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Deleted43573962User

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Posts posted by Deleted43573962User

  1. Hello. I no longer have time do modding without getting paid for it. I can get help with games and modding elsewhere.

     

    I need this account deleted. This old email address will be expiring soon, due no usage.

     

    I will be proceeding with my Morrowind mod(s) at some later date, just for my own fun. FYI...

     

     

    Thanks to the website owners.

     

     

  2. Is there a way or a MOD allowing crafting/buying jump beacons so players can use them ?

     

    It would save a lot of time for my ships to travel. Once in the same sector as the destination target, my ship tends to travel at a rather slow speed compared to when they cross sectors.

     

    It seems there is no modders left on here. :(

     

    It's an object, new clusters from the modding guide? I'm doing a crash course in modding. If I learn anything more, I'll post on here.

  3. I'm stuck on 'acquire engineer'. I hired an engineer and did it again. I have one at a console onboard ship. The other is in a cabin. I can't get them to the other ship. I can't find any command to do this. I'v been stuck for 3 days.

     

    Need help. :huh:

     

    I'v not added any new ships. I'v done a few upgrades to my ship. Done 2[dot]5 million in trade deals. Found a place a with a 64% markup.

     

     

  4. I have 95% resistance to fire. I have 550 hit points. The flames kill my character in a second. This makes no sense. How to alter the mod to take this into account?

     

    The mod says to reach the water to avoid the flames. You can't do that! It's impossible. I have 100 speed+ This makes no sense. How do I 1/2 or 3/4 the flame speed so you can reach the water?

     

     

  5.  

     

    Right now don't know a thing about travel. For now, just a simple quest, grab this or that.

    I don't ask you to make your NPC's travel. I just inform you you nedd to give your merchant NPC's a travel AI so they offer services.

     

    The tutorials about scripting should help you making quests.

     

     

    Based on the reactions to my current mods for morrowind. No positives for such handy mods. Forget it, I'm keeping my best stuff to myself. If anyone else wants to make it, go ahead. I'll make this mod and not upload it. They warned me not to bother with uploading anything. I should have listened.

     

    The trick will be to get the damage and bow strength required ratio right.

     

    How much should vanilla bows require?

  6. 2017/12/20 08:25:47 [004F3313] [ DEBUG ] Expression Error: SYNTAX


    2017/12/20 08:25:47 [00516FA5] [WARNING] Script 'BHCExpandedStartScript', line 206: failed to evaluate expression.

     

    Removing the script might delete important code. I have to do it the hard way. The syntax error shouldn't be too hard to fix.

  7. I have message logger working. However, I'v had CTD's, but no error show up in the log. These are most of the lines I could find.

     

     

     

    2017/12/20 08:25:31 [004FC335] [WARNING] Script 'KOTNRPortcullisSwitchMainScript' in file 'Knights - Revelation.esp' has not been compiled.

    2017/12/20 08:25:31 [004FC335] [WARNING] Script '' in file 'Knights - Revelation.esp' has not been compiled.

    2017/12/20 08:25:31 [004FC335] [WARNING] Script 'KOTNRPortcullisSwitchInnerScript' in file 'Knights - Revelation.esp' has not been compiled.

    2017/12/20 08:25:31 [004FC335] [WARNING] Script '' in file 'Knights - Revelation.esp' has not been compiled.

    2017/12/20 08:25:31 [004FC335] [WARNING] Script 'KOTNRPrayerMatScript' in file 'Knights - Revelation.esp' has not been compiled.

    2017/12/20 08:25:31 [004FC335] [WARNING] Script 'KOTNRPortcullisSwitchOuterScript' in file 'Knights - Revelation.esp' has not been compiled.

    2017/12/20 08:25:31 [004FC335] [WARNING] Script '' in file 'Knights - Revelation.esp' has not been compiled.

     

    I tried compiling one, but got missing reference. How can it run without being compiled?

     

    2017/12/20 08:25:46 [0051714E] [WARNING] Script 'KR3MannequinScript', line 8: Function 'StopMagicShaderVisuals' requires a reference. (50 lines+)

    017/12/20 08:25:47 [0050A2C4] [WARNING] Disable is being called on reference 1F00500F DeactivateTragicMagesGuildAccident1 in script 1F007514 BHCExpandedStartScript even though it has an enable state parent. This is not valid behavior and will be ignored. More similar to it.

     

    2017/12/20 08:25:47 [004F3313] [ DEBUG ] Expression Error: SYNTAX
    2017/12/20 08:25:47 [00516FA5] [WARNING] Script 'BHCExpandedStartScript', line 206: failed to evaluate expression.

    Coding, I have experience. Need help. Error happening before I installed BHC.

     

     

     

  8. It looks like a good beginning.

     

    Do you intend to make the staffs available through dialogues or bartering?

     

    If you intend to make it through barter you should give your NPC a custom travel schedule provided he's in a certain cell instead of using a marker. This avoids some troubles like with the idle-altering mods.

     

    There is a lockpick seller near talos plaza. A simple addition to his script and dialog gives you the paper referral after doing him a favor. Right now don't know a thing about travel. For now, just a simple quest, grab this or that.

     

    Where do I get a tutorial on quests?

     

    His magical experience tend to go spectacularly bad often, costs the mage's lots of money in damaged buildings. He was 'politely' asked do his experiments far away from the guild. The archmage hanibil traven looks the other way, since he produces cutting edge magical weapons and armor. 'You can't buy or find anything this powerful.' - Saren The emporer was aiding the mage's guild with costs. The royal guard might have a few of his upgrades soon.

  9. To avoid any conflict with another mod you should rather create a new NPC with unique dialogues plus custom staffs and enchantments.

     

    The quest where you choose your staff is MG08MagesStaff (UESP is your friend) so the staffs you can get probably have an editor ID starting with MG08.

    To know the related topics and scripts make a right-click -> use info.

    That's a good idea. So, I start with a NPC, just a simple addition and use the render view to add them. Arcane university should be a good space. Creating a wake, walk, sleep cycle is beyond my skills. I'll have them just wander around.

     

    They will exchange it, but your going to do them a favor, get the stuff he needs, and pay lots of money. I imagine most players are loaded, so 128k per staff is not unreasonable. Say one stone of each type, magic and weapon refill.

     

    Lore around this character will be the easy part. The coding will be a long process i'll start small.

  10. The first one is for seeing stuff like forts, ruins, buildings etc. in the distance (like how you can see the IC and White Gold Tower from pretty well anywhere). The second does similar but for the landscape (i.e. the actual ground you walk on).

     

    Two different things.

     

     

    https://forums.nexusmods.com/index.php?/topic/285214-best-lod-mod/

     

     

    https://www.nexusmods.com/oblivion/mods/42473

     

    This? So, one for landscape and one for buildings. OK.

  11. It's not hard to change.

    What are the names of menu scripts for the this quest?

     

    For those who already have a staff, I'll need to create a addition to remove the old staff and have the same script working to choose a new staff.

  12. I think I can do this one, if no one else does it first. Also, it makes no sense that you get 80pts staff and you can get an 80pts staff in random loot. They should be at 100pts dmg. Most command, frenzy, calm staffs stop working on leveled monsters after level 25 since staff only go up to level 25. All those types of staff will be 100pts staffs. It will still be the same cost.

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