Jump to content

MajorKirrahe89

Members
  • Posts

    13
  • Joined

  • Last visited

Everything posted by MajorKirrahe89

  1. As the topic says. I'd like to make a DAIMM version of my (only) DAI mod, but for the love of it, I can't find any working download for the DAI Modding Tools.
  2. That would require, AFAIK, translating/changing only those specific lines you would like to have translated from thousands of strings .tlk file is made of. So first you'd have to know which exact strings you'd like to change and then swap them with the ones from other language of your choice (i.e. english). It sure is possible to achieve, not even that hard to do, but I guess it's kinda not worth it to make such a mod.
  3. If anyone's interested, there's a mod now doing just that - removing that one line. You'll find it here.
  4. Well, not the answer to your question, but that line is... Well, it's understandable Liara is depressed and bitter seeing Thessia burning and her people dying, but I'm not a fan either.
  5. As in the topic. I'm working on a small DLC mod (too big a word) and I'd like to know how to give player an optional install option (to choose during installation with ME3Tweaks) and how to replace specific vanilla audio file with my mod. If anyone could direct me to some good source of such knowledge, I'd appreciate it.
  6. Every house? By no means! I'm just a beginning modder working on small player-house mod and trying out some ideas. Modding every vanilla house is way beyond the scope of my abilities and modding knowledge. And my patience, truth be told. :D
  7. Don't get me wrong - I'll never say single bad word about OBSE, 'cause it's trully great Oblivion expansion. And if some things aren't possible, well... Time to let it rest and come up with some new ideas!
  8. But if I'd like to have smooth, gradual light transition from day to night and vice versa, it would require many light objects. Given that house has about 25 windows = 25 light objects for just 1 light state... Too messy for my tastes.
  9. I would like to achieve the effect of sunrise/sunset, so the light would gradually lighten/darken in the morning and evening. If it was just "static" change of light color I'd probably just go with additional light objects and enable/disable them when needed and wouldn't bother with that Update3d blink.
  10. I have used GetSecondsPassed function with timer variable to make it fire every five seconds, and it works as intended with one "slight" problem - light object is disabled/enabled for a split-second when updated and it's clearly visible, 'cause for that moment light is off. So I have to find another solution to achieve the same goal or abandon the idea. Yeah, I know it can be done better, but it was just a quick try. The final script, if it'd work, would be cleaner.
  11. Hello, I'd like to change light RGB values with a script, but I have encountered some problems. There's no light emission at all in-game, but when I hit ~ and open console, the light is just like it should... as long as the console is opened. My script looks like this: begin GameMode if (GameHour > 5 && GameHour < 8) let windlight := ar_construct array let windlight[0] := 0 + 50 * (GameHour - 5) let windlight[1] := 0 + 50 * (GameHour - 5) let windlight[2] := 0 + 50 * (GameHour - 5) SetLightRGB windlight MjrKDaylight512PARENT MjrKDaylightPARREF.Update3d elseif (GameHour > 18 && GameHour < 21) let windlight := ar_construct array let windlight[0] := 150 - 50 * (GameHour - 18) let windlight[1] := 150 - 50 * (GameHour - 18) let windlight[2] := 150 - 50 * (GameHour - 18) SetLightRGB windlight MjrKDaylight512PARENT MjrKDaylightPARREF.Update3d elseif (GameHour >= 8 && GameHour <= 18) let windlight := ar_construct array let windlight[0] := 150 let windlight[1] := 150 let windlight[2] := 150 SetLightRGB windlight MjrKDaylight512PARENT MjrKDaylightPARREF.Update3d else let windlight := ar_construct array let windlight[0] := 0 let windlight[1] := 0 let windlight[2] := 0 SetLightRGB windlight MjrKDaylight512PARENT MjrKDaylightPARREF.Update3d endif end When I change GameMode to OnActivate, light is udpated with a proper value everytime I'll activate the object. But it's useless to me that way. Does Update3d or SetLightRGB functions don't work on GameMode basis? EDITED OK, I just realized it's probably problem with light object being updated constantly, hence the "no light emission" (object "flickers" when updated, like it's been disabled/enabled very quickly, so being updated all the time, it's "invisible"). That raises another question: is there a way to make light from light object gradually and smoothly darken/lighten, with no visible flickers and such?
  12. Thanks for the answer. As I said, I'm a noob when it comes to scripting, so I'll need some time to understand what you've said/written, but I think I'll manage. :wink: EDITED OK, I understand (or so I think) the basics behind ForEach and RemoveMeIR functions. But I have no idea how to construct if statement to take only item(s) I would like to - my script removes all items (standard ForEach behaviour) or no items at all. And I thought it will be sunshine and bunnies all the way...
  13. Hello everyone! Script noob here, so please bear with me. I'd like to make an object sorter in player-house I'm working on: bunch of containers and an activator. But it's crucial for me to keep object data, like if it was stolen, it's durability and charge, and so on, when moving objects between PC inventory and the containers. So, RemoveItem and AddItem functions aren't good for that. There is RemoveAllItems functions which lets us to specify container/inventory the objects will be added after removal and it keeps all the data, but it doesn't let us to specify the object to move... So the question is, is there any way to achieve "remove only specified items and move them to specified inventory" functionality? And not the question but more of a wondering: why there's no such function in the CS to begin with...?
×
×
  • Create New...