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Posts
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Everything posted by Kalizar
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Hey all, I'm just suggesting this, because it's kind of perturbing to see every few days a new person banned over uploading copyrighted material to the website, so, I'm just thinking, why not place warnings not to do so in file sections such as modder's resources, utilities, music, and just about anything that might be a risk for copyright material upload-For example, since music is VERY popular, and just about everyone listens to it, it would be useful to put the warning in the music section that would pop up whenever someone tries to upload the file. For the people who're just doing their own thing, uploading good music, but don't know of the consequences, this would act as a major deterrent, but there would still be the people who would upload it despite the consequences-and from my understanding, those are the people who you don't want here.
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Bwahaha. I win!
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Welcome to the jungle, Cerby. @ your avatar Now they can go through walls? Ffuuuuuuuuu-
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If I had any experience rigging to creatures/modelling, I might take this up, but sadly, no. In Iliana's Elsweyr the Deserts of Anequina there are merchants who have Pack Elephants with chests on them-With a little scripting, it could be done that if you activated your elephant while sneaking or anything else, for that matter, you would access the inventory of your pack. As for a depressed looking midget that you can kick around, I can see how that can be done http://www.thenexusforums.com/public/style_emoticons/dark/wink.gif
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I don't know about any mods submitted with this mod-But I've tested it and it's completely functional, so I might be submitting something not too long from now, including a fully functional Land Dreugh summon ^_^
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Oblivion Magic Extender is a tool that works with OBSE to "Undo" the hard-coding behind Magic Effects, so with it, you can create entirely new magic effects, duplicate existing ones, and set up multi-creature summon spells. So, why don't many people know about this? It's probably the greatest resource ever, opening up thousands of new modding possibilities, so, why don't many people seem to use it? I'm just wondering, because such an awesome tool deserves much more appreciation than it seems to have. Here's the link to it: http://tesnexus.com/downloads/file.php?id=31981
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Honestly, it just doesn't make sense to me that if you kill half the imperial city, then run away, no guards come after you where you choose "To land". So, I'm suggesting that someone sets up a script that will make guards find and attempt to kill you if your bounty is above 1000. "Stock guards" would be resurrected and have them start a find package to your location. Basically, every 6 hours, guards would find out where you were, and chase you down. But that's not all, I also think it would make sense that it would be upgraded from guards, or even downgraded to Mercenaries as your bounty goes up/down, if it reaches 4000, blades start chasing you down, past 7500, the empire sends a battalion on horses, plus a couple of legion commanders. It would be really awesome, and extremely increase immersion, plus add a bit of fun/more challenge to being a criminal (Like me).
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I have no experience with this sorta thing, but did you set the playable creatures mod as an active file? If not, you're facing a problem I faced, and recently found out about. It's where if you edit any things from another .esp file in another active .esp it does not save the changes to the game. So, copy & paste the default script into a new script, and rename it. Then, you should be able to script it. I don't know much about the mesh error, but that may be related to the scripting as well. If not, just look back over the tutorial and find what went wrong.
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Alright, thanks, David, what I thought ^_^.<div>Haven't gotten your mod, though it looks VERY good, I must say so... Do you have any specific objects that are at cell -1, -20? I'm fairly sure that's where I'm placing my tower, if not -1, -20, it's -1, 20. I'd just love to make my lil mod compatible with anything else that's good and related to Elsweyr.</div><div>Will objects placed in a container work without the mod deisolation, at least if the container itself is a new form? I want to make things that are specifically from the mod, too, like adding Bonemold Armor or something like that.</div>
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Welcome to the Nexus. Here's the Fallout 3 modding tool, no idea about DA:O though... If you ever want to mod TES IV: Oblivion, just go to cs.bethsoft.com/constwiki, for some information for the GECK (Fallout 3 modding tool), just go to geck.bethsoft.com.
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Hey all, I've just had a wee problem... Anyone mind helping? I attempted to make a mod that adds in a tower to Elsweyr Anequina, but strangely, all the resources that I used that were part of Elsweyr Anequina just plain disappeared; the tower, door, and everything else except for the map marker and campfire I added were gone when I went to test it. Should I make a new base object for every object I use in the mod, and if not, what can be done? <3 to all that help.
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Do you young people (defined as being born 1988-Present) have inherent
Kalizar replied to SpellAndShield's topic in Debates
I say to this: No. Age is not a factor in, well, anything. Everything is entirely related to individual skill and intelligence, and the willingness to achieve both of those. Honestly, why would a 20 year old have more of an advantage than a 50 year old, or a 30 year old? Many successful modders, are in fact in their 30s or older. HugePinball has created a powerful tool making use of scripts in Fallout 3 called Feng Shui. And honestly, the GECK, CS, or whatever it is you're modding with, were in fact the same tools used by people in their 30s/40s who did the scripting in the vanilla game! -
So I recently downloaded Seph's Dual Wield & Deadly Reflex. I honestly want to be able to just play the game with the vanilla animations sometimes, though. So when I disabled Seph's Dual Wield, the third person animations reverted to vanilla, but the FIRST PERSON ONES STAYED THE SAME! Pardon my Billy Mays Mode. Is there any way to fix this besides re-installing the vanilla Oblivion files? And, if so, is there a way to get the vanilla oblivion first-person combat animations alone, without having to reinstall the entire game?
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I know about all of that; but the thing I'm aiming at doing will ONLY work with the use of placeatme. I have one spell that adds "Body parts" from dead NPCs to my inventory, and another spell that reanimates those body parts to be a zombie. I know that placeatme can cause save bloating, exactly why I'll make a "Deletereference" block that will be aimed at deleting the NPCs a day after they died, and beside that maybe a deletereference block so your horde dies and is deleted after a (tweakable limit) week. But right now I'm just trying to solve this problem at hand that's been such a pain in the ass to my plans.
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Haha, sounds good at this point... Maybe I'll try 'n solve it in the morning, hopefully then I can actually fix it... Making a shambling army of zombies and skeletons that practically destroy the IC is fun, but not when they get stuck in one worldspace >.<
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I don't see how I could have overlooked something in the package, seeing as I "New-Formed" the default mage-apprentice following package, only added "Must complete" and recently "Must reach location", plus "Allow falls", and only removing the condition from it.
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Not working :( thanks anyway... Got any ideas as to what might be causing this?
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Don't have must reach location checked, but yeah, must complete. I'll check out the thing that I missed. If this works, I will feel so stupid, but thanks so much ^_^
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Hey guys, it'd be great if a more experienced modder could help me with this problem. I've been making a pretty big mod, but ran into a brick wall where NPCs have a follow package set up and are SUPPOSED to follow me, and they do, but with a lil snag: They won't follow me outside of the worldspace in which they were created, or in other words, if I made a horde of zombies in the Market District of the Imperial City, they won't follow me into the Elven Gardens District--UNLESS I go through the watch tower interior cell that connects to it, and exit in the elven gardens. And fast travel doesn't work with them, they won't follow me that way, either. So my basic scenario is: Creature followers created by PlaceAtMe Basic follow package They won't transition from one worldspace to another, even if "Attacking" a npc (They'll attack someone, the guy they attacked will run to another Imperial City district, they won't actually BE in that district, then when you go back to where they started chasing the NPC, that's where they are) They will not fast travel with you I've had this same exact problem in Fallout 3 modding, and the only real thing that is similar is the follow package and the use of placeatme. <3's to anyone who helps solve my problem!
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Yes, I've done archiveinvalidation; I play with MMM on and various other mesh-adder-inner-mods. Unless there's some ArchiveInvalidation for NIFskope itself, I'm clear on that department.
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Hi, I've been having a problem with NIFskope where models just don't get saved properly; whenever I try to load a model in the GECK, even if it's just replacing the texture and saving it as a new name, it just appears as the red exclamation mark error message. I'd really like to get into retexturing creatures for my mods, and maybe even get to do some stuff with weapons, but I just can't do that until I get NIFskope to work. I have Windows Vista, if that matters. This same thing happened when I tried modding oblivion; even when I didn't edit any aspect of the mesh, it showed up as an error when placed in the world, so it's definitely a problem with NIFskope saving in general.
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idea for new mod, cant do it myself though
Kalizar replied to Deleted1312655User's topic in Fallout 3's Discussion
It's out! Just search "Flashlight" and you'll find it :D -
idea for new mod, cant do it myself though
Kalizar replied to Deleted1312655User's topic in Fallout 3's Discussion
I may submit it later today, though it won't really work while going upstairs, only while going downstairs/on an even surface. -
idea for new mod, cant do it myself though
Kalizar replied to Deleted1312655User's topic in Fallout 3's Discussion
I'm already working on a flashlight mod, probably going to put it on the nexus later this week. Just thought you should know. -
Ah, thank you. So, if I were to be at the Z angle 49, with Rawr set as my angle, "myref.setangle z Rawr" would set the object's z-angle to 49? Also, I do not completely understand.... How would you make the object move according with how you tilt your crosshair up and down? For example, how would you make a boulder come closer to you as you look down, and farther away when you look up more?