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cfh85

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Everything posted by cfh85

  1. the install directory can be a problem if Oblivion is loaded into the correct place. I should have fixed that problem my entering the install directory in to regedit, but that didn't work. Which is now I've inserted it directly into the shortcut, That fixed the problem of it not finding Oblivion. The problem I'm having now is that java wont launch the virtual machine
  2. also, another fun suggestion, create custom classes and use a script to add them to the NPCs to reduce conflicts. I still personally think add extra NPCs is always the best option. Have you ever played (vanilla) Oblivion and thought "geezy pete, there is too many nasty people attacking me"?
  3. I managed to fix that problem by inserting the Oblivion directory into the shortcut C:\ProgramData\Oracle\Java\javapath\javaw.exe -Xmx1024m - oblivion.install.path="C:\Games\steamapps\common\Oblivion" -jar "C:\Users\Tobias\Desktop\Oblivion Downloads\Tools\TES4Gecko 15.2\TES4Gecko.jar" however, I now get the message "could not create the java virtual machine" Java is fully up to date and running.
  4. Been a while since I've done any modding so I'm now having to get all the tools installed on my machine. Anyway, Gecko... I don't remember all this work with it. I keep getting the message Exception during program initialization java.io.IOException: Unable to locate Oblivion installation directory TES4Gecko.Main.main(Main.java:145) I have tried Spoiler Spoiler Spoiler No luck with any of these. I'm running windows 10 and have updated Java. Any suggestions would be most welcome.
  5. just a suggestion. You could always create your own classes and add new NPCs that use them. For example, the Black Bow Bandits, you could augment their numbers with extra NPCs using your new classes. If you were to do that, and them place them in a cell you create, moving them into location via script, that would probably eliminate any conflicts (if you intend to release your mods or play using others)
  6. I'm curious as to how hard it would be to change it to work on creatures. I suspect very easily. The one issue that I'm unsure about is related to respawning creatures (and NPCs). Changes made to the creature could be made to the base object - it may no longer respawn - it's behavior could be different. A (terrible) way around this is cloning, which causes save game bloat. I think it would be awesome (and easy if not for respawning) to include creatures into my mod. Tame is essentially the same as enslave. As the mod (concept) stands it would involve fights between NPC slaves and creatures, though an option to use creatures vs creatures from leveled lists would probably be easy enough.
  7. I've seen that mod. I was hoping to create it directly into my mod without requiring extra mods to be installed. Thinking now I'll be making it a requirement for just the mana pool bar, otherwise you'd have to wing it on how much you've got. Things are a little on hold at the moment anyway. Need a mouse as my laptop mouse pad isn't working with the render window. Got to get the mod to a stage where I can test the scripts are working before I start to worry about visuals and such
  8. Is the target ref a persistent reference? Is 0gRatRef01 the base Id or the Id of that specific ingame instance (can't remember the correct lingo) Suspect the issue may lay with either of these two points
  9. I'm working on a slave mod. Open to suggestions, though it won't involve any new poses/animations. http://forums.nexusmods.com/index.php?/topic/2659539-the-slave-arena/
  10. I'm open to all sort of suggestions. A bareknuckled option would be cool. There won't be any options to equip any slaves or yourself. You will however be able to add equipment and spells to the pool (and remove what YOU have added). The more you add of each item (except arrows) the more likely they'll show up. You will be able to take part in the fights. I'll offer a lot of options. In a team, 1 on 1, vs a team, in a tournament... You still wont be able to choose equipment or spells or abilities. You will be able to hand pick the slaves you fight, except in the tournaments. If you fight you will need to come to terms with this idea - You WILL lose. Maybe a few times you'll win. Eventually (maybe more often than you'd like) you will lose. The PC's health will be massively boosted to prevent death (once your health has reached the amount you were boosted by you will have lost). I think I'll make it so that each time you visit you can choose the pace. Don't forget if you're not that interested in watching you can either not watch or only watch the shorter events (days with multiple formats will have multiple ticket options)
  11. I'm starting work on a Slave/Arena mod. One of the options will be for the player to fight the slaves. The usual format for the slaves is to fight to the death, then another NPC will come and resurrect the dead. Obviously this isn't an option for the player. Is there any 100% fool proof way to stop the PC from dying? The most reliable method I can think of is to add 1000 (for example) health to the PC. Then if his health reaches 1000 he's lost! Not my preferred method. OBSE PreventPlayDeath? Also, I will be needing advice on how to remove spells and abilities, but remember them for later. I will need to do it for upto 50 NPCs plus the PC
  12. The Sundas tournaments will use either 16 or 32 slaves (all other days will require 25 or less). 25 will be added in the mod, so you only need to add another 9 for the larger. With a max of 50 slaves. However, you can buy slaves from there (so long as the total remains 25-50) so you can free some. Also, you will be able to sell bodies :D. Say you just killed Mannimorco. Tag him for collection and get paid for the body! (The slavers can resurrect NPCs, otherwise they'd run out of slaves) Dead bodies will earn you less. I don't think it will work will respawning characters. Either they're just respawn, no longer slaves, or they won't carry on doing their jobs. Either one is a fail. Creating a copy isn't any good either, creates save game bloat. I think the best option will be to allow you to tag bodies for (magical) collection. Another point to make is to do with their semi-random leveling. Each time you go to the arena their levels will be adjusted. The will randomly be set to between + or - 10 the PC level, plus 1 for every five fights they've won, upto +20. It will constantly change to reflect the nature of their lives. No regular nourishment, training or rest. Sometimes they thrive, sometimes not. When purchasing the slaves their value will be changed depending on their level. As to your suggestion. I'm not sure of any worthwhile prizes AND, given that you will have a limit of hiring out 5 of your slaves (you get regular money for hired slaves, one off for selling) the likely hood of yours winning 3 in a row is slim. Though I am willing to offer prizes worthy of a slave owning sadist! The true nature of this mod is the spectacle. It will be designed to create unpredictable fights. The NPCs abilities, gear and buffs might not even remotely match up. A mage could end up in heavy armour, with a mace and fortify agility. It will be completely random. Don't see the 50 as an aim, it's a limit. Sell the NPCs you want to see suffer! 1 final question for this post, what would you rather see, rubbish armour and good weapons/spells (quicker fights), good armour and rubbish weapons/spells (slower fights) or balanced? Perhaps change it for different formats?
  13. Ever wanted a slave? Ever want to sell or rent your slave to the slave arena? Ever wanted to see a slave tournament? The slave arena will allow you to capture slaves, which you can enter into tournaments with up to 34 slaves. Fights will be completely random. Each randomly selected slave (from a pool of up to 50) Will fight in the first stage, with winners moving onto the next. Only 2 fight at a time until one is crowned champion - for today! Tomorrow will be another tournament, then another... The slaves Will be given random equipment and maybe spells, regardless of class. Some will be fortified, others handicapped. All random. I know people consider slaves to be lore breaking, but that's only if it isn't kept secret! I'm going to make a start on the scripting and character creation tonight. Any options people would like to see? Suggestions on which NPCs would be good templates? Which NPCs do you think would secretly be a spectator/owner? I can't wait to capture and lead the adoring fan there! Schedule Mordas - closed. Private matches can be arranged vs PC Tirdas - 4 teams of 4 + 2 * 2 vs 2 Middas - 3 teams of 5 + 3 vs 3 Turdays - 2 teams of 8 + 3 teams of 3 Fredas - PC chooses format and can select participants Loredas - Tournament of 8 teams of 3 + Free for all with upto 16 remaining slaves Sundas - Tournament (34 if enough slaves, min 16) + Free for all with upto 16 remaining slaves
  14. The Doomstones have individual NIFs. I'm pretty sure Doomstones and Heaven Stones are just different names for the same thing? The one's I want to edit are in vanilla Oblivion (the ones that provide the Star Sign bonus'). I can't edit them in game via scripts because I need them to be persistent in my mod for the Scrips to save. I want to use GetDistance, which only works on persistent references. I suspect I can use an array to check the surrounding cells for the stones?
  15. put a script on the key. Something simple like Begin OnAdd Player <--- specifying player stops it from possibly being triggered by NPCs Player.SetFactionRank FACTIONNAME, 0 End Should work as long as you don't include a gamemode block
  16. I ideally need to make a minor change to the Birthsign Doomstones (Just marking them as persistent) as part of a quest to gain new abilities. Could anyone shine light on whether this would conflict with other mods affecting them? Or, alternatively, any suggestions on how to check the distance from them if they're not persistent?
  17. Basically, I have no idea of how to use MenuQue. Only just found out about it. Wish I had the time to learn all about it, but sadly I don't. Anyway, could someone point me in the right direction on how to create a new status bar? My mod will be using a separate Mana pool for some spells. The pool is easy enough to create and use but, I could do with a bar to show to level of the Mana pool Any help would be massively appreciated Thanks CFH85
  18. This is going to be a list of spells and abilities, in the order they can be obtained. Not all spells/abilities will require all previous spells to be learnt. This is just a rough guide. Input welcome*Work In Progress*Colour code - Red. Taught, instantly learnt; Blue. Taught, gradually learnt; Orange. Learnt from using pre-requiste skill; Purple. Quest, reward; Yellow. Quest, learnt.Items tabbed forward have pre-requistes, being the item before them. Re-align Dark Welklyn Stones - Stones will attack PC enemies until spell runs outTurn Ethereal - Will be unable to be hurt or hurt others. Will be invisible and silentTeleport to Target - Teleport to targeted areaLock - Locks door until spell runs outDisarm Weapon Target - Target will drop equipped weapon. Must pass criteria PC vs Target Disarm Weapon AoEDisarm Weapon Wave​Force Push Target - Target will be push away. Distance varies depending on criteria PC vs Target Force Push AoEForce Push WaveBlind Target - Target will be made blind. Duration varies depending on criteria PC vs TargetBlind AoEBlind WaveSummon Portal To Arpen Ageasel (Noble Hall of Wisdom) - Opens portal to new Oblivion realm with PC abode. NPCs can followSend to Chest - Transports items from inventory to chest in new PC abodeTake prisoners/subdue spell - Allows you to take prisoners. Limited companion commands. Must pass criteria PC vs TargetAttribute drain ritual - Place prisoners in cells an perform ritual to drain power to PC. Effect wears offAlignment Seal - Fixed number of uses. Permanently seals a door based on PC alignment vs NPC alignmentFaction Seal - Fixed number of uses. Permanently seals a door based on factionMagic Diseases -Custom Summon - Limited number of uses. Summon will be loyal, level with PC and respawn. Target must pass criteria PC vs TargetSummon Anything - Summon anything in it's current state and disposition. Must pass criteria PC vs TargetTeleport to Pre Set Target - Set destination and teleport to it later. Can return to last "teleported from" locationSteal from unconscious NPCs - seriously, can't rob unconscious people? Will never failRevive Target - Targets disposition will change depending on friendly or not. Willpower of enemies will be worn down after repeated use, turning them into a weaken companion of limited useThe Art of Materia (needs new name) - Use a limited number of "materia" to augment your PC. Racial abilities Materia - Creates a racial ability materia when killing an NPCBirthsign Materia - Creates a Birthsign materia when killing an NPCRemove Clothing/ Weapons Target - All apparel and weapons will be removed. Must pass criteria PC vs TargetRemove Clothing/ Weapons AoEUnconsciousness Target - Target will be set to unconscious. Target wont know who done it. Must pass criteria PC vs TargetUnconsciousness AoELink Life Force - Limited number of uses. Connects NPCs lifeforce to the PC (can't die)Stop all combat - Ends all combat. Must pass criteria (strongest) NPC vs PCReanimate Dead Creatures Target - Reanimates dead non-NPCs for limited time. Must pass criteria PC vs TargetReanimate Dead Creatures AoEFrankenstein Project - Create a completely new creature. The model will be from a dead NPC.Grow NPC - Increase the size of NPC and alter various stats. Must pass criteria PC vs TargetShrink NPC - Decrease the size of NPC and alter various stats. Must pass criteria PC vs TargetFaction Illusion - For a limited time appear to others as being a member of a faction. No need to change apparelCorrupt Wayshrines - Corrupt Wayshrines as part of a powerful ritual
  19. General idea for the Wizard, Sorcalmo Old. Truly very oldStarts out seeming a bit like a goodish/neutral fellowOver time seems more evilTowards the end his more evil seeming actions will start to reveal they are for the greater goodTragic pastOnly known surviving member of an ancient orderI'm thinking that his past will be revealed very slowly. He will be responsible for teaching the PC many new things. Some will be directly taught, though they wont be instantly learnt (not sure how I'll implement it), some will be taught through quests and others will be rewards. I would very much appreciate if someone can create a lore friendly biography. I have a basic bio to work from. I could come up with a sub par background, but I'd rather someone with more talent help out and I can focus on creating the mod and scripts. What I have so far Sorcalmo was a male Altmer, born 1E 1451.He was recruited to the Ardarume Order (named after the founding priestess) in 1E 1573, by Volanare. Volanare was over 700 years old at the time.The Ardarume was founded around 1E 500. An order of Altmer dedicated to Elvish magical supremacy.Sorcalmo met his wife, a Bosmer called Gildii, in 2E 370. He kept her secret from his order and extended her life using magic learnt from The Ardarume.In 2E 753, Volanare discovered Sorcalmo's wife. The Ardarume Order, outraged at Sorcalmos betrayal, murdered Gildii and attemped to do the same to Sorcalmos.For the next 600 years Sorcalmo fought the Ardarume until they were all dead.For a century Sorcalmo meditated. During this time he came to realise that no race belonged above others.He spent the rest of his time learning new skills, improving his magic. From the shadows he guided others to great deeds.
  20. About to start developing a new magic mod, The Old Wizard. Some important points: it will contain no meshes or textures - everything used will be from vanilla oblivion; it will make little/no changes to the enviroment; it must be balanced at all stages of the game; new spells/abilities will be learnt slowly; no generic spells (fire, ice etc). The mod will revolve around The Old Wizard who will teach the PC new spells and abilities. I'm asking for suggestions for the spells, the order they are taught and balancing factors for them. Spell ideas so far: Summon Anything - you select the target and it will be summoned to you, but it might be dead, hostile etc. no changes made to the target. Custom Summon - limited number of summons can be created (save game bloat). You will have to pass a test to select summon (stop you selecting something uber strong too early. Summon will then be loyal and level with PC. Revive Target - thinking of having it make non hostile NPCs friendlier and hostile NPCs get more hostil but slowly bend to your will Summon Portal - New Realm of Oblivion/player abode. NPCs will be able to follow, including hostile NPCs Teleport to Target - teleport to target within LOS Teleport to Pre Set Target - Teleport to pre set target. Force Push Target - Causes aggression but no damage. Depending on Target vs PC the target may not move or go flying Force Push AoE - As above, except it targets hostile NPCs surrounding the PC. Possibly a Greater power Other ideas floating about in my head; Turn ethereal - does this already exist (been away a while) So, at this stage I would like any suggestions for spells or abilities, including details of how to keep them balanced, and suggestions for how to balance the spells already put forward Note - I tried flight before, caused a great amount of frustration and anger so I wont be trying a flight spell Looking forward to any input, CFH85 Edit Some extra ideas Take prisoners/subdue spellPrison where PC can drain attributes from captured NPCs. Something where over time the effect wears off and you need to perform the ritual againSomething similar to FF7 materia system. Many types of materia (need a more ES name for it) but only a limited amount can be used. Some level, others staticMaybe a magic disease that can infect NPCs and spread - what does the disease do? What causes it to spread?Make a few NPCs life connected to yours - they cannot die unless you do. Limits to this? Other effects?Blind target and blind AoEStop all combatMaybe connected to materia, when you kill a NPC (in a specific way) you gain a materia for either their racial abilities or birthsignReanimate Dead Creatures - Target and AoE version. Creatures will be loyal to PC and on a time limitSecond magic pool to power some or all new spells. Some rewards to increase the size and refill rate of poolPrisoners have their resolve broken down until they can be used as companions in limited capacityUse a corpse to create a new being - personality will be changed and abilities will be customized​Train an apprentice. Eventually becoming an extremely powerful allySpell to change Dark Welkynd Stones into friendly versions that target enemiesSpell to lock door for a limited timeAbility to transport items to chest in new abodeSpell to temporarily appear in factionMake better use of Welkynd and Varla StonesUse fame and infamy (total values of each and ratio to each other) to change availability and effects of some spellsCorrupt WayshrinesChange the weatherSome spells affected by the weatherSome spells affected by the time of day/monthAlignment Seal - Seals doors based on PC alignment. Only those with the same alignment can pass. Limited, permanent usesSpell to steal any items from unconscious people. Items will be marked as stolen. Wont failDisarm WeaponsSomething involving the one ring and rings of powerMake better use of Sigil stones
  21. output functions? I had a look on the wiki about debug, but I don't think I can find anything that would help
  22. Now I've got it to add the key when it should however, after it's successfully added the a key once, the next time I ask the NPC to forge a key it just immediately adds the previous one, whilst my crosshair is still pointing at the NPC
  23. the first one is to 'forge' keys for doors. It's an ability added to an NPC through dialogue. The PC then gets a door in it's cross hairs and if it has a key the NPC should produce a message either saying they can or can't forge it. In the even they can the key is added to the NPC's inventory. This isn't the final version of the script as that has extra checks, but I have tried this version. As far as the problem I just don't know why it doesn't work. It just seems to do nothing
  24. I'm looking for suggestions for class based abilities. The first 3 are for deadra worshippers, so they should relate to towards the Deadric Princes. 1 is evil, 1 neutral and 1 good. The final 3 are for agents (archer, melee and magic) and I would prefer that their abilities were not combat orientated, but instead useful to the PC during their adventuring. All suggestions are welcome, even if you don't think it can be done. As soon as these are completed I will be releasing my next update.
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