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ArxVallium

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Everything posted by ArxVallium

  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
  15. Hello, I was wondering if anyone could help layout exactly how hours in the construction set correspond to the in-game hours. For Example, BrumaGuardCastlePostDay02 is on duty at hour 6 and his watch lasts for 13 hours meaning that his watch ends on hour 19. When using the wait or sleep functions in-game, what time is hour six and nineteen? 6:00 am and 7:00 pm? If anyone could make me a quick table of how the construction set hours correspond to in-game ones that would be fantastic! :) Also, which construction set hour is sunrise and which is sunset? -DemonLord
  16. Audacity is free audio editing and recording software and it is pretty good. I recommend using it.
  17. Greetings, Oblivion Nexus Community! I am the mod author behind some Oblivion epic quest and dungeon delving mods such as The Forgotten Dungeon, Archfiend and The Secrets of Angalayond Cey. I am currently in search of a voice actor who can narrate some dialogue 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 20 years or older -Must speak clear English (NO heavy accents) -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 newest project will be centered around new world exploration and dungeon delving with some survival elements mixed in. The title of the mod will be Voyage: Deserts of Oblivion and will feature a new realm in the planes of Oblivion that consists of endless seas of sand and dunes. The only way to access this realm is through cursed artifacts that warp you there with no way out. Those that are teleported to the desert (Whether they are Daedra or mortals) end up lost forever exploring the dunes and looking for a way out. Bits and pieces of great ruins, fortresses and random junk also can be found drifting through the sands from locations all over the Elder Scrolls Universe. The inhabitants of the desert are forced to utilize what finds its way to the realm to survive. This project of mine draws some inspiration from Dark Souls. This is where you come in. You are going to play the part of the narrator of the trailer. He is an unfortunate victim that has been trapped in the desert and has lived there for years on a trek through the sand. The Character Name: Haldorian - MALE - (Name subject to change) Class: Fighter/wanderer/survivalist Personality/description: Haldorian is a man that has breathlessly wandered the desert in search of answers and a way home. He searches for a way out in hopes that he can get back to his family. After so many years of surviving the desert he has become cynical, jaded, impatient and blinded to the reality that what he is looking for may no longer exist. but nevertheless remains relentless and unbreakable in the face of being forgotten to the sands. He has a deep voice and a scratchy throat. You can use Eygon of Carim as a pretty good example of his tone of voice here: 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. "Far beyond the burning waters of Oblivion lies a place where the seas flow as sand and stretch on for what seems like eternity." and "Here in this arid hellscape, beings and structures far removed from their home of origin go to be forgotten and swallowed by the endless tide of dust and dirt." 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
  18. Beyond Skyrim Bruma was a well crafted prelude. I anticipate this amazing mod. Best of luck to the team in forward development!
  19. Is there a way to check notifications and new comments on your files from the small Earth icon next to your name? Or do they just all pop up in the mail icon now?
  20. If I have a mod for the original Skyrim Nexus, can I reupload it on The Skyrim Special Edition Nexus or do I have to recreate it using a new set of tools? Or can people download my mod from the original Skyrim Nexus and use it in the special edition?
  21. I have been trying to make a creature that is a retexture of the scamp. So I renamed the scamp head and body mesh and applied textures to them. They are seperated from the Oblivion/Data/Meshes-textures/Creatures/Scamp folder and instead the new versions are located in Oblivion/Data/Meshes-textures/DemonLord7654/NewScamp folder. I then added regular scamp animations to the meshes folder and I cant find out how to bind all of the textures, meshes, and animations together. The furthest I got was applying the animations to the skeleton.nif and watching them loop (If you are supposed to do that).
  22. I have recently retextured the vanilla Lich from Oblivion and successfully went in NifSkope and put the meshes and the textures in place. When I was finished I saved the file and went to the Oblivion Data folder and added the following meshes and textures: The vanilla Lich skeleton and my modified Lich model called DarkLich, plus all of the Lich animations to - Oblivion\Data\meshes\creatures\DarkLich and put all of the mesh files in it. In Oblivion\Data\textures\creatures\DarkLich I added the DarkLich.dds file. I then opened the construction set and went to the creature editor. When I switched the Nif. file with the DarkLichSkeleton file, I went to view the model and checked the DarkLich.nif and the model shows up as a solid pink sliver. I know that means broken texture path but I can't figure out how to fix the paths and direct them to the correct area. Help would greatly be appreciated -DemonLord
  23. I decided to start modding for the Shivering Isles so i opened the construction set. Then when i went into one of the Shivering Isles interiors every Mesh and Texture was replaced with a White diamond with an exclamation in the middle. I thought "Maybe there is something wrong with the Shivering Isles bsa. files. I checked and nothing was wrong so i then uninstalled the Shivering Isles (Using The GOTY Pack disc 2). And then i reinstalled it and opened the construction set. It was the same exact way just that the diamonds are now yellow and the exclamations are now blue. :wallbash: At this point i started to delete my mods but that did not work. So i then Manually deleted every file in the oblivion folder and the oblivion data folder. I then completely uninstalled the game and DLC content and reinstalled them. I then Re-Downloaded the construction set and opened the Oblivion esm. and Shivering Isles esm. and the problem with the diamonds continued to show up. I can only assume that the Knights Of The Nine DLC doesn't work either. -I believe that the diamond means missing mesh and texture path but the SE bsa.'s are still there so i do not know. :sad: Help Would Greatly Be Appreciated Sincerely, DemonLord7654
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