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About xyzman

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Hello ! In a script I can check if my item is equipped. In my case I want to know the name of the character, if it is a NPC. I tried it with Actor and with THIS to get the ref of the NPC. But Actor is empty and THIS is the item. I looked many scripts that use OnEquip but never found a solution for getting the character that equipis something. Thank you !
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Tool to check for missing textures
xyzman replied to xyzman's topic in Oblivion's Mod troubleshooting
That means, if I want to publish a mod and the meshes and textures are spreaded in different directiers, this tool can extract it all to a directory that I can pack and upload ? Thats very useful. -
Tool to check for missing textures
xyzman replied to xyzman's topic in Oblivion's Mod troubleshooting
I did not understand most of the functions for now. But it looks to be useful for my problem and other things. Thank you ! -
Hi ! Is there a tool to check for missing textures ? That means it scans all ESP and ESM files for textures and checks if the file is in the directories inside of the oblivion directory or in one of the BSA files. And if textures are missing, it should give me a list. Thank you !
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Please, somebody has an idea how to make this ?
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Your player speaks when you engage in conversation
xyzman replied to ArchmageQuinn's topic in Oblivion's Mod Ideas
A link to this mods would help. Maybe the structure of the other mods can be used, only need to replace the voice files. But I don't have the english version, so I can't do it. -
Hi ! I searched for a spell to summon a creature not at myself but near the enemy. I think of sneaking in the darkness and spot the enemy. Point at the ground near them and cast the summon spell. This fires the projectile, it hits the ground or wall or enemy itself and the crature summons near this point. I didn't find anything like this and i was not able to create such a spell. I tried to change spell effect ZZOM (for zombies) from self to target, but this is not possible. So i have no idea what to do. xyzman
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To be sure, because i'm not native english speaking: My last answer was only ment as a feedback, so you know now, it works. Did not want to bother you with this. I thought it could help you or somebody else to know this. I hope thats the way you understand me :-) And to the topic: In the CTAddPose Mods (there are many) are several objects in "Idle Animation". After i set the path to the kf-file in every object named CTAddPose and CTAddPose00-CTAddPose07 to "creatures\troll\idleanims" and CTAddPose0000 to a specific file inside this folder, for example: "creatures\troll\idleanims\t1\t01.kf", it works !! At first i had the kf-file inside the same folder as for humanoids "Characters\_Male\IdleAnims\...". In Fallout this didn't matter, in oblivion it seems to matter. Thank you for the answers !
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Its possible. If you select a npc or creature in console, at the top of the screen in the middle is an id or ref. Use this with quotes like this: "19000800".getscale This works very well. "14".gescale is the same as player.getscale The rest of your answer I can have a closer look at home later. Thank you again !
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Thank you ! I will have a look at Pickidle and the conditions in the idles. I wonder, why a "npc_id".playidle "idle_id" does'nt work in Oblivion. This i used in Fallout. The command itself is not wrong, only the parameter is not accepted as a valid idle id. And i tried it with " and without, with the written name and with the id number, that i see in Tes4Edit with the modnumber before ... you know. Is it possible to use playidle with oblivion and what i have to do for this ?
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Hi ! I made a simple standing pose for a troll with Blender. Nothing special and I did this for characters before and it was ok. But i cant use CTAddpose to make the troll show the new pose. In the CTAddpose scripts it is querried, if the target is an actor and I think creatures are actors. And I think it schould work for creatures. Look here: http://cs.elderscrolls.com/index.php/IsActor So I can't see, why my troll dont pose for me. Here the script, maybe it helps to help me :-) ScriptName a000CTAddPoseScript Begin ScriptEffectStart if a000CTAddPoseQuest.target == 0 if IsActor set a000CTAddPoseQuest.target to GetSelf startQuest a000CTAddPoseQuest else Message "CTAddPose failed. target must be actor." endif else Message "CTAddPose failed. busy." endif End ScriptName a000CTAddPoseQuestScript float fQuestDelayTime short onece short menu ref target short major short minor Begin GameMode if onece== 0 set onece to 1 Player.addSpell a000CTAddPose Player.addItem a000CTAddPoseCrystal, 1 set fQuestDelayTime to 0.2 endif if target == 0 set menu to 0 set major to -1 set minor to -1 StopQuest a000CTAddPoseQuest return endif if menu == 0 if MenuMode == 1 return endIf set menu to 1 if major == -1 MessageBox "== Male Main Menu ==", "[ Exit Menu ]", "[ Reset Current Pose ]", "< Anim01 >", "< Anim02>", "< Anim03>", "< Anim04>", "< Anim05>", "< Anim06>", "< Anim07>", "< Anim08>" elseif major == 0 MessageBox "==[ Anim01]==", "[ Back to Main ]", "< Anim0101 >", "< Anim0102 >", "< Anim0103 >", "< Anim0104 >", "< Anim0105 >", "< Anim0106 >", "< Anim0107 >", "< Anim0108 >", "< Anim0109 >" elseif major == 1 MessageBox "==[ Anim02]==", "[ Back to Main ]", "< Anim0201 >", "< Anim0202 >", "< Anim0203 >", "< Anim0204 >", "< Anim0205 >", "< Anim0206 >", "< Anim0207 >", "< Anim0208 >", "< Anim0209 >" elseif major == 2 MessageBox "==[ Anim03]==", "[ Back to Main ]", "< Anim0301 >", "< Anim0302 >", "< Anim0303 >", "< Anim0304 >", "< Anim0305 >", "< Anim0306 >", "< Anim0307 >", "< Anim0308 >", "< Anim0309 >" elseif major == 3 MessageBox "==[ Anim04]==", "[ Back to Main ]", "< Anim0401 >", "< Anim0402 >", "< Anim0403 >", "< Anim0404 >", "< Anim0405 >", "< Anim0406 >", "< Anim0407 >", "< Anim0408 >", "< Anim0409 >" elseif major == 4 MessageBox "==[ Anim05]==", "[ Back to Main ]", "< Anim0501 >", "< Anim0502 >", "< Anim0503 >", "< Anim0504 >", "< Anim0505 >", "< Anim0506 >", "< Anim0507 >", "< Anim0508 >", "< Anim0509 >" elseif major == 5 MessageBox "==[ Anim06]==", "[ Back to Main ]", "< Anim0601 >", "< Anim0602 >", "< Anim0603 >", "< Anim0604 >", "< Anim0605 >", "< Anim0606 >", "< Anim0607 >", "< Anim0608 >", "< Anim0609 >" elseif major == 6 MessageBox "==[ Anim07]==", "[ Back to Main ]", "< Anim0701 >", "< Anim0702 >", "< Anim0703 >", "< Anim0704 >", "< Anim0705 >", "< Anim0706 >", "< Anim0707 >", "< Anim0708 >", "< Anim0709 >" elseif major == 7 MessageBox "==[ Anim08]==", "[ Back to Main ]", "< Anim0801 >", "< Anim0802 >", "< Anim0803 >", "< Anim0804 >", "< Anim0805 >", "< Anim0806 >", "< Anim0807 >", "< Anim0808 >", "< Anim0809 >" else MessageBox "Illegal State Error: Menu == %g, Major == %g, Minor == %g", menu, major, minor set target to 0 endif elseif menu == 1 if major == -1 short button set button to GetButtonPressed if button == -1 return elseif button == 0 ;;; Cancel set target to 0 elseif button == 1 ;;; Clear pose set major to 999 set minor to 999 target.AddSpell a000CTPickIdle set menu to 999 ;; dummy else set major to ( button - 2) set menu to 0 endif else if major >= 0 && major <= 7 short button set button to GetButtonPressed if button == -1 return elseif button == 0 ;;; Back to Main set major to -1 set menu to 0 else set minor to (button - 1) target.AddSpell a000CTPickIdle set menu to 999 ;; dummy endif else MessageBox "Illegal State Error: Menu == %g, Major == %g, Minor == %g", menu, major, minor set target to 0 endif endif End ScriptName a000CTPickIdleScript Begin ScriptEffectStart if a000CTAddPoseQuest.target == GetSelf pickIdle ; Message "pickidle: target=%g, major=%g, minor=%g", a000CTAddPoseQuest.target, a000CTAddPoseQuest.major, a000CTAddPoseQuest.minor else MessageBox "CTKeepPoseScript start: Illegal State Error." endif End Begin ScriptEffectUpdate ; Message "finish: target=%g, major=%g, minor=%g", a000CTAddPoseQuest.target, a000CTAddPoseQuest.major, a000CTAddPoseQuest.minor set a000CTAddPoseQuest.target to 0 set a000CTAddPoseQuest.major to -1 set a000CTAddPoseQuest.minor to -1 RemoveSpell a000CTPickIdle End ScriptName a000CTAddPoseCrystalScript Begin OnEquip Player if a000CTAddPoseQuest.target == 0 set a000CTAddPoseQuest.target to Player StartQuest a000CTAddPoseQuest else Message "CTAddPose failed. busy" endif End Please help. Thank you !
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I will look for it, thank you. What i like is a musket like the soul gun or other mediaeval guns. But thanks for answers !
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Ok, you don't need to install anything with FOMM. But after installation you can use it to sort the load order. I dont fear FOMM, it works very well for me. If you want to have more content with destroed lights, it is better to make a new mod. This means for enemies, which see better or worse in darkness and not only the destruction of the lights with only effect for the player. I like the idea and hope, somebody will do it. Perhaps some human enemies can use night vision and dont care the broken ligths but are blended if you switch the ligth on :-) Blend Grenates would be another suggestion for lighteffects on the AI.
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Perhaps you should ask this in Destruction V6-1 - A Destroyable Environments Mod by SP I'm sure the author would add this, if possible. EDIT:
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Hi ! I wonder, why nobody did historical weapons for fallout 3. What i have in mind is something like the boomsticks from oblivion. There's an addition to this mod with textures Boomstick WITH FOLDERS I would be very happy, if somebody can convert it, if it is allowed ( i did not find a disclaimer ). Another nice gun is the Soul Gun And there's some nice tripple pistols: Kendo2_Gunman A good place to find this weapons would be the historical museum. Or perhaps at Dukow and Tenpenny. Greetings xyzman