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reaper9111

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Everything posted by reaper9111

  1. I believe the first one is henter of the "fire" that just having some sort of mist fog aroun it. and the second one would be the blue circle turning 360 degree around the staff head what ever the staff position is... confusing alil...Nop !
  2. about the debug...its ok in game...its here that i put "debug" in front of the command... about the gateopener, yeah, its a marker... about the second code line using 1 again... you think this can be the problem ? i dont think this is the problem since the second command is "playgroup Backward" and not "Playgroup Forward Again" about the fact that they are all reference...dont worry ! if the gate i use is one that is normaly activate by the player, and is one to be use in a cell (the gate is moving when activate) and not one use to link 2 cells... this is what you mean by using a correct gate, right ? Thanks !
  3. The way you explain your self here Vagrant is totaly what a good team leader is to be expected... i can feel the true proud and disapointed leader that you are Vagrant, shame on me, that i just quit without any word... :(
  4. i want that gate to open when the pc get close, and to close when pc get far.... Scn xxx Short Open Begin GameMode If Player.GetDistance GateOpener >= 300 If open == 0 xxx01.playgroup forward 1 xxx02.playgroup forward 1 Set Open to 1 Debug;Message "Gate Openning" EndIf Else If open == 1 If Player.GetDistance GateOpener < 300 xxx01.playgroup backward 1 xxx02.playgroup backward 1 Set Open to 0 Debug;Message "Gate Closing" EndIf EndIf EndIf End
  5. well, was this in vanilla or you have a monster's overhault mod running ? i'll be surprise if this situation is in vanilla ! i'm Using MMM and yes sometimes i have to run for my life... but not in vanilla if i remember correctly...
  6. hello all, Scipting problem here... EDIT: Can someone look at this and tell me where i'm wrong, damm it ! Scn xxx Short Open Begin GameMode If Player.GetDistance GateOpener >= 300 If open == 0 xxx01.playgroup forward 1 xxx02.playgroup forward 1 Set Open to 1 Debug;Message "Gate Openning" EndIf Else If open == 1 If Player.GetDistance GateOpener < 300 xxx01.playgroup backward 1 xxx02.playgroup backward 1 Set Open to 0 Debug;Message "Gate Closing" EndIf EndIf EndIf End
  7. No no, i know how to deal with load order... without having OBMM, i just make a change in the esp of the mod i want load first/before an other one... so oblivion will automaticly load it first... but for the project... i dont know if i can do that kind of change... (any lil change would do the job)... like adding a tree and then remove it and save the esp... and it will be fine... but this is for esp... i dont know if it will be possible to do the same with an esm... do you think its possible... ? Sad to hear that ppl probably left becuse of this "issue"... gimme new on that, PM Vagrant, and will discuss more on what can be the solution... cuz if we can menage a way to make it work without these program... i'll be happy to work on it !... PM me !
  8. Yeah, i did sign up... was pretty happy to probably getting involve in the project tho...the problem is that its requiring me to have a few stuff installed to be able to work on it..."such as OBMM" (ObModMenager) and i dont want to have this in my data... i know it sound crazy but i like the way my data is, even if its a mess...i like my mess... Sadly tho... plus i still have my own project that always need polising... To be honnest i was disapopinted that i couldnt be part of it, becuse of that ! ok that said thanks for your help once again...i see what i can do !
  9. This would be a MUST HAVE RESSOURCE PACK...i'll be the first to dowload...i've been looking fo this since i learn the CS... i truly hope someone will make it ! but i think Vagrant0 as done something similar to this Here...Shop Symbol, yes it require a lil skill with the appropriate program...but you'll need to do what is already done here if you want your own eniways...so may as well start here !...good luck !
  10. If it is a .esp, best way would probably just be to make a high priority quest, and make blank dialogues (or mostly blank) in all the usual places, then make those dialogues point to that NPC. Another option would be to make all the NPC's packages have "ignore fallout behavior" checked, turn on the "no rumors" flag, and add a script to the NPC with an onctivate block that just calls a return function if the actor is alive. Hello Vagrant, when i said (SetRestrained), it was wrong, i meant SetUnconcious...but like i said i need him to be able to move... what would be the command to use on a begin OnActivate block ? the option of doing a complete new faction with a new condition to "ignore ALL the dialogue" would be too long as expained on CS Wiki... is there a way around that !... i want my NPC to Have NO DIALOGUE at ALL... about any dialogue quest ! ??? Complicated, i know !
  11. hello all, what is the best way to make an NPC not talking at all (including NO GREETINGS) when the player is near this npc...? i cannot use SetRestrained... i need him to move ! Thankx !
  12. Ok, thank you guys for replying... Buddah i might ask you for help, when the file is ready, But is it possible to split a BSA file type ? cus i want to make it simple for the person who want to play my mod...So, i decided to make it BSA format this time ! And i would really prefert to upload it here on Nexus (i'm not a big fan of other site)...lol... will this cause problem ? Ps, Don't know exactly how big it will be, i know that V_2 was too big to be uploaded in one piece ! and i have added a few things !
  13. Hello guys, i want to know where's the best place to upload my huge mod, freely to upload and to download? sadly Coldstone V_3 is too big for Nexus...!!! Thanks !
  14. Here's 2 sweet looking model of animated staff for the great modeller here on TESnexus ! - Staff 1 - Staff 2 i hope a modeller will find them nice enough to make them !
  15. this mod i've seen on a picture somewhere that add just below the weapons icon a lil "damage condition bar" so you can view at all time the condition of your weapon when you play...i've been looking like crazy to get this...but any of my "key word" in the search bar result in (no files)... i know the mod exist...can someone help me please, Thank you !
  16. A quest for each 9 devine...witch i already talk about whit a friend a while ago !...most of the 9 quest would not involve combat !
  17. If this idea ever come to life contact me...i would also like to give player a new reason to do the main quest once more...
  18. They started it more than a year ago and announced it's estimated arrival to be 2010. i would expect to see it by 2011. HERE IS WHAT THEY SAID : Bethesda pencils in new Elder Scrolls title for 2010 Fallout 3 publisher Bethesda has indicated that the next title in the hugely popular Elder Scrolls series will be released in 2010. Paul Oughton, publishing executive for Bethesda, also said that although the market for the Wii and DS has opened up more varied publishing opportunities, the company doesn't have any current plans to release titles for Nintendo consoles. "At the moment we've got Fallout 3 for this year and potentially there's a new Elder Scrolls title in 2010," said Oughton. "At the moment we're not that interested in the Wii. We're going to stick to PS3, Xbox 360 and PC. We'll continue to pursue three or four titles a year and go for big titles," he said of the company's publishing plans for the future. Oughton acknowledged that Nintendo has done a great job of expanding the games market to a mass audience, but he also expects that it will soon reach saturation point. "We've seen games selling in the past 18 months that we never thought we'd see. We wouldn't have thought that pet games and cooking games would have a viable market five years ago. No publisher would have taken those products on," he said. "But Nintendo bought new products in with vast amounts of marketing money to launch these into the minds of the consumer and made a market for them. Every other publisher then very quickly developed DS and Wii products and we're getting to saturation now." THEY GETTING US A LIL CONFUSED... so what i say is that its not an annoncment,but a tease of a potential annoucment !...lol
  19. Hi, i was watching a few video on you tube and come across that one... and i would appreciate if someone can point me the mod that the bikini is from ??? Thanks a lot !This Video Here
  20. like Azir said... Try reinstalling the mod ! and...Good luck !
  21. Damm It !, I was hopping that after fallout 3 they would start the next Elder scrolls ! ??? WTF ???
  22. Well, your lucky... cuz my mod load order is fine i guess, and all my 236 or so mods are english and i have the same problem... (Kajjit and argonian no voices) i guess i'm gonna need to uninstall those that i remember altering the Voices on some way... (humm, 236...witch one was it ? lol) Damm it !
  23. Just want to say Good Luck !

    and i'll be there if you need help !

  24. try the long way and disable mod by mod till you fond in game the one that cause this ! or use the "mod conflict detector" ! Good Luck !
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