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abot

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Everything posted by abot

  1. You can try delableteleporting/enableteleporting, but it may conflict with other mods using the same commands and it would not work with people using Melian teleportation mod. A better way would be, until your quest condition is done, force move back the player to the cell from a global script e.g. begin getBackScript if (MenuMode ) return endif if ( myQuestDone ) ; global short variable set to 1 when quest is done and player can go out of cell stopscript GetBackScript return endif if ( GetPCCell "my Cell Name" ) return ; player is already in the cell endif Player->PositionCell 1000 1000 100 "my Cell Name" ; change coordinates/cell name as needed end
  2. Well, there's still a lot of room for moving mods around TR, you cannot use ALL landmasses at once, but surely a lot of them
  3. Arynx castle maybe? I don't remember about creatures around though
  4. http://wiki.theassimilationlab.com/mmw/Scripting_with_MWSE
  5. try tes3cmd multipatch, and load the generated multipatch.esp last, it could solve this if problem is some mod changing the "Solstheim, Mortrag Glacier" cell name
  6. you mean automatically? no, you have to hand-tick the needed ones when they are more than 4 masters usually
  7. Personally I would give TESTool a try to generate merged objects. If it does not crash, it works way better than not-so-smart merger
  8. Download Tamriel rebuilt the 16.03 version should be the last one using TR_Data.esm as master (that's the one I use)
  9. MPEG Layer-3, 64 Kbps (important) , 44100 kHz, 16-bit, Mono
  10. Is your Morrowind installed OUT of Windows protected folders? If not that is the first thing to try
  11. you could try esparser (read about possible problems if your mod changes SOUNDGEN entries though)
  12. paint.net for textures, nifskope to edit .nif
  13. you would need pretty solid scripting knowledge, and it will never be 100% like exterior 0 Z level standard water. In order of difficulty: splashable: example drownable: this should be not impossible to script based on player Z level, but to be very precise you should take into account player race, the GMST settings for drowning time, and probably need MWSE scripting for reading the GMST swimmable: in theory there is a new Code Patch settimg enabling forcing player animations by script...
  14. the engine automatically loads files with a certain filename in this order (regardless of file extension as long as it is .dds .tga or .bmp): filename.dds, filename.tga, filename.bmp Often file reference inside the .nif (and the error message) is something.tga, but the real texture file in the mod archive is something.dds If you can't find it here is a copy
  15. [EDIT]maybe introduce some sort of "trusted uploader" tag to skip/delay scanning?
  16. I think scanning should be way faster for small mods with just a couple .esps, else it starts making difficult testing upload is ok for modders and is frustrating for users.
  17. Morrowind.ini, [General] AllowYesToAll=1 for the rest, you would probably find more info at the official forums [edit]necro, but can still be useful for someone I hope
  18. no land conflicts, EECE new exterior cells latitude (cell Y) is > 450
  19. I think mouse click handling is not supported by scripting
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