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ZWolol

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Everything posted by ZWolol

  1. When you need to transfer to different cells, the script hangs on the doors, which makes "enable" only for one door. The condition of choosing a door depends on certain conditions of the quest, but it can also be done randomly.
  2. All items belong to the cells in which they are located. When moving the selected block, all objects are written to ONE cell, although some objects may fall into an adjacent cell. For doors, this can lead to unexpected results.
  3. so that I could help you, 2 models came out (before and after the correction).
  4. There is a "Chaos Heart", but it is only for the Russian version (not compatible with the English version and no translation).
  5. Add the xfurn_banner_dagoth_01.nif and xfurn_banner_dagoth_01.kf files to it
  6. The esp file does not allow editing the position of objects. You can only fix the terrain.
  7. a simple texture replacement is no problem https://drive.google.com/file/d/1i1ZByI2stw44I48x5hpl8clVd2YiH7x5/view?usp=sharing if you don’t succeed, then ask, I will help
  8. It all depends on the amount of work. You need to clarify what needs to be done. Maybe it has already been done or is there something better.
  9. I meant that after a stop, it will not work for the second time in the following frames.
  10. a problem with the disappearance of NPS was noticed with all used similar scripts: moveAhnassi, MoveMehra, moveSarandas, MoveSinnammu @abot StopScript - will not give the second call.
  11. This does not guarantee the absence of an error. For example: the moveAhnassi script is fixed in PfP Sometimes Ahnassi did not appear in her house. When checking, I managed to get this error several times. Then the error disappeared and I could not repeat it again. What affects this is not known.
  12. I had no problems with moving, but there is a limitation of the game engine. You can only move the object into the cell where the player has been for the last 72 hours, otherwise there may be problems. Therefore, I use a script that disables the object and moves it only when the player enters this cell.
  13. No one can give you the correct answer for a single image without a model. If I give a list of all possible problems, it will be a long list. To determine the error, I need a model (nif-file).
  14. Collisions are set in the form of a rectangle. For the wings there is no separate collision. You can only reduce the size of the rectangle. The size is set X, Y, Z, in xcliffracer.nif For OpenMV in cliffracer.nif
  15. press AI button from NPC "Alarm" level determines its response
  16. bed reduces night / day time
  17. Any active item (all but statics) are recorded in saved games. when loading you will receive these saved parameters
  18. You can copy the entire nif to another, then delete all the excess and to attach the particle system to another node.
  19. You are warned about this when you start the game. If you load a save, and the plugin is changed, then errors may occur. All objects in the cells have a sequence number. When adding / removing an item, the editor assigns them new numbers. These numbers may not coincide with the numbers in the preservation and some objects may disappear or double.
  20. These compounds are formed due to the asymmetry of the texture, colors and lighting. in subsequent games, the models were made not rotated to eliminate this problem.
  21. You can not directly access all creatures with the same ID from the script. The local script will work on all copies of the creatures. Scripts are already used for sick creatures. You will need to add your teams there.
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