Huglarh Posted July 20, 2011 Author Share Posted July 20, 2011 You two are super awesome~ This will do nicely, and you both will be hugely credited~ Now that leaves one thing... A Coin Model to look like a unique token. About slightly bigger then a coin but must have a Angelic look to it. Hm... Link to comment Share on other sites More sharing options...
forli Posted July 20, 2011 Share Posted July 20, 2011 You two are super awesome~ This will do nicely, and you both will be hugely credited~ Now that leaves one thing... A Coin Model to look like a unique token. About slightly bigger then a coin but must have a Angelic look to it. Hm...I'm only a (Lv30) CS scripter, but Here you can find people skilled in modelling. Link to comment Share on other sites More sharing options...
Huglarh Posted July 20, 2011 Author Share Posted July 20, 2011 You two are super awesome~ This will do nicely, and you both will be hugely credited~ Now that leaves one thing... A Coin Model to look like a unique token. About slightly bigger then a coin but must have a Angelic look to it. Hm...I'm only a (Lv30) CS scripter, but Here you can find people skilled in modelling. Forli and Fg109. Thanks so much for everything. God bless ye :P Goodnight~ Link to comment Share on other sites More sharing options...
Huglarh Posted July 20, 2011 Author Share Posted July 20, 2011 scn SwordTokenScript float defaultEXP float newEXP short bonus Begin onAdd Player If (Player.GetItemCount SwordToken == 0) Set bonus to 1 Set defaultEXP to getSkillUseIncrement 14 Set newEXP to defalutEXP*1.5 ; Increase by 50% SetSkillUseIncrement newEXP 14 Else Player.RemoveItem SwordToken 1 EndIf End Begin onDrop Player If (bonus == 1) SetSkillUseIncrement defaultEXP 14 EndIf EndEven with this script there's the risk it remove the first token and the bonus (because the script doesn't check if there's still a token), while the second token has already been added (and the OnAdd block fired) I think the best solution is merge the 2 codes: scn SwordTokenScript float defaultEXP float newEXP Begin onAdd Player If (Player.GetItemCount SwordToken == 0) Set defaultEXP to getSkillUseIncrement 14 Set newEXP to defalutEXP*1.5 ; Increase by 50% SetSkillUseIncrement newEXP 14 Else Player.RemoveItem SwordToken 1 EndIf End Begin OnDrop Player If (Player.GetItemCount SwordToken == 1) SetSkillUseIncrement defaultEXP 14 EndIf End With Player.GetItemCount SwordToken in both block.With this, it won't add 2 times the bonus, neither remove it if there's still a token in player inventory "bonus" variable, as you said is useless, so we can remove it. There seems to be a problem. It says "Setskilluseincrement not found" when i try to save the file. Maybe i should of Mentioned Im using TES Construction Set all by itself, and I do have OBSE but i dont know how to make it woth with the TES Construction set. Is there a way to disable the warning message and make it force save? ^_^; Link to comment Share on other sites More sharing options...
fg109 Posted July 21, 2011 Share Posted July 21, 2011 To launch TES CS with OBSE, make a shortcut of your obse_loader.exe file. In the target path, add "-editor" to the end. Link to comment Share on other sites More sharing options...
Deleted1848331User Posted July 21, 2011 Share Posted July 21, 2011 (edited) Well, I can make the coin mesh and texture. I can't say that the texture will look perfect though :P I'll leave the texture symboless. EDIT: Done. Feel free to use it as you feel fit... (as long as credit is given of course :P)http://www.mediafire.com/?kz43h4hbk2h73zd It'd probably be best if you got someone to texture it better though, because I'm not too good with texturing. http://www.tesnexus.com/imageshare/images/1848331-1311219857.png And if you're wondering, I based the mesh off the medallions from TLOZ: OoT because I know what they look like :turned: Edited July 21, 2011 by Guest Link to comment Share on other sites More sharing options...
Huglarh Posted July 21, 2011 Author Share Posted July 21, 2011 (edited) Well, I can make the coin mesh and texture. I can't say that the texture will look perfect though :P I'll leave the texture symboless. EDIT: Done. Feel free to use it as you feel fit... (as long as credit is given of course :P)http://www.mediafire.com/?kz43h4hbk2h73zd It'd probably be best if you got someone to texture it better though, because I'm not too good with texturing. http://www.tesnexus.com/imageshare/images/1848331-1311219857.png Thanks~ I would greatly appreciate it :) ...Now how to put this into a Model File ^_^; Um could you do that for me? ^_^; Thanks so much though :D Edited July 21, 2011 by Huglarh Link to comment Share on other sites More sharing options...
Deleted1848331User Posted July 21, 2011 Share Posted July 21, 2011 (edited) I think the texture turned out good, its just that it looks blank without a symbol of sorts on it. I'll leave that to someone else :P EDIT: I should mention that my intention (hey, that rhymed!) was for the medallion to be shiny so that the spheres look good. Edited July 21, 2011 by Guest Link to comment Share on other sites More sharing options...
Huglarh Posted July 21, 2011 Author Share Posted July 21, 2011 To launch TES CS with OBSE, make a shortcut of your obse_loader.exe file. In the target path, add "-editor" to the end. I run the steam version, Its telling me I need to start the game through steam and wont load TES Con when i click. Link to comment Share on other sites More sharing options...
Huglarh Posted July 21, 2011 Author Share Posted July 21, 2011 I think the texture turned out good, its just that it looks blank without a symbol of sorts on it. I'll leave that to someone else :P EDIT: I should mention that my intention (hey, that rhymed!) was for the medallion to be shiny so that the spheres look good. Thanks for the Model. You will be creditted, but uh, could you put it into a Setup folder so its ready for use? :) Link to comment Share on other sites More sharing options...
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