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lynxcali

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Posts posted by lynxcali

  1. I mean there is limitless possibilities and I think a team should form together and make this.

    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).

     

    I know MANY people would enjoy this and this would probably surpass midas magic.

    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.

     

    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.

    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.

  2. 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.
  3. And if you want 'peace of mind' and a touch of realism, you could create a locking spell with a script effect like so:

     

    scn LockDoorSpell
    
    ref door
    
    Begin ScriptEffectStart
    	Set door To GetSelf
    	If door.isActor == 0   	
         	If door.getLockLevel < 99
              	door.Lock 100
         	Endif
    	Endif
    End 
    
    Begin ScriptEffectFinish
        Message "The door is locked"
    End
    

     

    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?

  4. Can you explain number 2 a bit more please? Lost me there.

     

    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 :)

  5. 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?

    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...

  6. 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 

    2 Problems I see in your code right away:

    1. The 2nd block in a magic effect script is called ScriptEffectUpdate, not Gamemode
    2. 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.

  7. Well I just went into my game and tested my code. It worked just fine for me... I even used it on 3 different NPCs.

     

    When you made the spell, did you remember to set the duration? If you leave it at 0, it will never get the choice you made, not unless you're so fast you can click the menu button in the same frame you cast the spell. Set it to something like 5 seconds.

     

    If that's not the problem, maybe it's actually working and you just don't know it. When I tried it out, the one of the NPCs disappeared for 1 second and then reappeared, probably because his AI packages told him he had to be in his house at that time of day...

     

    Anyway, try this code:

     

     

    scriptname aaPrison
    
    
    short menushown
    short choice
    
    
    Begin ScriptEffectStart
    
    MessageBox "Which cell do you send the prisoner?" "Cell 1" "Cell 2" "Cell 3" "Cancel"
    set menushown to 1
    set choice to -1
    
    End
    
    
    Begin ScriptEffectUpdate
    
    if menushown == 1
    	set choice to GetButtonPressed
    	if choice == -1
    		Return
    	elseif choice == 0
    		RemoveScriptPackage
    		AddScriptPackage "name of your stay-in-prison package"
    		MoveTo PrisonCell1
    	elseif choice == 1
    		RemoveScriptPackage
    		AddScriptPackage "name of your stay-in-prison package"
    		MoveTo PrisonCell2
    	elseif choice == 2
    		RemoveScriptPackage
    		AddScriptPackage "name of your stay-in-prison package"
    		MoveTo PrisonCell3
    	endif
    	set menushown to 0
    endif
    
    End

     

     

    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.

  8. 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 

  9. I edited my post a couple minutes after I posted it because I realized I left out an important line (set choice to GetButtonPressed). So if you used it before I edited it, that might be why it doesn't work. But if that's not the reason, I don't know what's wrong with it. There's a couple extra lines I could probably have done without but it should still have worked. Sorry I couldn't be of much help.

     

    The reason why the code you posted wasn't working right was because you set it to send the NPC to prison cell 1 when button is -1. It's always at -1 until you push a button. So with your script, the NPC is sent to prison cell 1 even before you make a decision. Also, at the end you set controlvar to 2. That means that you won't get a message box the next time you use the spell, meaning this is a one time only spell.

     

    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?

  10. Not an expert by any means, but I would think that you'd be better off having a marker in each cell (which you have), then creating a Travel package for each cell marker, then in your script, do something like:

     

    target.AddScriptPackage MoveToCell3

    target.EvaluatePackage

     

    With, of course, "target" being a Ref to whomever is hit by the spell.

     

    -Grax

     

    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?

  11. I'm not sure if this will work since I haven't tried making a spell script so I don't know if you need to specify a target reference or not... But here's what I would try:

     

     

    scriptname aaPrison
    
    
    short spellcast
    short menushown
    short choice
    
    
    Begin ScriptEffectStart
    
    set spellcast to 1
    set choice to -1
    
    End
    
    
    Begin ScriptEffectUpdate
    
    if spellcast == 1
    	if menushown == 0
    		set menushown to 1
    		messagebox "Which cell do you send the prisoner?" "Cell 1" "Cell 2" "Cell 3" "Cancel"
    		Return
    	endif
    	if menushown == 1
    		set choice to GetButtonPressed
    		if choice == -1
    			Return
    		elseif choice == 0
    			MoveTo PrisonCell1
    		elseif choice == 1
    			MoveTo PrisonCell2
    		elseif choice == 2
    			MoveTo PrisonCell3
    		endif
    		set choice to -1
    		set menushown to 0
    		set spellcast to 0
    		Return
    	endif
    endif
    
    End

     

     

    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 

  12. 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 

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