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Pumpkinbot

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Posts posted by Pumpkinbot

  1. Say, could I, through scripting, turn a spell into a hold-button-down type spell, like shields and concentration spells in Skyrim?

     

    I've got a Birthsigns mod I'm working on, and I'm wanting something like that for a new Atronach lesser power. Instead of the Atronach granting a passive maybe-it-will-work spell absorption shield, you get a lesser power that, as long as you're holding the casting button, gives you complete spell absorption, but also heavily drain your fatigue. Maybe something like this?

    ScriptName AtronachShieldThingy
    
    Begin ScriptEffectUpdate
    
    If IsCommandPressed == Cast
    	Player.AddSpell FullSpellAbsorption
    	Player.Addspell FatigueDrainAlso
    	ToggleSpecialAnim TouchCastLoopOrSomething
    Else
    	ToggleSpecialAnim TouchCastLoopOrSomething
    EndIf
    
    End 

    I dunno, something like this. As you can tell, I'm not a good scripter at all. :tongue: But I'm pretty sure there's some OBSE command that can check if a command is pressed, rather than having to search for the key something is bound to, and check if that specific key is pressed. Not too sure about the others, the CSWiki's a bit hard to search through.

  2. Don't worry, there's hair you wanted in the archive(I excluded some assets from the archive because I'm too lazy to get permission from original authors, or some of them are unreachable. Unless the asset is usable for your mod freely) under characters\hair\BlueMax.

    Ohhh, I see, alright. :P Yeah, I could just rip the files from the original and mash them together. Heck, since I use Oblivion Character Overhaul, I'm pretty used to opening up ESPs to add things in myself, hah. I could Wrye Bash them, probably, but I haven't the foggiest how to even start that.

     

    I'll look into it, thanks!

  3. Room 207's Comprehensive Cosmetic Compilation has colorable version. However, the latest version is not available on Nexus(for it has some assets not allowed to be uploaded here). You should visit Room207's blog to get it.

    I'll look into that, thanks!

     

     

     

    Or, you can check my cosmetic compilation. Though it is stripped package(so missing many assets), I included some of modified hairs(gotten from CCC).

    Does that have the hair that I mentioned in the OP? If not, this comes off as a completely unwarranted and unwanted advertisement. And what do you mean, "It is stripped package" and it's "missing assets"? If you mean it doesn't have certain textures or meshes it should have, then...well, it's just an unfinished mod.

  4. Oblivion spell system is much different from the Skyrim one. While in skyrim you can hold spells, place traps or even release a continuous spell, in Oblivion you can just tap the cast button and everything is up to the character who "slowly" cast it, depending on the animation speed.

     

    Easy way: You can change the animation, so the spell is casted immediately.

     

    Hard way: You can create a whole new spell system (if the engine and the scripts allow you). I don't know if you can force the player wait with the spell in his hands, since you have no control on it. You can simply disable the vanilla cast action (possible), then create a script which manage to cast the spell only when you release the cast key (should be possible as well, with some hard work).

    Yeah, I might just look for an animation replacer.

    But I don't think it'd be that hard to change the spellcasting system, if the engine allows it. Play X animation on CastButtonPress, play Y animation on CastButtonRelease (and actually fire the spell) IF It's been Z seconds since CastButton was pressed. Then again, I wouldn't even know where to begin with changing that...

  5. There's a mod that adds silly journals/letters that might work for a few places. Should be easy enough to make though problem is figuring out what kind of story to put to the dungeon.

    Link? I'd be interested in this, too.

  6. One of the problems I have with Oblivion's magic system mostly comes down to offensive spells. I hit the button, and the spell flies off half a second to a second later. I like bows because you can ready the arrow, but the moment you want that arrow to fly, you just release the button and it goes. But magic's not like that at all. You have to press the button, and -then- aim at the intended target.

     

    In Skyrim, you could ready a spell in advance, and then release it to fire it. Is there a mod that adds that? I did see Chargeable Spells, but it only adds a few chargeable spells, I don't think it'd play well with L.A.M.E, and it does some crazy stuff with magicka that makes Atronachs hate themselves. I don't want the spells to grow in power as you hold down the button, I just want to be able to hold a spell ready so I can immediately fire it off when I see an enemy.

     

    Another option would be to move the animation to the end of the spell. Make the spell fire off nearly instantly, but you have to wait after you fire off the spell before you can throw out another one. I suppose that would fix the problem, but I'd much rather have a charging system.

  7. GetFullGoldValue require a reference, like many other functions, but in Magic and Object script it can use an implicit reference:

    • For Object scripts: the implicit reference is the item/actor which has the script (and, for inventory items only, you can use GetContainer to obtain the reference of the actor/container who has this item in his inventory)
    • For Function scripts: the implicit reference is the actor/item on which you called the function (example: actor.Call functABC)
    • For Magic scripts, the implicit reference is the actor/item hit by the spell, on which the spell script is running.
    • Quest scripts are global scripts, so they don't have an implicit reference and you must always specify one.

    So when you use "GetFullActorValue" in the spell, it automatically do: "spellTarget.GetFullActorValue"

    You can always do "someRef.GetFullActorValue", if you don't want to run the command on the implicit reference, but on another one.

    Ohh, I see. Thanks, I'll test that out the next time I open up the Construction Set!

  8. Maybe because there's no item with EXACTLY 25 gold value. Try >= 25 instead.

    You could add a little condition, so the script only check for interactive object, but not actors.

    Also, you don't need to store GetSelf in a variable in this case. A magic script run on the target of the spell, so you can call commands and functions directly:

    Oh, whoops. It's always one tiny mistake that messes a script up, isn't it?

     

    Also, you don't need to store GetSelf in a variable in this case. A magic script run on the target of the spell, so you can call commands and functions directly

    Really? Coulda sworn GetFullGoldValue had to have a reference stated beforehand. Welp, that makes things simpler! CS wiki's always been a bit wonky.

     

    EDIT: Formatting. Nexus' post system has always bugged me. >.< Just give me some bbcode and I'll be happy.

  9. Yes, 30ft is the area of effect of the spell. Every "interactive" object (mainly: actors, items, containers, harvestable flora, ... everything you can "activate" or "use") in that area will be hit by the spell.

     

    And sorry, but there's no such command. There's a command called GetLOS which require you give it an object and it return true if the player can see it (or better, if the object is within the camera, so it return true even for items right behind you, :confused:).

    Also it's bugged: it only works fine for the player, and it stop working after 10-15 calls within the same frame, but it will work again in the next frame.

    But there's no command which return a list of all items within sight range.

    Well, what I meant is, it only goes off at the time of casting, meaning if I move around, only the items that were within range when I cast it will have the glow, whereas Detect Life shows everything within so many feet of you, because it's cast on the player.

     

    EDIT: Here's my new Detect Valuables script. 30 ft area for 15 seconds on touch. Except it's...not working. :T I do the animation like I casted a thing, and...nothing. Que pasa?

    ScriptName PBOTTowerDetectValuables
    
    Ref PBOTThisContainer
    
    Begin ScriptEffectStart
    Set PBOTThisContainer to GetSelf
    If PBOTThisContainer.GetFullGoldValue == 25
    	PlayMagicShaderVisuals PBOTEffectDetectValuables
    EndIf
    End
    
    Begin ScriptEffectFinish
    	StopMagicShaderVisuals PBOTEffectDetectValuables
    End
  10. Here is some help on actually getting some help. :thumbsup:

    http://s1.zetaboards.com/bbenlibrary/topic/5686144/1/#new

    Pretty sure I covered all of my bases, but I'll repeat it all here.

     

    Game: Oblivion, obviously.

    System: PC, obviously.

    Pirated: Nope.

    Description: Already done, check the OP.

    Computer specs: 32-bit Windows Vista, 3GB RAM, Dual core CPU @ 2.16 GHZ each, terrible on-board graphics card (inb4 I'm shunned by the "PC Master Race"), 11GB of free hard drive space. Yes, it's terrible. You wanna give me the money for a new computer?

    Game specs: Located at "C:\Program Files\Bethesda Softworks\Oblivion", only DLC I own is Shivering Isles, using OBMM and BOSS, OBSE is installed, Construction Kit is also installed.

    Load order: Read the OP.

     

    Sorry if I sound a bit upset, but I feel most of this is either obvious, or has already been stated in the OP. I've already said my computer's a potato, and everything's more or less default settings.

     

    EDIT: I just remembered, I think I uninstalled DarNified UI briefly to look over the options and see if I could remove the HUD aspect of it, since I use HUD Status Bars. I said "no" to everything it replaced, which was hud_main_menu and hud_reticle from Oblivion XP. Perhaps that was the reason it was screwing up? I'll try messing around with those, I suppose, though I think they're exactly as they were when I first installed them, and it was all working.

     

    Tried with OBXP's reticle and main menu, no dice.

    Tried with DarN's reticle and main menu, also crashed.

    Tried with OBXP's main menu, and DarN's reticle. Crashed again.

    On a whim, I decided to try loading it without OBXP or DarN. Loaded up just fine (though my eyes were not prepared for the huge font of vanilla Oblivion, why is that a thing). So I am on the right track.

     

    EDIT2: Okay, I fixed it by myself, once again. And I think I know how to, this time. I completely uninstalled OBXP and DarN, then installed DarN, and then OBXP on top of it, replacing everything with OBXP. And now it's loading. Still wouldn't mind if someone helped me with the teleporting horses, dying NPCs, and random crashes, that'd be nice.

  11. Long story short, my game's had problems with horses randomly teleporting inside Open Cities'...uh, cities, NPCs clipping halfway through the floor, buttons randomly deciding to not work until I restart Oblivion, NPCs randomly dropping dead, and NPCs having trouble pathing if they have to stand on a specific spot (they just sort of pace back and forth over the spot, instead). I've also had random CTDs, but I figured it was Oblivion being Oblivion, or my potato laptop being a potato.

     

    But now, Oblivion won't even bother to load. If I try to load a save file, or start a new game, it just immediately crashes. It's similar to another problem I had, but since nobody bothered to help, I never found the cause, and I just happened to fix it. Don't know how.

     

    Here's my load order. I'm also using GameCompanion, OBSE with Menuque, Elys_USV, NifSE, Enhanced Camera, Blockhead, and FastExit2.

     

    Someone please actually answer this time. :c I'd really like to actually be able to play Oblivion.

     

    EDIT: Crashing while loading has been fixed, but I'm still having intermittent CTD's, along with the teleporting horses and NPCs with pathing issues. Any help would be greatly appreciated.

  12. You didn't read how to install it. It's no body's fault but your own.

     

    You need to add certain lines to your Oblivion.ini in your "Documents\My Games\Oblivion" directory. Head back to the Nexus page for DarNified UI, it's got all the instructions you need.

     

    EDIT: Or better yet, install it as an OMOD with Oblivion Mod Manager and not have any problems at all. :P

  13. Good news: Unnecessary Violence III indeed add magic effect, including freeze! So the freeze comes from UVIII, not from SM!

    Bad news: it's bugged! Even if you disable it in the ini, effects will still apply

    Oof. Yeah, that might explain why my game was crashing. UVIII was trying to do it's freeze effect, and Supreme Magicka was trying to do it's thing at the same time. As much as I want to keep UVII, if only for the awesome dual-wielding, I'm gonna have to uninstall it. :T Thanks for the third time in ten minutes, Forli!

  14. I don't see anything strange in your load order.

     

    Do your character has any Shield, Fire shield, etc ..., effect? "Resist normal weapon" effect?

    Or maybe you have an high "Weakness to Magicka"?

    You can see them in the Magic -> Active effects menu

     

    And what's your armor rating? (this one appear in the Inventory menu)

     

    Magic in Oblivion is not very powerful, and L.A.M.E. does indeed boost the magic damage a bit, but not that much (but still it makes magic a good choice).

    I use L.A.M.E. too and I think magic is well balanced

    Come to think of it, I do try to regularly keep up a Frost Shield spell I have. I think it's only 15%, and that's the only armor I have at all, I'm in complete cloth. My weakness to magicka just says 25% from my Apprentice sign, not enough to make me get two-shot by mobs.

     

    Though I think that Frost Shield spell kept falling off while I was fighting, it doesn't last terribly long. I'll check again next time I load that file up. Thanks again! (And thanks for answering my other two threads! ^-^)

  15. For the detect valuable spell, you can simply get their gold value with "GetFullGoldValue" and check it's above... 25?

     

    As for the touch spell, you don't have to attach the script to the spell:

    If the spell has a script in his effects, that script will only run if the spell hit, but since the spell has still the flag disabled it won't hit anything (unless you "touch" a target).

    You need to either open the spell manually and directly check the flag, or you can use SetSpellExplodesWithNoTarget inside a script which only execute when the game load.

     

    And... no, a touch/target spell can't hit the caster (even if it's an atomic explosion!), so you need to add a separated "self" effect on the spell, which will only and always hit the caster when you use it, even if the target/touch effect doesn't hit a single target.

    Oh, that GetFullGoldValue thing makes it much easier! Thanks!

     

    And as for the SetSpellExplodes thing, I made a script that simply set all my spells that needed it to explode without a target (the Detect Valuables spell being one of them, more on that later), and attached it to a script that runs when the game starts. Skyrim does something similar, yeah? Either way, it seemed to work.

     

    But the Detect Valuables spell...I have it as a script effect within 30ft for 45 seconds. But that just applies the script to everything within 30 yards at the time of casting, right? And does it add scripts to only actors, or does it do it on items, too? I'm sure there's some way to attach the script to the player, and have some sort of "IsInSightline" command, or something, I dunno.

  16. So, I'm making a mod to change the birthsigns, and I'm brand-spanking-new to scripting. Someone mind checking these over and see if I didn't suck at it? c:

     

    First one is pretty simple, and I'm pretty sure I got it right. Upon choosing the Serpent Stone, the player gets a "The Serpent" spell that gives them one of ten different spells, depending on their race. (Since the Serpent's kind of a strange sign in TES, and everyone under it's sign don't show anything in common, I thought it fit.)

    So, the player casts the "The Serpent" spell on themselves, and it runs this script, which goes through each playable race, and then gives them the appropriate lesser power. If they're none of those, then they're probably a custom race, in which case, give them this fallback spell, and then removes the "The Serpent" spell.

    ScriptName PBOTSerpentWhatRace
    
    Begin ScriptEffectStart
    
    If GetIsRace Imperial
    	Player.AddSpell PBOTSerpentLesserImperial
    ElseIf GetIsRace Nord
    	Player.AddSpell PBOTSerpentLesserNord
    ElseIf GetIsRace Redguard
    	Player.AddSpell PBOTSerpentLesserRedguard
    ElseIf GetIsRace Breton
    	Player.AddSpell PBOTSerpentLesserBreton
    Elseif GetIsRace HighElf
    	Player.AddSpell PBOTSerpentLesserAltmer
    Elseif GetIsRace DarkElf
    	Player.AddSpell PBOTSerpentLesserDunmer
    Elseif GetIsRace WoodElf
    	Player.AddSpell PBOTSerpentLesserBosmer
    Elseif GetIsRace Orc
    	Player.AddSpell PBOTSerpentLesserOrc
    Elseif GetIsRace Khajiit
    	Player.AddSpell PBOTSerpentLesserKhajiit
    Elseif GetIsRace Argonian
    	Player.AddSpell PBOTSerpentLesserArgonian
    Else
    	Player.AddSpell PBOTSerpentLesserCustom
    EndIf
    
    Player.RemoveSpell PBOTSerpentLesser
    
    End
    

    My second one, I'm much less confident in. It's for the Tower birthsign, which adds a "Detect Valuables" spell, like the "Beggar's Nose" spell in Morrowind. More or less, I want it to give a Detect Life-esque shading effect to anything expensive that can fit in pockets. Also added an "If IsActor - Return" just to quickly stop it from running on actors. No need to bog down peoples' computers by having this run unnecessarily on things that aren't items. :tongue:

    ScriptName PBOTTowerDetectValuables
    
    Begin ScriptEffectStart
    
    If IsActor
    	Return
    EndIf
    
    If IsSoulGem || IsSigilStone || GetIsID Gold001
    	PlayMagicShaderVisuals PBOTEffectDetectValuables
    ElseIf GetIsID Gem6DiamondFlawless || GetIsID Gem6DiamondFlawed || GetIsID Gem6Diamond
    	PlayMagicShaderVisuals PBOTEffectDetectValuables
    ElseIf GetIsID Gem5EmeraldFlawless || GetIsID Gem5EmeraldFlawed || GetIsID Gem5Emerald
    	PlayMagicShaderVisuals PBOTEffectDetectValuables
    ElseIf GetIsID Gem4SapphireFlawless || GetIsID Gem4SapphireFlawed || GetIsID Gem4Sapphire
    	PlayMagicShaderVisuals PBOTEffectDetectValuables
    ElseIf GetIsID Gem3RubyFlawlss || GetIsID Gem3RubyFlawed || GetIsID Gem3Ruby
    	PlayMagicShaderVisuals PBOTEffectDetectValuables
    ElseIf GetIsID Gem2TopazFlawless || GetIsID Gem2TopazFlawed || GetIsID Gem2Topaz
    	PlayMagicShaderVisuals PBOTEffectDetectValuables
    ElseIf GetIsID Gem1PearlFlawless || Gem1PearlFlawed || Gem1Pearl
    	PlayMagicShaderVisuals PBOTEffectDetectValuables
    ElseIf GetIsID Gem0GoldNugget || Gem0SilverNugget
    	PlayMagicShaderVisuals PBOTEffectDetectValuables
    ElseIf GetIsID VarlaStone || WelkyndStone
    	PlayMagicShaderVisuals PBOTEffectDetectValuables
    EndIf
    
    End
    
    Begin ScriptEffectFinish
    	StopMagicShaderVisuals PBOTEffectDetectValuables
    End
    

    EDIT: I've run into a bit of a problem. When compiling the Detect Valuables script, I get an error saying "IsSoulGem" and "IsSigilStone" are unknown commands, so it's not letting me compile. :T They're both OBSE commands, and I have OBSE installed. What's screwing up, here?

     

    EDIT2: Nevermind, after a quick bit of Googling, I found out I had to run the Construction Set through OBSE. Done! But now, I've got another script-related question.

    I want a touch spell (Weakness to Magicka 50% for 30sec, to be exact) to explode on touch without having to actually need a target. The CS wiki skimps a bit on details, but the SetSpellExplodesWithNoTarget seems to be what I'm looking for. Two questions. 1) Does it only affect the spell that has this attached via script, and 2) Does it apply the effect to the player, as well?

  17. So, I'm in Xedilian at level 6. Female Argonian, Apprentice birthsign (modded, I'll get to that), that's a sort of clothie spellsword. Destruction, Mysticism, Alteration, Blade, Sneak, Athletics, and Acrobatics...with a few Restoration spells just in case I'm in danger of dying.

     

    I downloaded Birthsigns Reimagined, but I altered it a bit for personal use. The Apprentice gives a 100 magicka bonus, at the cost of a 50% weakness to magic, along with a lesser and greater power that's not particularly relevant.

     

    Despite wearing no armor, melee attacks seem to do barely anything to me. My difficulty's been fluctuating between 50% and 66%, and there -is- an increase, with them finally actually doing some decent damage around 60%.

     

    But spellcasters, at even 50%, can always two-shot me. Yes, I'm an Apprentice, but even despite that 50% magicka weakness, they'd still be able to kill me in just a couple of hits, while the melee-ing grummites do next to nothing.

     

    I want both me and the enemies to have a fighting chance and not go down in just a few hits, but at the same time, I don't want me or the enemies to become a wall that requires eighty arrows to the knee face to go down.

     

    Here is my load order. L.A.M.E. doesn't have an ini, unfortunately. I've been enjoying it, but I'm really hoping this isn't the source of the problems. If everyone else is saying L.A.M.E. increases magic damage by a butt-ton, I can open it up in the Construction Kit and do a bit of jiggery-pokery, if I need to.

     

    EDIT: Come to think of it, my own melee attacks are feeling a bit weak, but my Hailstone spell I've been using seems to be working pretty good, even against those grummites. (Don't they resist frost?) When I sneak attack them with a grummite dagger, it does maybe a quarter to a third of their health. Non-sneaking power attacks do maybe 1/15th to 1/10th. My frost spells, meanwhile, do nearly twice the damage.

  18. At around level 5, I entered the Shivering Isles for the first time. Was in there for a few days, but couldn't get passed the Gatekeeper. I went back to Cyrodiil to buy a personality potion to get that one lady to tell me about the tears or whatever, but now I can't get back in. Whenever I try to activate the door, I immediately crash to desktop.

     

    This is my load order. Please answer quickly, this is REALLY pissing me off and I just want to continue the damn storyline.

     

    EDIT: After a bit of fiddling around, I tried, on a whim, to disable the Natural Environments mod. Seemed to work. It was the only mod (apart from the USIP) that specifically altered the Shivering Isles, and not Cyrodiil.

  19. Title can only fit so many words to describe an issue.

    There's a TL;DR version at the bottom of the post, don't worry.

     

    I had Supreme Magicka (the updated version by Strategy Master) for a while. I liked the ideas of some of the spells, but there were two big problems with it. First, my spells and my enemies' spells were way too strong. My Flare would one-shot mobs two levels above me, but an enemy caster my level would one-shot me with some touch spell he had.

     

    But the bigger one: the freeze effect from Frost spells. My mage used Flare for far-off encounters, but used a Frost Touch spell if enemies got close, since it did more damage. The problem was, that Frost spell had a 50% or so chance to instantly freeze mobs in place. They'd be "paralyzed" and turned blue, but weren't subjected to physics. Then, a simple melee attack would shatter them, killing them in one shot. That alone would be annoying, but if I did try breaking them with a melee attack, there'd be a good chance that my game would instantly crash.

     

    How about no.

     

    From the .ini, it's not supposed to do that so often. They're also supposed to have a decent chance to break out every second, but I left them alone for a minute or so once, and they never once broke out. I tried tweaking the numbers to be much less often, or even zero, but it kept happening with the same frequency. The .ini was being loaded, I knew that since I added a "message" command to the end of it, just no changes I made took hold.

     

    So I uninstalled the mod, with the instructions given in the .ini: type "set UninstallMode to 1" in the console, save, disable, and reload. Did that, but I was still freezing mobs. Started a new file to test this out on a different character. Learned the same Frost spell and spammed it over and over on NPCs in the Imperial City. Nobody froze, so I assumed it was just that save file. I bid farewell to my Breton and deleted her. Killed by a malfunctioning mod.

     

    Recently installed L.A.M.E. and decided to start another mage, an Argonian this time. Thought Frost spells would fit her, since I made her blue. She's decked out in a couple Frost spells. I've been slowly venturing from Anvil to Leyawiin, and I've been mostly using my Hailstone spell (Frost damage on target, second one up from Snowball). Recently, mobs have begun freezing again. Maybe Frost Touch had a much higher chance to freeze, and the other Frost spells have a much rarer chance. Regardless, no. I'm not going to lose a second character to a poorly built mod. Someone have any idea on how to fix this? I know a bit about the Creation Kit, so I can poke around in there if need be.

     

    TL;DR VERSION: Installed Supreme Magicka. Frost spells could freeze mobs solid, which would often crash my game. Disabled mod properly, still froze mobs. Deleted save, new save, not freezing anymore. Started freezing mobs again earlier today, Supreme Magicka is still not installed. Wat do? Only mods I have that touch combat are Unnecessary Violence III and L.A.M.E.

  20. Ya, those are pretty highpoly meshes. Not sure what Ave may have done as far as tweaking ... have a look at some of the base mods listed in the mod description, perhaps they're lower poly. Nothing else springs to mind. When I first read the post I knew I had something but I had to browse through my folders in Explorer for a bit before I went ... Ah ha, that's what I was thinking of. Maybe I'll wake up tonight with another epiphany.

     

    There may be some other mods in the Buildings section like this, that also add a bunch of clothes/armor. I found out about Aves House when it was released (I follow the Oblivion Nexus New Files page as well as lurking/living here at the Nexus Oblivion site). There isn't anything to force a mod author to release a mod in the "proper" category. There's even an "Oops, I forgot to set this" category. I've been around for a while and there's still mods that pop up in the mod comments I've never seen or heard of (and probably always will be).

    Yeah, those would be nice...if I had a decent computer. :v I looked around in the buildings area and didn't really find anything. There was the Curvaceous Body Shop, but they're mostly stripperific clothes, nothing really halfway decent. And most of them were ridiculously high poly, too.

  21. Use OBMM to extract the BSA to a folder, NifSkope to check out the various meshes and then after copying the meshes you want and their required textures to the appropriate folders in your game use the Construction Set to put them into your game. If it's all for personal use no permission required ... if you were posting screenshots I'd be sure to lavish AveBrave with praise and credit.

     

    I'm on a semi-decent desktop (Core2 Duo 3.0 GHz 2GB RAM and a GTX 275 with 896MB GDDR3) and the interior brings my machine to it's knees (it's OK until you go in the door).

    What I'm trying to do, is just make a quick mod for myself that adds in some sort of dancer clothes and puts it in a convenient spot for this one character. Those Aves clothes you linked fit pretty well, mostly the Haseki Seduction outfit. Got it to work, went into the game, put it on...and the game hung for a good ten seconds, and then my game began running at about 3 FPS. Is it that goddamned high-poly? For something that doesn't even cover much? howaboutno.jpg

     

    Anything else in that sort of style? Should I take a peek in the buildings section myself? I do appreciate you helping me, though. c:

  22. Aves is in the Buildings category ... the whole mod is more than just some clothes and armor. If your machine has the horsepower it's quite an experience to spend a couple of days there (maybe get a room, have a couple of dancers up for a private visit ... all rated M for Mature ... ish).

    I'm running on a potato, so no, I probably don't. :v Old-ass laptop lags pretty badly in Sheogorath's Palace, but it's...okay elsewhere. Mostly, I just wanted the armor itself.

  23. A FEW HUNDRED SEPTIMS!!! Whoa ... your gal and my guy are living in different Tamrielic universes.

     

    My guy's feeling pretty smug if a couple of weeks of dungeon diving nets out 100 or 150 Septims after repairs and food (Enhanced Economy and Basic Primary Needs). Took him forever to get his first Packdonkey. Heck, he begrudges a single Septim to a beggar, but knows that's the path towards the Thieves Guild so he ponies up when asked. Just today he was shaking his head at the foolishness of spending 50 some-odd Septims at Devine Elegance buyiong some fancy clothes and shoes for Umbra (he's been shacking up at Vindasel with her, trying to stretch the Septims and has fallen for her charms ... Give a Gift gave him hope of one day winning her heart ... well and maybe her sword and armor).

     

    I've always been partial to girls wearing the Arabian Dancer outfit from Aves House of Earthly Delights, but it takes some work to extract the BSA and dig them out for personal use. Modest girls will wear the hood, and when they're raring to go off comes the hood and boing goes the eyes on the guys. My old guy spent a lot of time there ... the new guy stands no chance, and not just because he has no Septims (Aves not in his load order).

    I was just throwing out a number. :P Point is, I'd like something a tad revealing, but not "I'm clearly a stripper, despite that whole Oblivion thing happening" revealing.

     

    That Aves thing might be what I'm looking for, though! I've searched through the clothng, armors/armours, weapons and armors, and even the models and textures categories three times over and couldn't find these. >.< Thanks for these suggestions, Striker.

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