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whalecakes

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Everything posted by whalecakes

  1. The maximum is something like 32767 but you probably don't want to go too far over 100 or you will run faster than the game can load cells or check collision. A better way would be to just edit the game settings that affect movement: http://cs.elderscrolls.com/constwiki/index.php/Movement_Game_Settings
  2. Use the 'saveini' console command and stop using the Oblivion launcher?
  3. Mirroring it worked for me as the left side was actually darker on the texture than the right side was.
  4. Skyrim Radiant AI: We put schedules in yo schedules, dawg. That's my prediction o_o/
  5. Midnight in Skingrad, behind Nerastarel's house. The Surilie brothers show up, sit on seperate benches, pull out rakes, and begin raking the seat next to them for a few minutes before walking off and going to sleep.
  6. o__O 1. Import characters/_male/skeletonbeast.nif into blender with "skeleton only", then select the skeleton 2. Import the new armor with "geometry only", then select just the skeleton again 3. Import the tail armor with "geometry only" 4. Delete the parts of the tail thing you don't want 5. For each of the objects from the tail armor you do want, click them then go into edit mode and delete all the weight groups for them 6. Position them where you want them on the final armor 7. Check the skeleton for the names of the bone each should should be attached to, then add a vertex group with that name and weight all the vertices in that object to it 8. Go into object mode, hit A to select everything, then export a nif with "geometry only" 9. Open the nif with nifskope then save it again or it'll be all messed up ingame
  7. You might want to just check out how this is done in vanilla, such as in the frostfire glade.
  8. Open the construction set and load the mod that has the item, find it in the weapon/armor list, then change it and save the plugin?
  9. Realistic ragdolls does not do much in this regard. Get one of the realistic physics mods that changes the force attacks and magic apply to things. I think one actually comes with realistic ragdolls, even.
  10. For armor, you will have to weight all the vertices. Just adding a mesh without weights will make it show up in odd places or not at all. Moving a mesh without reweighting it, for example from the shoulder to the leg, will cause it to keep moving as if it were attached to its previous position, in this case your shin guard will be moving around as your shoulder moves instead of with your leg.
  11. That sounds more like an issue with the UI than with a mod.
  12. ...so in other words it is as I said and does not actually affect your ability to save the file. It's not doing anything without the user's intervention, you're telling it to open the thing when you hit enter. Also, not seeing the download prompt is a large problem because you are not choosing where to download things to, or whether to download them at all.
  13. The only way to stop it from processing is to use return, so you can't skip anything. Even with an if branch it still needs to go through find the endif that closes it. OBSE labels only let you jump backwards, I think, and it would still have to process things like opening/closing if branches.
  14. I dunno then, I get the download prompt asking whether I want to save it or open it. I find it odd that an OS with a system like Vista's DEP would automatically run all downloaded files, though. o_O
  15. Okay, but that has nothing to do with anything because .esp files are never opened by anything. The construction set has its own loader for them; nothing actually opens them like you would an image or text file. So... associating the .esp files with something does not get in the way of downloading or editing or using them.
  16. ...that would be the scripting from Oblivion. Visual basic and C++ aren't even scripting languages... o_O
  17. If you're saving the files, why is it trying to open them at all?
  18. That would be this Oblivion tower I just did. Floor one: http://i54.tinypic.com/14smf49_th.jpg LIKE FIFTEEN DREMORA, TWELVE OF WHICH ARE MAGES I am up to my eyeballs in flame atronachs augh what is this Lots of dispel spamming eventually defeats them all and I move up to floor two: http://i52.tinypic.com/1z68cif_th.jpg So at this point I go "bugger this" and decide to just run up to the top. Floor three: http://i55.tinypic.com/213ka49_th.jpg What the dick how many of these assholes are there in this thing Did I crash some kind of dremora wine tasting party or something Top floor: http://i56.tinypic.com/2ntzfk0_th.jpg *eye twitch* e_@
  19. http://tesnexus.com/downloads/file.php?id=34391 Search: Name: BBB Description: mizugi >.>
  20. Get a chakram model and use one of the 'throw your weapon' mods?
  21. Nehrim was pretty good, except for Kim. And the intro. I haaaaaaated Kim. He/She is a ranged spellcaster with a bow that follows you at several points. Ranged spellcaster with a bow means that: -He/She does nothing but run if anything gets close -He/She will always shoot you in the back -He/She will always hit you with paralysis Mine got a messed up bow somehow and only ever ran around paralyzing me :| For the intro you have to turn the difficult slider way down because trolls take forever to kill with a piece of glass tied to a stick. I think just using your fists might be faster ._.;
  22. Using the Oblivion Launcher to enable mods is a good way to make your game not work.
  23. It's the biped model. It selects what mesh that piece of armor will load. There is no size option. Changing the size is done by picking a different mesh for the biped model. Of course, picking a different sized mesh obviously requires someone to have made the mesh in different sizes. Which is to say, there is no size slider or anything of the sort that you seem to be looking for.
  24. None of those steps have anything to do with any kind of glitches. You don't need to have the console open the whole time, and leaving it open the entire time does nothing. Having the console open counts as its own menumode, so saving is always possible as long as it is open. Any issues with loading are entirely unrelated to the use of the race menu. I am using a leveling mod, so that could be why changing the race doesn't kill my stats. So, aside from changing the race or hitting the 'done' button resetting your stats, there is nothing about the racemenu that can do anything even close to breaking the game. Using it really is as simple as typing 'showracemenu' into the console, then opening the console and saving the game when you're done editing your appearance since the done button will reset your stats. There's no reason or benefit to making it more complicated than that. Also, the construction set's face editor is awesome, yes: http://i52.tinypic.com/2he8sgh.png I like how the right pupil somehow managed to get as big as the left iris. It is no different than the in-game race menu excepting the asymmetry options, so as long as you don't touch them there is no way you can royally mess up anything in any way that you could not do with the in-game editor. If anything it is easier to use as you can manually punch in values for the sliders and save the NPC as you go, which means if you don't like the changes you've just made you can hit 'cancel' to discard them.
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