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IkeCoast

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Everything posted by IkeCoast

  1. Not to forget that Lupinette is a Whovian, if I understood correctly. Us Whovians have taken good ideas from the series in order to show... how unamused we are, you know. Lupis, when Lupinette is mad with you, DON'T BLINK. Cheers!
  2. That's wonderful, te more I see of you stomping as an elephant in a glass store with the CSE, the more I see how much talent you have. Potentially more than I. I think I hate you a little. And perhaps Lupinette is starting to hate us Striker and I for putting in your hands this weapon of chaos the CSE is and having you so many hours meddling with it, oblivious of her chants of siren. Did you notice yet she has a new haircut today? NO? You're dead, man. I will miss you. Cheers!
  3. Hey, Lupis! Good you managed to find out that the fire damage is not embedded in the fire static itself, but scripted. I don't know how the Arena gates work, and which one are you using. But, what about if you use the square Ayleid gates, the ones that open that same way, sliding down and up? They're under the Activator branch of the Object window tree. They need a switch to function (remember to place the switch in the outside of the gate, not in the inside. If a warden gets trapped inside the cell with an inmate, bad luck). That ayleid piece is big enough to fit here, and since it's a simple square, you can retexture it with the AC texture if you want. You can create an alcove for the kitchen using the corridor (I don't remember the name) tile. Place it with one of its tips connecting with the entry/exit, and close the other tip with a static version of the "door" piece. Cheers!
  4. Talking about "willingness to kill", Ryan was lucky it was Phil who bathed in that pond and not Queen Dorma. Dorma wouldn't have chased him. She would have uprooted the nearest tree and thrown it at him. Now to bed. Behave well you two. Cheers!
  5. Funny, Lupis, I named my interior door "Door to the Abecean Sea" and the exterior "Gate to the Abysmer Outpost" and the names show exactly like that in-game. Shoulda check if I actually did that or something strange with them. I'm going to bed now. This double facepalm (and being caught in the act by Commander StRIKER) left me out of juice. 'Nights! Cheers!
  6. Oh, so the technical denomination for "pinching her buttcheecks from behind and nearly causing her a complete cardiovascular failure in their first encounter", besides "scaring the life out of her", is "toying with her emotions"? Sorry, Lupis, hijacking your thread again. But isn't Freckles lovely with that haircut? Cheers!
  7. Yep, Striker, Commander Riker is supposed to represent you. Epic Beards, remember? And look at what I did. Cheers!
  8. My goodness, HE's here!!! *hides under a rock* Cheers!
  9. ... http://i.stack.imgur.com/jiFfM.jpg In the Render Window, double-click your Door, select "Edit Base", third text field, "Name". However, this will name ALL your doors the same. To have unique names for each door, you need to create individual Base Objects for each one, that is, creating new entries in the Object Window -- Door tree. My goodness, Striker will LOVE that when he comes and sees it. I'm not amused. Cheers!
  10. Then you didn't read through enough, because there's even an image showing where is the Name field for the door. Just in case: http://i244.photobucket.com/albums/gg21/Darkrder/Tutorials/CSBasics/46.jpg Cheers! PS: what a relief, I was starting to fear you were smarter than I. I'm happy.
  11. You didn't name also your doors. Have a look at THIS. Cheers!
  12. I... I don't have THAT achievement yet... Remember how much trouble you had until you got the CSE working? Was it worth or not? That's... impressive, matey! Cheers!
  13. Hmmm, I think I'm not really sure about that thing with the "giants". Rather than making them oversized and overpowered, what about fiddling with their AI and combat style? Maskar's Oblivion Overhaul has Skeletons that are highly intelligent and cunning, and battling them was equally funny and frustrating because most times they won. Cheers!
  14. This sounds totally epic and placing it at Pale Pass fits perfectly, it even combines with that Akaviri Quest Countess Carvain gives you. Hmmmmmmmmm, most Undead are immune to Eel-Kisses. This promises to be interesting. Cheers!
  15. Ohhhhhhhhhhh, me likes! Your originally small and cozy Vault is turning into a whole citadel. Are you planning on publicly releasing it? I can help you with the permissions if you need to ask any. I'm also doing some screencapping work for the Images section of the Nexus. Already published Ryan's one. Now the next. Cheers!
  16. My goodness, that Disco Spell is awesome! No moar pix yet? http://i.dailymail.co.uk/i/pix/2013/08/29/article-2406051-1B8665DB000005DC-284_634x460.jpg Cheers!
  17. I refuse to even aknowledge your existence until I see some zebra fur carpets there. Cheers! Anyway, your den looks really grrrrrrrrrreat.
  18. If you know you're not going to add a gazillion of things clutter, you can put your statics first, then pathgrid accordingly. I usually pathgrid before, without going into much detail, then place my statics, and then fine-tune the pathgrid, deleting the nodes that fell under the statics or moving them to a more suitable location. Don't go crazy about path nodes: the more the nodes is NOT the better. TIP: once all the pathgrid is set, you can design a precise path to be the preferred one, the one NPCs will take by default when no AI package tells them to go running in circles waving their arms. Cheers!
  19. Whow, what a relief. This is something that happens from time to time: something downright refuses to work, no matter how hard you try, and then, out of a sudden, with no apparent reason, it works. Happy to see you have now your Hi-rez textures working, matey! Enjoy your new-looking game! Cheers!
  20. I find your lack of zebra fur carpets disturbing. Other than that, I had almost forgotten how good looks this tileset, really. Think I will take the dust off the marble retexture I had started before being taken down by my treacherous lungs. The lighting looks quite better now, more vivid and less boring. I have been thinking about that "lamp" you created. After placing it in your Hall, did you hit the "F" key to position it in the ground? If not, it could have been left floating in the air, even if it looked right in the CS render window, so when in-game, its collision made it to fall and the floor did not stop it. Objects falling through the floor is a quite common occurrence in the game. A warning: before adding clutter, set the pathgrid of your whole Vault. Even if you don't plan to have NPCs walking around, not pathgridding an interior cell is a mistake you shouldn't make. Cheers!
  21. I have taken a look at Qarl's Texture Pack OMOD installation instructions. Looks like the BSA Redirection will not work, it explictily states to use the BSA Redirection method. Did you actually follow the instructions provided? What was in the message that popped-up after doing the Archive Invalidation BSA Alteration? You should focus it not as an Archive Invalidation issue, but as a Qarl's Texture Pack issue. And... are you sure it's NOT working? Really there's no change at all in your in-game textures? Check your video settings, especially the Texture Size. Cheers!
  22. How did you create its collision properties? Cheers!
  23. Too plain, uniform, bright and boring to me. I would put some shadows, some flashing green and magenta neon lights, a disco ball in the ceiling and lots of zebra skin carpets. Now seriously, it looks good if you want to have a clear view of everything here, in that case the armors and weapons displayed in storage, but the overall effect is... artificial, cold. However, before doing more changes to lighting, put some items, armor stands, weapon racks, to see how they look under the light. Most likely they look great now, and if you make further changes, the room itself could look well but not the items it contains. Don't forget the zebra skin carpets. Cheers!
  24. The lag is unavoidable if you use so many real lamps instead of fake ones and ambient light. Do what Striker says, use a mix of ambient light and fake lamps to reduce the high resources demand. I also would suggest to not placing two lamps one in front of the other. They look too close so they overlap and you can obtain the same amount of light with just one lamp, with higher light intensity. A suggestion: try different shades of light colour, this will give the Vault a more pleasant and calming ambiance, without making it look like a cold warehouse. Cheers! PS: test in-game your lightning. The shaders on the CSE do not show the result as accurately as the shaders in-game.
  25. No no no no! STOP RIGHT THERE, YOU YOUNG MAN! You cannot storm here, put that "puppy face" asking "Guys, halp, do you know how to..." and then suddenly snap your fingers and "Forget it, just realized how to do it by myself", turn your back and leave us open-mouthed. You're making us feel useless! Cheers!
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