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kastano

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Everything posted by kastano

  1. perhaps this could help you http://www.nexusmods.com/oblivion/mods/27951/?
  2. its an object script which i atouch to the npc ============================== if you put it on a token for example you have to change it to begin onadd set myNpc to getcontainer --
  3. if you name your refNpc in cs it ll work mynpcref.StartConversation player, greeting ------------------------------------------ i dont remember if sth like this works ref myNpc begin gamemode blablabla set myNpc to getself myNpc.StartConversation player, greeting ---------------------------------------------------------- Also i dont use greeting but a named Conversation ------------------------------------------------------------ I hope i helped ! :-D
  4. There are some boxing gloves here http://www.nexusmods.com/oblivion/mods/15617/? 10 ,11 pictures
  5. in my Pc the path were the nif import file is c/users/yourname/AppData/Roaming/BlenderFoundation/Blender/.blender/scripts/import/import_nif you have to have show hidden files checked if you want AppData folder to appear see if you have a similar structure
  6. well ,i use blender for making weapons,so i m not experienced enough to answer your question but ,does your nif file has colission?if its a weapon the collision must be yellow-orange and second does it have NiStringExtraData (Side weapon)etc?
  7. This is a picture of Selena, one of my old characters. She's wearing the armor which you can get during the quests of "Orden des Drachen" (Order of the Dragon; the translation can be downloaded here). Thank you very much!
  8. Hallo , Does anybody has info about this armour
  9. it doesnt save because the scriptname contains an invalid character (the underscore ).delete the underscore the script window always says the problem and the line scn TE01AlessiaOttus
  10. i guess npcs are not so bright :laugh: these informations and behaviours are are set in their combatstyle you can change them through cs (its on miscellaneous) for example the Rangedstandoffdistance of the deafaultarcher combatstyle is set to 500 some decisions are calculated by chances ,so there is a 25% to do this etc
  11. the archive invalidation is in the oblivion mod manager - utilities - archiveinvalidation - mode bsa redirection if nothing happens rename your meshes trees folder to trees1 ,plants to plants1,texture trees folder to trees1 ,plants to plants1 so you can rename it back to original - short of a backup if you disable all three esps the game will read data from the original bsa do this to see if is all ok
  12. There must be another way than this but anyway make a quest and atouch this script this is an event handler on death - i think it monitors all deaths in game from what i see in the console this is the functionscript it sures conflict with unnessesery violence critical hits (in my game)-doesnt count a critical hit death i think because the kill is not comitted by the player maybe some other mods sometimes it doesnt count test it perhaps it suits you press ~ to open the console to see the messages
  13. it must be harvest flora or natural vegetation perhaps there is a conflict between them At first i think you should put harvestflora after natural in your load order if still occurs disable them both of them or one at a time oh i diidnt see also enhanced vegetation
  14. these are plants with no texture for some reason the texture is not applied the reasons maybe many wrong texture path in the nif no texture at all archive invalidation usally plants are in the landscape folder - check their texture path if you got oblivion mod manager check if the archive invalidation is checked to bsa redirection
  15. For anyone who still wants to do these i recently saw a blog containing these in 3d daz format http://freelancecomics.blogspot.mx/2013/10/saint-seiya-downloads.html some are posted at sharecg with unrestricted use the models are decent lowpoly exept the gloves the texture in the picture is the original a little tweaked the presets are way better but i cant configure daz3d properly
  16. i think he means to construct a loop like that isolated at the end of a script with a short to control it i have tried several varations but untill now only breaks generally it breaks easily - also its possible to change containers- EDIT Also a question Does fquestdelaytime works in objectsripts?
  17. im not sure about that but in this tool when you mark fix nif it produces an error log about missing nifs and textures do it for one esp at the time because it gathers the files in its folder then delete the files and keep the error-log http://www.nexusmods.com/oblivion/mods/8489/?
  18. i made a little progress about the loop - not finished yet - i think the script becomes big and may produce lag anyway
  19. this seem to be running and changes values when eqquiped i forgot to change the shorts to floats again
  20. i ll post a better one tommorow if i have the time this script im posting is a mess but repairs a piece of armor as i tested in the previous scripts i made based on the above i only got the armour to get repaired when was on the ground The main loop is from cm partners (stripped and adjusted) but and from the other scripts i saw in repairing scripts they pretty use all the same loop whether its a magic effect or a token (i guess it must be the only way)
  21. no its the getself it seems that doesnt work for items in a container i ll try to find sth else
  22. the referencing is for making a single script that you may attouch on every object you want to affect like set myitemreferance to getself otherwise you can put the objectid(the name in cs) also its good to put fquestdelaytime (to a value of 20)because you dont need these scripts to run often and after the if to call a functionscript which contains your code(if that is possible)
  23. sorry its the last one - it was a quick edit to provide the fuction names i didnt pay attention at the syntax
  24. yourrefitem.getcurrenthealth > but to have that as a percentage (getcurrenthealth/getobjecthealth)*100 reference.GetCurrentCharge GetObjectCharge i think you must play with some math here like let requiredcharge := ref.(getobjectcharge-getcurrentcharge)
  25. i just copied and pasted the scripts from the result box (in the dialogue topic) from the thieves guild npc (TGinfo armand christof etc)-putted my own dialogue - i dont know how jailtime is calculated (ithink crime is hardcoded)- perhaps when you are in jail the lawer could visit you and reduse the pcbounty value if thats is the variable that affects jailtime
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