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lonewolfkai

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Everything posted by lonewolfkai

  1. Dwemer Specs are the ones I know. It adds different types. Could you list the links or be more specific on the names of the three mods you listed for the two handed idle pose? I was following that too.
  2. Hmm. It might be easier for me to keep up with it without ref. at first. I may try to implement them after the code is written. Another thing I thought about is in part of the script, I'm going to have it where you can detect the NPC before they detect you and attack. What if the NPC appears behind you and you don't see him? He is still there and gets left behind even when you leave the cell. I guess the script would still pull him to your location if the chance for him to appear again is called even though he isn't in his holding cell. Would that be right? He would already be enabled because he is wandering around in the cell. What about the part of the script that tries to enable him again. Would that command just be ignored since he already is enabled?
  3. Yeah, I'm not really sure how I'm going to implement it in a script. I'd have to disable the death animation or something I'd think.
  4. Anyone have a suggestion on a smoke screen like effect that will be played on the death of an NPC? Think the ninja escape routine.
  5. In that case, it may not even be necessary to use a ref, correct?
  6. Anyone got some insight on this? I suspect I can, but unsure of the correct syntax. More importantly, how would that work with the resurrection command? If the resurrect command is pointed at a ref, would it resurrect both NPCs the ref is pointed to?
  7. You should try to be a little more specific. That's a lot of general detail there.
  8. Why care what people say or think? Sarya is right though. It doesn't matter where you go, there will always be at least one person there that'll ruin your day. Know what I say about people like that? F* 'em.
  9. Very nice. I had a red 99' ram air. It had a couple extra computers in it to make it as fast as a corvette. Man do I miss that thing. :*(
  10. I always thought that terminology was funny. I still wonder why we don't say "unmodded" oblivion or something like that.
  11. lol, I used to have the same problem. I never did understand that until I asked. How did that term get coined anyways?
  12. OOOOHHH Sweet!! I didn't realize you could do that. I can see soooo many possibilities with this now. The light bulb above my head just got about 10x bigger! What if I wanted to place two or three NPCs instead of just one? Could I use the ref to do that? Example: ref MyNPC set MyNPC to Assas1 & Assas2 or would it need to read set MyNPC to Assas1 + Assas2
  13. I broke down and bought it....... Any pass the salt, I gotta eat my words.
  14. That's too bad. Might be well worth it. I broke down and bought it last night.
  15. Yep, that's exactly it. I wanted it to be a 20% chance, so to speak, of the assassin's appearance to occur. (I may change the percentage if it's too great) I'm seeing a lot of Ref NPCref codes on similar "hunter" or summoning mods that are placed before the beginon gamemode in a separate block. Is this something I need to do?
  16. Have you been staying up all night with Tri yet MHM? :D
  17. I think I might have the basic script engine worked out. Right now, the biggest thing I'm going to need help on is making sure this code will actually work. What I am aiming to do is make a random chance of an assassin appear close to the PC when the PC starts to sneak. This script is supposed to mainly just get the NPC close to the PC so they can start hunting you, which will involve some sort of AI/scripting too. I thought I would put this script on a book that the PC needs to carry. Let me know what you think. here is the code: ScriptName StealthWarBook Begin OnControlDown 9 Set A to Rand 1 100 If A <= 20 Set B to Rand 1 5 If B == 1 Assas1.MoveTo Player 100,100,0 Assas1.enable If B == 2 Assas2.MoveTo Player -100,100,0 Assas2.enable If B == 3 Assas3.MoveTo Player 100,-100,0 Assas3.enable If B == 4 Assas4.MoveTo Player -100,-100,0 Assas4.enable If B == 5 Assas5.MoveTo Player 150,-100,0 Assas5.enable EndIf Else EndIf End End Is that even correct usage for OnControlDown (9 is the code for Sneaking btw)? I think I need a "doonce" command line in there somewhere, but I'm not really sure where or the correct syntax. Before the Rand command? As far as the rand command, do I have that correct? Also, do I need references stated before the script for the NPC id's? Currently I have the NPCs' Ids set as Assas1, Assas2, etc. I'm also not sure about the placement of the assassins once they are moved to the PC's location. I know that its stated in units like x,y,z, but I may have that all wrong too. I wanted that some what randomized as well when they are moved to the PC so it doesn't occur the same way everytime. I'd also like to have them placed to the point that the PC might have a chance to spot them out before the assassin strikes. Furthermore, the script is basically just randomizing which of 5 assassins will appear, and that will be changed later to more complixity. For example, I want to code in there that two or three may appear as well. But I'm not sure how to use the MoveTo command for multiple NPCs. Do I just put an & in there with the line, like for example: assas1.moveto player & assas2.moveto player? Thanks wolfhound. Its from Okami just in case you didn't know. I normally use Lonewolf as a call sign, but it's usually taken. I'll give you a kudo if you can figure out what the Kai means. ;)
  18. What year model of TransAm you driving?
  19. ahh you're right. I just looked up claymores and they were only 5 lbs. I always thought they were like 20 lbs or something. I was also thinking mainly on the lines of Zweihanders too. They get a little heavier, but still they are only like 16 lbs. Anyways, Deadly Reflex and UV should be compatiable with each other.
  20. Could you make it so that the script would pull out random NPCs? Say 3 of the 50, but each time it would be a different set? Golden, here's where some good info about that type of scripting can be found: http://cs.elderscrolls.com/constwiki/index.php/Scripting_Tutorial:_Summoned_Creatures
  21. Might want to add adminstration rights to the CS too. The Vista User Controls do some weird things sometimes.
  22. UV is just what you're looking for As for the two hander speed. You can probably edit that easily in the CS Oh, and I have to beg to differ on weaponry being a lighter weight in real life, especially two handed weaponry. I actually think Oblivion has them swinging too fast, or at least with regular attacks. Now the power attacks would seem a little realistic.
  23. I don't really know much about scripting, but I'm learning because I'm making a similar mod, except that the activator will be on the PC..... Or at least I hope so. Anyways, from what I read in the Tutorials you have to put in a "Do Once" command line in there. Edit: Nevermind. I just re-read your post. You need more than one.
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