Kuribo827 Posted March 18, 2009 Share Posted March 18, 2009 Hello Everyone! I hope this is the right place for my post. I believe so. I've enjoyed a number of mods from the Nexus and now I'm working on one myself! Unfortunately I've got a few ideas in my mod/plug-in that I guess are over ambitious for my current knowledge. So hopefully one of you knows the answer! I'll list the ideas I had. I'm creating a secret base the player can unlock, this base was previously owned and is rich in history with terminals and personal touches from the previous owner. Since the previous owner was very moral, there are multiple sentries in the base that should fire on anyone who has bad karma. How would I do this? I thought of setting the sentries to multiple factions but this isn't very flexible. I considered making a new faction but have no clue how or how to set a parameter for a faction. Okay, other issues I have is I want to re-texture some things. Probably just change colors. I'm going to go through the resources in the FAQ and hopefully that should be enough, if anyone knows of some good sites or tips that aren't there feel free to share. Though this isn't a high priority, I wanted to re-texture Wadworth, edit his dialogue tree, remove his sound bites and upload others. So does anyone knows how or can point me to a resource on how to replace sound bites and change dialogue options for characters? Of course, in terms of priority the sentry's attacking adventurers with bad karma is the main focus. The modified Wadsworth isn't at the top of this list. Thanks for your time if you read this. Link to comment Share on other sites More sharing options...
Pax1138 Posted March 18, 2009 Share Posted March 18, 2009 On the subject of karma-detecting turrets, the best way I can think of is making a quest script that checks the player's karma in a gamemode block, and assigns him in one of two custom factions, one of which is hostile to a third faction that the turrets are all in, and the other of which is an ally of the turrets. Gotta say though, the idea of turrets that can detect if you're a male without a father just by looking at you is... a bit of a stretch of game logic I would think. But it's your mod, and if that's what you want, then :thumbsup: Making new textures for things like level pieces, I think, involves extracting the mesh and textures from their respective BSAs, using NifSkope or JOG's Texture Replacer to alter the references to the textures in the NIF itself, and then adding a new static item with your updated NIF mesh. This tutorial -> http://cs.elderscrolls.com/constwiki/index...placer/Tutorial on the Oblivion WIKI goes through the topic pretty well. Retexturing Wadsworth would be similar, except you also have to extract the skeleton.nif for the Mr. Handys, put it in the same directory as your retextured NIF, and select that in the models tab of your new/duped critter, which will put the new NIF in the modellist. As for changing the dialogue, that I can't help you with. My dialogue options don't work so well in the GECK. Hope some of that was helpful though. -Pax Link to comment Share on other sites More sharing options...
Kuribo827 Posted March 19, 2009 Author Share Posted March 19, 2009 On the subject of karma-detecting turrets, the best way I can think of is making a quest script that checks the player's karma in a gamemode block, and assigns him in one of two custom factions, one of which is hostile to a third faction that the turrets are all in, and the other of which is an ally of the turrets. Gotta say though, the idea of turrets that can detect if you're a male without a father just by looking at you is... a bit of a stretch of game logic I would think. But it's your mod, and if that's what you want, then :thumbsup: ... Gamemode block and quest scripts. Hm, I'm going to have to read up on that in the GECK. Oh and the turrets can't detect if the adventurer's lineage but just their Karma background. The idea is that the currently vacant base is still being maintained by an AI the moral hero made in periods of loneliness. So the game logic is that the base AI wants to protect her master's home from cads and assorted unsavory types. The re-textured Mister Gutsy was going to be a remote body for the base's artificial intelligence, but that isn't absolutely necessary to convey the idea of the AI's presence. I didn't really want to go into the dramatic elements but you seemed a bit curious about it. Okay, well thanks for all this unfo. Hopefully what you shared will give me the start I need on the Karma turrets. Link to comment Share on other sites More sharing options...
Pax1138 Posted March 19, 2009 Share Posted March 19, 2009 Oh, okay, that makes perfect sense. Good job. I mean, all the AI has to do, really, is listen to the radio to figure out what kinda person you are, right? Also, I admit I was a bit confused by your lineage remark until I looked at my own post again. Apparently certain derogatory words become certain other phrases on this message board. Who knew! -Pax Link to comment Share on other sites More sharing options...
Kuribo827 Posted March 19, 2009 Author Share Posted March 19, 2009 Oh, okay, that makes perfect sense. Good job. I mean, all the AI has to do, really, is listen to the radio to figure out what kinda person you are, right? Also, I admit I was a bit confused by your lineage remark until I looked at my own post again. Apparently certain derogatory words become certain other phrases on this message board. Who knew! -Pax Oh! That word. Yeah, I didn't know what you were talking about the character not having a father. That word is never used in my original post and I didn't see anything turned into that word. Thanks again Link to comment Share on other sites More sharing options...
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