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Pokegami

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Everything posted by Pokegami

  1. Does anyone here know about any modders resources etc. that have an Akaviri/Japanese theme, and how many of these are already included in vanilla Skyrim? I searched Nexus for the obvious terms ("Akavir", "Japan") and didn't find anything apart from one samurai armour mod (Note to creator of said mod: Japanese armour is not plate-mail). So does anyone know about resources in more hidden parts of the internet?
  2. Hmm... I wonder where I can find Akaviri textures for Skyrim.
  3. To get Road to Kanmachi working, just use a border removal mod like http://oblivion.nexusmods.com/mods/3578/
  4. 1. Sometimes, you have to manually enter the TR_Data.bsa registration into the Ini file. Just scroll down to where the other files are and write the BSA registry in the same format. 2. Do you have any mods that alter anything south and/or east of Vvardenfell? If so, turn them off.
  5. I think it probably doesn't have the right kind of collision or isn't Armour in the CS, one of the two.
  6. You could make a spell that sets the durability of the weapon to 100.
  7. Bump... can someone answer this? Seriously, I'm just about to release a beta of the foxes.
  8. Version 2 is almost ready.
  9. Simple. The ideal TES game would have the engine of Skyrim and the setting of Oblivion.
  10. PS. If you see an OB mod link starting with TesSource.com, here is how to open it: 1. Copy the numbers at the end of the TesSource URL. 2. Go to any file on Oblivion Nexus. 3. Replace the numbers at the end of your current URL with the numbers copied earlier. 4. The mod should now be visible.
  11. You're on the wrong forum. It may be better to go to the Oblivion Technical Support forum and post there. As far as your problem goes, I would say that you should find the RefID (the one with the eight numbers) of that specific portal and console "<PortalID>.Enable"
  12. I remember trying to turn the gates blue once... only succeeded with some of the tendrils. This mod fixes all that. GOOD. It doesn't have blue, but cyan is fine for my mod idea... Sheogorath Oblivion Portals.
  13. Explain how a portal mod could be easy then.
  14. Completely different. I don't need an animation, I need a script that says "when an item is in the TrigZone, the door is open. When it is out of the TrigZone, the door closes".
  15. About a week ago, I released Road to Kanmachi. (Look it up!). A lot of people's comments basically said "no quests, no DL". So I'm making a second, much larger, version with quests. Currently I've only got one other person to help me in this... so I'm posting in the Nexus. No more information needed.
  16. begin scripteffectstart if ( player.getitemcount XXXXXXXX > 5 ) player.removeitem XXXXXXXX 5 endif end This is the code for "if the player has 5 grand soul gems, remove 5 grand soul gems from the inventory of the player". [XXXXXXXX is the ItemID for the Grand Soul Gem. Look the real ID up on UESP or something]
  17. Absolutely. Can you explain how to script that? Also, the player can also stand on the button. What I'd do to prevent cheating is have a script similar to the jail evidence chest one (explain how this works?!) on the player as s/he enters the test chamber, instead equipping him or her with a quest item flagged robe and a quest item flagged Staff of Portals or Madgod Power spell. http://oblivion.nexusmods.com/downloads/file.php?id=25493 http://www.tesnexus.com/downloads/file.php?id=14477 Those are the current 2 portal mods. The former requires OBSE and is a staff so it is more accurate... but the latter is simpler.
  18. I keep saying, I don't need portals. Cubes are cubes.
  19. I mean the cubes. OnTrigger may be a possibility. Portals have been proven possible via Staff of Portals and there is even an OBSE-free portal spell contained within Madgod Powers.
  20. Is a Portal mod possible for Oblivion? There are already storage/companion cube and portal device resources out there. I'm looking for "basic" Portal here. Just portals, cubes, and buttons. I don't need animated doors or anything, I can just use a lock and unlock system. But the question is: is it possible to detect when a cube is on a button and when it is taken off one? The former can be addressed with OnTriggerMob (providing cubes and the player are the only items in the room, the portal gun can have a quest item flag), but I can't see how scripting can notice when a cube is taken off of a button, to lock the door again. P.S. I've made combustible lemons for Organomancy, plan to release it soon...
  21. http://www.4shared.com/rar/uQn1piDW/Elsweyr_Deserts_of_Anequina.html
  22. When I retexture a fox (e.g. black and white, inverted), then it becomes invisible ingame as a mount (as if it used Bip01 bones), but the original Siika fox (Bip02-ified) works fine as a rideable creature.
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