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crippknottick

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About crippknottick

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    United States
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    With Myself
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    Legacy of Kain: Soul Reaver

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  1. I found the problem. Good news - it is not related to the mods we have installed. The player scale is the issue. If you have made the player a different size via console command (player.setscale XX.XX) getting stuck in 3rd person camera while encumbered happens. Set the scale back to 1.0 and all is good.
  2. I encountered this last night in Skyrim SE after I installed some animation mods (360 walking, FNIS, XPMSSE Skeleton). I removed the mods but still had the issue. When I get home from work tonight I will clean/delete all animation files and folders and see if the issue persists. Hopefully, it is not bound to my saved game.
  3. Though I cannot apply for the job from Florida, I am happy for anybody else to have the opportunity. Everybody needs a job. That you guys can offer a full-time job just shows how far the Nexus has come along all these years. I hope you find somebody and wish him/her and the Nexus success. :)
  4. Lol, the SI script is actually labeled doppelganger. Thanks Drake, this information will be most useful.
  5. I understand all the stuff about adding topics, packages, and what nots. I even figured to make the player clone part of another faction for dialog. Thing is I want to make this an automated scripted process that makes the player clone, get's whatever new reference ID is created, and add faction/packages/etc to the clone. I don't want any people that download it to use the console to make it work as to avoid immersion breaking. How can I detect the clone's reference ID via scripting?
  6. Thanks for updating that wiki. But is their simpler way of say determining whether it's safe for the player to sleep/wait via scripting? Basically, I am trying to detect the status of whether the player can sleep/wait as when the game prevents it due to "enemies nearby". And don't worry about stealing my idea. If anything when/if it can be figured out how to do this it should be documented somewhere online for reference material.
  7. I'm not quite following how this is supposed to work. For example: Reference.GetNthDetectedActor as stated in the wiki just caused errors when saving scripts. There isn't much more of an explaination anywhere even when googling. Maybe it's the wrong type of function that I need? If there was a way to detect when hostiles are around the way the game does when "You cannot sleep around enemies nearby" thing happens. Maybe there's a flag that is set somewhere and some function can return 1 or 0 if it's set? For now all I can see that will get me a similar result is GetNthDetectedActor, which doesn't seem to work (at least I must be doing something wrong?).
  8. So I am trying to make the whole player.CreateFullActorCopy work out as a companion. Question is, how do make the dialog work? Should I just add dialog options for the player itself, or would the clone not be the player anymore? Is there a way for me to get the reference id of the player clone, like some kind of GetLastReferenceMade or something?
  9. I'd like to butt-in on this topic since I really want to play Oblivion with a game pad. I'm curious though.... Fallout 3 is based on the Oblivion engine and supports XInput. Would it be possible to say, import the Oblivion data files over the Fallout 3 engine (keeping FO3's exe's and dll's in place)? Say I have both Fallout 3 and Oblivion (I do: see my Steam profile), and I were to delete all FO3's data files and replace them with Oblivion's, would this possibly work? It may require some more tweaking than just copy/delete/pasting files, but would it seem likely? I need some input on this.
  10. Everyone is gonna love me shouting at my game. "What are you doing?" "I'm shouting." "Well, duh. Why are you shouting? "So I can shout."
  11. I'm not sure what the Space Core is as I have never played any Valve games, but it reminded me of 343 Guilty Spark. Putting a request out for this. :teehee: Screen shots
  12. I may be wrong, but I think "b30GrassVS=" has something to do with vertex shader 3.0, or something.
  13. Here is a simple scripting tutorial. This will help you get the hang of scripting, which is where all the magic happens in mods. Open the Construction Set. Load just the "Oblivion.esm" file. Open the "Gameplay" menu on top of the application. Next, select "Edit Scripts". In the Script Editor window open the "Script" menu atop and select "New". Always start with a script name. The function for this is: scn Let's call this script, "Hello World". So the first line of your script will read: scn HelloWorld OK, there is now a name. You'll notice there is a drop down list to the upper right portion of the Script Editor window. This determines the script type. The types are: Object, Quest & Magic Effect. You'll be using the default Object type. Now what we want this quest to do is to display a message on the top-left of the screen that says "Hello World!" after 60 seconds. But first we'll have to declare some things called variables. Our variables will be Timer (for keeping track of time passed), and DoneOnce (for keeping track of how many times we execute our "Hello World!" message. Your code will now look like this: scn HelloWorld short DoneOnce float Timer Since we want this event to happen during game play we will want to begin our scripting in GameMode. Your code will now look like this: scn HelloWorld short DoneOnce float Timer Begin GameMode Alright, good. Now let's create a timer that counts to 60. In an Object script type the script runs pretty much always, all the time. So this makes it ideal for counting seconds that have passed by. To start the timer's 'ticking' or counting, we will add 1 second passed to our Timer variable every time the script is run which is pretty much every second. ALL SCRIPTS READ FROM TOP TO BOTTOM, REMEMBER THIS! Add this code to your script: scn HelloWorld short DoneOnce float Timer Begin GameMode set Timer to Timer + GetSecondsPassed Great! Now we can code in the stopping point of the timer, or the 60 seconds mark. DoneOnce is just a variable (we could of called pepperoni pizza, it doesn't matter what it is called) which will allow us to restrict the usage of the messaging code. We will code to that when Timer reaches 60 seconds, AND GetOnce is equal to only 0 (zero) the message code will display. Your code will look like this: scn HelloWorld short DoneOnce float Timer Begin GameMode set Timer to Timer + GetSecondsPassed if Timer >= 60 && DoneOnce == 0 message, "Hello World!" set DoneOnce to 1 endif end Once DoneOnce is set to 1 the 60 seconds trigger no longer works and our block ends with an "EndIf" and our script ends with an "End". Save your script, add it to the Player in the NPC editor, save your plugin, activate your plugin, then try it out. :)
  14. OK I have it showing up in the game, even holstered on my back just like a staff. But it doesn't equip. The player goes into a frenzy loop of trying to grab the weapon but never achieving. Tell me a little something about weapon. Is there some kind of node or bone to align the weapon with the hand in Blender?
  15. Slow down, Tiger. First, you'll need to learn how to use the construction set with confidence. But if you insist on learning new departments let's start with something simple, like re-texturing. Grab Oblivion Mod Manager if you don't already have it. http://www.tesnexus.com/downloads/file.php?id=2097 Open the OBMM. In the "Utilities" button menu select "BSA Browser". Browse to your "\Oblivion\Data\" folder and open up the "Oblivion - Textures - Compressed.bsa" file. Extract everything into a folder somewhere else other than your Oblivion installation folder. Do the same to the "Oblivion - Meshes.bsa" file. Next, grab a program called NifSkope. http://niftools.sourceforge.net/wiki/NifSkope Install NifSkope, then browse to the folder where you extracted the meshes. Open up some meshes in NifSkope. Branching off the tree view find the entry, "NiSourceTexture". Note where the texture is located. Now browse to the texture the model uses and open it with GIMP, Paint Shop Pro, Photoshop or whatever program you use that can edit .DDS files. Plugin filters are available free from here. http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Edit your texture, save, then see how it looks on the model in NifSkope. You can also assign new textures by editing the NiSourceTexture entry manually. Now copy the model with it's new texture, (be sure the name of the model and texture don't match default file names), into the appropriate folders in the "Oblivion\Data\" folder. Fire up the construction set and pick your 'new' model for an armor, weapon or whatever it is you edited. Voila, you just learned how to re-texture. Up next, scripting!
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