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Wolf64

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Wolf64 last won the day on September 6 2018

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  1. Thanks for the reply! Well I already check for my NPC's ID, that's why I'm confused as to why it doesn't seem to work. I haven't implemented all dialog necessary yet, but testing a few it already shows the issue. Just take the GREETING for random NPC chatter. These lines are implemented with conditions to my NPC only, yet still it seems to fall through to the default generic Breton voice lines. Is there maybe something else I'm missing? The GREETING and GOODBYE seem to work just for the player, as approaching my NPC, initiating and leaving dialog trigger the right responses. And afaik the GREETING and GOODBYE topics from the "Conversation" tab are being used for both player and other NPC interaction.
  2. Hi there, I'm creating a character that's supposed to be "fully integrated" into the world of Oblivion, e.g. being able to do all the things other NPCs are doing as well, like random dialog and such. My NPC is fully voiced (I got the voice files) but I'm facing issues with implementing all their dialog just for themselves. It's not a custom race (they're Breton) so in general they share generic dialog with all other Bretons. So many lines in random NPC chatter are mixed up, which is what I want to avoid. I've created a quest that only contains this character's generic lines and gave it a priority of 10, which is higher than the standard Generic quest (prio. 5). Is there any way to block off all vanilla generic lines? I've read this: https://cs.elderscrolls.com/index.php?title=Removing_default_dialog_tutorial But that's not a good one in terms of compatibility, as any other mod could potentially override changes to the Generic quest conditions which I would need to do. So, is there a better way to implement this?
  3. Hey there, so I was trying to understand how NPCs in Oblivion are being animated. Like those "special" animations e.g. when Velwyn Benirus opens the secret door in the manor's basement or the people in Bruma cheering and clapping when Martin passes by. I don't quite get how this all works together since I never saw any "PlayAnimation" instruction or the like in any script. Only thing I found that got me closer to understand is the idle animations window in the CS. But where's the connection? Like the "SearchWall" idle animation has conditions to the door ref in the Benirus manor basement and a UseItemAt package. And Velwyn is gonna execute that package. So... because the idle animation refers to that door and an AI package, Velwyn is automatically use that animation when his AI package tells him to use the "item" (the door)? Idk, but to me it just looks like a real overkill, going around all those corners just to make an NPC simply play an animation. Could someone possibly generalize that a little bit for me? Like a comprehensive "How To make NPC play certain animations", just so I actually understand the system Oblivion uses to achieve those things? Because maybe it's easier than I picture it, from what I've seen...
  4. Great idea, but I really doubt that they'd care. Thing is, I got to test it all on Windows and there it works without any issues, so the CS that comes with GOG's package isn't broken. Seems like it's just a quirk on Linux systems or how Wine handles the registry. Since the game is not supported on Linux anyway and the CS works fine on Windows systems, there ain't much to complaint about. Nevertheless I posted your solution in their forums, so anybody who wants to try using the CS on Linux and has my same or similar problems can revert to that.
  5. That did the trick, now it works just fine. Thank you!
  6. Hm, I thought this Papyrus scripting makes things a lot more complicated since it handles things in a whole different way than Oblivion. At least that's what I heard.
  7. Not Morrowind, Oblivion. It's GOG's version where everything is already included in one installation.
  8. Well, of course, that I wanted to do in case, since this was something I didn't pay much attention to when modding Morrowind and that got me in lots of trouble at first. So I suppose there's no such guide from Oblivion to Skyrim either, eh? What a pity, I think that would speed up learning for those who already have experiences with previous installments. Personally, I find it quite annoying to start over with a beginners tutorial and skipping a lot of very basic things like CS navigation or "what are scripts" etc, because often you just can't skip it directly as they may be some little details which are just different from the previous CS you'd need to know... Or maybe I'm just a bit too impatient.
  9. You think so? I mean, again, in-game it just works perfectly fine. Only the CS doesn't seem to load those other BSAs. It's also a clean and fresh install. Is there a config file of some sort that lists or scans for Archives on a given folder? Or registry entry?
  10. Hey there, I actually wanted to make my mod dependent on Shivering Isles for at least the additional objects. Now loading Oblivion.esm together with DLCShiveringIsles.esp throws a lot of errors upon loading a SI cell in the CS. Apparently the CS doesn't find any models or textures, as everything is purple and I only see missing mesh markers. Is this a known problem? All the bsa files for SI are there since it's a fresh install. This happens with the other official esps, too. On the other hand, it might be the fact that I'm running Oblivion on the CS on Linux using Wine. But ingame everything just works like a charm, so I don't really get it.
  11. Hey there, so I'm new here and I'm starting to learn how to create mods for Oblivion primarily using the help provided by the cs.elderscrolls.com site and the tutorials here on TES Alliance. I've been modding Morrowind for roughly a year now and I know all the basics of how to work with the CS etc. I also studied Ghan Buri Ghan's Morrowind Scripting for Dummies a lot to get a more detailed understanding on how everything works together in Morrowind. Now I would like to know if there is any kind of article or tutorial especially for Morrowind modders who'd like to start modding Oblivion. Like to have a brief overview of differences or difficulties that come up with the new CS and how Oblivion handles things in comparison to Morrowind. Another thing I'd like to find would be like a similar guide like Ghan Buri Ghan's for Oblivion, providing in depth information about scripting in Oblivion, showing common pitfalls, workarounds and that sort of stuff. I mean I always want to throw myself into work and get things done in the CS but I'd prefer to avoid critical issues in the first place.
  12. Hello folks! I'm new to this forum and I thought I'd just introduce myself a bit. I gotta warn you right away though, it's kind of in my nature to ask a lot of silly questions (which is the reason for why I came here actually) and I may ask you kindly not to be too hard on me for that matter. Mostly I'm not a very active forum member anyway, even in other forums since I just have a hard time getting myself involved in other topics, but yea, that's just me. I'd like to change that though, so I appreciate any effort spent towards involving me somehow. Now for the interesting bits of myself... I'm currently a student in information technology with specialization on games. Besides that I'm part of a small indie dev team creating a game called "Eternal Escape". My modding history goes back to like 6 or 7 years ago when I started modding for the Gothic series. I started modding on TES games only a year ago with a mod for Morrowind designed as a birthday present for a very good friend of mine. Now I declared it a "tradition", so I continue creating mods for Bethesda games as presents. That's why I'm currently studying how to mod Oblivion and that's the other reason why I landed here. So I hope you guys can lend me a hand every once in a while!
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