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Zaldir

Allies
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About Zaldir

  • Birthday 07/09/1993

Profile Information

  • Gender
    Male
  • Location
    Kvatch
  • Interests
    Rebuilding Kvatch...

Contact Methods

  • Website URL
    http://www.zaldir.net
  • Steam
    Zaldir
  • XBox Live ID
    Zaldir
  • Skype
    zaldiir

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  1. Check out Druid Gameworks' first video Dev Blog! http://youtu.be/SJH1clSiljE

  2. Valve is slowly moving into Linux, so you should also expect to see more games on Linux in the future. But yeah, for now, I would use two partitions/drives; one for working(Linux), the other for gaming(XP/Win7/Win 8.1).
  3. Zaldir

    Hi

    Hello Shinny, Welcome to TESA! Here, have a or two . Sorry, I ate the third .
  4. What you can do, is to create a new Race for your NPC. This way, the NPC will only speak the dialogue that is made for that race (as long as you do not associate that race with another race's voice - this is done/undone in the Race window).
  5. Hey guys, I am trying to get some very simple mannequins in a player home I am working on, but I can't seem to get it working. All I want it to do (currently), is to let the player add the equipment that the Mannequin should wear. The way I am doing this is to have an activator, that when activated, opens the inventory of a chest, where the player puts the equipment. Then, the equipment is transferred to the Mannequin (NPC), removed from the chest, then equipped by the Mannequin. Currently, the script looks like this: SCN KR3MannequinScript Ref Mannequin Ref MannequinCont Ref InvObj Short InvPos Short State Float fQuestDelayTime begin GameMode Set fQuestDelayTime to .01 Set Mannequin to MannequinCont.GetParentRef If (State == 0) Message "State 0" Set State to 1 MannequinCont.Activate player ElseIf (State == 1) Message "State 1" Mannequin.SetDestroyed 0 Mannequin.SetGhost 0 Mannequin.PlayGroup Idle 1 Mannequin.sms EffectStone Message "Humanized" Set InvPos to MannequinCont.GetNumItems While (InvPos > 0) Message "Adding items..." Set InvPos to (InvPos - 1) Set InvObj to (MannequinCont.GetInventoryObject InvPos) Mannequin.AddItem InvObj 1 Mannequin.EquipItem InvObj Mannequincont.RemoveItem InvObj 1 Loop If (InvPos == 0) Message "Setting State 2" Set State to 2 EndIf ElseIf (State == 2) Message "State 2" StopQuest KR3MannequinQuest EndIf End The Message lines are just for me to tell where in the script it is currently at when testing. Now, the problem is that the script never gets past the <Message "Humanized"> line, which means there is something wrong with the <Set InvPos to MannequinCont.GetNumItems> line. I am not well versed with OBSE functions, so I am wondering if someone could shed some light on this matter? Thanks! Edit: The Quest itself is triggered by this script: SCN KR3MannequinActivationScript Ref MannequinCont Begin OnActivate If (GetActionRef == Player) If (GetQuestRunning KR3MannequinQuest == 0) Set MannequinCont to GetParentRef Set KR3MannequinQuest.MannequinCont to MannequinCont StartQuest KR3MannequinQuest Set KR3MannequinQuest.State to 0 EndIf EndIf End
  6. Merry Christmas allies!

    1. Show previous comments  1 more
    2. Tamira

      Tamira

      Merry Christmas to you!

    3. grond

      grond

      Merry Christmas Zaldir!

    4. Beana

      Beana

      Merry Christmas to you!

  7. Stage 1: "Follow the quest marker", Stage 2: "Follow the second quest marker", Stage 3: "Now, follow the third, and perhaps the final quest marker", Stage 4: "Oh, there was another one - follow the quest marker!" ...Quest markers have now been removed from Kvatch Rebuilt... feels good - looking forward to releasing that version. ;D
  8. Hm, maybe I should just remove the quest markers in the final Kvatch Rebuilt version... It is actually quite fun when you get people begging for help because a quest marker points to a place a few meters away from where they are supposed to be, and they simply can not find it. ... oh people...
  9. Check out DeltaStrium, a newly started Mod and Game Developer @ DeltaStrium.com !

    1. grond

      grond

      Bookmarked - nice place!

  10. Yeah, the market has definitely changed (and in some, if not most aspects, for the worse), and of course developers will change with it. The developers makes what most people would want to play. Based on posts around the web about people trying Morrowind after Oblivion/Skyrim, it seems to point towards the fact that our perception of what makes a great game is different than the "majority", although if Bethesda were to make a game with the depth and complexity of Morrowind, but with more up-to-date graphics and combat, I think that would change. Then again, almost everyone who played Morrowind before Oblivion/Skyrim thinks Morrowind is the best of the three, so... I don't know what to take from this. And when one of the biggest complaints about Morrowind from people who played it after Oblivion/Skyrim is that there are no Quest Markers, Lanceor couldn't be more right... "Unfortunately, Skyrim and to a lesser extent Oblivion were dumbed down to make it easy for those who don't have a brain and aren't willing to experiment. Those of us who wish use our heads to unravel mysteries get left out in the cold."
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