Jump to content

adinaq

Members
  • Posts

    7
  • Joined

  • Last visited

Everything posted by adinaq

  1. compressing the tga back to dds with nvcompress the alpha channel gets stripped it seems like editing the dds directly seems to render it void when trying to convert it back to xbm gets errors maybe i can uncompress the edited dds then recompress it lol worth a try i guess worst is it wont work
  2. trying to edit a texure to put holes and tears in a shirt but the riped area is showing up as colored in black like the alpha channel does not work or this game handles transperancy some other way? anyone know how to get rid of areas like removing sleeves and such? i can change the colors eaily but what i am trying to do is probably way more advanced then my knowledge im using the quickbms and nv compres/decompress tools and all that i got that down just dont know which of the 3 files (the actually texture, an "n" file and an "s" file) to change since the end resulting tga files all seem to come with an alpha channel sorry if this sounds confusing but its the best i know to describe my problem
  3. the only problem i run into so far is doing the repeatable quests in the castle the last one i got was to go turn so and so into a vampire, but they are already one so i cant do the quest and get something else unless i force it to finish with the console lol.
  4. i created a ring with the wisp fx via the console using playerEnchantObject 0001CF2B 000F1183 0007A0FD and when i put on the ring it worked fine i had the glow effect around me like the wisp mother does but when i remove the ring i still have the wisp fx on my character is there a way to turn off the wisp fx it gets annoying when trying to sneak around an all i see is a bunch of fog. the wisp fx on the enchant list of id's also says "AbWispShadeScriptAttach' do i have to end this script somehow? thanks for any help in advance
  5. hmm i see that now that you mention it, guess i get carried away sometimes throwing in diffent code formats also i notice some spaces where there shouldnt be cleaned up some of the mess with the aid of the power up seems to be valid Yipee Scn checkisdeadscript Begin OnTrigger player If (SarahWeintraubREF.GetDead == 1) SetObjectivecompleted Checkisdead 10 1 ; objective to finish just for entering Vault 22. SetStage Checkisdead 60 ; goes to a stage where i must continue with out her help Else IF (SarahWeintraubREF.getDead == 0) SetObjectiveCompleted checkisdead 10 1 ;objective to finish just for entering Vault 22. SetStage checkisdead 20 ; she isnt dead and get to the talk to her to progress easily. Endif Endif End sarah seems a little goofy so i had to include her appreciate the feed back, kudos for all .-* \o/ *-.
  6. @SonOfCapiz -woot thank you for those links :) it should save me a lot of eye strain looking for misplaced periods and such \O/ @rickerhk right i add the objectdisplay to have the next step apear on the screen when the criteria has been met to advance, i prob should make it display the completed step before displaying the new step. just not sure how to code it to check if the npc is dead ontrigger and send the quest in the correct path, i shall test out those links and check back
  7. i'm just learning how to make scripts reading through the g.e.c.k site and it seem a little vague on adding the getdead into a trigger script or quest section what i want it to do is when i enter a room or another cell .. i want it to check is soandso is dead and if so skip to a farther part of the quest line otherwise continue as normal with the next stage involving the npc im trying to add a few conditions to the trigger in case the player killed the npc before they got the quest and it will skip that section and make the player guess what that person would have help them learn here is my guess at what its sopposed to say but apperntly something is wrong with it since geck keeps asking me to save when i try to close Scn questnameStage20Script ;used questname for example will change to real quest names when using it Begin OnTriggerEnter player if (ActorRef.GetDead == 1) Setobjectivedisplayed questname 60 ;if the npc the (actorRef) is dead skip to stage 60 and complete stage 10 for entering the room Setobjective completed questname 10 1 ElseIF (ActorRef.getDead == 0 ) SetStage questname 20 ; if npc is not dead set the stage to 20 and complete stage 10 for entering the room SetObjectiveCompleted questname 10 1 Endif End any tips / help would be great
×
×
  • Create New...