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ulrim

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  1. http://www.youtube.com/watch?v=CMthQ5Loxc0
  2. Helloo! This is a great mod, really. Vilja may talk the ears out of you sometimes but she is really lots of fun!
  3. Is the problem "feeding" or getting the spell effects working?
  4. Ludwig van Beethoven's Ode to Joy, chorus version.
  5. From what I understand: If the player is not in the house (aavLEMInHouse == 0): - move aavLEMMarkB to player location (in the world) - move player to aavLEMMarkA (I suppose this is the marker inside the house) If the player is in the house (aavLEMInHouse == 1): - move player to aavLEMMarkB (where player came from) Remarks: - fast travel from the house should be disabled so the spell works right. - without any other way to travel to a location other than where the player came from, how is that supposed to make the player appear in Cyrodiil instead of SI, and vice-versa? (edit: I got it. LAME or other teleportation spells.) Then again, best bet is to warn user to not use any other teleportation spells or you are going to have to fix the spell in case other teleportation method is used. (@Willie: quick looking at AncientSpellTeleportScript, your SI checks are also bypassed in case player uses custom teleportation, am I wrong?)
  6. http://www.youtube.com/watch?v=LIc3UUrnZfo LMAO!! (EDIT: I believe this video is more adequate... Not much different than fart but much funnier...)
  7. I could add a stay command, so horses stay at the current location when player fast travels. I'm just waiting for the new OBSE 19 to come out... EDIT. Actually, I have this mod finished but I won't be releasing it. Armor sounds are not updated on horses because I am waiting for the SetCreatureSoundBase function. I have moved on to another project. Not many people interested in *modding* horses (at least for horse armors, equipment slots and AI), so I may get back at requests or improvements after this is released.
  8. http://www.youtube.com/watch?v=E0LJEjoyt3k Near 0:30 seconds: "For a chance to stay toe to toe you appear to say: 'Here I am. Take your best shot.' * FART * Then the contest begins and BANG!" LMAO!!
  9. Hello! and welcome, too! I can tell this place is a lot of fun and there's lot's of nice things to learn and share! Hope you enjoy! Ps: This is mine, :nope:
  10. When you think something's wrong with a vanilla Reference until you realize it changed by some mod...
  11. RefScope to the rescue. Result: I had been playing with a horse that is not the vanilla horse. Mods... eheh
  12. I'm working on AI for horses. Still have some issues matching a horse reference with an editor ID. The idea is make a horse follow another horse right? It is easy to implement with an AI package and a marker. Set the AI package to follow marker. Set a monitor quest script to move the marker to the target horse to be followed. Assign the AI package to the horse that carries stuff. The monitor could make the horse act like a container. Like, when it is activated, open a custom container to put your stuff, just like Maboroshi done with saddle bags. Nice idea. I should be getting some other workaround soon if I don't get any help with the scripting. I've posted here on the study hall and also on bethsoft's cs forum section.
  13. ref horseRef short horseFound short showMsg set horseRef to GetPCLastHorse if horseRef == HorsePCWhiteAnvilRef ; original intention, isn''t recommended to use (also tried:) if horseRef.GetIsReference HorsePCWhiteAnvilRef ; EditorID if horseRef.GetIsID HorsePCWhiteAnvil ; Base Object (and this stops script from running because HorsePCWhiteAnvil is already a Base Obj. set baseObj to horseRef.GetBaseObject if baseObj.GetIsID HorsePCWhiteAnvil let horseFound := 1 let showMsg := 1 ; do something else let horseFound := 0 endif if showMsg if horseFound Message "I Found AnvilWhite horse." else Message "I found nothing." endif let showMsg := 0 endif[/code] Results: Found nothing so far. Can you help me find it?
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