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DarkSpyda04

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Everything posted by DarkSpyda04

  1. But why did you finish the main quest if you didn't want a load of HAIL CHAMPION!!? Was it something like Simyaz's "Malevolent" where you had to complete the main quest in order to start the Malevolent quest?
  2. I don't really have any ideas for you but I imagine a good quest mod where Glarthir accompanies you. And just for humor:
  3. Does anyone know of any 3D artists in the community? I have some ideas for things but no way to create them myself.
  4. I'm more excited about this now than ever. So you are telling me that we will ACTUALLY see children NPCs running around in Oblivion? Despite my half-angered thought that something like this should've been done a long time ago, better late than never, right? Keep working at it :thumbsup:
  5. Yes, I reinstalled Oblivion, installed disc 2 (SI and KOTN), installed OBSE, OBGE, Blockhead, installed Malevolent and this exit door no longer crashed the game. I don't think Blockhead and OBGE were even necessary for Malevolent but I added them for good measure and any other mods I install such as nuska's Oblivion Character Overhaul. Interestingly Malevolent requires the player to be "Champion of Cyrodil" before you start the quest but I took a shortcut: Firstly I used Robert Evrae's "Alternate Start" to get myself into the Imperial City as fast as possible and then I fast traveled to the IC Temple District. Here if you use the console command "TCL", you can phase through the temple and gain access to a secret door leading to the end battle between Martin and Mehrunes Dagon. Once inside the ending temple, you have to exit and get the message that Dagon has arrived. Then you re-enter the temple and wait enough hours until Martin appears. Then you just beat the game in a few minutes and become Champion of Cyrodil. I'd like to think the developers put that door there so that they have quick access to the final temple.
  6. The problem occured after I had some problems with Simyaz's "Malevolent" and I tried experimenting with "solutions" to fix the problem. I was actually so fed up with Oblivion crashing so much and all the problems the game was giving me that I completely uninstalled/reinstalled the game and all relevant files. Now that the game's reinstalled, it looks normal again. When I was playing Simyaz's Malevolent, I had just acquired the Armor of Malevolence and was leaving the underground tunnels and entering to one of Cyrodil's wilderness cells. When I opened the underground tunnels exit door, the game got to the loading screen and crashed after about half a second. Every time I tried to load saved games back in the Lich's antechamber, the game crashed as well. I desperately tried to find a "solution". Figuring maybe it was a memory error, I toned down all of the game's video settings via the pause menu and the game still crashed at these points. I reset the video settings and then the game looked like it does in the pictures I linked above. But again, I reinstalled Oblivion so the game no longer looks weird.
  7. SOLVED Houstin, we have a problem. http://i897.photobucket.com/albums/ac172/DarkSpydaIV/ScreenShot670_zps89ac89c5.png~original http://i897.photobucket.com/albums/ac172/DarkSpydaIV/ScreenShot660_zpsfcb08a46.png~original http://i897.photobucket.com/albums/ac172/DarkSpydaIV/ScreenShot669_zpsbecbeac8.png~original
  8. I see how it works. You press 'Y' to start an invisible timer and press 'Y' to end it and you can check the console by pressing '~' to view the recorded time. Then you can do it all over again. It is an effective stopwatch and does exactly what I wanted it to do. I found out that a jump up one crate and over a chasm of three crates records a time of 1.8sec when the crate is set to a scale of 1.6. The more chasms I jump over subsequently, the more accurate my number becomes. For instance, after jumping across 7 chasms, my time becomes 10.0sec and thus it's only 1.4 sec per chasm. If I wanted to make things easy for the player, I could give more room for error and make the platforms disappear a good 2.0sec later. Did you make the timer yourself? It's really cool. "Let" and "printc" were things I never even knew about. "Let" seems to redefine variables and "printc" prints a message to the console window. Honestly I'm not really an ideal programmer and I'm beginning to value what other people can do. I guess this is why those visions of Nehrim-scale projects require team members rather than just one guy whose a jack-of-all-trades. One person is the designer, one guy's the artist, one guy's the sound, then you got your programmer. It's a lot less work and a lot less stress instead of one person working alone. Not only that, but the combined efforts of many can produce some really cool things that would otherwise never see the light of day.
  9. I have some ideas and I may need help very soon or in the distant future. I'd prefer someone with sufficient skill (nothing too fancy is required) in 3D modeling and texturing and uses Max 2006-2008 (any version that is compatible with the Civ IV exporter) to produce static and/or nonlinear animating NIF files when requested. That said, you should also be able to create and apply your own textures in the DDS format to the models you make so experience with a graphics editing program such as Photoshop is a must. Alternatively if skilled with Blender and are able to produce nonlinear, textured NIFs with the program, this is also acceptable but I have no experience with Blender and cannot offer guidance. Secondly I will also be looking for a sound guy that can analyze the finalized 3D models and use Audacity to create cool one channel mono sounds that are in sync with the number of frames and motions of the object. Sound is essential because it warns the player of danger when they are preoccupied with something else. There's nothing like being hit in the head with a hammer while trying to time your jump across a chasm and being completely unaware and thus vulnerable to the incoming blunt. For whatever reason I want to redo a platformer about a climb up a super-massive tower that I tried to make when I was messing around with the construction set and something happened and the editor crashed every time I loaded the cell. Now I'm doing all sorts of designs on paper for cool platforming mechanisms and I'm running tests and gathering data so that maybe I can build a library of ready-to-use objects in the CS for when I start redoing the mod. I don't really study platformers but I do know that in Oblivion you can't ride on top of animating objects as they move under your feet (Phitt's Marioblivion), making some obstacles incredibly difficult or just not possible within the game engine. I do enjoy finding alternatives, however. For instance, you can ride atop objects that move up or down and I can also be satisfied with bonus objectives - perhaps jumping down from the top of the tower and into a chimney to a secret area. Should be fun but only if I am supported and aided by the community. And hey, maybe you can pitch in ideas for platforming mechanisms that you'd like to see :D
  10. SOLVED I want to create a series of moving platforms for a platformer mod and I would like to find out how long it takes to jump from one platform to another where the distance between platforms has already been predetermined. I tried playing a stopwatch while in windowed mode but this results in very rough estimates. Is there any way to make a timer that shows up on the screen in-game, can be started & paused with the press of a key, and uses a seconds & milliseconds time count?
  11. I don't get what I have to be specific about. I simply want the script to refer to a collection of things rather than each entity individually, as to make scripting easier. For instance, if I wanted to turn the player into a sweetroll and I had imported three different sweetrolls into the CS. One is vanilla, one is chocolate, and one is a combination of the two... with jimmies! I have three different sweetrolls. Now, say I have a spell that turns the player into a vanilla or chocolate or vanilla + chocolate sweetroll and it chooses whether the player turns into a vanilla sweetroll, a chocolate sweetroll, or a vanilla + chocolate sweetroll by random, so that the player can be turned into a vanilla or chocolate or vanilla + chocolate sweetroll using a spell that turns the player into a vanilla, chocolate, or vanilla + chocolate sweetroll. Now what if I just instead said there are thee types of sweetrolls and the player turns into one sweetroll out of this group of three? That's what I'm looking for - an easier way to refer to all three sweetrolls using one single term.
  12. How do I add a number of NPCs to a list that can be called in a script? For example, something like int myNPCGroup aaNPC01, aaNPC02, aaNPC03 begin gameMode if a member of myNPCGroup leaves the house, shock them with a lightning bolt and hit them with a hockey stick. endAnd just in case you say "factions", how would I do this with clothing items? See? Not so easy now.
  13. I thought about something like that. But then again, I don't know how to set up and rig a character for export to Oblivion. To me, it's the most difficult thing to do in the world and I'd have better luck selling my soul to the devil. Story of my life with Oblivion modding. Are there any good tutorials for rigging and exporting a character to Oblivion with 3Ds Max? @ The_Vyper Wow, that might actually be pretty cool. All in all it looks like there are more than a few ways to do this and if I'm not comfortable with character rigging, there are alternatives. EDIT on 06/25/14 @ 4:59PM http://i897.photobucket.com/albums/ac172/DarkSpydaIV/ScreenShot608_zpsd32c4694.png http://i897.photobucket.com/albums/ac172/DarkSpydaIV/ScreenShot611_zps76290d91.png This gave me a real kick when I got it working. I did what Vyper suggested and added the model of a book as a clothing item taking up all body slots. The two extra books as it turns out are the left & ring rings. When unchecked, these two books do not show up and you just have the amulet book running around. Very funny stuff. What I could imagine doing next is having one of those open books like the business ledgers in Skyrim and animate it so the book opens and closes like it's breathing. Of course that's advanced topics and I really don't know how to do any of that. Maybe I can try Meos Open Books. I might even have to rotate them and make the book's cover a bit thicker but luckily for me I have experience exporting simple objects to Oblivion. Get ready for something awesome. EDIT on 06/25/14 @ 4:59PM http://i897.photobucket.com/albums/ac172/DarkSpydaIV/ScreenShot616_zpsdfaa2482.png BLAM!! I used Meo3000's "firmamentopen", opened in nifskope and transformed the scene root. Rotated both Y & R by -90, and increased the X transform by +2.7. I could theoretically create a mod where an evil wizard turns everyone into books and each NPC wears a different amulet and thus book diversity.
  14. The invisible NPC thing, that's what the daedric shrines do. I looked in the CS and there was an NPC actor for every shrine. This might work if nothing else. I still wish I could make the book itself an NPC that you could converse with and look at when you talk to, though.
  15. I'm sorry but I seem to have lost interest in trying to remake the SI butterfly room although I did learn a ton of new things instead. Things like particle effects, gravity, morphs, texture effects, moving bases for particle emitters to spawn on, etc. While I can't manage to remake the room, I did record all of the information of the room's contents as well as some NIF files to study that pull apart the room and isolate certain elements for your viewing pleasure. PCloudNoGravity for instance is an NIF of the rooms isolated particle clouds with gravity removed so you can compare with the NIF where gravity wasnt removed and see what happens for yourself. I was going to horde all of this information to myself until I could create an example of all of these learnings working together but seeing as that's probably never going to happen, here are the study files: http://www.mediafire.com/download/bddayd7jaa82ujc/se01waitingroomwalls_Study_Files.zip Take what you learn and use it to create fancy stuff in your own mods. Happy modding!
  16. Too late, recreated it from scratch. EDIT on 06/22/14 @ 11:09PM: Just downloaded TES4Gecko which as it turns out lets me remove master files - something Wrye Bash gave me trouble with. I was able to fix up the original SoundTest02 with this so maybe it'll help me in the future. I REGRET NOTHING!!!!111!!!1
  17. Kurses! I was testing out creating mods with two active ESPs back when I made the first SoundTest01 and SoundTest02 is based off of SoundTest01 so both require an ESP that they shouldn't need. Is there a way to make an ESP not rely on another ESP or would I have to redo the mod all over again?
  18. What about the guy who made Estrus? "Cotyounoyume". This user has been active recently and demonstrates knowledge of character animation. Otherwise browse through the various animation mods and see who else has been active that could help. Also, have you tried posting about what you're up to and asking for help? If you build it, they will come. Keep at it and I'll have my peaceful village with kids running around.
  19. I might also want to add that the chests emit the nirnroot sound. That's how you will find them.
  20. I need people who've never been exposed to the experiment I've been working on to try it out and report back to me. I can't do it myself because I already know everything about the mod and so the results become dishonest. If you go into the mod knowing only what I tell you, that is best. The experiment is a dungeon located in the side of the white gold tower in the IC palace district. The dungeon is a blindness simulator and tests out how well the player can find their way around guided only by sounds. In particular, the mod requires you to find three treasure chests and then the exit door will play a sound and unlock where you will be returned to the palace district. After that, you are free to repeat the dungeon again and again since it resets every time you complete it. Information I need you to gather: After you played the mod for enough time, I need you to report whether or not you were feeling any fright or relaxation or stress, if you were able to complete the dungeon, how easily you found your way around, how long you think you took, whether or not you followed my instructions, any neat things you did that I didn't list. It would also be pretty neat if you drew a map of what you think the dungeon looks like after having played the mod. Here are some things that you need to know: -SoundTest2 is located through a door in the Imperial palace district. You will see it if you're entering from the Elven Gardens District -Disable SoundTest01 and run BOSS before playing this mod. Both mods use the same entrance door. -So you're not engrossed by the compass, have the mod "Immersive Oblivion" active. -If possible, play with your eyes closed and sit close to the speakers with the speakers turned up. -Turn down the music volume from the pause menu so you can better hear the sounds of the dungeon. -Know that a sound plays louder from the speaker that your character's ear is facing. If sound is entering the character's left ear, you will hear more sound through the left speaker. If both speakers play the sound just as loudly, there's a chance that you are facing the source of the sound directly. -Sounds of fire (torches) mark the walls and corners. If you hear fire, you're close to the wall or a corner. -Each area has its own unique sound. You may be able to recognize your location and even map out what you think it looks like based on this. I'd be thrilled if you drew up a map of what you think the labyrinth looks like based only on the sounds you hear and posted it here. The resulting data will show me how well the sounds guide the player. -NEVER load an autosave in the SoundTest02 cell. To do so will cause the game to freeze when you finish and teleport back to the palace district. You can however load an autosave right outside the cell or load a pause menu save inside the cell. Finally, since you're going to be increasing the volume on your computer, I included a silencer for a few sounds - namely the title music, the skill up sound that boosts your athletics skill, and a few menu sounds. If you don't want to install these, remove them from the folder. I also included the original files as backup just in case you replace them without knowing it. Feel free to check out the ESP in the construction set AFTER you did everything you needed to do with the dungeon. This will show you what it actually looks like and I included comments on the scripts so you can see what does what and how the gears grind. http://www.mediafire.com/download/d7ocvtd8x440o2t/SoundTest02.zip Feel free to redistribute the mod as much as you want but give me credit EDIT on 06/22/14 @ 10:45PM: I screwed up and created SoundTest02 with a master ESP that I didn't feel like releasing alongside the experiment. I spent some time redoing the mod from scratch and updated the link. I changed some things around slightly and put out more torch sounds along the walls. Previously, you could get stuck on a wall and never hear anything because the torch sounds were very few and far in-between. EDIT on 06/22/14 @ 11:54PM: Another update. This time I forgot to turn off the lights. I assure you that this time there are no screwups! I tested it out myself.
  21. ^ Bingo! Just as mhahn said. If the author asks for permission and you cannot contact the author, you can modify the mod so long as you give credit to the author and state that you will take the file down if requested. Very reasonable I might add. It'd be stupid if you couldn't edit the mod even though you gave the author credit. I swear that sometimes if for the greater good, rules can be bent. That's the way it should be. I hate forum cops who have a rule book up their butt and get in your business every time you do something slightly against the rules, even if you mean't good things. If you're not a moderator, back it up and get out of my face! Hey look, my profile picture is from FFVII. Problem? And 1+ respects to Sergio. Authors have every right to be upset if someone takes their mod and calls it their own without permission. However, if someone reuploads your mod and gives you permission and is perfectly reasonable, it's a bit assy to demand that they take it down. I know that when I was modding Resident Evil 2, I was informed that someone uploaded a few of my mods to their site but gave me full credit and I was cool with it and just glad that people liked my work. I think more people should be like this.
  22. Alright, here is SoundTest02. This test does not seek to harm the player, but instead is about navigation. The player must traverse a labyrinth using only their ears, grab three treasure chests to unlock the mysterious exit door, and return to the light of day outside. Better yet once you complete the maze, the whole labyrinth resets and you can do it all over again! The main reason I need someone else to try this out is because I need someone to be guided through the maze without knowing the layout. If said person can make it through, I know I'm onto something. I couldn't do it myself because I look at the compass and try to guide myself through the maze based on memory. This isn't true for someone unexposed to it. This is the very same reason why I turned off the dungeon's lights - if I had the whole thing lit up, you could easily open your eyes, be exposed to the layout, and run into the same problem I'm having. Not knowing what the dungeon looks like is key here. Here are some things to keep in mind: -SoundTest2 is located through a door in the Imperial palace district. You will see it if you're entering from the Elven Gardens District -Disable SoundTest01 and run BOSS before playing this mod. Both mods use the same entrance door. -So you're not engrossed by the compass, have the mod "Immersive Oblivion" active. -If possible, play with your eyes closed and sit close to the speakers with the speakers turned up. -Know that a sound plays louder from the speaker that your character's ear is facing. If sound is entering the character's left ear, you will hear more sound through the left speaker. If both speakers play the sound just as loudly, there's a chance that you are facing the source of the sound directly. -Sounds of fire (torches) mark the walls and corners. If you hear fire, you're close to the wall or a corner. -Each area has its own unique sound. You may be able to recognize your location and even map out what you think it looks like based on this. I'd be thrilled if you drew up a map of what you think the labyrinth looks like based only on the sounds you hear and posted it here. The resulting data will show me how well the sounds guide the player. -NEVER load an autosave in the SoundTest02 cell. To do so will cause the game to freeze when you finish and teleport back to the palace district. You can however load an autosave right outside the cell or load a pause menu save inside the cell. Finally, since you're going to be increasing the volume on your computer, I included a silencer for a few sounds - namely the title music, the skill up sound that boosts your athletics skill, and a few menu sounds. If you don't want to install these, remove them from the folder. I also included the original files as backup just in case you replace them without knowing it. Feel free to check out the ESP in the construction set after you did everything you needed to do with the dungeon. This will show you what it actually looks like and I included comments on the scripts so you can see what does what and how the gears grind. http://www.mediafire.com/download/4fukqcruwvmjlh3/SoundTest02.zip
  23. Disc data is packed into cabinet files. Luckily I backed up all vanilla install Oblivion files nearly a year ago. It's a good thing that I did and kept the folder around for just such an occasion.
  24. SOLVED Can anyone upload the tes4tile.MP3 from the "Data > Music > Special" folder? I accidentally deleted it and emptied the recycling bin.
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