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morrowind1979

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Everything posted by morrowind1979

  1. Drives now smashed beyond repair (lol) I guess Ill start modding my Xbox one version once I got all the achievements. I understand achievements = no mods installed but they could have allowed at least race mods but oh well ho hum I guess
  2. So my second SATA hard drive in a row has failed. I have lost everything mod related: all my mods, my script source files , meshes textures everything. I have no more backups. I know swearing is not allowed here and I'll probably be banned for it but that's of little consequence now so all I have to say is f*#@ f*#@ f*#@ f*#@ity f*#@ing cock wombles!!!!! My modding days are now officially over. I'm done.
  3. Ugh! This has been a total nightmare LOL. Can't get it to work. I think I will just leave it optional whether the player talks with this NPC or not
  4. Its actually not that hard. I used to write programs in BASIC on the old amstrad cpc 464 and Commodore 64. Papyrus is actually pretty similar with different keywords used. you learn a couple of keywords/functions at a time , then learn a few more and so on.
  5. I cant use forcegreet like that because my NPC is restrained (chained to a wall by wall shackles and cant move from that position.
  6. HI all. I am almost finished my new project "The Husk" I need to set up a script like thus: 1: When the player enters a trigger box the game controls are disabled and the player is moved in front of a restrained NPC. (I know how to do this part no help needed here.) 2: The player is forced to automatically enter dialogue/talk to the restrained NPC (This is the part I don't know how to do. Changing the dialogue option from custom to forcegreet doesn't seem to do anything.) Any help would be great. Thanks!
  7. Hey Thanks for the reply but I got around it by attaching a different script to the actor that makes the player absorb the Dark Soul instead. I will remember that for next time though.
  8. Hi all I am trying to make a script that places an item at an actor when he is killed. The problem I have is the item is placed too low (inside the dead body mesh). So the player cant pick up the item. I need the item to be placed higher than the body. How do I use SetPosition within an actor script?? This is the script I have that wont compile: Scriptname MWHSDarkSoulDeathScript extends Actor Activator Property SummonFX Auto Activator Property DSL Auto Event OnDying(Actor akKiller) Self.PlaceAtMe(SummonFX) Self.PlaceAtMe(DSL) DSL.SetPosition(0, 0, 10) EndEvent Can anyone help me with this cant find any solution on the CK website
  9. Yeah I got eltonbrand before with the gold trick but I still prefer the aesthetics of Truflame
  10. MCP makes no difference to the CTD's they still happen as often and as frequently whether it is installed or not
  11. No I installed nothing as I don't want to simply fix the issues so I can play the game. I want to try and create a fix for these vanilla crashes that I can eventually upload.
  12. Yeah I already know about the installation\load order thingy. The CTD issues are with the engine/game itself and are well known to anyone who has played Morrowind. In fact all Bethesda games CTD randomly like mad, they always have. For me I am noticing this happens most in Morrowind when I press R to ready my selected spell. I cant find anything to analyze in the CK to fix this however, leading me to believe it may be an animation/graphics bug. I have no idea how to fix non CK problems.
  13. Mmmmm. I can edit this in the CK to suit my tastes as I believe a weapon such as Trueflame should be better than any other vanilla weapon.
  14. No this is just vanilla Morrowind with Tribunal and Bloodmoon installed so I can look at the actual CTD's native to the game and not because of external sources
  15. There is a tool that coverts script files (pex) to source files (psc). You could use that to get your source file: https://www.nexusmods.com/skyrim/mods/35307/
  16. Thanks dude! You have just saved me considerable time and effort. My spark for making this mod has just been re-ignited lol. Works like a charm. I wish I had discovered this before I manually created the 1st interior piece by piece over the course of 3 days LMAO. And Yeah I always add a custom prefix to everything i make in the CK,
  17. Ok gonna try this now. Yeah I have given everything in the mod my personal prefix
  18. I am making interiors with custom textures for my new project. I am duplicating the interior in the CK then manually replacing each static mesh piece by piece (by copying and pasting x,y,z & rotation values from vanilla static mesh to my retextured custom static mesh). Needless to say this is very time consuming and tedious. Is there any sort of 3rd party tool or feature in the CK that would allow me to automatically search every instance of a static in the interior and replace it automatically with the custom static? If not I would humbly like to make a request for someone to make such a tool. It would be a great time saving tool for making mods.
  19. I am looking into Morrowinds random crashes that plague the game. So far I have determined that these crashes seem to happen the most when pressing the R key to ready a spell. Has anyone else had this issue and is there a fix?
  20. I have noticed for a while now that although Trueflame is a mighty weapon it degrades fast as f**k and needs repaired far too often. Does anyone know why this happens? Is it supposed to degrade so quick or is it a bug of some sort?
  21. Its my custom races racial power, Shadow Flare. Whenever they cast it plays a random line of dialogue. I.e "This land is ours!" so I need sound files for both male and female
  22. Finally got it working using the following script. The answer was staring me right in the face all I had to do was simplify the random utiliy: Scriptname NSShadowFlareScript extends ReferenceAlias Sound Property MSFS1 Auto Sound Property FSFS1 Auto Sound Property MSFS2 Auto Sound Property FSFS2 Auto Sound Property MSFS3 Auto Sound Property FSFS3 Auto SPELL Property SFS Auto Actor Property PlayerRef Auto Event OnSpellCast(Form akSpell) int random = Utility.RandomInt(0,2) If akSpell == SFS If (PlayerRef.GetActorBase().GetSex() == 0) If random == 0 MSFS1.play(PlayerRef) ElseIf random == 1 MSFS2.play(PlayerRef) ElseIf random == 2 MSFS3.play(PlayerRef) EndIf ElseIf (PlayerRef.GetActorBase().GetSex() == 1) If random == 0 FSFS1.play(PlayerRef) ElseIf random == 1 FSFS2.play(PlayerRef) ElseIf random == 2 FSFS3.play(PlayerRef) EndIf EndIf EndIf EndEvent
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