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Posts posted by TerraMcCloud
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I was just wondering if its at all possible to script a spell that while under the effect of the spell, makes a certain faction no longer attack you on sight, in this case the Creature Faction. I wanted to make a spell that while its in effect allows you to walk amongst monsters/animals(not bandits or marauders or anything else like that) without them attacking on sight, but once said spell ends, monsters/animals will once again be hostile as they were before.
Any help? I've tried SetFactionRank but that didnt work.
EDIT: Looked at the Knights.esp and set up my spell in a similar way, made all the monsters that dont attack you while the spells in effect part of a custom faction, while you dont have the spell in effect, the monsters will attack on sight as you arent part of the custom faction, but using the spell temporarily puts you in the custom faction, making monsters not attack on sight.
EDIT2: Now I am wondering how to make it so the player cant equip any items to certain slots while under the effect of the spell like say, make it so the player cant equip a weapon, or a ring.
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Its no so much a request as it is just an Idea for a mod, the mod idea is to add a claymore that says random quotes, like Lilarcor from Baulders Gate II or Enserric from Neverwinter Nights: Hordes of the Underdark.
If anyone wants to try making somthing like this go ahead, as I said, its not really a request, more just an idea for anyone with the urge to make a mod.
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BIG OL EDIT: My apologies, I spelt medieval wrong, dont be too harsh about it please.
I am thinking of making a small mod for oblivion where you and companions can go into a sparring area and fight, The player and companions items would be left in chests outside the sparring area and the items used in the sparring area would be wooden practice weaponry and colored tunics. At the moment I am looking for a possible cloth tunic that looks like somthing similar to this tunic from Mount and Blade Warband.
http://static3.wikia.nocookie.net/__cb20120225224740/mountandblade/images/8/8e/Arena_Tunic.jpg
Possibly in different colors? If anyone knows a mod that adds such please do let me know. :smile:
I will credit the person who makes this if there is not a mod like this at the moment.
Thanks a lot!
-WelchDrew-
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So I am making a mod involving vanilla dungeons but I need a list of all the dungeons in oblivion that are not involved in any quests, just a list of any Forts, Caves or Mines that have no quests involved in them would be nice.EDIT: Never Mind, I found a list on the wiki with the ones marked quest specific.
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Okay I am now having this major issue, It used to only happen on one character now it does it regardless of save file, I have tried removing save bloats, repairing Abomb, resorting the load order with BOSS and even tried cleaning all of the mods with dirty edits. But nothing has worked and now I am at a loss.
I was simply going though the fighters guild quest chain on my level 46 when suddenly about 15 seconds to 3 minutes after loading my save, the game locks up, when I look at the task manager I find that oblivion is not responding. I am clueless as to what is causing this and I dont know how I could possibly get this issue resolved. Someone please help.
EDIT: Okay so after a little investigating, it only seems to lock up when I try to enter this cave I need to go to for the fighters guild quest. Brittlerock Cave. I tested it just standing still in other areas for about 5-10 minutes and no lockups ever happen, it just happens a little while after entering Brittlerock Cave. At first I thought it was francescos leveled creatures and items doing it, but I tried with it disabled and it still locked up.
I am still at a loss.
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I have tried using that before, it always resulted in a crash from conflicting with DarkUI DarN
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Would this be possible? I tried to see if there was one on the nexus but after about an hour of searching I could not find one. Basically I am just looking for a mod that displays your current level above the health/magicka/fatigue bars, and I wouldnt mind it being compatible with DarkUI DarN.
I doubt anyone would do this, but if someone would make a mod like this, I will be very thankful.
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Ive looked all over the folders in the oblivion data folder to see if I could find any sound files to replace, I am just wondering, like with skyrim, is it possible to change creature sounds?
EDIT: Nvm it seems to be the same as with skyrim.
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try checking for dirty edits in mods, if you have any dirty edits, clean them.
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For a first playthrough, dont bother with mods until you have basically beaten the whole thing, then go for mods, although if you want your first time playing to be less buggy, just get the unofficial patches. I can never play oblivion anymore without those, I just dont like the bugs. :P
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You can try to make the last enemy drop a single-use key, that would be much less script-extensive.
I am clueless as how to do that. >_<
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I have extreme doubts that this would ever be done or if its even possible, but could someone make a mod that adds Oculus Rift support to oblivion? Ive seen mods for other games that have done it so I was just thinking...
Im getting my Oculus Rift on October 9th and the only game that I play that had a mod for it(Minecraft) wound up throwing a stupid bugfix update and now the mod on that isnt updated and it still isnt updated.
I just want a game where I can enjoy the oculus rift constantly, and not be unable to use it do to useless updates.
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I know you said that you've fixed it already, but I did notice this:
player.GetInCell AAChallengeDungeonHub
... is actually a query as in:if player.GetInCell AAChallengeDungeonHub Do something endif
I think you wanted something like:player.MoveTo AAChallengeDungeonMarker
...where AAChallengeDungeonMarker is an XMarkerHeading that you've placed and named.Yes I figured out I needed a Moveto not a Getincell. :P
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I need help setting up one small script, basically I am trying it up so when the player drinks an item called the "Mead of Challenge" they are taken to the beginning of the challenge dungeon and all items are removed from their inventory.(Items are given within the dungeon)I have the script effect set on the mead as a script effect spell, but when I use the mead nothing happens.this is the script I have set up I probably done it way wrong, if I did please dont be too harsh.ScriptName AAChallengeLabyrinthInvScript begin ScriptEffectStart player.removeallitems AAChallengeDungeonChest player.GetInCell AAChallengeDungeonHub EndSorry I am the newbiest of newbs at scripts.EDIT: I got the removeallitems bit to work, but the getincell still does not work.EDIT2: Got it somehow, derped about with the scripts and made it work. If any staff wants to they can lock this.
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I've been having this issue only today, but sometimes when I load up oblivion with the mods I use, it will freeze before the main menu and when I open up task manager, its not responding so I have to use task manager to close it.
Ive already used BOSS to automatically sort out the load order and I used TES4EDIT and cleaned any dirty mods.
Yesterday I had the same mods and I did not have this problem, but today it started, and I have no clue why, any help?
EDIT: Sometimes I am lucky enough and the Main Menu loads, but sometimes when I load a save it does this, although sometimes I am lucky and both the main menu and the save loads, I am clueless why id does this.
Its not crashing with an error message either, it just the load bar never moves.
EDIT2: Nevermind, I figured it out, it was an OBSE plugin I had. Any staff that want to lock it feel free to.
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Just a small request, can someone make a mod where you can select a specific potion effect and the ingredients with that effect will be the only ones that show up? I have a massive amount of ingredients and it gets a bit tedious trying to find the ones with the effects I need.
If theres a mod that does this, please post a link to it.
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Ummm... Im no good at making quests :sad:
Is there any way to use that script without making a quest?
All I really need to do is get a script like that to work, the 100 levels are just the same cell repeated, but with stronger enemies in each one.
EDIT: Ive been trying to add the scripts with no luck, says the killcount is a missing variable.
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Hey everyone, I finally got back into oblivion after a few months of not playing it(I kinda ragequitted after loosing a legit level 48 to a harddrive failure) and now I want to get back into oblivion modding.
Im thinking of doing a Pit of 100 Trials style dungeon where in each room the player must kill all the enemies before they can advance. Every 10th floor the player gets a reward, and the deeper into the pit the player goes, the harder the enemies get, earlier floors have easier enemies then later floors.
The only script I really need to know how I could do is a script that automatically unlocks a door after beating all enemies in a room. Thanks.
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Im just wondering if anyone who has made capes for oblivion in the past can make a special cape for me, I was hoping for a dark black cape with this image on it.
If anyone could it would be very nice, I have never made meshes before, so I wouldn't even know where to start.
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Okay, but I wouldn't mind another NPC comming up to the player and telling them "Hello there adventurer, (Name of Other NPC) would like to see an adventurer like you, come to Anvil(Where I plan on making the NPC that warps you into the dungeon.) and speak with him." This would start the quest up.
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Well this is what I made, am I doing it right? I have a feeling im not. :(
This is my attempted "script" so far...
Is OnActivate the correct one? If not which should I use, any help would be nice.
ScriptName 1ADrewDungeonscript Begin OnActivate ;player.removeallitems AADrewPCItemChest ;player.moveto AADrewPrison, 1510, -1160, 2100 End
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Err I have never done a script before so I honestly dont know where to begin, do I just put down the name and the moveto and removeallitems bits to the script? Or is there more to add?
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How do I make the script that teleports the player to the prison cell then? I need the script to teleport the player aswell as removing their items after talking to an NPC. The NPC will be like "There is a evil warrior named drayketh deep within his forgotten dungeon and you must kill him, but be warned as upon entering the dungeon, drayketh uses his fowl magic to steal all of your stuff. You must get it back and defeat drayketh!" Or somthing along those lines.
EDIT: Forgot to say, upon saying that you will let the NPC teleport you and that you will attempt to kill drayketh, the chat with the npc will end and the script activates.
EDIT2: Is it also possible to make a script for weapons that crumble to dust when you try to pick them up? Similar to the Daedric War Axes in the mehrunes razor DLC?
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Well I am able to make dungeons, but I cant script to save my life, if someone could show me how to make a removeallitems script, I would be very happy. I plan on building a large dungeon where the player starts in a dungeon prison cell with their items taken away, along the way out of the dungeon the player will find weapons and armor to help them escape, towards the end the player will find their stuff.
I can get the dungeon built, but I would love for some help in getting the player teleported to where the dungeon starts(In said prison cell) and then have their items put in a chest towards the end of the dungeon.
Many Thanks.

What is that shiny smokey thing between my legs/feet?
in Skyrim LE
Posted
did a mage hit you with an ice spell? If thats the case then it'll go away after a while.