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Sazerra05

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Everything posted by Sazerra05

  1. Hey everyone! I'd like to know if there is a command to check if a map marker is found yet. Could anyone help me out with this? Thanks in advance, Sazerra05
  2. I have an E525 emachine laptop with 2gigs of RAM so expanding is not an option, but thanks anyways.
  3. Hey everyone! I'd like to know if there is any way for the CS not to crash during the usage of the landscape generators (like the arid and desert landscape generator)? It seems the program only crashes when I try to generate certain areas, but it is quite annoying. I already have CS:Extender, but it do not seem to help. Do you know of any ways to prevent the crashing? Thanks in advance, sazerra05
  4. I have another idea then, I'm not sure if it can be done, but I think something could be worked out. Firstly you'll need a quest script with a GameMode beginning. Also it'll need a reference variable called target and has to be set to GetSelf. Then you'll need another script on the bow (you'll have to add a scipt to all bows, just with a little difference) (You'll still need a global variable I suppose) and a global variable in it. This script should start with OnHitWith and the reference should be YourQuestName.target and in it you should add one to the global reference. Also you'll need another quest script which removes the previous item after X of the global reference and add a new one (which should still have this script on it). If you've done everything well it should work. Some notes: - You should add the script to all the bows you want to use and the stronger bows aswell. - I don't really know how the ingame enchantment works, as I've never tweaked with it, so I'm not sure if after enchanting the script would still work.
  5. I don't know about counting each attack (maybe there is one, others may know better), but you should look inside THIS tutorial. It works with sword, but I think it should work with a bow aswell.
  6. I think it may be possible through scripts, mostly using moveto and getcrosshairref; but with these the portals may only be placed on referenced objects I think.
  7. Alright, thanks, then I'll have to make it like this. + :thumbsup: given, and thank you.
  8. Hey everyone! I have a serious question, that I had for long time, but it became so annoying nowdays, that I tought I will finally ask it. So here it is: Is there any way to make the whole render window one part. I mean, when I change regions the oher region does not disappear. It is quite annoying that if I place an object a little bit further away, it goes to the other region, making the other stuff stay in the previous region, then I have to go back to that region again and so on. I'd appreciate any help; Thanks in advance, Sazerra05
  9. Not sure, but you could set an esp as a masterfile aswell, using CS extender.
  10. I think the problem with this is, that even if you write a book, as I think how the mod could be made, it will get a random ref name. And so, as it is a random name, you can't refer to it in any script so making it impossible to use, but this may only be my tought. :confused:
  11. Thank, you very much. I'm going to write to the author of the mod, and also check the readme as you said. Also I'll look more deeply in how the meshes look like in Oblivion and how should I change the Morrowind resource ones. So thanks all who helped me. The topic may be locked now.
  12. Nah, I'm planning on using this: http://tes.nexusmods.com/downloads/file.php?id=1116 I can't seem to find its author but it's said that: "You can modify the models and also retexture them. It's also OK to modify the models for use in Oblivion." But I can't convert it. Of course I wouldn't use resources I'm not authorized to use.
  13. So, I've found Morroblivion converter, but it only works with Morrowind installed. Is there any way around?
  14. Thank you very much. I did not know about this command. This helped a lot, really! +1 :thumbsup: given.
  15. EDIT: I am so stupid. :facepalm: I just noticed that it is Morrowind resource. Any ideas how to convert it to Oblivion? Also but my first question is still there, any ideas about that one?
  16. Thank you very much. This had helped a lot. The only problem I have, that when I put the imported meshes into the render window, they appear as missing meshes. Is that normal? Anyways + :thumbsup: EDIT: Tried another resource pack and it does just work fine. So could that mean that this: http://tes.nexusmods.com/downloads/file.php?id=1116 pack is corrupted?
  17. Hey everyone, it's me again with a new question (I still ask this question aswell, but another one came to my mind.): Is there any way to quickly import meshes and textures to CS? As I want to add some resources, but it takes really...really long to add one-by-one. So can you help me with this aswell? Thanks in advance, Sazerra05
  18. This looks really massive and complex. It must have taken a long time to reach a stage like this. Good luck and I await the final release. (As I don't have too much free time nowdays, I can't test, sadly) But, I hope everybody else will love it just like I do. :thumbsup:
  19. Hey everybody! I would need some help with a script. I'm trying to check what type of armor do my character wear, but I can't really find any commands that would return what armor do I wear. (I found GetArmorType, but I need a reference for it :confused: ) So if anyone can help me out, I'd be most glad. Thanks in advance, sazerra05
  20. Thanks for the help, but I've actually solved it another way around, with a menu showing up at the start of the game, where you can select your class. Anyways, thanks for the help, +1
  21. So this obse command "getclass" returns what your class is or a number?
  22. Hey everyone! I would like to have a question. How can I check what my class is and then use it in a script? I would like to check my class and give items based on that, but I have no idea how to do it. Would this work? : [codescriptname Class01 ref playerclass Begin GameMode set playerclass to player.GetClass if playerclass == warrior endif end][/code] I don't think so, but who knows :psyduck: Thanks in advance, Saz
  23. sscn myLiftScript float curpos float endpos short vatorStatus begin onactivate player if vatorStatus == 0 set endpos to getpos z - 634 set vatorStatus to 3 message "Going Down!" elseif vatorStatus == 1 || vatorStatus == 3 message "The Lift is in motion!" elseif vatorStatus == 2 set endpos to getpos z + 634 set vatorStatus to 1 message "Going Up!" endif end begin gamemode if vatorStatus == 1 set curpos to getpos z if (curpos < endpos) ;MOVING LIFT UP set curpos to curpos + (GetSecondsPassed * 0.75) setpos z curpos else ;FINAL UP POSITION - SET EXACT Z set vatorStatus to 2 setpos z 2543 endif elseif vatorStatus == 3 set curpos to getpos z if (curpos > endpos) ;MOVING LIFT DOWN set curpos to curpos - (GetSecondsPassed * 0.75) setpos z curpos player.resetfalldamagetimer else ;FINAL DOWN POSITION - SET EXACT Z set vatorStatus to 0 setpos z 1909 endif endif end
  24. Greetings everyone! I'm pretty new to the forum, but not to Oblivion modding, I have some experience in that, as I have tried out many of the construction set's endless abilities to change the game to my face. But now, as I want to make a mod that I'm planning to release, I have faced a huge problem. In this mod, I want to overhaul almost the whole game, making a mostly linear story. But I've found no tutorials and no way to completely disable the tutorial dungeon and the main quest without errors. Could you help me out? Thanks in advance, Sazerra05
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