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Posts posted by Grumpf_be
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@Zaldiir: Unfortunately from Belgium uploading in one shot will fail all the time :(
I did change ISP from Phone DSL to Cable today but a test will still take me the whole day. The problem is not only on my side though, we also have to take into account that some players have slow connection with bad reliability and will simply not try to download my 1.3 GB compressed mod in one shot...
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That could be nice but what's with the multi part archive? They don't show up anymore and I can't reupload them; I don't have the option anymore...
I tried to upload a part file as an independent one but the server rejected it as unsupported (which is ok but why make the test after the upload is finished?).
Some players are already complaining. Maybe we're not that many using the multi part or maybe it's Chrome?
Thanks,
Cheers!
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ScriptName MyScript
Begin GameMode
If (GetGameLoaded)
let Initialize := 0
EndIf
If (Initialize == 0)
SetRaceAlias ImperialA Imperial
SetRaceAlias ImperialB Imperial
SetRaceAlias NordA Nord
SetRaceAlias NordB Nord
let Initialize := 1
Endif
End
Or why not
ScriptName MyScript
Begin GameMode
If (GetGameLoaded)
SetRaceAlias ImperialA Imperial
SetRaceAlias ImperialB Imperial
SetRaceAlias NordA Nord
SetRaceAlias NordB Nord*
Endif
End
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Your quad has too many landscape textures on it. Press I while in landscape editing and delete a few of the ones you don't need.
Thanks, gonna try now!
EDIT: Worked. Kudos to you. It's extremely annoying though, had to press I and delete things all the time... What are the different quads?
cheers.
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Probably a noob question but:
I created new textures for floors in the landscape edit settings. I can right-click and paint over some part of my cell but not everywherehttp://www.thenexusforums.com/public/style_emoticons/dark/psyduck.gif? Sometimes it works, sometimes I see nothing, some other times it paints with another texture...
So I end up with some checker-like landscape... I guess it has something to do with exterior cells being editable or just seen as lod in the editor and a limit of the number of textures (6?) used in a same cell but...
What can I do? http://www.thenexusforums.com/public/style_emoticons/dark/ohdear.png
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I don't see anything wrong. What didn't work?
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Very good news for two reasons:
Bored to death explaining to people how to unzip multi part archive. Seriously, one question out of 5 is that; even with an optional doc described how to (not joking)...
I have one of the biggest mod for Oblivion and uploading it through the website engine is a pain in the... neck.
So very good for me if it stays a GPL.
Cheers.
@micalov: No. It is not modders role to control that. You never know when that feature will prevent it to work on a perfectly legal game.
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I don't get it.
Do you want to add magic effect to one of your spell or do you have a problem with general Vanilla spell?
For the first, use playmagicshadervisuals /playmagiceffectsvisual.
For the second: wrong forum.
Cheers.
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You don't necessary need a lot of scripting.
Basically you need a kitchen with all the necessary appliances (that you can add one by one with a quest or just like house parts, buying them separately).
Then a cooking book opened on the table, with a script attached:
Short Ing1
Short Ing2
...
Short Device1
...
Short Possible Recipe1
Short Possible Recipe2
Begin OnActivate Player
Set Ing1 to Player.GetItemCount "Ingredient1"
Set Ing2 to Player.GetItemCount "Ingredient2"
"Either :"Set Device1 to YourModQuest.Device1Purchased ; (0=Default=No, 1 = Yes set the variable to 1 after vendor dialog)
"Or" Set Device1 to Player.GetItemCount "Device1" (if the player has it on him)
....
If Ing1>0 && Ing3>0 && Device2>0
Set PossibleRecipe1 to 1
EndIf
If Ing2>0 && Ing4>2 && Device3>0 && Device4>0
Set PossibleRecipe2 to 1
EndIf
....
Set YourModQuest.Recipe1 to PossibleRecipe1
Set YourModQuest.Recipe2 to PossibleRecipe2
End
--------------------------
In your quest script you'll then need a GameMode Block that will popup a menu as soon as one recipe is available.
Remove the ingredients, add the new ingredient...
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Having things to do is a big drawcard. Like baking bread making weapons. It's the magic of scripting but take a look at Korana's houses. :)
Yikes! That's a bit beyond my skill level, as of now. Still, thanks for the idea.
There is a fair amount of unusual scripting in already. I'm rather pleased with it. :)
Should be releasing fairly soon.
Simple uniqueness that will make you feel home... As simple as some nice royalty free songs playing in the background when you're inside. Things to fix annoyance like bounty, broken gear, discharged items etc. Nice NPC that will entertain you with a lot of dialogues depending on your quest achievements, a little dog that will bark then greet you... Not too complicated, I'd go for useless stuff: a growing plant, a color changing light with the season/time, a painting that'll reflect your last achievement etc. Even Bethesda did it with house improvements. Do it but without the straightforward 1 then 2 then 3. Offer a way for the player to improve the bedroom with 3 choices, but only one possible so the home will be customized. A nice shower with animations, especially with companion...
5 teleportation doors with corresponding spells (that you acquire with time) etc etc.
I got more if you're not discouraged already :)
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Wow. I need to look into that myself.
http://www.tesnexus.com/downloads/file.php?id=36370
Should be your first reflex!
Cheers.
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Why not use a magic shader on it?
You can add a script to your weapon that will play the shader on draw for example.
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Thank you both, I will give GetSitting a try.
Update: Thanks guys, GetSitting was just the job. :thumbsup:
Perfect then. What's your code if we can be curious?
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I planning on making a mod that requires you to draw a transmutation circle (on perfectly flat ground like a street or something), put objects in the circle that equal the weight of the object you want to transmute them into (you have to have previously analyzed the object that you want in order for it to be on the list). choosing the object would be done via a list of objects that are the combined weight of the objects, perfectly, which shouldn't be too difficult considering a lot of objects in the game ARE less than one pound.
I CAN do everything myself, but it would be very nice if someone could help me out as well... as I'm going to be starting college again soon and I won't have as much time to make this mod.... preferably scripting help but artists are welcome too (scripting would take the longest for me considering I have to look up the functions)
Hi BlackStorm,
This is probably not the answer you're expecting but if you know you have no time ahead, it's better you help some other modders with your talent (hint hint) than start something you can't finished. Trust me, you'll receive help but nobody is going to finish someone's else mod.
Hope I'm wrong but I want to spare you the bitterness of unfinished businesshttp://www.thenexusforums.com/public/style_emoticons/dark/ohdear.png .
Cheers,
Grumpf.
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Combine that with some conditions on your furniture and it should work.
Now, if you want to stream music without OBSE you're more or less SOL unless it's a public place...
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I suggest you join the Claudia's Little Secret forum - it's very active and the mod originators all hang out there to help. Stuck cutscenes are just the type of thing that they are ideally suited to aid with.
Ah, this is where it comes from!!! :dry:
Hi guys, I prefer you don't join the forum to ask for help, it's supposed to be for modders only (CLS team). On the other hand, if you want to go, join and then have the decency to unsuscbribe as soon as your problem is solved I'm ok with that. Preferably, you go ask about your problem, play, endorse and come back for some feedback & debug. :sleep:
Cheers!
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Is this cell inside our outside?
If it's inside, you can script the door(s) to reset the "doonce", if it's outside you can check the gamemode block about player being in the cell or not and reset the "doonce". I suggest creating a quest script to keep the variables.
Now if you tell us what you really want to achieve it may be easier...
Cheers.
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Just make sure to reset xform and center pivots before export and it'll probably be fine to use scatter.
True, I forgot to reset XForm. I'll do another test as I need more scattered objects and I'll keep you posted.
Thanks for all the help!!!
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Mmm actually I used 3ds max and the scatter function with some chaos...
Oldwolf58 fixed it for me by importing/exporting it with blender...
I guess it's probably due to the complex scatter function from max and whatever it did to the mesh.
If anyone wants to investigate to know, I'll be glad to help but as for my project problem is solved so I don't need any help anymore.
Thanks everyone, it's good to know they're help and expertise here!!!
Cheers.
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Hi Ghogiel, it did indeed updated my normals so they look a lot bigger but the problem is still here... Just to be on the safe side, I will try to mess with textures and alpha property...
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Try going into the triShapeData/triStripsData in NifSkope, and right click on Radius and do mesh>update center/bounds.
Trying now!
Thanks!!!
Ok, it seems to have partially fixed the issue in the sense that it's more stable but still, something's wrong...
Thanks a lot already though.
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Try going into the triShapeData/triStripsData in NifSkope, and right click on Radius and do mesh>update center/bounds.
Trying now!
Thanks!!!
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I don't know if it's related but when trying to recolor a texture, the photoshop "match color" function as yet to be matched (pun intended).
I, for example, tried to recolor Lava in blue and with Gimp using hue & saturation or color shifting and the result is horrible...
With old 'shop, you open your texture and then create a simple gradient black-blue use the "match color" and boom, no horrible purple hue or things like that...
If you're really bored: http://www.imageconverterplus.com/help-center/about-icp/supported-formats/dds/ and tons and tons of links just google.
By default I personally use DXT5 from gimp, with mipmaps. (can't see from here but from top to bottom its not the last one DXT5, the one just above).
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Hi Nifs experts,
I created a nif by scattering an mesh (without collision) along another one. When tested in game and in the CS, the scattered object disappear following distance and angle... If you move your point of view, it reappears... Seems random to me and I have no clue why.
Object is fine in Nifskope.
Here, in optional file section, the one named "MeshIssue". http://www.tesnexus.com/downloads/file.php?id=34635
I'd appreciate any advice thanks a lot!!!
Site updates and content filtering
in Site Updates
Posted · Edited by Grumpf_be
In this case we simply need a SFW tag and do not display any mod that was not confirmed with it. Easy enough...
EDIT: on the other hand, NSFW: You're working so, except if you work at Bethesda or, I guess here ;), you shouldn't be on this site anyway!