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3mjolnir3

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  1. I'm trying to make a mod where the emperor is still alive and the oblivion gates never happen, that lets you play in cyrodiil before the invasion. But I want to give the player the option when loading the mod (in a little window maybe) to either use the mod content or stay with the default game, that way they dont have to turn the mod on/off whenever they switch characters. Is there a script/cs quest package I can use to toggle whether the player uses the mod content (all changes in the esp) or remains with the default game upon loading the mod?
  2. Thanks I will try that right away! With the "customobliviongatecellreference.enable" line, does that apply globally to all custom gates or do I have to specify each gate in the script?
  3. I am making a mod that is dependent on 3 other esm parent mods, the other day I saved it when the esm load order was backwards and the required mod list on the esp file showed the esm order backwards. Will a different esm load order mess up my mod? should I go back to a previous save?
  4. I'm trying to make some custom oblivion gates only appear until later on in the main quest, but I dont know what script would do this. I dont know how to make a script and I know there must be one already in the game for the other oblivion gates that does this. Does anyone know how I would go about making an object only appear when a quest starts?
  5. I fixed it, you just have to obliterate everything in region editor. Trees have dynamic shadows in game, but they also have a painted shadow on on the ground if you use region editor, and if you move a region spawned tree the shadow stays there. The only way I could erase it was deleting in the region editor, but I was hoping there was a way I could do it without obliterating everything.
  6. I just got back into modding oblivion and I'm trying to remember the ropes. I forget, can someone remind me how to get rid of the painted tree shadows on the ground texture after generating regions in the CS? When you place a tree in a cell from the object window it's fine but when moving a tree generated by the region editor it creates a black spot on the ground that doesnt go away, any way I can get rid of it?
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