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Argomirr

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About Argomirr

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    Netherlands
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    Minecraft, Magicka
  • Favourite Game
    TES III: Morrowind

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  1. I haven't actually tried it, but it worked in Oblivion. Might be different for Skyrim though.
  2. I kinda TL;DR the thread, but isn't it much easier to just add a second chest owned by the merchant, containing the new items? That way you won't have problems with the inventory respawning and the merchant won't equip the items. It also won't cause incompatibilities with mods that edit the same NPC.
  3. No problem! I'm sure we'll all get used to the new syntax eventually. :P
  4. You're probably best off just deleting/moving parts of the original navmesh around so they don't go through the building, but try to avoid touching parts that don't need to be edited. :)
  5. Try it this way: Function Fragment_001() if Game.GetPlayer().getlevel() >= 15 jarenastartquest.setstage(0) endif endfunction Compiles just fine for me - I'm guessing you were using the player keyword/variable Oblivion style. In Skyrim, Game.GetPlayer() is the way to get the player ref. Also, GetLevel() does not take any arguments, it only returns the current level so you'll have to use the comparison operators.
  6. Phew, looks like I'm in the clear. Having to run the game on low to medium graphics is still better than getting another upgrade.
  7. is not dead, just lurking.
    1. Pronam

      Pronam

      Lies, you weren't around for a couple of weeks.

       

      I'm watching you...scum.

  8. Transitioning from Morrowind to Oblivion: OH MY GAWD! There's a wiki! As for the transition to Skyrim, I have a feeling the changes will be more dramatic then they were when transitioning to Oblivion - which is good. I like having new toys to play with. The new scripting language is something I'm looking forward to in particular.
  9. This is pretty neat. May I suggest setting up a git/svn repository or something along those lines? It would allow other programmers to easily get the latest source code, and apply bug fixes, updates or features of their own and they can then simply commit those changes for review so they can be merged into the "official" code if they meet the requirements. C# isn't exactly my language of choice but I think I could commit a bug fix or two if it were possible. :P
  10. Dark0ne implemented the blacklist thing, so obviously this is just a guess but the way I think it works is that it blocks any request with a HTTP referrer header field that indicates that the user came from gmod.com. Thanks for that post, it does clear up some things. However I still think the Gmod people could have thought of the fact that linking directly to the files is going to make a lot of people angry. It's especially nasty for Dark0ne because he misses out on potential ad revenue, but for me as a modder (although I haven't seen any of my files there yet) it's bad because it means many people won't read the mod page which contains important information on how to use the mod. Not to mention the fact that these people probably won't come back to endorse the file. If they would just link to the file description page, it would be okay with me, but I imagine many modders would rather have their mods removed from gmod altogether.
  11. Yeah, big thanks to Ethre for hosting and maintaining the server, and to Pronam for fixing it when we would break it, and to ub3r for doing both his and my job when I was not around. :P The server has been great. :wink:
  12. We should all stop spanning stuff. Even me. :P It takes a lot of fun from the game.
  13. Maybe try the Skylands map if we're trying adventureish maps? I played it on SSP and it's pretty fun. Edit: may be a bit small for all of us though.
  14. Yup, it's the Dodgit game. It doesn't work quite as smooth as it did in the video because of server lag though.
  15. I'm normally not a huge fan of high res texture packs, but I have to say, nice work. I recreated this enormous redstone/piston game I saw on the Yogscast today. Damn that took forever. I must have used ten stacks of redstone torches alone.
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