Jump to content

lonewolfkai

Supporter
  • Posts

    1105
  • Joined

  • Last visited

Posts posted by lonewolfkai

  1. Im creating a mod right now and I seem to be a little stuck. Im new with scripting and really only know how to play sounds and make messages appear.

    any of you tell me how to make a creature/npc, who we shall just call K for now, spawn close by when you walk up and activate an obelisk and attack the player?

    Also, can you set the basic size of a creature or npc with a script or would you have to just change it with in the construction set(but how to do this if you wanted it to spawn when the obelisk is activated and already be larger than normal)?

    Yet another question is whether you can add extra appendages to creatures and npcs, such as an extra set of arms, or a second head(without using the Dagon model)? The creature Im creating doesnt need to wear a shirt or armor. I have no experience with texturing or modeling, but is it possible to make it look like a creature has something like lava, water, or lightning flowing on it or over it using a spell or something(not completely covering it, but more like small streams or pathways, asside from the lightning)?

    Can you change the body/mesh of an ncp specifically to one that was downloaded(much more muscled than current body)?

    I know, it seems like a lot, I dont want to reveal to much of my mod just yet, but it will be big.

     

    Don't know about the scripting part, but for the new creature you'd need something like Blender to make it. You can have extra arms, but you'd need to attach them to an existing bone, which doesn't have to be a new set of arm bones unless you want them animated too. If you want all appendages to move, you'd need to make new bones for them and then animate them.

  2. I posted this originally on the beth forums but never got a real answer out of it. I'm hoping I can get some help here.

     

    I followed this tutorial: Custom Bound Items

     

    To sum up the linked tutorial, it basically makes a ring that has the bound item type script effect. It puts armor and weapons on you when you put the ring on and takes them off when you take the ring off and also makes the items disappear, which essential just puts the scripted armor away into a hidden container.

     

    I've got the ring made and it works great for the PC, but I want it to be able to be used by an NPC partner and it doesn't work. All it does is cause the NPC to wear the ring. No armor or weapons are added and placed on the NPC. Is there something in the scripting that needs to be changed?

  3. I don't like it. It feels like everything is crammed into the middle of the screen. I have my favorites window up all the time on the left and with the webpage's browsing section on the right, the mod section is crammed into the middle. It's like the website was horizontally laid out and is now vertically laid out. I guess I could flip my monitor on its side.....
  4. I'm betting this is from Sexlivion. I don't have it anymore, but I remember there are a few cell names (mostly around the IC and Anvil in one place), and also the text description of a couple/few of the races (when starting a new game the description just says something like "This text needs to be reconstituted"). Also one of the startings spells ('Flare' and 'Heal Minor Wounds') gets changed to 'Default Player Spell'.

     

    When you compare the mod in Tes4Edit you can just drag the text from the correct mod (oblivion.esm) to the new mod to make the changes rather than typing it all in.

     

    You shouldn't use Sexlivion anyways. The mod isn't worth the bugs you get with this mod...though it's quite funny.

     

    I still believe it's not SL as this is clearly no Japanese gibberish font.

     

    Actually I've got several russian-based mods, so I can't say which one it is for sure, but I have my shouldn't be too difficult since its only a few. I'm guessing which one it is though.

     

    Anyways, I'll give TES4edit a whirl. Thanks for the advice.

  5. Okay, got an update. Checked again this afternoon on the Bethsoft forums for messages in the hopes that they might still be there and they're back again. No clue there. Chalk it up to a bug I guess..... But they're still marked as "Deleted"
  6. Genetic Engineering scares me... and I've already pointed out why in example from my previous thread. How would something like that not occur, especially when it becomes the norm in society? Although a separate debate, racism goes along the same subject here and how it will never go away. How would something like this be prevented in regards to G.E.? What about those those that aren't genetically altered for superiority? What happens to them?

     

    And as far as separating science and science fiction, often the two are mingled together. Several technological and scientific breakthroughs were based on science fiction. And obviously, science fiction is often based on actual science, usually idealogical science.

  7. No need to be rude about it and laugh. It's just simple speculations. Geez.

     

    Here's what I found on the controls:

    "We're pleased to report that the game's controls still feel pretty tight when using a Classic Controller and closely match the PSP scheme. You can also use a Wii Remote and Nunchuk combination to get the job done, and while Capcom wasn't able to confirm it, we expect that GameCube controllers will also work. Unfortunately there's still no option to lock the camera onto your current monster, but the L2 button will reset the camera behind you, and the right analog stick can be used to pan the camera."

     

    So that would probably be the same thing as locking on target.

     

    Also, a gamer that has the Japanese version said the controls for the remotes are surprisingly smooth and that he actually prefers it over the classic controller.

     

    Pictures of some of the armors look pretty sweet, and so does that sea dragon!

  8. ahh, but you guys have got to remember this game is being designed specifically for the Wii. I'm sure they will accomodate the controls to the traditional remote and nuns. I'm currently playing Zelda and find it not really that difficult as far as the swinging goes. It's actually quite awesome since it gives you the feel that you're actually wielding a sword in real life. As far as swinging yourself off the mark, Zelda has a lock-on target type button that I'd be willing to bet will be a feature on MHT.
  9. Have you guys played Legend of Zelda: Twilight Princess? I imagine the controls will be similar to those, but with more control over the angles of your slashes. If so, it'll be awesome! I'll probably be using the Remote and Nuns at first just for that reason alone.

     

    I'm going to have to stop watching this thread. You guys got me wanting this game bad! Geez, we still have well over a month to go too!

×
×
  • Create New...