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Eluwil

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Everything posted by Eluwil

  1. I'm looking for a peaceful death animation, where the npc is lying on its back and the arms placed beside or on top of the body. I need this for a quest I am finishing, the normal death animation isn't working since it falls into a random direction. I want the npc to lay on a bed. I found a tutorial on how to make animations through blender but I have no experience making animations myself. Does anybody know of a mod where I might find what I'm looking for? I will contact the mod's author first before using their animation, of course.
  2. I could use a proof reader for my quests and books, etc. regarding my mod: Amazing Balmora Expansion https://www.nexusmods.com/morrowind/mods/51387
  3. I can't disable a collision box that I have previously disabled in a startup script and enabled again in this script. I basically want the player to land upon the collision box and then disable it so that the player will fall into a lake of water. If I simply teleport the player in the air then the player will end up in the water without the fall. So that's why I need to enable and disable this collision box. The first disable works and and enabling it works as well but I cannot disable it again, so I end up standing in the sky. Here is the script, it's the part under the ( DoOnce == 3 ) section that doesn't work. The particular line that does not seem to work is: "ABE_FelthasCollisionBox"->disable. It worked in my other disable script and I copy pasted it into here, so the line should not be faulty. Begin ABE_FelthasUlthinScript short DoOnce float timer if ( DoOnce == 0 ) DisablePlayerControls FadeOut, 1 "ABE_DoorUlthinDome1"->disable "ABE_DoorUlthinDome2"->enable "ABE_FelthasCollisionBox"->enable PlaySound "mysticism hit" set DoOnce to 1 endif if ( DoOnce == 1 ) Set timer to ( timer + GetSecondsPassed ) if ( timer > 1 ) Player->PositionCell, -11285, -5436, 1997, 245, "West Gash Region (-2, -1)" set DoOnce to 2 endif endif if ( DoOnce == 2 ) if ( GetPCCell "West Gash Region" == 1 ) Set timer to ( timer + GetSecondsPassed ) if ( timer > 3 ) FadeIn, 1 set timer to 0 set DoOnce to 3 endif endif endif if ( DoOnce == 3 ) Set timer to ( timer + GetSecondsPassed ) if ( timer > 1 ) "ABE_FelthasCollisionBox"->disable EnablePlayerControls set DoOnce to 4 endif endif if ( DoOnce == 4 ) Stopscript "ABE_FelthasUlthinScript" endif End
  4. Looks like I had to declare the short OnDeath in order for it to work, such a silly mistake, I didn't see it declared in morrowind scripting for dummies so that's why I left it out. Thanks for your help, now it does exactly what I want it to!
  5. I get the error in-game. Once i walk out of the census and excise office, I coc to shulk egg mine, mining camp. where the npc is located, if that works without an expression error I'll play through the quest and see if it changes her health. It is indeed possible to fail or succeed by healing the npc or killing her. I edited my last comment, not sure if you read it: I also used the Error Check Results button (didn't save afterwards) and that says: Script Error Script Dialogue CompileAndRun Dialogue topic ABE_HDHSEM was not found on line 4 Compiled script not saved! but ABE_HDHSEM is a journal ID and not a dialogue topic, so what's happened here?
  6. I'm still getting an expression error in the right eval. I have copied your script and changed it to my journal, etc but it's still not working. I made a new script and called it ABE_LScript to see if the script was bugged but that doesn't make a difference. Maybe it's the NPC itself? Once again MWEdit compiler says there are 0 errors for the script below. I really don't understand why it won't work. begin ABE_LalaivaScript short DoOnce if ( menumode == 1 ) return endif if ( DoOnce == 2 ) return endif if ( OnDeath > 0 ) if ( DoOnce == 1 ) journal "ABE_HDHSEM" 40 set DoOnce to 2 endif endif if ( doOnce == 0 ) if ( GetJournalIndex "ABE_HDHSEM" == 10 ) modcurrenthealth -85 set DoOnce to 1 endif endif end I also used the Error Check Results button (didn't save afterwards) and that says: Script Error Script Dialogue CompileAndRun Dialogue topic ABE_HDHSEM was not found on line 4 Compiled script not saved! but ABE_HDHSEM is a journal ID and not a dialogue topic, so what's happened here?
  7. I'm trying to make a quest where you have to heal an injured miner, but I cannot get the ModCurrentHealth function to work, I encountered it in Morrowind Scripting for Dummies. I want to lower the npc's health from 100 down to 15, without lower it's max health but i don't know how to do this. I have also tried using the CurrentHealthReatio function but I couldn't get that to work either. Does anybody know how I can make an NPC with lowered health, so that it's injured? Here is the script down below, I keep getting an expression error even though the MWEdit compiler says it has no errors. Maybe I'll have to reload an older version of the mod before I made this script and start over? begin ABE_LalaivaScript Short DoOnce Float CurrentHealthRatio If (OnDeath == 1) If (DoOnce < 2) journal "ABE_HDHSEM" 40 set DoOnce to 2 Endif Endif If (GetJournalIndex "ABE_HDHSEM" == 10) If (DoOnce == 0) ModCurrentHealth, 15 set DoOnce to 1 Elseif (DoOnce == 1) return Endif Endif if (DoOnce == 2) return Endif End ABE_LalaivaScript
  8. Why I am unable to walk up and down the stairs of particular exterior Hlaalu buildings? I have noticed it before, is this some sort of bug because it is extremely annoying. I just finished a new interior and exterior building and I have the same problem now when walking up these stairs. It is the same building as Dura Gra-Bol's house and I have not changed the scale. I can walk up the stairs of Dura Gra-Bol's building (ex_hlaalu_b_01) but not of the building that I placed a while ago?
  9. For the past few years I have been working on a city expansion mod. I wanted to release it on may 1st but I wasn't done yet and I'm still not done. I want to release my mod during the may modathon 2022 because the achievements will look nice on my mod's page and maybe the modathon will give my mod more attention because everyone is active now on the Morrowind Nexus. I have finished most of the interiors but I won't be able to do them all before the end of the modathon. The mod is definitely in a playable state and I can lock the unfinished buildings so the player can't enter them. I also have more quests to write and implement as well as other pieces of dialogue. So, should I release my mod early and update it regularly until it's finished or should I keep working on it until I'm done, this will definitely be after the modathon? Curious to see your opinions on releasing content early and the annual Morrowind May Modathon!
  10. I figured it out so I'll write it down for anybody else who wants to do the same. first you will need an NPC with the publican class, they will have most of the dialogue available already for renting a bed. second you will need to make a global variable. You can find the global variables under: "Gameplay->Globals". Click on the "New" Button" and name it: "Rent_InsertLocation_InsertTavern", this is the Lucky Lockup's global variable for example: Rent_Balmora_Lucky. Change nothing about it and click on okay. Attach the global variable you just made to the bed you wish to rent out and you can also attach it to a locked door if the bed is behind it, you can do this under the "Extra Data->Global Variable / Rank" section of a bed or door. Don't forget to assign your Publican NPC as the owner to the bed and door. Now you have to make script and attach it to your Publican NPC You should look at the script that is attached to Benunius Agrudilius, the Publican of the Lucky Lockup. The script name is: "Pub_Balmora_Lucky" You should name your script something similar: "Pub_Location_Name" Replace every "Rent_Balmora_Lucky" with your own Rent Global that you made earlier. If you have a locked door, replace every "Rent_Balmora_Lucky_Door" with the ID of your door (give your door a new unique ID like Rent_Location_Name_Door) Everything should work now. If you want to, you can make Dialogue Response when you rent the bed from the npc, that will direct you to your room. If you do you should add these conditions: "Function->Choice = 1" "Item->Gold_001>= 10" And put this in the results box: set rent to 1 ;this does everything in the publican's script additem, gold_001, 10 player->removeitem, gold_001, 10 moddisposition 2 When you rent a bed, the door will be unlocked and I assume that the ownership is removed as well because you can now use the Bed without getting a bounty. Hope this helps!
  11. I'm trying to create a vampire that doesn't attack you on sight. I found the following reddit page: https://www.reddit.com/r/tes3mods/comments/crxh61/how_exactly_do_you_make_a_vampire_npc_in_the/, which goes into a little detail about creating new non-hositle vampire sections etc. However upon altering the Vampire Berne script I get an expression error for the right eval, even when I copy paste the entire script into a differently named script it will still have the expression error, even though it should be completely the same expect for the script name. The altered script for my vampire clan is below here: begin "ABE_VampireYsolidilScript" short done short nolore short nohello short noflee short noidle short nointruder short nothief if ( OnDeath == 1 ) AddItem "ingred_vampire_dust_01" 1 endif if ( done == 1 ) return endif if ( done == 0 ) AddSpell, "ABE_vampire blood Ysolidil" ;this is the blood disease AddSpell, "Vampire Attributes" AddSpell, "Vampire Skills" AddSpell, "Vampire Immunities" AddSpell, "Vampire Sun Damage" AddSpell, "Vampire Touch" AddSpell, "ABE_vampire Ysolidil specials" ModRestoration 75 set done to 1 endif end "ABE_VampireYsolidilScript" Does anybody know how to make a non-hostile vampire or why my script is getting this expression error
  12. Thank you for the reply, I will change the original item then. If you had not said anything I would have probably replaced the original, so thank you!
  13. I want to change a book guide to a certain city. Should I create a new item and replace all existing copies of bk_guide_to_city or should I rewrite the original item (bk_guide_to_city). From what I understand it is not a good idea to change to vanilla dialogue etc. or will that not matter for this guide?
  14. Trying to make a bed that you can rent as the player, in a tavern I made. I tried to see how the original developers made this happen but it is not very clear to me. Does anybody know how to do this?
  15. Thank you for the Reply, I finished the script and attached it to the ring, everything is working as it should! I based this script on one I found in "Morrowind Scripting for Dummies version 9". begin "scriptname" short OnPCEquip if ( MenuMode == 1) return endif if ( OnPCEquip == 1) Player->PositionCell, -3, 194, -265, 90, "Balmora, Player Home" set OnPCEquip to 0 endif End
  16. I want to create a player home with a ring or spell that will teleport you there when you use it. I could make a local script and attach it to the ring, this won't be very difficult to do but then the PC will continiously have an extra active script when carrying the ring around. This seems like a bad idea perfomance wise but perhaps this isn't much of an issue anymore in 2022? I figured it would be easier to add a spell to the PC and have the script activate when you cast the spell but I don't know if that's possible without MWSE. Should I create the ring with the local script or can I make a spell?
  17. I want to create a greeting that you will only get if you are a specific class, I made a new class and I want the dialogue to be filtered for that class. I have already tried the "Not Class" function / variable but I can't get it to work. I have also looked in the Morrowind Scripting for Dummies.pdf but I can't find anything about filtering dialogue for PCClass.
  18. I regularly load my esp into the game to see if it still works properly but I don't play through the game with it. So should I run my plugin through tes3cmd and tesasme after I finish developing?
  19. I Deleted / Ignored Race Orc in the Details and that fixed it! Thank you so much FIMzzZzz! I tried cleaning my mod with tes3cmd a few weeks ago but as you said that didn't fix the problem, so I started using the pre-cleaned esp again. I haven't heard of tesame yet I will check it out. Also, should I regularly clean my mods during development or should I wait until I am getting ready to release it?
  20. When I load my esp plugin into the game then the name "Orc" will show up as "sfds" at the Character Creation menu, as shown in the image below. Does anybody know why this is happening?
  21. I have placed two NPC's in a small arena to fight each other, They keep taunting each other but I want to them to stay quiet during combat. Anybody know how I could do that?
  22. I want to set the journal after waiting one or more days if possible. I found out about the WaitOneDay script but I don't know how to use it. setting a timer also doesn't seem to work (one day would be 60 seconds x 60 minutes x 24 hours = 86400) I suppose the timer can't count this high. Here is the WaitOneDay script down below, can anyone explain? ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Begin WaitOneDay short currentDay short localdaysPassed Short NoLore ;blocks discussion of general topics if ( currentDay != Day ) ;assume that the day has gone up, not down or something... set currentDay to Day set localdaysPassed to localdaysPassed + 1 endif ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Below is my script ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Begin "ABE_SelvaynScript" short currentDay short localdaysPassed Short NoLore ;blocks discussion of general topics if ( currentDay != Day ) ;assume that the day has gone up, not down or something... set currentDay to Day set localdaysPassed to localdaysPassed + 1 Elseif (localdaysPassed == 1) Journal "ABE_TDoaM" 30 stopscript "ABE_SelvaynScript" endif End ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  23. Yes it finally works now, that took all week! I added the following line: set timer to 0; below the section if (timer > 2) in both state == 1 and state == 3 and everything works as it should now. if (timer > 2) Position, 61356, 184369, 2, 11, FadeIn, 2 set timer to 0 set state to 2 elseif (timer < 3) return endif I also multiplied the z-axis coordinates by sixty and then subtracted 1000 from the anwser to get the exact coordinates I want it to be at. (this is only a test script that's why the z-axis remains 11, it works in the actual script though.) Interesting idea with the Move function, it wouldn't work in this instance though because the rowboat is hanging in the air from ropes and the boat would start floating through the air, I will definitely keep it in mind!
  24. I already did try it, doesn't work. Fadeout and timer issues remain after activating the first time. first time activation works fine it's after that it starts to get issues.
  25. isn't that only necessary when using the positioncell function? sometimes the positioncell works better and at other times just the Position fuction works better. I tried specifying the coordinates both with the Position function and the PositionCell function, PositionCell function doesn't move the boat to it's new coordinates but the Position function does. The Fadeout issues remain. Also I'm moving the boat within the same exterior cell
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