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Toxicshad0w

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    Mabinogi

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  1. I'd love to start looking into it, but what if it added some local 'thugs' to each hold, that were there own faction and they remain unhostile at first, but occasionally they'd spawn with bounty and start fights with guards and once that occurs they just become hostile to everyone? And of course they'd become hostile if the player tried to talk to them. Or even, when you have the thieves guild complete, add some passive thieves to Riften, that will start fights with the local 'thugs' that spawn? Just some ideas :tongue: --- So the only issue I'm having now is there's no way to access an 'onActivate' event. So unless you wanted a full dialogue tree for each theif, I don't think I can make them attack the player when they attempt to talk to them. Do you have any other ideas on how they should behave? Because right now I just have it so they walk around and do normal NPC things, aside from trying to talk to the player.
  2. Anyone else find it annoying when a nearby horse is the only thing making you 'visible', and that a horse or other animal can report crimes? Somebody should remove this. I saw it done in Stealth Skills Rebalanced - Sneak - Lockpicking - Pickpocket but I'm not a fan of the rest of the mod, and the author said he has no interest in seperating functions, therefore I'm simply requesting it here. --- Oh and a slightly related idea: Whenever you're sneaking, show a list in the upper left corner of everyone/everthing that sees you, or the closest 5/10/whatever amount.
  3. If you elaborate into the details, I could take a look. I wouldn't promise anything, as I have no idea how some mechanics will work, but for the most part OBSE should be able to make something work. Could you explain what details you want/don't want, how you want things to work, etc...?
  4. Are you still looking for a standalone? If so, I may be able to do this :P The Golden Crest mod seems to be more than just Fight Club; nevertheless, if there is no longer a desire for such a mod, no need to create it, right? Just post back if you're interested and I'll see what I can do. :)
  5. It is entirely possible, wouldn't even use OBSE. This is assuming that when you use a key, it's OnActivate is called. If not, then it's still possible, but you'd have to manipulate magic effects really badly. Pretty much all you'd have to do is, if the chest is at or below the max difficulty (GetLockLevel), use the Unlock function and Player.RemoveItem KeyID. Either way, I might will make it real fast for you, now that I understand your idea. If my knowledge is correct, adding it to the leveled lists will allow it to appear in loot chests/vendors? I haven't looked into leveled lists very much, so I wouldn't know..
  6. Wait a tick...- Do NPCs use it?? I never touched the AI scripts! That's really bad if they do, because then the player would lose money. If I remember correctly I hardcoded it to take out of the Player rather than whoever activated it... I think I might change this and add onto the mod a bit. Would adding NPCs that come and pray occasionally, and even possibly a full-on gathering (Per a certain day) sound good? I would need someone who is rather knowledgeable to tell me what day that would be, and what the priest would say. I would then need a voice actor for the lines. Oh, and because they're all different chapels of different deities, we'd probably need multiple voice actors and multiple scripts on what they say. AAAND, who likes chapels that say the same thing every time? It might take a while, but something could be made where basically a few sentences are picked at random, and then placed in a way that makes sense. It would be like a sentence formula, or actually multiple sentence formuli, used in a paragraph formula. With certain voice clips chosen at random. This mod *might* get extensive... I would plan on making this a separate .ESP, incase you just want the bowls; however the option of extensions would be possible. And if I end up using OBSE, I will definitely make sure to release 2 .ESP files.
  7. So for the past few hours I've been working on a mod I'm quite excited for, however I seem to have messed up somewhere. I'm trying to get a TextInput window open, that works alright, but it can't update. I've tried various methods for calling the UpdateTextInput function, but they don't work. The OpenTextInput window seems to stop EVERYTHING in the script, just so it can return the string. My source currently resembles this: begin OnActivate; Set some variables, nothing much. ;Insert, "Set some variables, nothing much." here. OpenTextInput "Fancy string thing | Done" 0 16 End begin MenuMode if (TextBoxIsOpenVariable == 1) UpdateTextInput endif End begin GameMode ;Handling for the box. Includes error catching and a button manager. I omitted this because it's unnecessary for troubleshooting purposes. ;Also features an error message if it can't achieve the intended purpose of the input. End My issue is that I can't get the input box to update. I tried putting the update function inside the GameMode, but that doesnt work because my GameMode block pauses on some other If statements, waiting to get the actual input. Any help is appreciated, hope you're all having a good Easter ^^; Edit: The if statement in the GameMode was my problem the whole time. I wasted like 2 hours on that one issue. Sorry for wasting your time e.e
  8. Hm... Are you talking about a key that could open any lock of that difficulty (Such as the spells), or are you talking about something like a, 'Lost key,' that works for only 1 lock, but doesn't tell you what it's for?
  9. Yeah, in the future I might do this with a dagger. Make some Dark Brotherhood changes and include a 'special' Blade of Woe that uses a script similar to the one I described above. And, nah you probably don't suck at scripting, you just don't have a grasp on the concepts. CS Script is... interesting. I wouldn't recommend it to someone who hasn't ever done anything programming-related, though it would still teach some concepts. The only thing to worry about are those semi-colons. The majority of languages require a semi-colon at the end of every line, however CS is lenient on it. I would honestly recommend Python to someone who is just starting out, but again it also has the semi-colon issue. Many others would recommend Java, but personally I'd stay away from that... Anyways, sorry for the whole programming spiel, I can quite easily get carried away ^^; and also sorry for not actually accomplishing your original request xD
  10. If you need a scripter, I'll be here; I wouldn't mind helping. My Skype username is in my profile incase you want to get in contact that way.
  11. Well, the way Dawnfang works is like so: Dawnfang isn't one item, it's actually multiple items, which is how they achieved the multiple damages. It's not a flexible system, though your mod would be simple(ish) to make. Anyways, when you equip the weapon, it tests how many kills you have. Based on how many kills you have it determines which variant (With it's respective damage) to equip on you. Edit: That's probably obvious. So nevermind that. ^ I'll look into the OBSE and see if it allows the damage to become a variable, because if it does, you could simply use a for loop. Edit: OBSE Does appear to allow damage changes, thus you could achieve a damage with this(Please note this isn't CS script, it's more of a concept script. Anyone who knows anything about scripting should understand.): for Kills / 12; { Damage = Damage+5; //Because CS Script doesn't like += or -= } SetAttackDamage (Damage+10) SelfWeapon; //This line should work is CS assuming you ran CSE or CS w/ OBSE. It IS dependent on OBSE What this will do is take your kills, divide them by 12, and then- In a more mathematical and less programmatical sense- multiply the result by 5, add 10(So you start at 15), and set that as your weapon's damage. In more programming-like terms, it creates a variable, divides your kills by 5, and adds 5 to the variable however many times your division result is. Then it sets the damage to that variable. ​Hopefully one of those explanations made sense. As for float catching (Ex: Having 17 kills, that doesn't divide into an integer), that's up for whomever the scripter is to decide whether or not to round up or down. Personally I would round down, because rounding up would create a strange damage up system. At 11 kills your damage would be 15, at 12 it wouldn't change, and then at 13 it would boost to 20. So just, for the love of Talos, round down. Explaination as to why: 11 / 12 = ~0.916; Round up to 1, multiply by 5 (Don't forget to add the 10) and you get 15dmg. 12 / 12 = 1.0; No rounding necessary. Multiply by 5 and add 10, you get 15dmg. 13 / 12 = ~1.083; Round up to 2, multiply by 5 and add 10. That's 20dmg. Edit2: Ugh the forums broke my formating...
  12. Here you go: http://oblivion.nexusmods.com/mods/43437 Thanks for the idea! :D
  13. .-.; Oh. I assumed disabling UAC should've worked.. damn. I was hoping there was a way around reinstalling. Alright then, I'll edit this post after reinstalling to tell you if it worked or not. Edit: Nope, still get the invalid directory error, despite having reinstalled to C:\Games\Oblivion I'm just an idiot; got it to work.
  14. Is it possible you have this issue here: http://forums.nexusmods.com/index.php?/topic/948188-new-install-water-problems/ ? I believe this was the solution:
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