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Posts posted by lynxcali
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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
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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.
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Yea I saw that, its a remake of the original. This is what sparked my idea.
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Well it was worth a try right?
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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.
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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
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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.
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Assuming you have doors that open and close instead of moving you to another cell:
scriptname AutoLockDoorScript Begin GameMode if (GetOpenState == 3) if (GetLocked == 0) Lock 100 endif endif End
Thank you fg109, much appreciated.
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It's a casting spell, to give you the impression that you're locking the door.
Nice. Do you have a script I can attach to the door instead though? That will lock the door when its closed?
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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?
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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 :)
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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...
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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?
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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:
- 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.
- The 2nd block in a magic effect script is called ScriptEffectUpdate, not Gamemode
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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.
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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
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Just tried your code again, doesnt work :(
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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?
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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?
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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 :/ :(
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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
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Download the "start by boat" mod and look at what the guy did to make his, start you on a boat
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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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Seems pretty damn awesome, I wouldnt mind seeing this myself.
Oblivion's version of Real-Time Settlers
in Mod Ideas
Posted