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I sometimes use the disable command to erase an annoying npc while "testing", but I'm curious as to the internal effects of it. Can it lead to negative consequences? I'm asking because I'm curious if it would be possible and/or acceptable to implement disable into a scripted power, so that one may erase one (non-essential) npc per day. I believe this would be interesting as a very high-level part of a larger mod I'm still developing. I've done scripting in both morrowind and oblivion, and I understand the basics of scripting and modding in general, I just haven't done any modding in skyrim yet.
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I've decided how I'm going to do it,but I ran into a bug in my script... ScriptName Forgescript Short IronValue Short SteelValue Short ActorValue Short ForgeValue Short button Begin OnActivate MessageBox "Forge Menu", "Iron", "Steel", "Silver", "Ebony" Set ForgeValue to 1 End Begin GameMode If ( ForgeValue == 1 ) set button to GetButtonPressed If ( button == 0 ) player.getav Armorer If ( ActorValue < 10 ) Message "Your armorer skill is not high enough to forge Iron" Set ForgeValue to 0 Return ElseIf ( ActorValue >= 10 ) Set IronValue to 1 Message "Place the required materials in the forge." Set ForgeValue to 0 Return Endif Endif Endif EndIf End The script works fine, shows the menu and everything, but it only displays the "your armorer skill is not high enough to forge iron" message, even at 100 armorer skill...
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Hmm... would it work to have a setup like this: "Chest">activator>chest Where the player places items in the first "chest" (most likely some sort of forge mesh modified to be a chest), then uses the activator and receives a list of materials as buttons. This will be scripted to check for armorer skill etc... but if the player has the skill, the script will check the "chest" for the requirements and deposit the item in the second chest (perhaps a barrel of water?). The item will be based on the actual items in the chest and of course the material selected (i.e. 2 iron bars would make a dagger and 3 would make a shortsword). Sigh, I almost want to just make a blacksmith npc, but that's too... unoriginal.
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Actually I'm past that part :) Got the messagebox stuff down, just need to work out buttons and the armorer skill checking (should be like riding a bike!). The point of startscript in morrowind was to start a different script at the end or somewhere within another. Like my example above, you could have the first script handle the selection and a second script handle the removal and adding of items, to keep things less cluttered and avoid too many IFs (a big problem I hit trying to script dawn/duskfang superior in morrowind).
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This thread will be an ongoing pile of questions as I relearn TES scripting in oblivion. First question, how would I go about a "startscript" function like that in morrowind? For the sake of the forge in the mod I am working on, I am creating a script that uses an activator (forge of some sort) and gives a list of materials. This script will check the users armorer stat and reject if their stats are too low for the material they select, fairly simple, but I want it to start the next script in the line if their armorer stat is high enough. But to make things less cluttered, There will be a second page for the items in each material via a second script per material. I wish to handle leveling (iron-fine iron etc...) and the item exchange (remove the required materials, give the player their items) in a third and final script for each item. I don't know where to begin on either of these, but anything will help. I might get by with only the functions that pertain to the above! I plan to make the mod vanilla oblivion only at first, no expansions or OBSE (unless KOTN or SI add a startscript function...).
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The way I know of doing it is to set the apply mode to highlight then change the material to envmap2, gives it a wonderful reflective effect. The main issue is that I can't sem to make the material blocks separate, so changing the material in one section of the mesh changes the material in EVERY part, making unwanted areas hyper-reflective.
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I've attempted something similar before, but never figured it out. Is it possible to add specularity (like order or glass items etc...) to single pieces of a multi-part mesh? I'm working on a weapon that will have only a "reflective" blade and pommel. Will I be forced to make a specular map, or is it possible to do it the same way as one would in nifskope for a solid mesh? (sorry if I made a mistake, i honestly have very little clue as to what I'm doing :wallbash: )
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Script - Changing weapon based on current magicka?
Deridor replied to Deridor's topic in Oblivion's Mod troubleshooting
I think I'll come back to this idea in the future... for now, I'll just do an older idea I had for a forging system, when I feel like modding again! -
Script - Changing weapon based on current magicka?
Deridor replied to Deridor's topic in Oblivion's Mod troubleshooting
I had planned on tying in a visual change as well, using slightly altered models for each one (since that is entirely possible with the weapon swapping method). Guess I'll find another way... I would prefer not to use OBSE, it (most likely in part with some mods I have floating around) causes my fps to drop to about half, and I would like to enjoy my own mod :P -
I want to create a set of weapons that grow stronger or weaker based on your reserves of magicka (I.E. they would be stronger with fortify magicka effects, weaker when you use your magicka). MY plan for this is for the weapon to switch out whenever your magicka goes above certain levels (or is at 0, if that should happen). I have some experience with TES modding, but virtually no scripting experience in oblivion (been far too long to remember much from morrowind either), but I know this is at least somewhat possible, due to dawnfang/duskfang. So is it possible to make a swapping script that reads your current magicka level? or am I better off attempting just a basic scaling with the users intelligence?
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I could give it a try, if you could find a bigger picture (or, if you know, the game etc... that the crown came from). If not, I'll still try but it'll lose some details (can't see the sides so it would have to be based on the rest of the crown rather than following the original exactly).
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I see a lot of arguing here... Don't hijack this poor user's thread with useless bickering. If they want fancy space tech, they obviously don't care about keeping to the lore. Let them be so they might get their request filled. Speaking of, this seems like a pretty difficult mod to accomplish. Seems rather unlikely anyone could make it on their own, and i don't think there are many modding teams going around filling out requests :P.
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This is a mod i plan on developing that will add new, sleeker, enclave-made energy weapons. Many will be simple upgrades of current energy weaponry (pistols, rifles, etc...), but other weapons are planned such as an energy based missile/grenade launcher, energy nuke (weaker than the fatman, but perhaps shock damage/higher critical chance), energy smg, energy blade (NOT HALO OR STAR WARS CRAP). The designs will be based on/use pre-existing models and textures, mainly the enclave armors. This might be considered a cheap way of doing things,but I believe it will help the weapons fit into the game (and with the enclave soldiers who will be using them) a lot better than if I were to attempt to create entirely new textures (I'm experienced enough to modify and do small edits, but not to recreate the bethesda art). The main goal of the design is to make the weapons more compact, unlike the massive bulky weapons that currently exist (which make sense considering the lore of the game, but just don't fit right to me with the somewhat sleek armor of the enclave). Here's a list of things i need help with (I'm somewhat experienced with modelling and texture editing, the problems generally relate to other things) -Changing the color of the plasma weapon projectile, as well as the plasma mine blast (the textures connected to the .nif files are white and changing the material color in my 3d modelling program seems to have no effect on the rendered color, at least for the plasma bolts) without replacing the old one (i.e. fully new plasma bolt/blast with different color for new weapons) -modifying the nif file of the plasma mine blast to be smaller (if this helps, it's planned for that energy weapon equivalent of a missile launcher) without breaking anything (this might be easy, but it's animated after all so scaling it might be more complicated) -ANY good tutorial links at all for making weapons, projectiles, explosions etc... would be greatly appreciated. Not the ones on these forums of course, I've looked at them. I might add more problems later... but for now this is all i can think of. Thanks for the help, if you give any.
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In hopes of attracting attention to this request, I'm going to start on the modeling and textures and hope that someone with scripting experience joins in along the way :) so... I'd like some ideas for parts used in making the reverse engineered weapons, which will also factor into the models. For now I'm only planning on doing a rifle and a blaster but I may do more (especially if i get some good ideas for weapon types) Also, i do not know the limitations of schematics. Can a schematic require multiples of a single item? for example 10 pieces of scrap metal rather than 1?
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::WARNING SPOILERS:: Alien cells are extremely rare for those who can't/don't yet own GOTY or the two add-ons that add more (though they are still rare in the long run). I Was hoping to do a quick mod to add a schematic to create alien power cells, but my scripting is extremely rusty (I've only ever done morrowind's scripting anyways...), so that plan failed. I came here to request the mod and realized how imbalanced this would be, considering the power of firelance and the alien blaster. Solution: replace the alien blaster with a nerfed or broken version, possibly a new model (reverse engineered ;)) that can be crafted as well. This allows balancing of the mod while still letting you use shiny blue alien bullets. Heres a more to-the-point setup: Background Additions: -Reverse engineered alien blaster/possibly other weapons if the mod ever gets that far -Reverse engineering of alien power cells (just a schematic really) Ingame Additions/changes: -Nerfed or broken alien blaster replaces original blaster at alien crash site (cannot be repaired with reverse engineered blasters) -Reverse engineering schematics for the alien blaster at the crash site (to make this logical, perhaps they are for backup blasters in case of a crash. Won't do the poor alien any good though...) -Difficult to get alien power cell schematic (ideas: HARD: Mirv bunker NORMAL: Somewhere in the capitol building (beyond/in the rotunda of course...) EASY: Armory outside mirv bunker (or hamilton's hideout cache). Note that the difficulties above are simply my thoughts on the acquiescence of the schematic itself, not the game's difficulty setting. My capabilities (I'm not expecting you to do everything :P): -Modeling possibly (since the guns would be made of spare crap anyways, slapping a model together wouldn't be too difficult even considering the editing needed to make it not look like a bunch of crap slapped together. This removes the need for entirely new textures.) -Placement of items ingame