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Everything posted by Jason210
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Hi I was like that - had played the other games but not Morrowind. I bought it recently in the Steam Summer sale for like nothing. I noticed I've done 100 hours since them, and made a mod too!!! And have this feeling that whenever I am away from my PC, I can't wait to get back to it to continue playing Morrowind! With regard to mods I can understand why people like Vanilla. It has a simplicity and clean look that seems almost abstract today. However, with the MGSO package installed, it looks fantastic, with buildings and landscapes that rival the latest Bethesda games. This package add things like weather, better sounds, bug fixes, animated grass and flora, better looking characters, and so on. However, it doesn't change the gameplay. My recommendation is that you start with Vanilla, save as soon as you are able, then install the MGSO. Then you will see the difference and can decide. I would also recommend using a few other non-gamplay-changing mods, like Abot's boats, Abot's birds, and the Vivec Expansion. Finally, in response to your original question, "Is MW worth playing", most definitely yes. Morrowind is a one-off masterpiece, the likes of which we are unlikely to see released commercially again. It was made in the days when games companies were focused more on creativity and art, rather than on sales figures. /Jason
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Missing Master Files when using Mods
Jason210 replied to Jason210's topic in Morrowind's Troubleshooting
Another one I answered myself. I installed a Vanilla Morrowind with Tribunal and Bloodmoon, then re-created my mod from that. As my plugin didn't need anything from the aforementioned master files, it still worked but it did not create any dependency on those files. So I guess the rule is to remove any master files that aren't necessary for your mod to work, before creating it. -
Hi I make a lot of mods for myself in Bethesda games and I'd to share some of them. Usually it's just a question of choosing the GOTY edition that includes all the DLC and then making a plugin, but with Morrowind there are some .esm mods that are widely used. This makes it a bit confusing for me when publishing. Do I publish for vanilla, or for modded, and if modded, which mods? Since I use MSGO when I make mods, they are linked to four additional master files which are loaded first. These are: Texture Fix - Bloodmoon 1.1.esmMorrowind Patch 1.6.5 Beta (BTB edit).esmPoorly Placed Objects Fix 1.2.esmTexture Fix 2.0.esmIf a player uses a mod of mine, even the simplest one, and his/her Morrowind installation that doesn't include these master files, it seems there will be warnings and errors when the game is started. Can anyone give me any advice on the best practice here? Thanks /Jason
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How to prevent player placing an item?
Jason210 replied to Jason210's topic in Morrowind's Discussion
Never mind - sorted. Was trickier than I thought but thanks to Tizzo's Sea Rover Tent I was able to study some robust scripting which I could then apply to my own mod. It seems that in order to prevent a drop, you have to first let it happen then cancel it if it's not allowed! My own mod, btw, is a portable campfire, a very simple and so far bug-free piece of eye-candy that provides light and some additional ambience when camping. A nice compliment to the aforementioned tent mod. -
Using TES3: Construction Kit, does anyone know of a script command / routine that prevents the player from dropping / placing an item that is being carried his inventory? (If so, I could then be use this in a conditional to prevent the player from placing the item when in certain locations). /jason
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Hi I tried installing Abot's boats mod using NMM, on top of the MSGO. When I started the game I got a warning about a missing master file TR_data.esm. I think it's referring to Tamriel Rebuilt - it seems like abot's boats requires the TR mod? Any suggestions? Cheers Jason
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Unhide / unlock objects in Render View
Jason210 replied to Jason210's topic in Fallout 3's Discussion
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You can lock or hide objects by selecting them and pressing "1", but I haven't figured out how to unlock them again, without restarting the editor. Anyone? /Jason
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Allistairs Mulligan mod to reset Tenpenny quest
Jason210 replied to GnatGoSplat's topic in Fallout 3's Discussion
Resetting quests is messy because you have to analyse all the scripts and reset all the variables the quest permanently changes, such as the doonce flags. It's not enough just to reset the quest object stages. The only way you could do it is to find the Quest object name, then find all references of that name in the scripts and so get a list of relevant scripts. Then go through each of the scripts in the list, taking note of the code linked to a change in the quest object stage. Any variable that triggers a change in the quest's object stage needs to be changed back to it's original, pre-triggered a value. When all this is done, the quest stage needs to be set to 0. Or you could just do "ResetQuest [iD]" -
Hi The title says it all. I'm using the Fallout 3 GECK and I have created a large cell. Everything was fine last night but when I loaded in the data files today, and opened the cell, there appeared to be this strange fog in render window top down perspective view. I tried orbiting the render view camera around the geometry and the "fog" immediately jumped to cover just half of the screen, and forming a border right through the centre of the screen. Below this border everything looked normal As I rotated the camera, the border began to rotate relative to the screen, around the screens centre. I can't get rid of it no matter what I try. It's in all perspective view, but orthogonal views look normal. I've seen something similar to this before, in game, when using reflective water inside a building, and the water is set to reflect sky. Anyone know how to fix it? Jason
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Are you sure there are no ripples? The water is not so good by today's standards - ripples are hard to see in first person unless the lighting is right. Check in third person?
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I figured it out now. It was the "sky" setting in the base object. Probably because I was in a building and there wasn't a sky. Or whatever. Anyway, unchecking it cured the problem.
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Hi I have the flickering placeable water problem again. This is for a swimming pool, so all the submerged parts have refraction. That works fine. But the moment I try to link a reflected object, I get this strange flickering on the surface of the water that seems to radiate from the green FO3 cursor in the middle of the screen. Tried re-doing the water, and turning off all lights, but same problem. It's just static objects being reflected - nothing special. Any ideas? /Jason
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Need help creating a script to trigger an enemy attack
Jason210 replied to RaffTheSweetling's topic in Fallout 3's Discussion
Glad to help - good luck with the project! All I do is make lists like this: scn SpawnGriffinsAI SCRIPT short doOnce begin OnTriggerEnter player if doOnce == 0 [editor ID name#1].enable [editor ID name#2].enable [editor ID name#3].enable [editor ID name#4].enable [editor ID name#5].enable endif end Not very elegant but it works. I guess enable parent will work too but I've never tried it. -
Need help creating a script to trigger an enemy attack
Jason210 replied to RaffTheSweetling's topic in Fallout 3's Discussion
Could it be that Persistent Reference is not checked for the new reference? This makes the reference accessible by scripts. The workflow for all this is: Make a copy of the disabled AI form by opening it and renaming its ID. GECK will ask you if you want to create a new form. Say yes. Drag the new AI form into the render window to create a reference of it. Double-click on the AI, to bring up the reference dialogue box. Give the reference a Reference Editor ID in the first box. This is should be unique name and which you can easily identify later. At the bottom of the dialogue, make sure initially disabled and persistent reference are checked.You should now be able to access the new reference AI object, using its Editor ID, from a script. To enable the object, you need a line like: [editor ID name].enable That has to go in the script that triggers it. The trigger could be an activator such as a box, with a script attached. The script might look like this scn SpawnGriffinsAI SCRIPT short doOnce begin onTriggerEnter player if doOnce == 0 [editor ID name].enable endif endThe doOnce variable makes sure the code is only executed once, and not every time you walkthrough it. SpawnGriffinsAI is the unique name of your script. /Jason -
Ok, thanks. It's interesting (and encouraging) to see that not many have this problem.
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Thanks. Seems quite obvious but I must have tried everything but that :-)
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Tried player.GetActorValue Level but it level was not recognised. Anyone know the name of what I'm looking for?
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double post sorry. Original here: http://forums.nexusmods.com/index.php?/topic/1504048-geck-15-crashing-during-text-search/
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Hi In was doing some stuff with the GOTY version of Fallout 3 (Steam version) in GECK. It crashes when I try to do a text search with all the data files loaded. It works alright with the mods Anchorage, the Pitt, Broken Steel & Point Lookout loaded, but when Zeta is loaded as well, it doesn't like to do text searches. As further experiment, I 've tried loading various combinations of mods, including Zeta, and it works ok. The problem seems to occur when I have more than five loaded in does it fail. So it seems to be related to the number of mods loaded, rather than any specific mod. Memory issue? I've used the GECK with all these mods (plus more) before and not had this this problem. This is on Windows 7. Any ideas? Thanks jason
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I have been able to reflect everything in placeable water except my own avatar. Is this even possible, I wonder? It would be great if I could, because then I could make a mirror, which is what I'm after. The problem is in GECK, if you want to a mirror to reflect an object, you have to enter the mirror it reflects in as a property of that object. So I'm stuck with the player obejct. I guess the same would apply to NPCs. Also, whilst on the subject, I was wondering if it is possible to change the scale of an object non-proportionally, ie to sqaush an object? Need to do this with my reflected placeable water so I can fit it in a picture frame. Appreciate any help
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I'm working on a esp file and a lot of my questions are concerning that - so would this be the best place to ask, or should these kind of question normally go in general discussion? My question was is it possible for Fallout 3 to reflect NPCs in water? In the project I am working on, I am trying to make a mirror using placeable water flipped 90 degrees, with a collision plane in front of it. It looks great and I can make it reflect everything except my own avatar. I don't know how to do that, or if it's even possible. Would appreciate any help or advice. Cheers /Jason [reason for edit: I removed the text from this question earlier because I thought it was in the wrong topic area! But then I re-posted it in the wrong place...doh! So it got locked. So here is the text again - so I can receive replies]
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It's ok. I fixed it now by using a global variable that was already available.
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GECK plugin to remove radiation from a pool.
Jason210 replied to Jason210's topic in Fallout 3's Discussion
Thanks. I have installed FO3 Edit - very handy! -
Hi How can I prevent a terminal Item Result Script running more than once? I can't find any other conditions to apply. Would I have to use a global variable as a flag? Thanks Jason