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HYDRAK23

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Posts posted by HYDRAK23

  1. Ok it finally work!! Thank you so much for everything! For the Knowledge you pass me and basiclly your working script :)

     

    I was using a 2' Mapmarker estead of a Xmarker ( that also I was ignore what it was) and I forgette in the script property to set the value as the variable aaTPcast.... so nooob

     

    Now the Spell worw how intend, 1' cast go in the specific cell, 2' cast go back where you was.. work for interior and exterior cell too... Magically

  2. Hi Thank You for both answeras , they help me to understund this language and teach me a lot!! Also save me propably weeks of searching, and for the script !

    Make sense now !

    I add the GlobalVarible ;) I was ignore you can do this as well..

     

    I m sure the script is correct now but I still Teleport to the Loc01.

    The problem now is the Loc2 "marker" , I don t know if I have to create it, placed in the world or in a cell...

     

    Really Thank you dylBill

  3. Hi I recently watch a tutorial and create a magic effect that allow you to teleport to a location, now I would like to use the spell for go back to where I was... but is my first time trying to write script, I m a bit lost.

     

    ------------------------------------------------------------Original Working Script------------------

     

    ObjectReference Property Loc01 Auto
    Event OnEffectStart(Actor akTarget, Actor akCaster)
    Utility.Wait(1.5)
    Game.FadeOutGame(False, True, 2.0, 1.0)
    Game.GetPlayer().MoveTo(Loc01)
    Game.EnableFastTravel()
    Game.FastTravel(Loc01)
    EndEvent

    ------------------------------------------------------------My New Script-----------------------------

    ObjectReference Property Loc01 Auto
    ObjectReference Loc02 = Game.GetPlayer().GetParentCell()
    aaTPcast=0
    if aaTPcast=0
    Event OnEffectStart(Actor akTarget, Actor akCaster)
    Utility.Wait(1.5)
    Game.FadeOutGame(False, True, 2.0, 1.0)
    Game.GetPlayer().MoveTo(Loc01)
    Game.EnableFastTravel()
    Game.FastTravel(Loc01)
    EndEvent
    aaTPcast=1
    endif
    if aaTPcast=1
    Event OnEffectStart(Actor akTarget, Actor akCaster)
    Utility.Wait(1.5)
    Game.FadeOutGame(False, True, 2.0, 1.0)
    Game.GetPlayer().MoveTo(Loc02)
    Game.EnableFastTravel()
    Game.FastTravel(Loc02)
    EndEvent
    aaTPcast=0
    endif
    ----------------------------------------------------------------------------------------------------------------
    Thank you for your time
  4. Hi i recently try to create a Display for Weapons, i have problem to activate the animation of the display in game, in nifskope work fine, have NiControllerMaganer Nisequence, a animation for Open and one for Close..but in game is just a solid mesh..in the TC i set the model as door, like the others displays already in the game... do you have idea how i can fix this? Or any tip? Thank you

     

    Ps. Solved maybe whit luck.. By setting in blender Static and Actor a all the object that ise the animation or by create a animation in the Action Editor.. or maybe both

  5. Thank you for the answer :wink:

     

    ps. i have a bad time whit Nifskope 2 , i manage to use my textures, but i don t understand how i can set the right Tex path... exampple : I have oblivion install in D but if sameone else have install the game in the C: disk or E: or if maybe there is a extra folder beetween the Disk and the Data folder, how i can make sure that everyone will see the texture? and not purple object?? i try to add those path : C:./Data and D:./Data but dosn t work... :huh:

     

    PPs maybe i found the way, i have just set the path from textures\………. that s correct??

     

    textures\architecture\aasecretarmory\interior\frame-1.dds
    textures\architecture\aasecretarmory\interior\frame-a2.dds
    textures\architecture\aasecretarmory\interior\main trapdoor.dds

  6. Hi thank you for answer!! I will try the CS ext... about the the file , maybe is me that i miss experience, i try to create a new trapdoor from the left menu, but whitout success.. i create a new cell no problem, but using a trapdoor, key, door i was scare to mess up samething or create a eventually bug.. because i change the name of it.. and also i will have to add few container and empry them..my project is a massive Armory/Player house/hideout anyway i m days away for complete.. enought time to get more info about

     

    Thank you i will do!! In caise... i m allow to use the original Mesh and and change the color and/or add a icon on one original Tex? ( extract from texture.bsa) Thank you all guys for the answer!!

     

    Ps. i just want to avoid problem like violation of copyright and subsequently ban!

     

    PPs. Same question if i use NifScope for change the mesh… basically can use a mesh and tex from the original Textrures.bsa / Meshes.bsa and change it for adap them to my mod? Whitout violete the Besthesda Sofwork file/Copyright?? Sorry for the confusion O.o

  7. Hi thank you for answer!! I will try the CS ext... about the the file , maybe is me that i miss experience, i try to create a new trapdoor from the left menu, but whitout success.. i create a new cell no problem, but using a trapdoor, key, door i was scare to mess up samething or create a eventually bug.. because i change the name of it.. and also i will have to add few container and empry them..my project is a massive Armory/Player house/hideout anyway i m days away for complete.. enought time to get more info about
  8. Hi i create my first mod, i wonder if is legal extract tex and mesh from the original oblivion file .bsa, and publicate the mod later on on nexus? In the specific are tex/mesh of 1 trap door , 1 door , 1 key ??for the rest is all made whit the CS ... Thank you ;)

     

    Ps. I read the rules and copyright but i haven t found a answer and also i hope this was the right section for my post

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