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paladicprince

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Everything posted by paladicprince

  1. Yes, and no. Setting up thefor next loop for an experienced programmer would take a matter of minutes. Less experienced it could take 30 or so. The hardest part would be decided exactly which cells which nazgul could go into. But even that isn t terribly hard, just pick two corners and draw a square is the easiest way.
  2. And actually I haven't found a way to enable a free roaming cursor so I'm using a keyboard key to switch through all targets in your vicinity.
  3. The NPCs wouldn't change at all. As it's a quest script attached to the caster. And slawter I respect having opinions. I just don't think they should be represented as fact (a random peeve of mine heh). You were maybe overly cautious so I wouldn't rant you out haha but no worries I'm not offended by you having an opinion. And I'm working on this but it's not done yet. I think you should download it and try it when I release it just for fun, though your right it won't change your mind. Also, in a way it would indeed make it easier, I actually plan to attach the same script to bows as well simply for conveniece. But the NPC will still be able to side step the spell (which they do a frustrating amount haha) so hopefully it won't be to out of wack.
  4. Hmm. I'm not sure what you mean ProNam. The few times I've wanted to change something in a mod I've done that and it works. And it will add things (like a chest for example) to a cell that's added by a mod. I could be missing something, if so I'd like to know. At any rate your suggestion is great and I'm not knocking it. :)
  5. And the idea is that they're looking for you as long as you are carrying the ring. But when you equip the ring they essentially "see" you so they'd come straight towards you. for the first it would be as simple as making them unfriendly to the player so they'll attack on sight. The second is the bigger issue. And you could use something like Player.IsInCell (x, y) with a for... next style loop to loop through each cell we allow them to patrol.
  6. It would be easy to make the nazgul an enemy to everyone so the quards would start attacking it. I'm pretty sure you could also make it not go into cities, but then it'd just be outside the door waiting for you haha
  7. Nope. I meant OBGE, I have the OBSE documentation bookmarked, though the wiki covers it pretty well. OBGE is Oblivion Graphics Extender. I've seen it used for like blut effects but supposedly it implements the ability to add HUD elements which is what I need.
  8. Well if you're editting other peoples modss do this: Load the mod into CS, but don't set it as the active file. Modify everything accordingly, then save. It will let you save it as a new file with onlythe pieces you messed with. Then when you start the game make sure the new esp you made is checked, and at the bottom of the load list. Then when they release a new version just make sure your fixes stay beneath their esp in the load order and you should be good. Although if there is a way to make an actual patcher I'd be interested in knowing this. :)
  9. Well I was saying I don't want the wriath waiting there for you ahead of time, but I think a wraith should be able to enter towns, though depending on how you want it done he might kill everyone haha. According to the OP there would be one Nazgul that always follows you around so it would always be running this AI (because he wouldn't even spawn until you have the ring). Or if you only want him to come to you while you have the ring equipped you could set an AI condition for that. The other Nazgul would be on patrol in a certain region and if the character equips the ring in their region the would start this AI package. This too could be done with a simple AI condition (and possibly a script variable call, but without testing I'm not sure it may not need this). The idea being that anytime you equip the ring you would have two Nazgul coming for you - a regular one and the Witch King or whatever he's called. Generally the regular one would be closer to where you are as he would be restricted to patrolling a smaller portion of the game world. Whereas the King would be farther away and take longer to appear. On another thought the kings AI package should also to be set such that if the player is in combat with ANY of the nazgul he would come running (slowly as per OPs request), but once the player either killed the nazgul or evaded him the King would return to patrolling the entire worldspace. But I like using the AI to make him come towards you rather than using a script moveto. Move to is just too sudden, what if you just had to hide from one on a road into a town. Now you're in the town and the second you put the ring on he appears there. Or even if you added a thirty second delay it's just too predictable. You'd just take the ring off and put it back on every twenty seconds.
  10. Yes it's the same log in. I don't think you did anything wrong. I would say make sure you have cookies enabled, but you're able to log into here. Try going to the main TESNexus page and hitting Ctrl+f5 to force refresh the page then try logging in. Once you try logging in just hit home. And see if you're logged in. You might also try ctrl+f5 on the login page. Also, deleting your temporary internet files may help... possibly... maybe.
  11. Oh yeah. I was looking at that wrong. Yay me for being dumb. I would suggest then that you add a "Message "This worked"" to the bottom of the result script and the pull out one line at a time (even though it'll throw the calculation of and throw a 0 damage spell) until you see the message so you know which line offends. For some reason I feel like it's the last one: AddFullEffectItem FRDG grmCSQ.magnitude 5 1 2 grmCSFrostBallSpell You might try defining a magnitude variable within the result script itself and setting it to the quest magnitude because for some reason I feel like trying to input the quest variable might be causing the problem. but thats just based on theory's, wild guesses, and examining my fecal material so I wouldn't take it for much. But hey it's worth a shot. Also, to streamline your script a bit it's not necessary to have this run seperately for each type of spell. Consider doing this: Oh geeze. Now I'm making easy stuff complicated. Note: I assume this script would be run the second you release the button after charging correct? Or do you have different math for charging different kinds of spells? On that assumption here goes. Set Spell to GetPlayerSpell RemoveAllEffectItems grmCSFrostBallSpell ;Removes all current effects of your CSSpell, ;so that spell effects don't keep stacking up CopyAllEffectItems grmCSFrostBallSpell Spell ;Copies every aspect of your currently selected spell to your CSSpell ;The 0 in the following refers to the effect index. ;In a spell that only has one effect (i.e. fire damage) it's always 0. ;If you start implementing ways to have chargeable spells with multiple effects (i.e. fire and frost) then ;it would be 0 for the first effect (in this example fire), and 1 for the next effect (frost). And so on. SetNthEffectItemMagnitude grmCSQ.magnitude grmCSFrostballSpell 0 SetNthEffectItemArea grmCSQ.area grmCSFrostballSpell 0 SetNthEffectItemDuration grmCSQ.duration grmCSFrostballSpell 0 ; I don't know if your charged up spells will have any duration or always instant damage. ;If it's always instant Set the duration to 1 ;(I think, though it might actually be a 0 duration I can't remember offhand) SetNthEffectItemRange grmCSQ.range grmCSFrostballSpell 0 ;by now you probably know, range is self or touch etc You might not have used the exact variable names I guessed at, but just mod those accordingly. Let me know if you have questions about that. Also if you don't already I'd suggest bookmarking: This
  12. So wow. That's an extremely easy AI package to set up. Look at MyvrynaArano (you were correct thanks pappez) and check her AI for one labeled "TG00DeliverNote" Basically all it does is use a "Find" AI time, and then a dummy player reference that is located in the abandoned mine as the target. Since it doesn't have a location she should start looking for you wherever you are. Pretty interesting, though it would need some testing so when you fast travel to a town the wraith isn't there waiting for you).
  13. Thanks. Yeah that should narrow it down to a managable level.
  14. Nice the simple of chaos enters the oblivion world. You should definitely add some quests to get it (maybe to sheograth similar to the wabajack?). Worst case you could replace the wabajack with that mesh. OR simply add your mesh into the game with the wabbajack enchant. (OR perhaps not exactly like wabbajack, but I think the symbl of chaos deserves to reate some.. well chaos. ) Nice looking good luck!
  15. Instead of setting quest stages for doing that I would instead set a variable (You could label it stage so it feels the same to you). Because I think you might be having an issue calling all the "quest.variabe" variables. I'm not sure however. Most the time when I use a quest to process a script every frame I add three quest stages 0 - 50 and 100. With the result script for 50 only being to set the fQuestDelayTime to .01 and then setstage at 100. I don't know why but everytime I try to set the questdelayvariable in the main quest script it doesn't work for me. (I'm probably doing something wrong but whatever). If setting that variable inside the main quest script works for you then I wouldn't even use stages at all. As a math note why in the first line are you adding "(0.2 + 1.2..." The only reason to do that instead of simply sing 1.4 is if there's a parenthesis missing (i.e. "(0.2 + (1.2...") And why on earth does it use log and exp!? I hate those functions. Haha! Nothing wrong that I can tell with your code just that log always drove me nuts in math. :P
  16. Dracula do you know the NPC's name you were reffering to? Or at least the specific quest name? I vaguely remember doingthat quest once but it was awhile ago so the details elude me.
  17. That's realy interesting jawa! Send me a pm on how you use a ps3 controller I have one around my house (but no ps3 odd huh?) I'd like to try that out sometime. And that explains why I made that mod for you. And as a new thought it would be entirely possible to replicate WoWs targeting system by using a GetNextRef command that scans only actors other than yourself. Hmm... I'm intrigued. The biggest isue with that is getting it to select the nearest target. Sounds like I need to go mess with OBGE for adding the HUD capabiliy to do it as well. And basically if no one else takes this up I've intriged myself to the point where I will. Though it's more complicated than that keymaping mod I made earlier so this one would ake a bit longer. Also does anyone know of any good documentation for OBGE besides the rather vague stuff on the CS wiki?
  18. So you're saying that games like Diablo and Titan Quest are boring because they are point and click? Or that World of Warcraft is boring becaus you don't have to manually aim your spells? The fun in having a spell that tracks a character is it's one less thing to worry about. Instead of making sure your character is facing the correct direction (which is extremely hard in third person) you can spend your time making sure you use the appropriate spell or dodging his spell etc. Also in my opinion it makes the game more of an RPG as spell casting is based a less on how much you (the human) screw up and miss and more on how skilled your character is. Could it be considered an aim bot? Well in some ways yeah, but aim bots don't exist because everyone hates using them. As I said before you're entitled to your opinion, but because you feel one way does not make it fact. And obviously the OP feels differently from you. And why I decided to randomly rant who knows haha. :) At any rate hope you're having a nice day! :P
  19. Yeah. That mod was a simple script made for grmblf who's working on the whole thing. I've been following that thread pretty closely it is here if you're interested: http://thenexusforums.com/index.php?showtopic=155243
  20. A free roaming mouse would not ruin Oblivion at all. Maybe you wouldn't like it and as such you wouldn't have to download a mod that implemented it. And Oblivion is an RPG (Role Playing Game) plenty of which (as mentioned in the OP) have a free roaming mouse. While it is "typically" played in First-Person it is NOT an FPS (First Person Shooter) and could easily be played in third person (as the OP does) and just as easily played entirely without the mouse (as the OP does with the mod he mentioned). Therfore adding a free roaming cursor would do nothing but enhance the OP's game experience. I'd imagine that their are also other people that would find this game a bit more to their personal tastes if it was modelled his way. This particular mod could also be a benefit to people who are tired of casting target spells only to watch their inended target walk out of the way (depending on how exactly it is implemented). Is a free roaming cursor what the original game designers intended? Obviously not or it would've been in there. Are any of the mods created by the modding community what the original game designers intended? Obviously not, but that doesn't mean they ruin Oblivion. So the problem here is you stated you opinion as if it were fact. Next time try saying, "I personally wouldn't use a mod like this as I think it wuld ruin the feel of the game for me." That is a statement I can respect.
  21. That is odd. You might try disabling the allowed repeat stage and see if the script will run even once. I wonder if perhaps your main script is resetting the stage every frame before the result script has time to process? You might add a simple If (GetStage grmblfQuest != X) SetStage grmblfQuest X EndIf Adding it of course alongside your other checks. I don't know if its the issue but it's worth a try. And of course syntax (ironically I mispelled syntax originaly). I can't tell you ow many hours I've spent troubleshooting a script to find out I was missing a period, explicit reference, or asterick. It can be somewha frustrating, but such is the life of a programmer. :)
  22. Yeah I hate it when I get a great idea for a mod, start working on it. Then go to play oblivion regularly and realize I already have a mod that does the same thing >.> But I'm with you, at least I gained experience.
  23. Thanks for linking that bug information I'll need to remember it. Personally I'd use the second script pronam posted and it should work. :)
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