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Posts posted by LoginToDownload
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That's a good idea. And maybe enlarge it a bit, then.
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You might consider shrinking it down a smidgen vastly. Also, does Gimp have any way of getting rid of fringes on pasted images?
Aside from that, quite cool. I like it.
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Actually, it's been done.But it's a good idea for a mod though.
Has anyone legitimately played for over an in-game year?and does anyone else think that nobody aging (idk how to spell that... age-ing) is weird? you could play forever and you'd still be young (or old, if you like to play that way...) -
Given the simplicity of the dialogue system, I'd say something like that would be kinda weird in Vanilla Oblivion's state.
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That depends on how you look at it. You could need flying creatures, spell like abilities, faction memberships, etc. I suppose it depends whether they do more or less than humanoids.
But trolls have all the basics, and not much more.
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Depends on the NPC, I think. Not everyone has the same AI schedule.
Do you have any mods that might be interfering? Which NPCs have you tried it with?
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The Mages Guild will kick you out if you kill a member without being witnessed too, but that doesn't sound like what happened. I'm not really sure how they could lose their service options, though.
What time is it? They often don't offer services at nighttime or during meals. Which members won't offer services? Do the options simply not appear, or are they actively denying you them?
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It should be possible, but the less "humanoid" your subject, the more scripting it will take. How do trolls differ more from humanoids than the average creature?
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Now I'm curious; what's everyone's problem with Steam? It's always worked swimmingly for me.
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I don't know about any that do it automatically, but you can do it manually with Remove Evidence.
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I think you want "Set GameHour to X", where X is between 1 and 24. Note that this can be used to go back in time, so if you want to skip ahead 23 hours, or someting else that would have GameHour loop over, you'd instead want to use something like "Set GameHour to GameHour + 23".
Alternatively, SetPCSleepHours (hours) essentially makes the player wait in GameMode for the time specified.
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Actually, that's probably a callback to Morrowind and Daggerfall where they had three lives.
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I think Jaosals has the right of it. Spriggans use powers instead of spells, which aren't affected by Silence.
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Fore the time being I've got plenty of spare time, though I'm not sure how long that will last once I figure out what the written assignments look like. It seems a safe bet that I'll be able to spend an hour or two a day, though. I'd be glad to help.
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Curse of Hircine is still basically humanoid. Werewolf mods are really just a suit given to the player; actors still move like ordinary humanoids.Curse of Hircine.You were saying?
However, polymorphing is still very possible. Generally done by making the player invincible and invulnerable, putting a creature in front of them and having the creature respond to the player's controls via scripting. It can be seen in Polymorph Self (Abandoned and WIP, but still working smoothly) and Terran Vampires.
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I can't really explain that one. If it's always exactly 1 less than the previous health you can just add 1 to OldHealth, but that's even assuming your example was using real numbers. I'd take a closer look, but need to go to sleep and doubt I'd find anything. If you wanted to do some serious debugging, you could make a new variable called PlayerHealth, set it to player.GetAV health right after setting OldHealth, and right after that add the following line:
messagebox "DEBUG: the player's old health was %.1f, and the hit reduced it to %.1f.", OldHealth, PlayerHealth
Playtesting, whenever, shouldn't damage the mod at all. It could cause some inconsistencies if you've saved with the mod enabled and since required more things to happen when it's initialized, but I can't imagine that's the case.
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Healthmod line should go right before the ModAV2 line. You're allowed all basic math functions when setting variables and using if-loops (+, -, *, /), and can access more complex stuff using OBSE.I know that the modAV2 line goes in the "OnHit" block, but where should the healthmod line go? -
My pleasure. Best of luck with the project.
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Looks like the problem is that, instead of setting to the player's health to its older version, you're adding the player's old health to its new health. So if the player had 70 health and had it reduced to 50 in a hit, the parry would add 70 to 50 and you'd get 120. Try making it something like...
set HealthMod to OldHealth - player.GetAV Health ;HealthMod is a new variable
player.ModAV2 health HealthMod
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I can only assume the comments were messed up somehow. Delete everything that comes after a semicolon.
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Mind if I see the new script?
Help please.
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