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Cloen

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Everything posted by Cloen

  1. So I tried to find a solution to this and either found sites taken down or posts saying "it's illegal" again and again. I know converting Oblivion models to Skyrim is illegal but I'm trying to convert a modder resource with modder made models to Skyrim, which is not illegal. Also yes, I have permissions to do that from the original creator. How do I do that? From what I could gather from my very frustrating google search you don't even need Blender anymore but a program called Nifutilsuite that could convert and generate collision in a couple of clicks. It didn't seem to work in my case though and always crashed. Any updated guide for what I'm trying to do?
  2. Scriptname Swordchange Extends ActiveMagicEffect Weapon Property SwordBody Auto Actor Property PlayerRef Auto Event OnEffectStart(Actor akTarget, Actor akCaster) If akCaster == PlayerRef PlayerRef.RemoveItem(SwordBody) EndIf EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) If akCaster == PlayerRef PlayerRef.AddItem(SwordBody) EndIf EndEvent So I went for this script and put it on the magic effect to summon the npc. The npc is summoned just fine but nothing happens to the sword, it stays there *Edit: I fused this one with the first script I wrote and it now works! At least in part.... I can't get the spell to not be recastable while active AND the sword gets added back right after the npc is summonednot after the actor faded away *Edit2: Got back to this script and managed to make it work, BUT not on a summon spell. Apparently with summon spells only "onSpellcast" works but not "OnEffectFinish" so I was getting the sword back right after I was summoning the npc. Now I changed the spell type to a cloak effect and the sword gets removed and added back just fine and at the right time, now I just have to make the npc be summoned by the script and make it fade away when the spell ends *Edit3: I. DID. IT! I'm so happy Had to use the MoveTo command and summon the npc as a ObjectReference, then put the same command on a xMarker when the effect of the spell ends
  3. Thanks for your kind help. That's what I had in mind at the beginning but that would make the spell all based on scripting, so I decided to go the easy way. I made a summon spell to summon my npc this way I can just use it as a reference without the teleporting out of a cell thing, then add the removing part to the magic effect. So the player casts the summon spell, the script removes the sword, the effect ends and the scripts adds the sword to the player inventory. The big question here is, what happens when a summoned npc is flagged as a follower, does it override the spell duration? That would be a problem
  4. Scriptname Swordchange Extends ReferenceAlias Spell Property SpellCasted Auto Weapon Property SwordBody Auto Actor Property PlayerRef Auto Event OnSpellCast(Form akSpell) If akSpell == SpellCasted PlayerRef.RemoveItem(SwordBody, 1) EndIf EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) PlayerRef.AddItem(SwordBody, 1) EndEvent Something like this? I swear I have no idea about what I'm doing
  5. I can see how it would easily bug though, the sword shouldn't be equipped to work. Let's say the player equips it, summons the follower, the spell ends but the player equipped another weapon meanwhile. if the condition would be to have it in the inventory it would make everything easier.
  6. I am working on a quest and tl;dr in a part of it the player discovers that the sword found inside a dungeon can take human form. I need a spell that summons the follower an unequips the sword and reverse. I actually found enough material on google to work on a script for both actions separated but I have no idea how to make them work together, and that's kinda the point. Can anyone help me?
  7. Thanks!!! Yep, I was thinking about it... I heard there's a SKSE plugin which allows to fast travel from interiors though, maybe I could put that as a requisite
  8. I'm close to release my first follower mod but while I'm good with textures and other stuff I have no idea how to write a script. I would like to give to this npc the ability to teleport the player to every major city, she is supposed to teleport as well. I don't know how difficult this can be but I suppose it's similar to how carriages work, just that instead of having a different carriage in every city the npc teleports with you. Is it possible to do? Can anyone help me?
  9. Is there any SkyRe compatible mod that let my character dual wield fists + one handed sword?
  10. the modder only specified that the resource can be used freely but you have to give credits to him. No mentions to porting to other games, he ported the mod to Skyrim though specifying that modders could use it in the special edition. It will be kinda hard to contact him since the last time he logged on nexus was 2 years ago... His mod though is the only resource (I'm aware of) with the model I need (a beach umbrella)
  11. I am working a lot on new textures, I didn't know I could do that honestly! I created myself the textures for buildings, the desert and a new face. This is Mudai's Temple, on the road for the big lake. Seen in first person view is massive, if you notice the waterfall on the right... That's the biggest waterfall in game with double the original size (which I'm using for testing btw, I'm still far from adding clutter to exteriors) I had the idea of having stone made mushrooms and have them grow on the sand, every building is made with this type of stone I also created my first thing with blender...well, it's not much, it's an orb I'm going to use to light the deep sea. Also I'm still very far from completing the landmass but I roughly sketched it - it is very huge. I have a question though, can I convert modder resources from Oblivion?
  12. A question about the legality of what I'm doing... Some mountains of my mod are red colored, they serve as house for orcs and goblins, more than a dungeon is going to be inside those red mountains. I'm going to use the original game models but with a texture I took from a modder resource, meaning if I don't want to change the color of every dungeon in the game I have to upload the original game models with a different path for the textures. Is this legal? Otherwise I'd have to find a modder resource for those caves
  13. It's ok to me having it "outside" of morrowind. The stuff in this is going to be so no lore friendly I prefer it being a forgotten island somewhere on the road for Akavir. It kinda explain the presence of a strange immortal japanese woman-creature and a god only some ever heard of. I can even try to explain with the main quest the rumors of the Nerevarine going to Akavir, we know so little about it I have a lot of room for a story by the way... I'm still making dunes and the esp alone is already at 12-13mb
  14. I successfully moved the entire desert to 323,-73 can anyone check if it conflicts with Tamriel Rebuilt? Also I'm open to name suggestions. Edit2: If you don't have other suggestions I'm changing the name of the desert to Eremos - greek word for both desert and "place where God will appear"... and we have both desert and a god waiting to be found. I'm keeping the name Neptune for the arabian city and I'm going to split it in half: Neptune's Ruins and New Neptune. The names for the akaviri villages are yet to be found.
  15. I have already created the landmass :'( I don't know if it's possible to move it. It probably conflicts with Tamriel Rebuilt *Edit: Found it http://projectmanager.f2s.com/morrowind/TESfaith.html I hope it doesn't screw anything
  16. I just started it so the name can be changed, absolutely. I'm actually terrible with names, I can tell you endless stories of endless characters, describe you endless worlds, create and bend any plot with all the passion I have but when I have to name my stuff I just... can't. I actually had a cd of Jimi Hendrix close to my computer and the name happened. I even had in mind to add a Foxy Lady to the akaviri village and add a Purple Haze named plant hahaha To quickly answer your questions: The desert is not that far from Tel Aruhn. Obviously it is completely not-lore-friendly, the meshes of Neptune are from a modders resource I found that adds an arabian temple and houses not that different from the houses in Balmora. Both the akaviri village and Neptune are old colonies habitated by people from Vvanderfell (so Dunmers with a small percentage of outsiders). Neptune is an ancient city, the rest of an even larger colony that left the place in ruin and got populated by dunmers, in fact it is not going to lack some newer dunmer architecture. The akaviri villages instead are "newly" made, it houses nomads of any age that under the instructions of this "Foxy Lady" settled around the lake and closed the entrance of the underwater dungeon to any outsider. With generations her knowledge became the common knowledge of the village, creating a new generation of "akaviri". The second generation speaks to no one outside their villages and commerce with no one else - they eat different kinds of meat and fish, the ground is also very fertile around the lake. They worship the Foxy Lady, they fear what lurks inside the dungeon, their life is simple and yet they have many secrets. Neptune instead is based on commerce, it mainly exports Guars, fish and promises a new land to conquiste, a good place for riches to pass the holidays, a strong ground for thieves of any kind and frilly politics. Apart from that the desert is hard to conquiste and you'll find only strong and stubborn nomads settling near oasis or islands. The real and original habitants of the desert though are goblins but it's not going to lack a new forgotten god with many pilgrims risking their life just to prove it exists
  17. The lake is indeed a great blue hole and it is connected to a river. I completed the shape of it already, I just have to add the dungeon at the bottom, water creatures in the deep of it and ships/japanese clutters over it. I have no idea how the light works so deep though, I am kinda inclined to add floating lights in the form of globes leading to the dungeon entrance, so the player will not get lost while fighting giant slaughterfish
  18. You are probably right on scripting, adding details and fully understand what I can do with the tools I have. Finish the shape of the landmass though is just a matter of doing chores, I can easily do that. For the cities I have all I need but I will probably spend some time finishing them, since I have no idea about which npc and quest to add, for a start I'll just sketch them. I know this is my first mod but I want to share the best material possible, I am a perfectionist. First of all though I want to create a land I enjoy to play myself. This is also the reason I'm so excited to finish: I want to play the hell out of it. Anyway, any help is really appreciated, tell me what you'd like to see in it. Talking about the mod is half the work, ideas are the first step when creating anything
  19. I fear that If I start working on something else I'll quickly forget about this. The landmass is indeed huge already and it is going to take a lot of time adding details but a good 90รข is made of desert. I want to add the textures, the 3 cities and finish the map at least. It is going to take me a couple of weeks at max. Adding interiors, dungeons and npcs is going to take a lot though I already found all the textures and models I need in modders resources. I'm highly motivated, afterall I LOVE deserts
  20. I recently started working on a huge mod but I know no one that play this game and I need someone to morally support me. I started working on it 3 days ago, I worked full time on it and I barely have the idea of the layout of the mainland, nothing else. Being alone it is probably going to take me the next four months working on it everyday to complete it but I'm not going to leave because I love what I'm doing. Just to give you an idea of the mod I'll describe it: It's called Valleys of Neptune, it adds a huuuuuge desert east of Vvanderfell (I'll add NoM as a prerequisite so I'll laugh while your character dies of thirst in the middle of nothing), a really deeeeeep lake (which hides a huge dwemer dungeon at the bottom of it full of scary and strong stuff. It is probably so deep I'll have to add a water breathing potions merchant somewhere), a bunch of akaviri villages around and over the lake, a large city with arabic architecture called Neptune close to the coast when arriving from Vvanderfell, a long mountain chain full of desert wolves, evil orcs and goblins slavers, many little islands full of treasures, no fast travel method: You'll have to walk or download a Guar mount mod, it's full of Guars, 3 players homes: One in Neptune, another on a ship over the lake and the last in a cozy little house in the middle of nowhere and last but not least a bikini for better bodies (Which I've already created... well, in part) That's it for now. It is going to take me mooonths, just think about it: I worked on it 3 days and I still have to add dunes to my almost infinite desert. The scary part will be adding textures I suppose. The truth is that I'm a noob at modding and this is my first mod. Give me good vibes <3
  21. Now that I found out how to modify any animation in morrowind I want to make this game great again modding the forgotten part of it: Idles. I know importing vanilla stuff is illegal, I don't want to do that. I want to import custom animations or ask modders from other games if I can import their work. I'm not a criminal scum Anyway... back at the point of the thread. How can I import animation from... let's say Oblivion? Which tools do I need to use? Using google I only find people repeating that vanilla stuff is illegal but they give no advices on how to convert custom animations. That's why I am here, I need a guide.
  22. So.. the original modder saw my message but didn't reply. As long I don't personally modify the animation I can't share it :sad: Maybe it's a good excuse to get into Blender *edit: Nevermind *edit2: http://www.nexusmods.com/morrowind/mods/44859/? it's dangerous to go alone! Take this.
  23. I DID IT! I split the file into a single one handed replacer. I'm going to ask to the creator if I can share the love
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