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Loony

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Journeyman

Journeyman (4/11)

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  1. I redid it and the problem persisted then I reviewed some of my many scrpits - it turns out in 1 particular place that I narrowed down through trial and error it was occurring. When I reviewed the script i realized under Begin GameMode i had the say function running without setting up a sayOnce functionality. When I fixed that it seemed to work. I'll test it some more now but could it be from that place the error carried so far forward?
  2. yea I used TES4Gecko - the weird thing is sometimes the conversations show fine and other times they fraggle. Should I try redoing the MP3s? I checked some of the troubled MP3s in the voice directory and they are as long as they should be. I mean he lip-syncs the entire way but the subtitles show for a fraction of a second.
  3. Yep, I made empty MP3s for everything. What kind of info do you need?
  4. Hello Community, I don't use voice over acting in my Mod so I rely heavily on dialogue and conversation subtitles particularly conversation subtitles. A lot of my characters have no problem with that - but one character in particular sometimes locks up in a weird way and his conversation subtitles only appear for a fraction of a second but he lipsyncs and waits for teh duration of the chat. Again, this happens with 1 guy and with conversations only - Its a serious game breaker so I'm wondering if anyone knows what is the cause of this problem and how I can fix it? Regards Loony
  5. This has happened a lot to me over the years, I start painting the textures on the land I created and I begin to combine different textures to make things look realistic and not monotone and for no real reason the texturing locks up. No matter what I press or do I can't paint anymore sometimes it locks up in squares sometimes it just refuses to paint, sometimes it even paints the wrong texture! Any idea how this can be fixed?
  6. Loony

    Stop the Rain

    Interesting. I think I'll just stick with scripting it for now, I dont think its worth the effort at the moment. Thanks for the info people Cheers
  7. Loony

    Stop the Rain

    Thanks for the info everyone, I'll be sure to check things out. I checked the video it looks pretty interesting but might not be worth the trouble if I can manipulate the weather successfully through scripts, still where can I get more information about it?
  8. Loony

    Stop the Rain

    I have a small house that you can walk into (as opposed to instancing) but it looks really strange when it rains and you walk inside. The house is on Tamriel and I dont want to mess with the weather of that area so I looked to scripting. I know it is possible using a script extender but I'm not using one. Is it possible to check if the weather is raining and if it is change it when the player triggers a trigZone or loads into the area or comes within range of the house? All my attempts so far did not produce any results.
  9. Sorry, I posted that right before I crashed on my bed. So for many years now a lot of strange technology has been surfacing around Tamriel. This technology is quickly rounded up by a secretive and ancient faction known as the heralds of the white flame. Anyone that comes in contact with these heralds usually does not live to tell the tale. This is all oblivious to the player until he comes across a mysterious chest underneath the Weye bridge that gives him two strange teleportation stones. The heralds are aware of these stones and as such begin trying to hunt down the player. The player finds himself in the middle of an ancient confrontation. When the player is still not used to teh stones they often randomly teleport him from place to place that advances the story. In the beginning the stones take the player to an abandoned woodland cottage and by reading some of the scrolls and clues inside he realizes that there are a few people in Tamriel that made contact with such technologies but are terribly secretive about it. Before the player can get far two powerful heralds burn down the cottage with someone inside. The player has to try and track down some of these people and get to the bottom of things even if he has no interest in what is going on, the player will need help surviving the heralds. As the story progresses the player learns of this other realm that has been under siege for many years and is trying to recruit champions to its aid but the Heralds for centuries have been blocking any attempt made by those people. That's a brief look into the beginning of the main quest chain. More information will become available in time. Development has been going on for several months now. I've completed the early chapters of the main quest and began working on a large and strange dungeon called the Depths of Bornus that has its own story and will come into the main quest nearing the end. I've posted at the moment some pictures and that is all, I hope to post some plot documents and a trailer video when I can steal myself away long enough to do those things. The objectives are: To include several new hours of gameplay with an interesting and memorable plot. Improve alchemy/spells/harvesting Create a couple of dungeons the way I believe dungeons should be done ie rich content areas with their own story and lore and not just a crawl To try and push the technology a little bit aiming to introduce engaging gameplay features and not just another story Right, so now what are your thoughts? P.S. I'm not sure how people usually go about these things (announcing their project) so if Im going about it the wrong way some guidance would be appreciated
  10. Hello Community! A lot of people here dont know me but I've been around here for a while. I usually dont have much time to socialize so most of my time here is spent inside the study hall posting questions (and sometimes answering them ) Anyhoo now I'd like to share what I've been working on thus far with the community. This is all a solo project done by myself alone. The site is still under construction expect a lot more content later and possibly some videos when I have the time I'd love to hear your honest thoughts from the available content so far. I won't reveal too much about the project but most of the content done so far involves the Depths of Bornus dungeon (most of the pictures are from that dungeon) Again, let me know what you people think: Cheers for now more later
  11. Yea I know, I just put both pms and pme, shader list and spell list in case anyone wondered. Effects = Shaders Spells = Cast Stuff
  12. It seems I always find the answer to my question when I ask it If anyone was wondering use pme and/or pms depending on what you want. Shader List Spell List Cheers
  13. Hello Everyone, I was wondering if it is possible to have a spell effect on a creature without having him suffer the damage. For example lets say I want to make a fire based creature, after retexturing him I realized he would look a lot better if he were on fire. Adding fire nodes to the creature however is a headache (tutorial anyone?) so I opted for the next best thing, having him continuously have a fire damage spell on him. I tried many approaches, i tried creating an ability with fire damage set to 0 magnitude, i tried creating it with another fire shield ability, i tried scripting the creature to cast a fire effect on himself every second and I am about to try having an object (his parent) cast the spell instead (since he cant really move). None of these methods gave me any visual results. Does anyone know any way I can actually get this done? Is there anyway I can just apply the effect through a script or something? Cheers ~Loony
  14. Indeed wouldn't want him squishing himself through the roof Thanks for the help
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