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kazan

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  1. I'll be blunt since it otherwise won't go through. Stop nagging about someone HAVING to do something. People have given you 4 options, if those don't help I can give youa 5th: Get another PC If you're out of options now, just let it be or buy morrowind and get the ultimate morrowind overhaul package and play that.
  2. I'm confused to what you want. An entire castle to be yours and flex ur muscles/wealth. The option to have infinite "followers" to command/follow you Both? For the first you can grab http://skyrim.nexusmods.com/downloads/file.php?id=16374 For the second there's a mod but I can't link it atm Combining them and dressing ur followers up with a certain armour you like should kinda do what you want.
  3. I'm fidling around with that program but I keep getting an error, I'll try working around it but it's not going well :'( (my steam folder is on my HDD and I need to move that to my SSD apparently, although I don't really get why this would be the case) I keep getting Error running "xcopy /E /V /I /F /Y "D:\Games\Steam"" C:\Program Files (x86)\Steam"". ErrorLevel=4 I checked the error and it says, invalid path or not enough room. I've got room and the folder should exist so I'm kinda stuck :(
  4. I've got an SSD but didn't install Skyrim on it for the size. I've freed up some space on my SDD now though so I was wondering if it's possible to copy/paste my skyrim folder from my current disk (D) to my C disk (ssd) without many problems, or do I have to reinstall it completely and change the location that way? (also doesn't it interfere with steam usage if both of them are on different disks?)
  5. What kind of mods do you want and how good can your pc handle mods? I'm running 50ish mods (some are novelty) but in general I'd get http://skyrim.nexusmods.com/downloads/file.php?id=3222 Immersive Hud http://skyrim.nexusmods.com/downloads/file.php?id=14037 ultimate follower overhaul http://skyrim.nexusmods.com/downloads/file.php?id=2812 Better females Civil War something something Workshop searches: Unofficial skyrim patch (check workshop) Realistic lighting Enhanced High lvl Gameplay (if you know your way around Previous TES games this is a very nice mod) SMIMM Kill move no blur Non leveled item rewards Best thing to do is check youtube though, there are loads of channels which give a nice impression of mods and who show some footage rather than just screens
  6. Ty millions for all the help. I figured out how to make the boxes pop up for following activations of the skull. I was planning on integrating voice recordings but for now I'm going to mess around with the "traps" I'm not sure of wether I should kill the player if he activates the skull a 4th time or to reward him/open another door. I'm making a giant dungeon including 3rooms before you get to the treasure. A survive X amount of waves room, a puzzleroom (hence the traps) and a 4story maze. The waves room starts easy with mudcrabs/skeevers and ends with dragons. The puzzleroom has a giant vertical shaft with a couple of levers, hit the right lever and go to the next room, fail and you fall further down the shaft (if you manage to fall all the way down there are 6levers of which 1opens the door and 4 activate lethal traps haven't figured out what to do with the last lever yet :D) The maze is probably the most anoying part though, it has all sorts of weirdstuff (doors that show you a hall that goes left but when you get there the hall goes right, etc) I think that with this script I know how to script the rest of my dungeon so I'm really pleased :D
  7. Alright here goes Step 0. Player enters room, skull is idle Step 1. Skull is activated Step 2. A messagebox pops up, with a yes or no relation Step 3. Player clicks yes => rotate skull 180degrees + trap is activated; Player clicks no => close messagebox, nothing happens The rest is basicly a continuation of step 3. I want the skull to not do anything untill the player clicks yes in the messagebox.
  8. That's an amasing script you wrote fg109, sadly I hardly understand it (i adjusted the speed to my liking and that's my limit). I'm actually not looking for a script to turn the skull the same way as the player, I just want it to look the otherway on activation. That being said, this isn't all I want to do, I want to give players a choice, "turn the skull" and "don't turn the skull" and link the choice to the rotation and the activation of a trap. The skull turns (again tyvm) and the door activates, however the door doesn't wait untill the "turn the skull" choice it simply triggers the trap. How do I link the choice of the messagebox to the activation of the skull? Scriptname atestSkullText extends ObjectReference Message property box1 auto {Are you sure you want to dishonor the dead? Y/N} Message property box2 auto {Fool! Leave my remains alone!} Message property box3 auto {Stop it or I will kill you} Message property box4 auto {Now you die!} int count Event OnActivate(ObjectReference akActionRef) if count ==4 count = 1 else count = count + 1 endif GetMessage(count).Show() endEvent Message function GetMessage(int currentCount) Message chosenMessage if currentCount == 1 chosenMessage = box1 if index == 0 self.SetAngle(0.0, 0.0, -90.0) else endif elseif currentCount == 2 chosenMessage = box2 self.SetAngle(0.0, 0.0, 90.0) elseif currentCount == 3 chosenMessage = box3 self.SetAngle(0.0, 0.0, -90.0) elseif currentcount ==4 chosenMessage = box4 self.SetAngle(0.0, 0.0, 90.0) endif Return chosenMessage endFunction
  9. Thanks for the reply, I gues I was making it more complicated than needed (nothing new there :D). You are correct regarding the way it rotates. But since I'm not bothing with minimap etc, I decided to rotate my entire dungeon -90 so the script works properly. Seeing my first scripting debacle, I'm gonna stay clear of letting it rotate slowly for now. I'll finish making this maze like dungeon and then check how to achieve this.
  10. Hey guys, I'm fairly new to modding and I've got an issue with a script. I made my own activator from a static (a skull from a skeleton) and now I want to make a script which rotates it 180deg so it's facing away from the player. Do I have to edit the mesh (which I wouldn't for the life of me know how to :D) Or is this scriptable? I know this is probably the most moronic script ever but hey here's what I got: Scriptname rotate extends ObjectReference Function SetAngle(float afXAngle, float afYAngle, float afZAngle) native Event OnActivate(ObjectReference akActionRef) skull.SetAngle(180.0, 0.0, 0.0) endevent endFunction
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