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morrowind1979

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Posts 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. 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!

  4. 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

  5. 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.

  6. 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,

  7. 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.

  8. 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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