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Posts
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Everything posted by Orcalink
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Can I ask one of you nice people on here to please put realistic NPC's with AI into my mod? I've tried but this s**t makes my headspin . . I've added another floor of normal suites above the 2nd floor of tenpenny tower. I figured that the place had a too few residents and floors given the size of it. Anyway I've done all the building work but I don't have a clue when it comes to putting people in and making them move around and go downstairs and guards etc T.T driving me crazy! Cheers for reading at least and if you could help please please please do so ^^ Orca
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Thank you very much ^^ excellent answer, completely solved my problem!
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I'm creating a mod atm and am building new floors in tenpenny tower. So I duplicated the regular suites level and started adding stair wells etc . looked great in the GECK but when i went there in the actual game there were problems. Where say there was a corridor in the CS I'd be at one end and it was as if halfway down it just stopped, but items like chairs could still be seen, the floor, ceiling and walls etc could not, until i walked into this apparent nothingness where suddenly all around me appears as it should, but now behind me there is the void once more. Having tried all sorts of things to get around it it seems almost like a cell limit beyond which is a new cell that can't been seen into from within this one . if that makes sense . But then i thought interior cells were isolated and as large as they needed to be . . Is this a bug in my Geck? I've never encountered it before the last few days, but then i've never modded like this before then . . etc any help? Cheers much Orca
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Doesn't Tenpenny Towers seem a little empty to you? I mean I like that each resident is, let's say of a certain caliber, but, especially with so many guards around, doesn't the lobby, and hey the entire building just seem too empty? I mean there's only a handful of residents, and for a building so large only a couple of floors are accessible. So, just for immersion, and to justify ending Megaton I am thinking of solving this. I intend to do this by literally adding another apartment floor and linking it appropriately. I can do this by copying and playing with the current apartment floor, no problems. But then I'd need to populate it, where in is my problem. I am useless at creating believable NPC's and I would not even know where to start with AI. Is there any interest for this mod out there and is there anyone who could assist/point me in the right direction? Orca
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Basically I've created a mod that adds a gate to oblivion in a small ayleid ruin underneath the arcane university. The idea is that the mages guild created it and are using it to study the realms of oblivion and daedra within. I created this mainly because I play MQ delaying mods but wanted access to oblivion for my magic based characters (mainly for ingredients etc). I've tried to make the whole mod make sense and not seem out of place, but I'm having difficulty making NPC's (my CS crashed each time I try to create a new one) and I don't know a thing about AI or scripting. So I'm wondering if there's anyone interested in helping me out ^^ Any help is appreciated =] Orca
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Hey does anyone know how to create a gate to oblivion that randomly goes to one of the different possible oblivion worlds. I read up something about X header markers but it got me even more confused, I want to create an oblivion gate similar to those that have a random chance of appearing after a certain point in the MQ, but isn't actually tied to the MQ. If that makes sense? Orca
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Hey, thanks for your suggestions. I don't think I have a sound card although I'm not sure, my PC was very high specs when I bought it last september, but I've been playing oblivion on and off on 3 different PC's since about 6 months after the game was released. Thing is I remember finding this on each of those PC's. Looked through my start up options and only things I could find were "HD Audio" and "Onboard Audio Controller" which were both set to enabled. Disabling the "HD Audio" had no effect other than my iTunes tracks didn't sound as good as before, no effect on the problem though =[ Disabling the "Onboard Audio Controller" stopped sound altogether for everything on my PC. I noticed that it only occurs when I'm outside of a cell I loaded into from a save if that makes sense. ie. Load save where i am standing next to oblivion gate and I can hear the loop noise, open menu, close menu, I can still hear the loop noise as it's supposed to be. Then I travel through the gate to a realm of oblivion, I can hear the loop noise from the gate, I open the menu/map/console etc., close it, and now the loop sound is gone, footsteps and noises from things such as the scamps fireballs or my weapon hitting things are still fine. If I then save, then load the save I just made, I can hear the noise again, and it's no longer turned off by me going into my menu. Does that mean anything in terms of what the problem is? At least its a work around I gues . . Cheers for all help ^^
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I thought it might be a mod but I deselected all of them and the problems still there, opening the menu seems to stop looped sounds for me =[ and yeah i've got oblivion patched to latest, then added shivering isles and patched to latest too just to be sure =[
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When I first played oblivion years back I found that in my game looped noises such as water rushing off a waterfall, the looped sounds around oblivion gates, rain noises etc All disappear after they start playing if you open your menu (hit tab) or open the console etc. Anyway I've moved on to a better PC and have started rebuilding oblivion with all the best mods I can find ^^ and it occurs to me that I never got that problem fixed and now I notice it more than ever!! Is it just my game or is this a common problem, if so is there a fix? etc ^^ Thanks for all help Orca
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Hey i'm new at modding so go easy ;-P. Basically I tried a couple of the "disguise" mods the basis being that you could put on clothing and pretend to be a guard/whatever and other ppl would react to you as if it were so . I thought this meant you would have access to areas such as within castles. However after finally settling with ranokoas undercover overhaul i set about my first test infiltration to see if it actually worked. It did. Kinda. Guards spoke to me as if I was a guard and i had access to guard areas such as Ulrich Leland's room in the cheydinhal castle guard barracks. Great I thought so I set off to explore the castle, only to find that the cheydinhal castle private rooms were off limits to me. That is to say the door icon was red and when i went inside (still in guard uniform) another guard spotted me, ran up and told me it was a restricted area and I should leave. However I still had a disposition of 100 with him (so the guard faction still applied to me). Ok I thought and hit the construction set to see what was going on. I thought I discovered the problem when I found that the castle inhabitants (castle guards included) were in a separate faction to the city guards one. So I used the script that was already set for the cheydinhal guard armour which looked like this: [w/o quotation marks] "scriptname 01ChipndalesguardsUndercover begin onEquip Player player.SetFactionRank CheydinhalGuardFaction, 0 end begin OnUnEquip Player player.SetFactionRank CheydinhalGuardFaction, -1 end" And added lines that I believed would enable addition to the CheydinhalCastleFaction thinking that that would mean I could enter those rooms in the armour w/o trespassing so I tried changing it to this: "scriptname 01ChipndalesguardsUndercover begin onEquip Player player.SetFactionRank CheydinhalGuardFaction, 0 player.SetFactionRank CheydinhalCastleFaction, 0 end begin OnUnEquip Player player.SetFactionRank CheydinhalGuardFaction, -1 player.SetFactionRank CheydinhalCastleFaction, -1 end" That didn't have any effect so I tried this: "scriptname 01ChipndalesguardsUndercover begin onEquip Player player.SetFactionRank CheydinhalGuardFaction, 0 end begin onEquip Player player.SetFactionRank CheydinhalCastleFaction, 0 end begin OnUnEquip Player player.SetFactionRank CheydinhalGuardFaction, -1 end begin OnUnEquip Player player.SetFactionRank CheydinhalCastleFaction, -1 end" This again didn't change a thing and it seemed very much like I was still not being added to faction that I wanted. I then had a look through the factions and found that some were hidden from the player and some were not. This didn't seem to ahve been changed by the mod but none the less I made sure that each faction I wanted affected was unticked but still I had no luck. Am I mistaken as to the workings of the factions and that admission into forbidden areas inside the castles aren't actually related to the particular NPC faction that UESP.net says they are? Or have I misunderstood how scripting work/made a simple error etc etc??? Cheers for any help Orcalink
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legendary thank you so much!
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Does anyone remember the mod that gave you a computer terminal in both potential houses that basically allowed you to power down your robot butler and also like see how long it would be before you could get more water etc from him?
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Hey can anyone help me find these 2 mods that I can find any more. Soz I can't remember titles or authors or anything but a rough description 1 - Adds a computer terminal to both your megaton and your tenpenny tower houses which can be used to turn your robot butler's on/off, check water supply etc 2 - A tenpenny suite mod which adds another bedroom, a dining room and a bathroom, all behind the wall on the right when you enter the room and not on the left like most of the other suite mods I've found Thanks so much for any help! Orcalink
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I've recently bought a new computer and the first thing I did was to install fallout 3 on my new beast! Seeing this my brother decides to remove the game from the old pc which we shared, and he deleted my mods too. So now I'm trying to rebuild my perfect game but there are some mods that I swear I got from nexus but I can't find, despite trawling through search's. If you know of these mods and where I might find them please give me a shout! - Adds a computer terminal to both your megaton and your tenpenny tower houses which can be used to turn your robot butler's on/off, check water supply etc - A tenpenny suite mod which adds another bedroom, a dining room and a bathroom, all behind the wall on the right when you enter the room and not on the left like most of the other suite mods I've found There might be more that I remember and ask you kind ppl for, or if any of you guys have lost a mod maybe I can help etc ^^ Orcalink