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ArxVallium

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About ArxVallium

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    TESIV Construction Set / SSE Creation Kit
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    Elder Scrolls, Baldurs Gate Series, Icewind Dale Series, AOE II, Dark Souls Series, Rainbow Six Siege

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  1. A few things: 1. Profile Icons appear to be showing up really low res and fuzzy. What's the most optimized size to use or is this just a bug? 2. More ability to further customize the "About Me" section (i.e. color, font size, spacing and alignment).
  2. Greetings all! I am creating a cave with many different rooms and trying to come up with a script or solution which prevents enemies from leaving a room because of being alerted by a disturbance in a neighboring room. Basically, if I'm fighting Bandits in room B then I want it so that the Bandits in room A and C will not become alerted and join the fight (until I enter each separate room). I'm pretty novice at scripting so I'm deferring to anyone who understands papyrus scripts better than me. There are various detection scripts that the game uses but I wonder if I can do this independent of scripting completely. Does anyone have any ideas on how I can achieve this? Is there an option within the Actors menu for detection? Can I place a static object or collision marker between each room that somehow blocks the sound? -Arx
  3. Hello, So i've been trying to get randomized doors to work in the CS by following the tutorial on the CS Wiki. I can't seem to figure out where I'm going wrong. I've got a door (AARandomDoor) that is set to randomly teleport the player to one of three cells when activated. The cells are: Fanacus, ExhaustedMine and FortVirtue. An AARandomDoor is placed in a random location inside each corresponding dungeon from the list. Based on the CS Wiki's description, random doors can be linked to an object like an 'XMarkerHeading' rather than be linked via the 'Teleport Ref' tab like regular doors. I have one AARandomDoor in the starting prison cell at the beginning of the game and then one per corresponding cell. The ones in the corresponding cells are each linked to a respective 'XMarkerHeading' via the 'Enable Parent' tab. When I test this out in-game, after activating the root door, a message pops up at the bottom of the screen that reads: "This door leads nowhere.". I am not exactly sure where I'm going wrong here. Does anyone have insight on how to get this working? Does a script need to be written and attached in order to get this to work? -Cheers! Please refer to the images below for my attempt at randomized doors:
  4. Does anyone know how the stagger effect archetype works? I found the CK Wiki to be non-descript about how to use the duration function. My goal is to create a disease that when contracted, makes the player character stagger every five seconds until cured. The CK Wiki merely states: Where do I manipulate the duration aspect? Thank you in advance for your help!
  5. Interesting, I saw these commands but thought they were specific to same-cell movements. I'll check them out.
  6. The dreaded MoveTo command, a very high risk and crash-prone command. It is something that has plagued previous mods of mine but also something that I find myself utilizing a lot (especially in my new project). The question? What are the alternatives to it? So far, I find myself using Automatic Doors as a great way to counter the moveto command. However, this only works in tight spaces where an automatic door can be spawned into the world in a proximity that is close enough to quickly grab the player and teleport them to the next area. It is altogether a great solution to the moveto command but, like I said, is a very "specialized" solution. It can become tedious because I always tag my automatic doors and leave them disabled until I need them. Then I script them to spawn at the exact moments that they are needed. Basically, it rapidly becomes a lot of ABFireplaceDoorREF.disable and ABFireplaceDoorREF.enable. I would like to dedicate this discussion to finding alternatives to MoveTo. If anybody has ideas, insights or experiences I'd love to hear them. The goal is to find anything that teleports the player, an NPC or an object to another cell / world space or same-cell area with as little glitches tacked on as possible.
  7. Thank you, that's exactly what I was looking for. Sometimes a glitch happens where the movement tool won't appear and you have to reboot the CK from scratch but other than that it really helps.
  8. Hello! I am trying my hand at dungeon design in the creation kit and there is a lot I still don't know. I want to know how to activate the tool that allows you to move and or objects on the x, y and z axes without having to open each mesh individually and manually move them. I've seen many on youtube use this tool, it looks like a red, blue and green framework of a sphere with directional arrows. I tried looking around CK Wiki but don't know the proper terminology to use when searching for these tools. Another thing, I noticed objects that have environmental qualities attached to them cannot be selected once placed in the render window. For example: ice, ash, or moss covered objects. why is this? How can this be remedied? Any other tips you can offer will be much appreciated! Thanks! -AV
  9. Ah, GetDistance is what I was looking for! Will leave this thread up in case others come across the same question or just want to discuss.
  10. Hi all, Was wondering if there was a script that you can write that will trigger a specified command when the player has come into a certain proximity of an Actor or Object? Was trying to think of quests in the vanilla game that involved something like this, haven't come up with anything yet.
  11. Ah, so how hey fight isn't all related to combat style but rather which skills they are most proficient in?
  12. What is the most versatile combat style that you can add to an NPC in the construction set? What do I mean by versatile? I mean what is the the combat style that enables the NPC to perform the most actions for the most interesting fights. For example; drinking potions, blocking if they have a shield, pulling out a staff, using certain types of spells etc.... If you know any notable styles that are good to try out, list them below!
  13. So, I switched CK64bit to run as an administrator which solved the FlowChartsx64.dll issue and things were going fine. Any attempt I made after that to access the dialogue view just outright crashed it so then I ran it in compatibility mode for windows 7 and now it works again. Try that, I highly doubt it will work forever though.
  14. Greetings, Oblivion Nexus Community! I am the mod author behind some Oblivion epic quest and dungeon delving mods such as The Forgotten Dungeon, Archfiend, Voyage: Deserts of Oblivion and The Secrets of Angalayond Cey. I am currently in search of a voice actor who can narrate some monologue lines for the trailer for my next biggest modding project for Oblivion. Those looking to audition for the voice acting position must be eligible for the following Please read and review ALL of the following sections carefully for the voice acting position. Requirements: -Must be 18 years or older -Must be able to record audio files in Mono -Must save the files in either .mp3 or .wav format -Must be able to record with no background or extra vocal interference (Pop filter recommended) -This is an unpaid position. Story and Background My next project will be a horror mystery mod centered around an estate that is located up the road from Bruma in the Jerall Mountains. Long ago in Cyrodiil, a wealthy family purchased the land around Dragonclaw Rock and built their estate. For unknown reasons, the family slowly descended into a dark stupor. One day, investigators would search the estate because of a missing persons report and find nothing but blood staining the halls of the estate. All of the servants, groundskeepers and members of the wealthy family mysteriously disappeared without a trace. This event would become known as the Disappearances at Dragonclaw Rock. This is where you come in. You are going to play the part of the narrator of the trailer. The narrator is a person who was either directly or indirectly involved in the Disappearances at Dragonclaw Rock. The Character The character that will be narrating the trailer will be someone who is reminiscing and recounting the events that unfold during "The Jerall Mountain Disappearances". The character can be a male or a female. Their identity changes depending on the voice actor. Personality/description: The character will be reminiscing past and present events with a demeanor of fearful hesitation and reflective introspection. Think of the character as someone who is writing a journal and recounting past or even present events. The Audition If you decide to audition then record yourself saying the following lines and email the recordings to me at [email protected] and I may or may not provide feedback. "A shroud looms over County Bruma. The residents of Stalrous Manor have vanished and the forests are eerily quiet." and "The Jerall Mountains have been barren since the disappearances. The animals are nowhere to be seen and the goblins have begun to flee their caves." and "I sometimes hear screams coming from deep in the woods and see figures running through the trees in the distance. I feel as though I am being watched." Deadline for the audition: AUDITIONS ARE CLOSED! You can contact me via email address: [email protected] Or through Nexus Forums Looking forward to seeing your submissions! Thank you and best of luck! -DemonLord
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