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paladicprince

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Everything posted by paladicprince

  1. Hmm, I can't seem to get this to work help! Just kidding I know you need more details. Here's the basics, I'm running a script on a door that gives you various options when you attempt to activate it, one of the options is to burn it down. I've got the visuals and everything looking great except for one part: I'd really like the door to disappear once it's been torched. But I still want it to be useable. I'm not sure how I could go about this any help would be appreciated. Here's what I've got currently: scn SteadyStreamsScriptedDoorScript Short Animate Short Disable Float Delay Short Working Short Choosing Short Choice Begin OnActivate If (GetStage Charactergen < 9) Set Working to 1 Set Choosing to -1 Else Activate EndIf End Begin GameMode If Working If (Choosing == -1) MessageBox "The door seems to have gotten itself jammed while you slept. It seems some things go wrong no matter how much money you throw at it.", "Burn the door down" Set Choosing to 1 Set Choice to -1 ElseIf (Choosing == 1) If (Choice == -1) Set Choice to GetButtonPressed ElseIf (Choice == 0) player.AddSpell StandardFireDamageTouch1Novice SelectPlayerSpell StandardFireDamageTouch1Novice TapControl 7 Set Animate to 1 Set Delay to 1 SetStage Charactergen 10 Set Working to 0 EndIf Else Activate EndIf EndIf If Animate If (Delay > 0) Set Delay to Delay - GetSecondsPassed Else PlayMagicShaderVisuals effectFireDamage 5 Set Animate to 0 Set Disable to 1 Set Delay to 5 EndIf EndIf If Disable If (Delay > 0) Set Delay to Delay - GetSecondsPassed Else Disable Set Disable to 0 Set Charactergen.WasDoorBurned to 1 EndIf EndIf End That's attached to the door, then I have an activator on the other side of the door with this script: scn aaatestscript Begin GameMode If Charactergen.WasDoorBurned If player.GetDistance aaaTestItemRef < 100 player.moveto SteadyStreamsPrivateDoor EndIf EndIf End This almost works, as it removes the model of the door after it's been burned, but I have issues I can't figure out. First, when you get within range of the aaatestscript it goes to a load screen and locks up everytime. The other issue being that since the door in one room is now disabled the other attached door won't teleport you anywhere. I hope everything was specific enough, I'll continue working on other parts of my mod until I hear back. :thanks:
  2. Also, it might be a good idea to remove the WristIrons from the players starting inverntory if wearing it'll make guards hostile... It would kinda ruin the whole tutorial quest as the moment Baurius saw you he'd simply stab you. Though it might be rather funny it doesn't help you get very far in the game haha I don't think you can equip regular gauntlets with them on to begin with so that's not an issue. I'm also not sure offhand how to make people hostile to you on site while they're equipped, but you could probably check the Grey Cowl (or whatever it's called) script for some hints there.
  3. hmm. A couple options: You could make a quest that's start game enabled, with a script that once you pick up the key it advances the quest to the next stage, thus my above code example would still apply. Another option is I believe there's a code to check if an item exists in the players inventory, though I don't remember what it's called and I'm working oin my own mod atm. I'll pretend like the command would be player.HasItem just for the sake of arguments (even though it's not), the code would look like this (attached the the shackles still: Begin OnEquip If (player.HasItem ShackleKey* == 1) player.EquipItem Shackle* Else player.EquipItem Shackle* 1 EndIF End This would check if you have the key when the item is equipped, if you do the item is equipped like normal, however if you don't it is permanently equipped. The astericks are were you would put the FormId of the specific item you want equipped (for instance the standard starting shackles are called WristIrons), or the specific key you want related to the item. It would be a good idea to attach something along the lines of the following to the keys: Begin OnAdd Player player.UnequipItem Shackle* End This would prevent the case where you had the item equipped then picked up the key afterwards, but the item would still be permanent. As a note, these examples are extremely unpolished and made up off the top of my head, I can already think of a few better ways to impliment them, but I think it'd be good for you to experiment. At the worst I've given you something that will work, albiet half-hazardly. Good luck sir :)
  4. Actually that oddly only worked once... I did find a work around though for now. Simply delete or rename all the videos in the Oblivion\Videos folder. Then it'll skip right over them. This also works for when you start a new game. Though I'd like to be able to add it into my mod in such a way that I can distribute it if anyone else has any ideas.
  5. The only thing I've ever found is how to disable the movies when you turn on the game (such as the 2K logo that pops up) but not the Intro movie itself... But thanks for pointing that out, oblivion is loading a lot faster now which at least helps some. :)
  6. Hmm pretty much as the topic states, I'd like to disable the startup movie of the emporer talking. For a couple reasons, one I'm working on an alternate start mod and it doesn't really fit, and aso because I'm testing my mod a lot which involves starting new games a lot and I'm sick of that movie popping up even for a second. LOL :) Hopefully someone knows. :)
  7. Well, to make an item non-uneqquipable... Or so you can't take it off do this: Begin OnEquip player.EquipItem XXX 1 End The one at the end flags the item us permanent or whatever you want to call it, thus when the user tries to unequip it, it simply pops up a message in the top left corner saying you can't. To remove the item and that flag simply use the - player.UnequipItem XXX - command somewhwere in your script. This of course means that next time you equip it it will be permanent until the point that a script enquips it again. To fix this you'll want the object to be controlled by a quest, like this: Begin OnEquip If GetStage XXXQuest < 10 player.EquipItem XXX 1 Else player.EquipItem XXX EndIf End Then you would have course have to create a quest but that's a different ball of wax (but not terribly hard just folow the tutorial on the Construction Set Wiki). And gratz to you on your first post! Hiya! Good luck modding. And gratz to me for my first time to ever get those Codeboxes to work. Haha Btw, here's a site that has useful information about equipitem: http://cs.elderscrolls.com/constwiki/index.php/EquipItem Especially the part about adding items and equipping them together in the same script.
  8. Kudos to you then. I assume you got it working so gratz! Hope your wife appreciates all that hard work haha :)
  9. Alrightey then. Woot for me actually uploading my first ever mod. :) I cleaned it up a tad and removed the OBSE dependency (though it's a moot point since you already have it and so dose pretty much anyone else). You can look it up under my username or search for Keyboard View Controls Let me know if it still doesn't work for some oddball reason will pinpoint the issue, I tested the cleaned up script one more time though and all is working well here. :)
  10. Cool idea honestly. Wrong section though as it should be in the Requests section. I hope someone tries it on. I've been making mods catered to magic users myself and might keep it in mind as a cool idea. I like the fact that you even have a basic quest idea started. :) wish you had more time to actually make it yourself, but I understand all that heh
  11. Interesting point. It will however affect the arrow keys either way as I just tested. :) So if you're planning on using the arrow keys as opposed to the actual numpad keys it's a moot point.
  12. As an alternative to creating completely new armor for everything I had a thought (but not the ambition to test it yet, though after typing a paragraph I might get myself excited who knows). Instead of creating a new piece of armor to be equipped which would be a pain since you don't want it to be in the inventory initially... Here's an example of how I'd imagine that process going: Player has X chest piece equipped. Player fights a particularly nasty goblin and forgets to block a few times, thus we want to give his armor a battle worn look. After a predetermined amount of damage (or perhaps a percentage of the items maximum health which I believe is doable) the item would have to be: 1. Unequipped 2. Removed from the inventory (after all the new chestpiece would ideally replace the old one) 3. The new damaged chestpiece Y (which if you wanted to implement it would have a lower armor rating due to the damage) would be added to the inventory and then equipped. This in and of itself isn't terribly hard but it leaves a lot of bases uncovered. For instance what happens when you repair an item? You'd have to make a seperate script that would constantly checked and if repaired to a certain level would repeat the above process in reverse. Also the new item would start initially with full health (unless you explicitly scripted otherwise), if you wanted more than a damage and nondamaged version it would become quite tedious to script each piece. Instead of all that, you could simply crate a texture to represent damage and use the OBSE function SetIconPath which would (if I understand it correctly) apply a new texture to the same item, it would also be easy at that point to implement a simply script that scaled the armor rating with the durability. I might be wrong about that specific command, but here's the OBSE documentation: http://obse.silverlock.org/obse_command_doc.html Scour through it, Especially under The heading Simple and Wearable the command you want is probably similar to the one I mentioned only somewhere in there. Also RagnaHighArc is correct to the best of my knowledge that is the way to track the equipments durability. Like I said untested, but from my general understanding of scripting should be what you're looking for. As for the "other reasons" it would be entirely possible to entirely destroy an item once it's taken too much damage (simply by unequipping it and removing it from that particular actors inventory), or if you rather simply by unequipping it and leaving it in an unwearable state until repaired. Just my thought. Hope they help.
  13. Nice! If it does have it that will be perfect. Only problem being that the servers are down and I can't download it. Haha oh well. I'll google it, and worse case I put the finishing touches on my alternate start mod before starting a new project. Much obliged. :)
  14. Clearly you're pretty new at modding, but the fact that you're doing it is awesome! Here's the best way I can step by step how to get the mod you made onto your wife's computer: 1: Make the mod (Which you've already done) 2: Save and test the mod (again already done) 3: Now, when you saved the mod it asked you for a name, remember that name. 4: Open my computer. And go to C:\Program Files\Bethesda\Oblivion\Data" (Assuming you installed the game to it's default location, if it's not there hopefully you know where it is, if not you can search for oblivion and open the folder that shows up in the result) 5: Inside the data folder is a bunch of stuff, ignore most of it, you're looking for the file you saved. For instance if you called it "potion" when you saved it, you're looking for a file called "potion.esp" 6: Copy that file onto a USB drive, a CD, or however you want to get it to your wifes computer. 7: Repeat Step 4 on her computer 8: Copy the"potion.esp" file into the folder you now have open. I'm assuming you know the rest since you said you tested it, but here it is just in case: 9: Start Oblivion via the desktop shortcut or start menu, your choice. Before clicking play hit "Data Files" and put a check in the box next to "potion.esp" 10: Enjoy :)
  15. I've been playing with my own version of a magick mod. I know others exist and I've played Mighty Magick and Midas Magick and Supreme Magick and they're all superb, but simply not exactly what I was looking for. That aside I understand how to pretty much everything I've been messing with, but I have one idea that I'd like to implement assuming it's possible. Essentially, it would be an AoE telekenesis spell. That would go something like this (I understand it requires scripting and OBSE, which I can do, and I have): You press the button to cast the spell and it picks up any havock objects within the radius and swirls them about the caster, until the button is released when all the objects would fly towards the casters target. I would plan to add balancing factors such as limiting the number of items picked up, or picking up 1 item every half second. Something to that effect. What I'm asking right now is if there's a way to do this. It would most likely take a very large amount of scripting which I'm ok with writing, I'm not asking you to write it for me, more just give me a general idea of how this might be possible. I thought it might work if I could set myself as the center of gravity, but I assume that would involve with messing with the havok engine which afaik isn't possible? Another thought was simply using facing and moveto commands, which would require a lot of scripting loops, but I'm unsure if there's a way to detect objects that can be moved without targeting them directly. Or I suppose if there isn't it would be possible to make the spell function so that while the cast button is held down any object you look at that can be moved would start swirling around you. Any ideas? Thoughts? Suggestions? :thanks:
  16. I tested the script posted above and it worked perfectly. I would gladly upload it for you, but from what I understand the servers are down on TESNexus right now so you wouldn't be able to download it until sometime tomorrow anyways. A thought I had that *might* be your issue: Are you loading the game through OBSE as well? If not there are two ways to do it, one is to download OBMM (Oblivion Mod Manager - a great tool to have), and anytime you launch Oblivion start that first. Or, you can edit the shortcut just like you did to load the editor with OBSE, except without the -editor at the end. An example assuming a desktop icon: Right click on the desktop icon and select properties. In the box where it says Target it will most likely say "C:\Program Files\Bethesda Softworks\Oblivion\OblivionLauncher.exe" Leaving everything else alone delete OblivionLauncher and instead type OBSE_Loader (leaving the .exe and quotation marks as well) Hit Apply then Ok, and you're set. :)
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