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PoodleSandwich2

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  1. Hi All!, I've spotted an issue with True Lights and Darkness, although the fault is not with the mod itself. The problem is that because it lowers the ambient lighting of many interior cells and the candles don't have glow maps in Morrowind, some candles in certain cells emit light but their flames are not visible. If you want to check this out for yourself, coc on over to "Dagon Fel, Sorkvild's Tower", and notice the light_com_lamp_02 's in the corner. Other candles in the room look ok but the flames for the standing lamps are invisible. I am using OpenMW 0.44 in case that matters. My question is, anyone know of a mod that adds glow maps to candle flames/candles? I tried doing this myself on that one mesh but could only get one flame to glow and nothing else, any advice (failing, "here, you need this mod") on how to do this myself would also be much appreciated. :smile: EDIT: What I've tried so far is setting the NiMaterialProperty "Emmisive Color" to white in nifskope, under everything that isn't "Tx_metal_iron_rusty.tga". And created a _g.dds version of Tx_wax_tan_03 and tx_firealpha01. Only 1 flame of the 3 glow, and the wax doesn't... very strange. Sorry this kind of goes into "Morrowind Construction set and modders", I thought about posting there too but know some people don't like double posting. Thanks.
  2. I want to affect all Cliff Racers, I will attach the script to the creatures themselves if that's the only way round it, I was just thinking that trying to do it via an external script would increase mod compatibility. Do underscores only work for unique things then?
  3. Hi All, I'm trying to use a script to mod the fight value of Cliff Racers depending on the time of day, I can make it work just fine for regular Cliff Racers but when I try to do it for Blighted or Diseased ones, it says "Line X function reference object "cliff racer_diseased" not found." I know you're supposed to use quotes for ID names with spaces or underscores so I am, like this: "cliff racer_diseased"->ModFight, 60 But still I get that error message when I try to save the script. Any ideas? Thanks.
  4. It sounds like the best bet is to go with a start script, thanks again for your help! :smile:
  5. I was thinking of "Gameplay / Edit Start Scripts... / Add Script" in the CS. I didn't know this was a thing that only works with Tribunal? I'm not too worried about that dependency but would doing it this way mean that players would have to start a new game for my version of Hospitality Papers to work? And could this be avoided by having some arbitrary thing (a line of dialogue, an invisible activator etc.) activate a script with 5 or 3 second tick that always checks if you are in House Telvanni? I get your point but I'd like to make it integrated and dependent on Player Character's actions rather than the Player's actions, better for new players and might also be more immersive for the Telvanni player starting a new game, going to Sadrith Mora as a lowly N'Wah for the first time, role-playing not knowing their way around etc. I definitely think that being expelled would lead you to needing Hospitality Papers again too. In terms of global vs local when it comes to other Telvanni settlments; I wasn't thinking so much of there being other settlements requiring Hospitality Papers, but more of the player going to the mainland and joining or being expelled there, then coming back to Sadrith Mora, but as I'm typing this now I'm thinking that would work fine the way you suggested, with invisible activators? If someone added a new interior to Sadrith Mora with a non-Telvanni merchant I may be in trouble that way though right? Thanks :)
  6. I believe that would only work for setting dialogue responses for if you were Telvanni? cyran0, thanks so much for the suggestion and the help with the scripting, that's great! :smile: I'm wondering, would a start script not work? As I'd have thought this would get round the issues with using an activator and potentially be compatible with other mods such as Tamriel Rebuilt?
  7. That is an option, although one I am trying to avoid. :D I would much rather have it that the dialogue topics don't show up at all for Telvanni members. Thanks for the suggestion though!
  8. Hi all, I am working on polishing up quorn's "Hospitality Papers" so that you can ask what they are and where to get them. Then people will give you directions. What I'm struggling with is finding a way to make dialogue topics/responses only appear if you are NOT a member of House Telvanni. This is easy if the NPC IS member but what if they're not? Function, Rank Requirement = 0 Doesn't seem to work. :( Any ideas? Thanks.
  9. Ok, so gave up on the Compatibility patch for Rebirth because I found out that standard Graphic Herbalism isn't even compatible with it. But I have been able to create a patch for Immersive Seyda Neen by DremoraLord98 using the method you described abot, thanks for that! Only thing I still can't figure out is how to delete just one REFR as opposed to all REFR references to an object type. e.g all of flora_bc_mushroom_01. That's what I did for ISN, then added back the ones that were supposed to be there (the mod had REFRences to vanilla mushrooms that were unchanged). That works fine for a smaller mod like ISN but would be a huge PITA for something bigger. Any way to delete a specific item instance? thanks.
  10. Thanks again abot, that sounds very useful, I read a lot of people say "use tes3cmd" when I was Googling all this but no one explain how so much appreciated, didn't know you could do so much with it. I will have a go and post on here with my results.
  11. Thanks leonardo2, downloaded and tried TESPCD but unfortunately seems to be the same as Enchanted Editor in that is shows everything but REFR records. (unless I'm missing something?) abot, thanks for the much needed sanity check... I am face palming so hard right now! :facepalm: I have not done it yet but I can't see why this wouldn't fix my problem with creating this particular patch. Seems so obvious now but this is why it's so helpful to have an outside perspective, I feel pretty stupid, thank you again! :) I am kinda glad I didn't figure this out before though or I might not have started this thread and I still think it would be very useful to know if there's a way to: As I feel like knowing how to do these things would be invaluable for modders...
  12. EDITED SOLVED (for future readers): How to delete a REFR type reference from an esp? - Download the Enchanted Editor (Link: http://mw.modhistory.com/download--1662) Can't promise that's the latest version but I'm sure it does the job, otherwise have a look around :). - Install and run the editor, open the esp - On the left hand side, look for where it says "Cells" and click to expand - Within "Cells" you'll find a list cells and within each cell, a list of things that have been changed or added. - Each REFR type reference is under NAME_NEXT - If you click the name of the cell, then on the right will appear a drop down list of everything that's been added or moved - Search through that list deleting the NAME_NEXT references for the objects you want to remove the reference to - Alternatively you can click through where it says NAME_NEXT on the left, checking what each one is and marking it for deletion, when you've marked everything, click "delete marked" on the right, which ever you find quicker. It could be a lengthy process but some might find having a GUI more user friendly than using Tes3cmd. I think TESAME might be able to do something similar but I can't speak from experience. Good luck! ORIGINAL QUESTION: Hi All, How do you delete REFR references from an esp file? Trying to make a compatibility patch for Morrowind Rebirth and Graphic Herbalism - No Glow by dejunai (edited to have correct color lights). Trouble is, this requires replacing all the newly added glowing flora CONTAINERS in Rebirth with No Glow LIGHTS. Seeing as Rebirth is an .esp I would need to either: - Find a way to delete every REFR of glowing flora added by Rebirth. (Can't be done under "Details..." and can't see how to do it with Enchanted Editor or MWEdit either??) - Find a way to allow 1 .esp to treat another .esp as though it were an .esm (Delete references from it when loaded underneath) if this were possible, think of the opportunities! According to Johanrosen (who uploaded Rebirth to the Nexus), converting and uploading Morrowind Rebirth as an .esm would create a lot of compatibility problems with other mods. I have spent nearly a day Googling and swearing, please, help?
  13. Hi all, just an inquiry to those more knowledgeable than myself; In the skill book "The Hope of the Redoran" http://en.uesp.net/wiki/Morrowind:The_Hope_of_the_Redoran it talks about Athyn Sarethi becoming old enough to take his seat in the council of House Redoran. It is said that his cousin and rival was born "many, many years ago" and that the Redguard Shardie taught Athyn the skills he needed to defeat his cousin in combat and take the council seat. In the game, Athyn Sarethi appears to be a very old man, and Shardie a young woman. Now I've heard that "black don't crack" but I have also heard that Dunmer live for hundreds of years... http://en.uesp.net/wiki/Morrowind:Athyn_Sarethi http://en.uesp.net/wiki/Morrowind:Shardie So I am wondering, at what age does one first become old enough to get a council seat in House Redoran? How quickly do Dark Elves first appear old? (do they appear to age as quickly as we do and then stop?) Is there something special about Shardie? Was this just an oversight on the developer's part? Working on a face replacer and wondering if I should change their respective faces, Shardie into an old woman and Athyn to a young man (and Varvur into a teen). I would check through dialogue to make sure there is no reference to Athyn being old unless you guys know otherwise? Thanks, PoodleSandwich.
  14. Thanks! I'll check him out. Don't worry... Fargoth's top of the list :tongue:
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