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paladicprince

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Everything posted by paladicprince

  1. Or us r to toggle first and third person. And hold the middle mouse button while moving the view.
  2. That's odd. But I don't have AA on as I use HDR (or whichever it is that confilcts with AA). Does that also cause a problem?
  3. It can be done with scripted effects. Like a fireball would have to have a script attached to it instead of just fire damage. The script would then check if they're friendly or enemy and apply damage that way. Or you could use an activator and if something hits the activator that isn't friendly it gets hit by a fireball. But that's a tad unrelated to this mod.
  4. @Demonman562 Yes it would take a freaking long time. Especially if you remade EVERY mesh, but the OP was talking about reusing most of the meshes and creating new landmasses, which isn't too terribly hard. But yes it would take awhile. Nonetheless is IS in fact possible.
  5. I have windows 7 and for the record I couldn't get the game to allow me to take screenshots at all. I did the .ini settings, and even followed several guides for vista. However using fraps does work, so I'd highly recommend it. :)
  6. Lol is this the same mod you wanted the lava and water together for? If you make some lava pools all you need is a retex for ice pools :)
  7. I find this rant utterly hilarious. I do tend to agree, but I still laughed.
  8. :P I feel pretty assured that there'd be some reward offered. If nothing else than just to see some cool new dungeons and fight some cool new baddies. Ice... Hmmm... Making a frozen puddle of water would be easy I think, icicles would be a touch harder but not much. I haven't seen anything that adds those, but some time spent learning blender could suit your purposes fine. I'm absolutely not a modeller >.> I've made a few custom animations but that's about the extent of my skill in that department.
  9. I believe people stopped replying because you're being so vague. I wouldn't mind helping but I really don't have much to go off of here or in the last thread.
  10. I echo what above poster said about the endifs. but to answer your question a bit further try this: ... elseif ( GetStage DAMolagBal == 100.00 ) && ( doOnce == 0 ) MessageBox "Enter, and beware..." Activate set doOnce to 1 elseif ( GetStage DAMolagBal == 100.00 ) && ( doOnce == 1 ) Activate ... That should be the effect you're after.
  11. If anyone has any ideas let me know. I tried this, but it didn't work (I just got the fail message repeatedly). If (Check) Let InventoryPosition := Player.GetNumItems While(InventoryPosition >= 0) Let TempScrollCheck := InventoryPosition Print $InventoryPosition If (GetPlayerSpell == GetEnchantment TempScrollCheck) Message "Hello" Let TempScrollCheck := TempScrollCheck.GetBaseObject Player.RemoveItem TempScrollCheck 1 Let Check := 0 Break EndIf Let InventoryPosition -= 1 Loop Let Check := 0 Message "Fail" EndIf
  12. Yeah.... I feel your pain believe me. But I'm glad it's working! :)
  13. Just delete it. as long as you still have the "Oblivion - Meshes.bsa" it will pull meshes from there instead of the folder.
  14. Since you checked if it was male first all the getis female checks are a tad redundant... I notice a comma at player,getitemcount daedrasilk I would assume that the compiler would catch that, but maybe it's the problem?
  15. I've had that before. It means somewhere there's a syntax error that the CS Compiler doesn't catch. The best bet it to scrutinize your code letter for lettter...
  16. Well, you are correct ragna, but in this case I'd say the OP did it more correctly. He has several different things to test, but only if the player is a female, so he used nested if's. Which is a lot easier then typing the whole getissex thing 6 times. I thought that at first to so I copied and pasted it into notpad to add normal formatting while I looked it over. And sorr, but at this point I'm out of ideas...
  17. So how can I determine if a players currently equipped spell is from a scroll? I'm casting spells from an activator under certain conditions, but I'm still reducing magicka appropriately. I want it to be just as if you had cast the spell yourself. So if it's cast from a scroll I want to remove the scroll from inventory after the spell is cast. Any ideas how to accomplish this?
  18. The post earlier said that it indeed had been tried and determined to be not worth the effort. And a fat person of each race would involve redoing all the animations as otherwise they would have major glitch issues. And to implement this mod would require making probably at least 10 of those for each race. If you feel like doing that go for it. Otherwise it appears pretty obvious that no one else does.
  19. They have to be titled the same I believe yes (except the mesh will be .nif and the tex will .dds)
  20. Oh yeah that's true about the returns. I suppose if you want them to have to offer them in that order it works. Hmm... you might try the parenthesis thing... And what exactly did you change that made it not work? Oh and are you loading through OBSE? j/k
  21. haha making an adult mod are we? At any rate since you edtted those thing it's up to you to check spelling and such. Though here's the first thing I see: player.PushActorAway player 50 How is the player supposed to push himself away from himself? That might be the cause of your problems. Leave the second player as you want the player to be pushed, but change the first one to who he's being pushed away from. But note that the player cannot be pushed away from a door or other object, it has to be an NPC or creature. So if it is a door positioning an NPC somewhere on the other side would work. Currently if you have 30 apples and 50 carrots it would take them both and add the respective spells (I don't know if they're the same spell or different spells.) If they're different spells this works, except it will only show you the... second messagebox I believe because it will over write the first one. If you wanted to choose what to offer you'd need to add a messagebox with the options carrots, apples, etc. Then another messagebox depending on your selection that will remove the appropriate items and give the spell. Doing that however you might change the "You have nothing to offer" message to "You do not have enough of what I require" on the condition that the player selects apples but has less than 30. Also I don't see any particular reason for the returns, but I don't think they hurt anything. More that they just don't do anything. It may or may not make a difference, but I find it good practice to wrap all if conditions in parenthesis. It helps avoid certain syntax errors and seems a bit easier to read. It would look like this: If (Player.GetisSex Female == 1) Other than that PlaySound is the only thing I'm unsure of as I've never used it. But the syntax looks correct as far as I can tell.
  22. Lol ok. Well clothing requires two seperate meshes, one for when it's laying on the ground and one for when it's equipped. It sounds like either the mesh or the texture for the equipped version is missing. But that's the extent of my knowledge on this issue. Hope someone smarter has more to offer.
  23. I'm going to suggest that you copy the original script onto a USB Drive or a CD or something so you can paste it for us to see it exactly. Because chances are it's a small syntax error, and without seeing it exactly as it's typed it's a bit hard to help you out.
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