getself) and then use it for for the movetos (target.moveto ...) Hope that helps. Can you explain number 2 a bit more please? Lost me there.
  13. Ahhh wow that was the problem....the duration was at 0...I changed it to 5, thank you so much my code works now. I will add you to the credits of my mod as soon as I upload it.
  14. No problem about your code dude. And ughh still not working. Heres my code right now: scn aaPrisonMessageTest short controlvar short button Begin ScriptEffectStart if ( controlvar == 0 ) MessageBox "Which cell would you like the prisoner to be sent to?", "Cell 1", "Cell 2", "Cell 3", "Cancel" set controlvar to 1 endif end Begin GameMode if ( controlvar == 1 ) set button to GetButtonPressed if ( button == 0 ) moveto PrisonCell1 set controlvar to 0 elseIf ( button == 1) moveto PrisonCell2 set controlvar to 0 elseif ( button == 2) moveto PrisonCell3 set controlvar to 0 elseif ( button == -1 ) return set controlvar to 0 endif endif end
  15. Just tried your code again, doesnt work :(
  16. Ahhh okay ill retry your code, and as for my spell I have to make button 1 for choice 1, button 2 for choice 2, button 3 for choice 3, and then button -1 for cancel? then at the end make it controlvar 1 again?
  17. Well with xmarkers, that are referenced, you can do moveto PrisonCell1, so this means 1. I placed an xmarker in my prison cell 2. I double clicked it in the render window so the menu came up 3. I gave it a reference ID PrisonCell1 So that xmarker is PrisonCell1 So when ever I say "moveto PrisonCell1" it will go to that xmarker Catch what im saying?
  18. I just tried yours and when I click a prison cell it doesnt send the NPC anywhere so im going to take a look at the code I also tried mine, doesnt work though :/ :(
  19. Ahh okay im going to try that. I have been trying to get this to work and here is what I have: scn aaPrisonMessageTest short controlvar short button Begin ScriptEffectStart if ( controlvar == 0 ) MessageBox "Which cell would you like the prisoner to be sent to?", "Cell 1", "Cell 2", "Cell 3", "Cancel" set controlvar to 1 endif end Begin GameMode if ( controlvar == 1 ) set button to GetButtonPressed if ( button == -1 ) moveto PrisonCell1 elseIf ( button == 0) moveto PrisonCell2 set controlvar to 2 elseif ( button == 1) moveto PrisonCell3 set controlvar to 2 elseif ( button == 2 ) return set controlvar to 2 endif endif end
  20. Download the "start by boat" mod and look at what the guy did to make his, start you on a boat
  21. Okay so in my house, I have 3 prison cells, each with their owned referenced xmarkers. I have this code: scn aaPrison Begin ScriptEffectStart moveto PrisonCell1 End But I want to make it so when you cast a spell on a target, a message box will come up asking you which cell you want to send the target to. Can anyone be so kind as to helping me make this? I would appreciate it a lot, thanks guys :) My house mod can be found here: http://www.tesnexus.com/downloads/file.php?id=37232#fileanchor Finished script here: scn aaPrisonMessageTest short controlvar short button Begin ScriptEffectStart if ( controlvar == 0 ) MessageBox "Which cell would you like the prisoner to be sent to?", "Cell 1", "Cell 2", "Cell 3", "Cancel" set controlvar to 1 endif end Begin ScriptEffectUpdate if ( controlvar == 1 ) set button to GetButtonPressed if ( button == 0 ) moveto PrisonCell1 set controlvar to 0 elseIf ( button == 1 ) moveto PrisonCell2 set controlvar to 0 elseif ( button == 2 ) moveto PrisonCell3 set controlvar to 0 endif endif end
  22. Seems pretty damn awesome, I wouldnt mind seeing this myself.
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