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hero4682

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Everything posted by hero4682

  1. hi guys,.. i need help with the quest part of my mod; -how can i make it so that when you equip a certain item (a ring), it starts a quest that leads you to a certain destination... a realy simple quest; you equip your new ring, a message pops up saying "go here" (with a compass marker)... which leads to another item (anything really, a key, for example), a quick message "you found the key" when u pick up the key, and thats it... quest over please help me out guys,.. i looked at the quest section in the construction set, but it looks really confussing.. so again, if you can kill some time helping me out, you'd get some cool karma points...
  2. yeah... the whole time i was thinking my project up, i must have been thinking morrowind rules... but yeah i miss that game too..... my favorite part was equiping different gauntlets on each arm, maybe one pauldron, and oh yeah, the players shirt sticking out of his armor... those were the days... --- and jamochawoke, thanks for the idea... ive been thinking about it too and i came up with a work around similar to your idea, i got to try it out... thanks guys
  3. hi, swords, staffs, and rings can all be enchanted.. but only swords and staffs use the "charge" feature... example; a staff has 20 charges for fireballs - easy enough.. but heres the challenge; can someone make it so that instead of equiping a ring and getting its "constant effect". make it so when u equip this particular ring, very similar to the weapon /staff "charge system" the ring wont give u the constant effect untill u activeate it ( i guess you would have to be cast with the cast button). but at the same time make it so that it has a limited amount of uses. im not asking for a ring that gives the player a fireball or similar,... id still like to use a simple appeal buff like strength or willpower; something that looks like this; Enchanted Ring of Streangth (that only has 2 charges) is this an insane idea?
  4. i just bearly realized that my idea is broken.... i wanted to so that, whenever you equip this ring, you get this spell that basically fortifys your willpower all day, but eventually goes away. but you would need to activate it first with a spell, just like when casting a spell with a staff (mainly because it uses a charge,... that was the key)... i wanted to give the ring only one charge, that way you could only cast the spell once, making you have to return to the lantern to recharge your ring... but the whole "charge" thing seems like its for weapons and staffs only, and id like to use it for apparel... untill i can figure out how pass this part, my projects grounded... thanks for all the help again
  5. awesome.... i cant wait to test it out.... and yeah, i am using the obse.....
  6. again, thanks for the help... i hope i can get this working the way id like it to.... i couldnt get the script to work... actually i didnt even get to try it out.... whenever id try and save the script in the script edit, id get this script error; Script 'ringscript', line 7: Invalid object reference 'lantern' for parameter ObjectReferenceID. Compiled script not saved! help please.. next to my problem here ive got another quick question. what is "lantern"? what i mean is, is that the Editor ID, the Form ID, the Name of the item, or something else out there? oh, sorry about this but i forgot to mention it the first time. in order to recharge the "ring" it has to be equiped. then once its equiped, you can activate the "lantern" (click on it) to recharge the "ring" again, i hope this isnt too crazy of an idea?
  7. wow.. you rock dude... i cant wait to test it... ill post the results
  8. hi guys,. i made 2 models, a "lantern", and a "ring"... and id like to make "lantern" recharge the "ring" in a specific way.... id like to make is so that the "ring" is the ONLY item the "lantern" can recharge, and it has to be able to do it an unlimited amount of times. can this be done??? please say it can...
  9. thanks again guys, u rock.... its so funny, thats the same tutorial i was using.... that and http://wiki.tesnexus.com/index.php/Blender_import_and_export_armor_for_Oblivion i guess my problem was that i was mixing both techniques.... the rigging/ skinning turorial wasnt working for me because it forgot to mention about adding an "armature" to all the pieces and naming it "Scene Root",... but, very cool stuff.... i feel like i can do anything with this stuff now,....
  10. hi, ive been trying to make custom armor and im totally bombing.... ive read a few tutorials and there all saying the same thing, and of course,.. its not working for me,... my biggest problem has to do with weight painting, i just cant comprehend it.. i made some simple wrist bracers that wont work,.. can u guys point me in the right direction when it come to making some gauntlets or similar,... should i assign the bracers to the forarm bone?, do i include the hand bone from the skeleton?... and what about the fingers!!! man this is tough... too many questions..
  11. very cool,... it was the double sided, when i removed the NiStencil it came out a lot better... thanks again.. all i have to do know is make better textures...
  12. thanks again for all the help guys, i wouldnt be able to get as far as i do with out it... check it out! my model is clear,... im getting some odd results from different angles (sword tip in pic) but overall it works...
  13. hi guys, ive been wondering how someone would make a transparent/ translucent object? or would this be more of a texture thing? i'd like to make something like this: http://www.he-man.org/collecting/toy.php?id=2315&image=5164
  14. well thanks u guys so much, i appreciate the help and advice,... hopefully one day, i can upload a creation of mine and have u guys check it out.... thanks again
  15. hi guys,.. quick question? i'll make a model of somthing like a sword, and in the end i dont like it.. its too crude.. so, one thing ive been doing is importing other custom models to see how that model maker did theres.. and ive notice something that would make me feel better if i knew how to do it. ive attached a picture with two swords, the first sword is very plain (bunch of squrares and straight lines).. the second sword is filled with triangles... im not sure if the triangles are better, but it seems like every model maker is using this technique,.. how do u do that? is there an easy way to do it, or is every modeler individually connecting 2 vertaces to make each of those triangles?
  16. hi, just recently i downloaded the free daggerfall from the oblivion website, but lost it,... i remember the install was easy, and it even mentioned it.. does anyone still have this game file, the oblivion site looks like its done-fore for good now, so it looks like this version is going to be hard to find now.... i was just wondering if u guys still had one? dosbox sounds too complicated to do it that way, but id like to try it without using dosbox..
  17. thanks for the help, its not what i was looking for but ill see if i can create the same effect,...
  18. hi, id like to create a special item in game that has an unlimited amount of "recharges" for a specific item? very similar to how a varla stone recharges a sword or staff, but instead of being able to recharge any ehanted item, i want it to only be able to recharge one specific item... kinda like; a unique stone, lets call it "Dans Stone".. now this stone acts like a varla stone except it doesnt recharge anything,... but it can recharge one item an unlimited amount of times, like a sword, lets call it "Dans Sword"..... it sounds like it shouldnt be too hard, except, i cant find where the "recharge" option is in the construction set, can u guys help me out in finding what im looking for in the cs?
  19. very cool,... got to try it now,.. thanks for the tips!
  20. hi guys,... so i finally got off my butt and learned how to use blender.. ive made a few (rough) things and actually put them in oblivon, very awesome accomplishment for me!! anyways, on my next project im having trouble getting this right: im trying to make some kind of BELT/ STRAP that wraps around a body mod.. very similar to this (chest armor); http://www.he-man.or.../toy.php?id=792 is there any tutorials that cover this type of work, the straps i made look hideous!!
  21. ouch.... ive noticed that argument, whether or not to install oblivion in the default (x86) or anywhere else (???). but since it always worked fine in the x86 folder, i didnt care.... but jeez.... an uninstall... dang ill try it out,.... again, thanks
  22. oh, heres the first dump log, not sure if this help but i should have posted it. Microsoft Windows [Version 6.1.7600] Copyright © 2009 Microsoft Corporation. All rights reserved. C:\Users\Alpha>cd c:\program files (x86)\bethesda softworks\oblivion\mopy c:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy>c:\python26\python.exe b ash.py -d Traceback (most recent call last): File "bash.py", line 94, in <module> main() File "bash.py", line 80, in main app = basher.BashApp(False) File "c:\python26\lib\site-packages\wx-2.8-msw-ansi\wx\_core.py", line 7978, i n __init__ self._BootstrapApp() File "c:\python26\lib\site-packages\wx-2.8-msw-ansi\wx\_core.py", line 7552, i n _BootstrapApp return _core_.PyApp__BootstrapApp(*args, **kwargs) File "c:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3670, in OnInit self.InitData(progress) File "c:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3704, in InitData bosh.modInfos.refresh(doAutoGroup=True) File "c:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 7 387, in refresh self.resetMTimes() File "c:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 7 415, in resetMTimes fileInfo.setmtime(oldMTime) File "c:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 6 833, in setmtime FileInfo.setmtime(self,mtime) File "c:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 6 705, in setmtime path.mtime = mtime File "c:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 4 02, in setmtime os.utime(self._s,(self.atime,int(mtime))) WindowsError: [Error 5] Access is denied: 'c:\\Program Files (x86)\\Bethesda Sof tworks\\Oblivion\\Data\\gl.esp' c:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy>
  23. dang.... i still need help... so wrye is working now,..awesome,... but now it wont close!! when i try to close wyre, this comes up; Traceback (most recent call last): File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3227, in OnCloseWindow self.notebook.GetPage(index).OnCloseWindow() File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1557, in OnCloseWindow bosh.modInfos.table.save() File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 1020, in save self.hasChanged = not dictFile.save() File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 257, in save saved = bolt.PickleDict.save(self) File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 822, in save out = self.path.temp.open('wb') File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 461, in open return open(self._s,*args) IOError: [Errno 13] Permission denied: 'C:\\Program Files (x86)\\Bethesda Softworks\\Oblivion Mods\\Bash Mod Data\\Table.dat.tmp' from here the only way i can close wrye is with ctrl+alt+delete,.... lame... i remember before updating to python03a, i chose to open the wyre bash launcher with "Open With" option... i tried both "python" and "pythonw" in both python folders "python25" and "python26"... im pretty sure i put back to default, (python25/ pythonw) but still not sure if that had anything to do with this new hurdle..
  24. got it.... very strang stuff..... i guess my problem was a certain .esp.... the bug dump was pretty clear,.. anyways thanks for the time
  25. thanks for the help,.. i installed the python03a, and it still didnt run... i tried generating a bug dump, but couldnt find out how??? i went to the wrye bash site and found a section that describes how to generate the bug dump, but i found that guide very vague?? but it did help.. i tried this; Generating the Bugdump <P class=list-2>• Open a command shell (Start: Programs: Accessories: Command Prompt). <P class=list-2>• chdir to the Mopy directory. "chdir" means "change directory". E.g.: chdir C:\Program Files\Bethesda Softworks\Oblivion\Mopy <P class=list-2>• Type: c:\python25\python.exe bash.py -d <P class=list-3>• If you have a different version/location of python, adapt the first argument accordingly. • Doing this will cause any error messages that Bash generates on start to spew to the command shell. This is the bugdump. i didnt find the dump log, BUT it did start wrye bash... so, thats kinda were im at now,... none of my shortcut for bash work still, so i now the problem still there, but it can work,..... oh and,.. should i have tried C:\python26\python.exe, because i tried python25???
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