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Everything posted by Argomirr
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28 days and a bit - ZOMBIES Mod Help
Argomirr replied to iaa05's topic in Oblivion's Mod troubleshooting
OBSE is no regular mod so they can't conflict, unless 28 days relies on commands that are no longer available or have been altered. I don't think that's the case, because it works fine on my end and I have v18. It may be conflicting with some other mod. You could also try making a clean save to make sure all variables get cleared, and try again. -
lever to portcullis scripting
Argomirr replied to Dracula420's topic in Oblivion's Mod troubleshooting
1. Place the portcullis 2. Place the lever 3. Double click portcullis (in the render window) 4. In the window that popped up, tick the "Persistent reference" box 5. Double click lever 6. In the window that popped up, go to the "Parent object" (or something like that) tab, click "Select in render window" 7. In the render window, select the portcullis No need to script anything here. The default scripts will work just fine, you only have to link the two objects via parenting. :smile: -
That sounds familiar. One of these: 90 xuldarkforest.esp [Version 1.0.3] 91 xulStendarrValley.esp [Version 1.2.1] 92 xulTheHeath.esp 93 XulEntiusGorge.esp 94 xulFallenleafEverglade.esp [Version 1.3.1] 96 xulColovianHighlands_EV.esp 97 xulChorrolHinterland.esp [Version 1.2.2] 98 xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.2] 9A xulBravilBarrowfields.esp [Version 1.3.1] 9B xulLushWoodlands.esp [Version 1.3] 9C xulAncientYews.esp [Version 1.4.1] 9E xulAncientRedwoods.esp [Version 1.6] 9F xulCloudtopMountains.esp [Version 1.0.1] A0 xulArriusCreek.esp [Version 1.1.2] A1 xulPatch_AY_AC.esp [Version 1.1] A3 xulRollingHills_EV.esp [Version 1.3.2] A4 xulPantherRiver.esp A5 xulRiverEthe.esp [Version 1.0.1] A6 xulBrenaRiverRavine.esp [Version 1.0.2] A7 xulImperialIsle.esp [Version 1.6.2] A8 xulBlackwoodForest.esp (not sure which one) is know to cause crashes between 22:00 and 5:00 in game. If I remember correctly, it enables some Will-o-the-Whisp refs during that period. There's something wrong with either the code or the creatures and that causes an instant crash. (Which explains why you can just sleep or wait - this script only runs in game mode.) Remove these plug ins and the crashing should stop. (You may only have to remove one, I think the others are fine.)
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Yup, disable them one at a time and keep going till the problems go away.
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Thanks, guys! ;) If there's any Greasemonkey users out there, I've managed to write a Greasemonkey script that adds a random file link to TESNexus. http://img684.imageshack.us/img684/7799/randomfile.png (I know, it should be a list item, but I couldn't get that to work for some odd reason. But a man can do without that little square, right?) Heh, I didn't know a single bit of JavaScript until yesterday... :P [EDIT]Also available for DANexus and FO3Nexus. [EDIT]Added support for random images. [EDIT]Links now show up like proper list items: http://img576.imageshack.us/img576/9355/randfilefo3.png
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Here you go. :)
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Like this? http://img580.imageshack.us/img580/6082/bookshelf.jpg The vanilla texture is pretty low res. Kinda hard to work with and still make it look good. That and my texturing skills are pretty bad. :P I also tried the texture you provided, but that didn't work out too well...
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If I'm not mistaken, those particular NPCs are leveled. The reason they seem stronger when the player is weak is because they have a minimum level of 10. Normally they are "player level + 2" or something similar, so the difference is much larger at lower levels. That's my theory anyway.
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Morrowind Oblivion Fallout 3 Yes, I know...
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Looks pretty cool.
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I win. Plain and simple victory.
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I think a random link button is a great idea. I'm a total noob at JavaScript, but I've done an attempt at making a random link button for TESNexus anyway: give it a try. I do hope Dark0ne finds some time to add such a feature, though. :)
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Nice work! They've got a very Brotherhood of Steel-ish look. :P
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Remember, kids: always backup your backups. :P
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OBSE has functions that allow you to change a weapon's type during runtime, IIRC.
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Animated Window Lighting System
Argomirr replied to goldbrand93's topic in Oblivion's Mod troubleshooting
The pink windows are missing textures. Re-install the mod and double check that the textures are going in the right folders. -
Perhaps Better Music System can do this?
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Indeed.
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From "Why", I got "Why can't I own a Canadian."
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[Scripting] and Performance
Argomirr replied to revolucion09's topic in Oblivion's Mod troubleshooting
Unless the script needs to run that often in order to work, you should go with something a bit slower. Why waste CPU power if you don't need it? -
'Begin Menumode' run more often?
Argomirr replied to PrettyMurky's topic in Oblivion's Mod troubleshooting
Declare the magic fQuestDelayTime variable, like this: Float fQuestDelayTime Short DoOnce Begin GameMode If DoOnce == 0 Set fQuestDelayTime to 0.5 Set DoOnce to 1 EndIf End By setting fQuestDelayTime to 0.5, your quest script will run two times a second. -
Yup. If you need to look up a function, the CS Wiki is the best place to go.
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Character Generation Script
Argomirr replied to dsprice1989's topic in Oblivion's Mod troubleshooting
Yes, it's directly linked to the MQ01 quest, and perhaps MQ00 also. Chargen handles the background stuff, while MQ01 is the tutorial quest that annoys new player on their little adventure in the sewers. -
soul becons are not selling themselves.
Argomirr replied to DD4791's topic in Oblivion's Mod troubleshooting
I'm guessing you're talking about the soul beacons from Skycaptain's Never Die? -
The CS Wiki has some great tutorials, but it lacks an introduction to scripting in general; most of the tutorials are cover very specific areas, while, as a complete beginner, you want to get the basics down first. I've written a tutorial that will, hopefully, be a good place to start if you've absolutely no scripting experience. :thumbsup: