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kastano

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Everything posted by kastano

  1. its the colission of the object you have to have a 3d modeling program like blender to change the colission (proper way)or you can propably make it with nifscope
  2. Hallo ,its been a year since i last visited oblivion ,so i ve forget most about modding first question there are three kind of scripts Quest - object - magic So you propably need a quest script -so make a new quest in the cs and atouch the script second question dont mess with global variables .you can do your work with local they are stored in the savegame.again a quest script is needed set myquest.varkill to myquest.varkill + 1 varkill is a var declared at myquest quest scrpt i hope i helped
  3. the file had the following problems 1 .it seems that the author edited multiple cells besides vilverin (by mistake -nothing changes) - did nothing 2 i made the corpse a quest item and a percistentref so it dont dissapear but propably stay there forever 3 i change the texture path of the gloves nif so it want be invisible 4 the robe has no body so it want look good when you wear it alone - i think its wrong from the author - he should released it as one piece and not multiple parts 5 i made the file a bsa - so you have to delete the WarhammerWPArmor folder from your data /meshes folder remember to begin with a clean save file inform me from other issues - i didnt spent much time on this EDIT I made an acount here http://www.mediafire.com/download/3386bain0qx45s6/WarriorPriestSet.rar
  4. http://www.nexusmods.com/oblivion/mods/21498/?
  5. http://www.nexusmods.com/oblivion/mods/27746/? just a suggestion ,i ve never used it
  6. Actually i ve never used it .But As far i can tell you want to change the effects of a spell - if you open the cs -magic effects - you cannot duplicate an effect -with this tool you can so you have to dupplicate the fire damage effect FIDG -tick the dynamic mgef code -make a copy of your fireball.nif to fireball2.nif (the same nif with your textures applied) in visualleffects select your fireball2.nif
  7. I think you need a magic extender for this http://www.nexusmods.com/oblivion/mods/31981/?
  8. This is a simple script that contains the commands you may need if you know little about scripting - atouch this to a quest As far as i know scaling from the console isnt the right way to scale player -i think you should create a script for the entire race Anyway ! .About the blockhead i dont know how to use it but there are some Races that are close to teens - x117 -x110 etc which means how much they csale the headmesh
  9. perhaps if you make an item with zero weight and atouch this script will work Also i can try sth similar with a spell (without being an attack)
  10. is this working? i mean if you change the weapon type (only)in cs -if it does ok the OBSE comands you need is getweapontype and set weapontype - but i think the weapon type information is stored in the nif file (mesh) so you need to check out the NifSE documentation http://www.nexusmods.com/oblivion/mods/21292/? there is a script in Unessesery violence mod - uvswitchgrid- that does that (i think) Anyway these things are way out of my knowledge - i hope i helped
  11. I had the same issue with Oblivion reloaded - if you have that installed there is an ini file -you can change it from there
  12. I dont know about the second but concerning the first you should tweak or better create new ones - combat style - in the construction set - it has many options
  13. I ve done some porting but easy stuff .maybe if you provide the files i ll look at it
  14. http://www.nexusmods.com/oblivion/mods/43689/? perhaps these?
  15. Perhaps its not so easy to play a mage character. I think you have to know how.There are some combos(like stucks of recipes in a row )that make that
  16. http://www.mediafire.com/download/t82fcuz381xtxsy/Solitudes_lounge.rar This is basic .I didnt add safe storage .cell ownership etc.
  17. there are two islands there one with a bridge and one next to it .which one? EDIT ok i just noticed it
  18. This is pretty simple if you want just a copy from weathrleah.i ll make you one tommorow if you give me the location you want it.i just saw it in cs it has two interiors probably the before and after.i dont remember the quest well
  19. http://www.mediafire.com/download/94x08bah8lx42oa/ArgonianMudhut.rar
  20. i m hoping sb do some more complicated architecture meshes of argonian mudhuts (like ESO) ,cause i couldnt find any Here are some reference photos These are real eco dome buildings - earth bags https://gr.pinterest.com/pin/330803535100489533/ https://gr.pinterest.com/pin/340444053055214999/ https://gr.pinterest.com/pin/361625045057140577/ https://gr.pinterest.com/pin/52002570671160637/ https://gr.pinterest.com/pin/220043131763255356/ http://calearth.org/galleries/eco-dome.html I made some basic(not so complicated) i ll upload it later (if someone can texture them) Thanks in advance
  21. it seems i cant post a new attachment without deleting the old one i dont know why it fall apart (which parts fall apart?)(was everything visible?) it is OK in my game how do you turn on havok? use an old savegame to test it
  22. not yet finished but fuctioning test it with a bow EDIT I accidentally deleted the previous one the wood model parts are from a perolozhach mod and strotis above I put two balll contrains in the sack but is not behaving very well The Havok Material is HAV_MAT_WOOD for the shield and HAV_MAT_CLOTH for the sack (blender)
  23. Copy the havok of a Vanilla merchantstore post but i think its more complicated than that you need constrains i only tried once with rigitbodyjoints (bell example) the sack movement from your quantain can be done i dont know about the rotation --You can place a hinge constrain but it would rotate a little and come back i attached the bell example --- the model is from turil church mod ---- Edit : imagine it vertically
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