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Running4Cover

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Posts posted by Running4Cover

  1. <I just moved this from the scripting thread as WillieSea pointed out to me this is more dialogue than script I I totally forgot there was a separate Dialogue Thread :whistle:>

    Okay, so I'm trying to change three things in how paying off your bounty via thieves' guild works; the first two easy enough and I've got them done, but I want to add a delay between the time you pay your bounty and the time it is officially removed from you. It sounded like it would be easy to just add a check to gamedays passed, but I'm realizing that I don't know how to implement this via dialogue scripts, and don't know enough about quests to know how to properly link this through one. These are the two relevant scripts;

    Armand Christophe's Dialogue "TGPayFines"

    
    Player.RemoveItem Gold001 TGInfo.TGPayFines
    
    Player.SetCrimeGold 0
    
    
    and the Quest script "TGInfoScript"
    
    ScriptName TGInfoScript
    
    
    Short NocturnalFlag
    
    Short GuildJobsFlag
    
    Short InformationFlag
    
    Short DoyenFlag
    
    Short FencesFlag
    
    
    Float TGPayFines
    
    
    Anyway, my plan was to make add a variable to the TGInfoScript (a short called DayFinesPayed), and then expand the TGPayFines script like so;
    
    Player.RemoveItem Gold001 TGInfo.TGPayFines
    
    set DayFinesPayed to GetGameDay + 2
    
    if GetGameDay <= DayFinesPayed
    
         Player.SetCrimeGold 0
    
    endif
    
    

    Now, I don't plan to leave the modifier at "GetGameDay + 2", but I don't understand how dialogue quests work enough to go further without asking a few questions. Specifically; will this script keep running until the conditions are met, or will it just check once and see the conditions aren't met, and just move on? If this is the case, would I have to create a new begin OnGameMode quest to keep checking until the time is met?

    Also, I would like to make it remove the initial dialogue choice to pay fines (called "TGPayFineGold") once you've paid the gold. I figured the easiest way to do this would be by adding another short variable functioning as a switch to TGInfoScript and setting the dialogue to disappear when it == 1... that said, I have no idea how to make a dialogue disappear based on a variable (like I see the condition box at the bottom of the dialogue window, but I don't know how to link those conditions to a a variable in a quest script).

    Sorry to pester ya'll with stupid questions like this, any help would be greatly appreciated though, and thanks for your time!

    CC

  2. Ah, yes, I totally forgot there was a dialogue section, I apologize (I'll copy the post there).

    Concerning the locked door/container bit, my goal was actually to make a script that ran on every locked door and container in the game when you tried to open them with either a spell or a lockpick. I have been trying to learn the workings of Oblivion script so that I can expand a few aspects of thieving, is this case specifically I was trying to add a more complicated style of lock to them game. My goal was to do something like this;

    Using a pick lock (or magic) to open a chest, there will be a random chance that the object will have a better lock (chance based somewhat on the lock's difficulty), in which case it will remain locked and the player will have to use a prybar (new item) to open it. To directly copy from a thread on the BGSForums:

    ...run a script whenever the player successfully unlocks (via lockpick or magic, not key) there is an X% chance that it will have a deadbolt, in which case the only way to open it will be with a prybar tool. The prybar can only open deadbolts, and can result in the following possibilities based on Luck and Security; opens lock, doesn't open lock and you drop the prybar, the lock doesn't open and you injure yourself, or the lock doesn't open and the prybar breaks (small chance of the last three). No matter which happens there will be a noise that alerts NPC's within a very short distance that you opened a lock, and you will of course be in trouble if that lock was to a restricted area or someone elses chest. Players with high enough strength and hand to hand don't need a prybar to do what I just described.

    Anyway, thank you for your reply, and I'll move my post to the Dialogue thread now :whistle:

    CC

  3. <snippity-snippum-snippers>

    EDIT:

    Totally side question, but is there a function that does either of the following?

    Returns the FormID of the key to target door/container

    or

    Returns if the door/container was unlocked via key or via lockpick/spell

    Thanks!

  4. scripting is just logic flow. you have a couple errors there, syntax aside.

    In this block, for instance:

    
    if( isModLoaded "ExampleArmorMod.esp" )
    
         if( self.GetEquipped DefaultCuirass )
    
              self.RemoveItemNS DefaultCuirass
    
         endif
    
         if( self.Equipped DefaultLongsword )
    
              self.RemoveItemNS DefaultLongsword
    
         endif
    
         if( !self.GetEquipped NewCuirass )
    
              self.AddItemNS NewCuirass 1
    
         endif
    
         if( !self.GetEquipped NewLongsword )
    
              self.AddItemNS NewLongsword 1
    
         endif
    
    endif
    The second two if loops wouldn't work, as the conditions would no longer be true, as you removed the items earlier. What you would want to do is something like:
    if( isModLoaded "ExampleArmorMod.esp" )
    
         if( self.GetEquipped DefaultCuirass )
    
              self.RemoveItemNS DefaultCuirass
    
              self.AddItemNS NewCuirass 1
    
         endif
    
         if( self.Equipped DefaultLongsword )
    
              self.RemoveItemNS DefaultLongsword
    
              self.AddItemNS NewLongsword 1
    
         endif
    
    endif
    
         

    and you may even want to force equip them in those if statements as well.

    Ah, I hadn't thought of the force equip; thank you!

    How is it the second loops wouldn't work though? I agree that your method is better, but in my example it checks if if you have the first item equipeed, and if so removes it, then checks if you DON'T have the second equipped and adds it. I thought this made sense in that there may be a circumstance (like a poorly built vendor) where the NPC could have a 3rd item equipped that wasn't considered? Either way, thank you for taking the time to help me out!

    Anyway, I just realized that that method could cause problems if the player character wound up obtaining the new armor, so I'm assuming the best method for this would be to script the items in such a way that they run an OnLoad block and use the ModModel and ModIcon functions? Does the OnLoad block effect items in the player inventory? Thanks again!

    CC

  5. Okay, so I'm working on a mod that will add different items to its NPC's based on which mods are currently active. My plan is to do something like this; create new armor/weapon FormID's referencing the resources from supported mods then use a script and OBSE to check if the mod is active and if so add these armor/weapons to specific NPC's. Anyway, I am paranoid that in doing this I am going to create something that will bog down the users CPU, and figured it would be best to put my questions past the experts here at the Enclave :yes: Anyway, these are the different thoughts I had for implementing a script to do what I just described, but I don't know which would be best performance-wise and wouldn't create problems:

    1) I originally had hoped to make a quest script that would run every time the game loaded and would check for supported mods and add/remove armor based on its findings. I didn't see a way to make something that always ran on startup but didn't keep running in the background, but as I am new to Oblivion Scripting, I could easily have missed this information.

    2) After this, I thought perhaps a one time script would be okay, then I would just create an activator somewhere that would run pretty much the same script upon activation. I believe this would work, but with both this idea and the first I feel that if the mod expands much I could wind up with a single huge script that will try to compile all at one time and I don't know for sure, but would assume that could cause issues?

    3) So from here I thought maybe just giving all the NPC's who would be changing gear their own scripts to determine if what armor they should have, something like this;

    
    scn ACGGuardScript1
    
    
    ref self
    
    
    short onetime
    
    
    Begin GameMode
    
    
    if( onetime != 1 )
    
         set self to GetSelf
    
         set onetime to 1
    
    endif
    
    
    if( isModLoaded "ExampleArmorMod.esp" )
    
         if( self.GetEquipped DefaultCuirass )
    
              self.RemoveItemNS DefaultCuirass
    
         endif
    
         if( self.Equipped DefaultLongsword )
    
              self.RemoveItemNS DefaultLongsword
    
         endif
    
         if( !self.GetEquipped NewCuirass )
    
              self.AddItemNS NewCuirass 1
    
         endif
    
         if( !self.GetEquipped NewLongsword )
    
              self.AddItemNS NewLongsword 1
    
         endif
    
    else
    
         if( self.GetEquipped NewCuirass )
    
              self.RemoveItemNS NewCuirass
    
         endif
    
         if( self.Equipped NewLongsword )
    
              self.RemoveItemNS NewLongsword
    
         endif
    
         if( !self.GetEquipped DefaultCuirass )
    
              self.AddItemNS DefaultCuirass 1
    
         endif
    
         if( !self.GetEquipped DefaultLongsword )
    
              self.AddItemNS DefaultLongsword 1
    
         endif
    
    endif
    
    
    End
    
    

    (forgive me if I made any syntax errors or anything; as I said this is a new language for me)

    Anyway, I like the idea of this, but it seems like there could be a lot of scripts running all at the same time around the areas my mod added, and that that could cause problems. Again though, this is why I'm posting here rather than trying to build it into my game :yes:

    4) It has occured to me that it may be possible to build a script into the items in such a way that on load if DefaultCuirass exists it will check for the examplearmor.esp, and if it returns true then it will swap with NewCuirass, and any NewCuirasses in the game world will check for the esp and if it returns false will replace themselves with DefaultCuirass.

    Also, seperately, would it be beneficial in any/all of these cases to use the ModModelPath function as opposed to Add&RemoveItem functions? I assume it is personal preference on my part whether, as to whether I want to force both suits to have the same stats and if so then maintain item damage between transitions.

    So anyway, any advice someone would be willing to impart to me would be much appreciated, and I thank you for your time!

    CC

  6. Nice thread! I'm going to divide this into two parts; Must-Haves and quasi-Must-Haves :) (way too many mods to not mention a bunch of them :))

    Must Haves:

    FCOM

    COBL

    Armamentarium Complete

    Crowded Roads Advanced (yes, that's right, I seriously can't stand Oblivion without the wandering NPC's :P)

    Better Cities

    LAME

    Stealth Overhaul

    quasi-Must-Haves:

    Alternative Start - Arrive By Ship

    CNRP (all)

    Companion SHare & Recruit

    ImpeREAL City

    Midas Magic - Spells of Aurum

    TIE4MODS

    Unique Landscapes (all)

    UOP/USIP/UOMP

    So many mods that aren't on this list, I feel I must mention them all somehow in honor of how greatly they've impacted my game! Must... resist... hyuunnnng...

    ...

    ...

    CC

  7. I'm glad you like them :pints:

    I too tend to play darker characters, and am planning to use the Red&Black suit as well :wicket:

    Anyways, no worries about not testing or anything, I already have two people who asked to test, and a screenie-taker on the BGS forums, so I'm not in desperate need anymore :pints:

    Ayhoo, I hope you like it when it comes out!

    CC

  8. Quote

    Those are looking fantastic r4c!   :woot:  About time someone did this! The green is looking really nice! How about a deep, dark crimson? LOL Not that I'm partial or anything.


    Haha, thanks for the kind words  aa_biggrin.gif

    I too had had my heart set on a Crimson suit, but  none of mine seemed to fit well with the Demented/Dark Seducer feel (too much pop [??If you can't stop, and the music's all you got, this must be... POP?? {I just quoted 'N Sync lyrics, will someone shoot me now?  :AK47: }]).  Anyhoo, I couldn't pass up on red for them altogether, so I made a mostly black version with a bit of red where I thought it's look good.  In all honesty, it doesn;t fit the feel as much as I wish it did, but I love it now  :wub: (especially with the worn appearence!  aa_tongue.gif ).  Anyhoo, I don't think I'll be making a true Crimson suit here, but If I should come up with a version that I think will look good on seducer guards throughout the Isles, I will certainly polish up and release it  :coolup:

    CC
  9. Nearly There!  Testing just down the road, and release in sight!

    Running4Cover's

    Shivering Armor Variety (SAV)

    Reason:

    In the time I've spent in the Oblivion Modding community, I've seen countless beautiful armor retextures and replacers, ranging from new suits a new texturer has poured their heart and soul into, to massive, game changing additions, such as Armamentarium Complete.  Since Oblivion Modding fist began, there have been hundreds of retextures of every Oblivion suit of armor, be they Glass, Steel, Daedric, Dark Brotherhood, or Ebony.  That said, I have long wondered why there have been so few forrays into armor overhauls in the Shivering Isles.  I can count on one hand the number of Amber, Madness, Golden Saint, or Dark Seducer retextures I've seen, which I find to be strange.  Well, this is my first step towards trying to change that!  

    Concept:

    Shivering Armor Variety is an attempt to add a little visual diversity to Sheogorath's lands.  My plans are as yet rather small; create two new suits of Dark Seducer Armor, and two new suits of Golden Saint Armor (consisting of one shield, a male and female body piece, and two [Golden Saint] or three [Dark Serducer] male and female helmets each), then disperse these suits through the Shivering Isles leveled-lists, so that you may find any Dark Seducer or Golden Saint in the game wearing my armors.  If all goes according to plan, I will proceed to create the matching weapons.  Also, I plan to release both a playable and non-playable armor version, so we'll see how that goes.

    I am attempting to stylize the armor in a manner that matches their respecive aspect of insanity, for example, Dark Seducer armors are primarily dark, have mostly low saturation, and look grittier and worn (you can tell, for example, on the Black&Red pieces that the Red parts aren't completely symmetrical and seem to be worn away at places, or on the Green suit you can see some grey through the green at places).  The Golden Saint armors, on the other hand, are meant to be bright and smooth, in an almost pastel way.

    This mod is meant to be more complete than my usual releases (usually consisting of new armor stuck in a barrel or on a merchant somewhere), and as such will include new Icons, leveled versions of the armors, and will NOT be released as a modder's resource.

    Pictures

    Work has begun (thus the term Work In Progress :yoda:), and I have a few pictures to show for it, and hope to hear a few opinions ...

    (I would like to apologize in advance for the picture quality; I am using a freeware screen capture device on a PC that was never meant for Oblivion)

    Dark Seducer - Green - Male Armor

    Golden Saint - Orange - Male Armor

    Golden Saint - Orange - Shield

    Golden Saint - Orange - Female Armor

    Golden Saint - Orange - Icon Mashup

    Dark Seducer - Black&Red - Male Armor

    Dark Seducer - Black&Red - Female Armor

    Golden Saint - Blue - Male Armor

    Dark Seducer - Green - Male Helmet

    I LOVE feedback and constructive criticism; when I hear people like my stuff, I enjoy making it more (and as such tend to create more of it).

    Progress:

    Golden Saint Suit 1 (Orange)             --             %100

    GSS 1 (Orange) Icons                       --             %100

    Golden Saint Suit 2 (Blue)                 --             %30

    GSS 2 (Blue) Icons                           --             %0

    Dark Seducer Suit 1 (Green)             --             %100

    DSS 1 (Green) Icons                         --             %100

    Dark Seducer Suit 2 (Black&Red)       --             %100

    DSS 2 (Black&Red) Icons                  --             %100

    ESP('s) Adding the Armors                 --             %50

    Total Percentage Complete            --            %80

    This is nearing completion; Testing should begin within a few days (this being written June 29th) with the help of FearNoMan777 and PacificMorrowind.  Assuming all goes well, this will be up on TESNexus and Planet Elder Scrolls very soon!  Thank you all for your support!

    Cheers!

    CC

  10. Quote

    Seems exaggerated as usual by the media, but thank goodness I don't see it on CNN, which is utterly stupid, "BREAKING NEWS" is there almost non-stop. Also, that Lou Dobbs is a nitwit, as I said before to Guru...I feel sorry for the families that are losing people,  :cry: which is why I hate most News-companies. Feeding off the misfortunes of others.  :candle:


    You pretty much summed up my feelings on this exactly. :wave:

    [Moderator Action Taken by WhoGuru] Content Edit Reason: No one is trying to be insensitive nor imply that anyone else is being insensitive; let's leave that misunderstanding in peace.
  11. Quote

    I feel sad for the families of those that have lost loved ones to this flu.This especially effects the very poor, such as many people in Mexico, as they cannot afford the medicines or treatment that us Americans (and other wealthy countries) take for granted.Let us not forget this when we leave our remarks to Red's wonderful post.


    Sorry.... it's just the concept that amuses me, not the death... I too long for a day when there are no mor Bacterial Birdy's,  Sickened Swine, and Coughing Kangaroos... I hope that didnt just defeat the point of the apology, because it wasn't meant to
  12. Ah, I feel I must now apologize for the last... 3 or so months... due to the interesting things that occur in life, I have been unable to give a thought to Obliivion since the last post I made on here... I realize I should have come back and explained but, well, sorry... I am, however, glad you got things the way you wanted, and may be able to work on some projects again in the near future, although I am afraid I am not taking requests anymore, so this thread is sort of pointless... that said, thanks for your interest, and sorry for going so long without contacting anyone or anything...  now I'm just going to continue typing in hopes that I can fit another "..." or two in here... ... ... okay, there, I'm good :P  Again, I'm very sorry for bailing on you all like that, and I may be able to get back into Oblivion Modding soon (although, sadly, I have somewhat lost interest in Oblivion itself).  Well, yeah, that's all :swordplay:

    CC

  13. Quote

    This is incorrect. The WoW uses textures and meshes just like every other creature. There are 3 that you need to recolor: willowispecontanier.dds, willowispglow01.dds and willowispmist01.dds


    Really?  What meshes are used, then?  None of the meshes seem to have NiTriShapes with NiMaterialProperties.  The "skeleton" has three NiParticleSystems with material properties, but I can't figure out how those work (gah, nifs!!!).  By the way, thanks for the correction ;-)

    CC
  14. Alrighty, then, I've taken a look at some of this stuff, and have had some rather depressing revelations, but it's not all bad :-D

    1st - The Will O' The Wisp doesn't seem to use a conventional Mesh and Texture, it instead seems to just be a fire animation floating around... I don't know the first thing about animating, and as such do not know how to recolor it.  I am sure someone else here knows how they work, but I seriously don't...

    2nd - I downloaded the dreadweave helm, and it turns out the glowing eyes aren't part of the model or texture either, but instead some kind of animation thing.  I can very easily change the thing on the forehead, but I have no idea whats up with the eyes (again, someone else here would know how that's done, but outside of textures, I know very little about how this stuff works :-D)

    3rd - I can't say for sure yet, but the glowing blue parts of the Lich King armor look like they aren't textures either (I could be wrong at this point, and am looking into it now)

    4th - News that isn't bad!  I havn't looked too closely at the Berserker armor yet, but it looks very easily editable! (yay)

    5th - If there are critters other than the Will O' The Wisp that you want black, I could probebly recolor them very easily for you :-D

    ...so, sorry for the disappointments, and I'm going to see what else I can do now, but I thought I should let you know what's going on ;-)

    CC

    EDIT:

    By the way, "animation" was probably the wrong word to abuse, but it's something weird in the mesh :-D

  15. So, in a nutshell, you just want darker versions of those objects?  Easy enough, I should be able to make these look the way you want them too :-D  I'm currently really sick (something flu-like), but in a few days (saturday?) I'll DL those and darken them up for you.  I'll send you some screenies then, and you can tell me what you want changed on them :-D  Also, I assume you'll be able to add the textures to the meshes yourself, so when I send these to you, I won't have to include Meshes and Normal Maps?  If that's not the case, I could send you the whole thing, I just wondered.  Anyways, I'll work on this then, as soon as I feel alive again :-P

    CC

  16. Quote

    awesome, well i just need rextes of some armor, spells, and if possible sword enchantment effects.  I'm not sure which you can do so let me know.   And the retexes will be used in my Darkness modhttp://www.bethsoft....opic=947154&hl=once you let me know what ur willing to do ill post a request :)EDIT: do u do creatures? cuase i need a black will o' wisp...


    Hmm... I don't do spells or enchantments (I don't even know how to do them :-P), but I could probably make a Black will o' wisp (I'll take a look at the model), and I can do armor.  I don't know how much armor you want me to do, but I probably won't have time to do a whole suit, unless you just want a basic recolor (like purple daedric or something like that :-P).  Anyways, if you tell me what armor(s) you want retextured, and how you would like it done, I'll see how much I can do.

    CC
  17. Quote

    mind retexting something for me?  not sure if ur still doing this or not...i just stumbled upon this site today :)


    I have been taking a bit of a break, but if you provide some detail, I could certainly take a look ;-)  What exactly did ye have in mind..?

    (oh, and by the way, the whole "I don't do Normal/Glow Maps" thing is out of date, I am somewhat experienced in their creation now :-D)

    CC
  18. I have to say, I never skipped school/work for Morrowind... ever... but I still loved it!  I too used the XBox version, but never used the B&W button cheats :-P (you cheating cheaters from... cheaterville!)  Anyways, I guess here are some of my favorite moments:

    1) - Accidentally discovering the glitch that let you infinitely level at a trainer; I took a character from level 43 to level 100 in an afternoon :-D

    2) - The first time a went to Vivec (City) and kicked Vivec's (the god)  arse :-D

    3) - Making an uber restore HP enchantment on the "Daedric Amulet" you pick up in Tel Fyr, only to discover that when I put it on, I was warped to a daedric plain, to fight some dremora dude, and the Amulet was gone!  (gah!)  ...needless to say I avoided spoilers for the most part :-P

    4) - The first time I saw a Silt Strider, and thought it was going to kill me!!!

    5) - Somehow stumbling onto a glitch in wich I got Hircine's Ring before I actually fought Hircine )and then killed him as a Werewolf :-D )

    oh, and if these count:

    6) - Trying to collect every piece of every armor and weapon in the game (you should see my old Hlaalu fortress-thing)

    and 7) - ALL of Bloodmoon :-D

    ...wow, I miss morro... I feel like playing it now :-P  I should get it on the PC sometime, so that I can mod it :-P

    CC

  19. Actually, this was still in nifSkope, so it didn't have to be in data>textures.  I keep all textures I work on in a folder under my user (i.e. parallel to "My Pictures" and docs and stuff).  Anyways, both the on that worked and one of the ones that didn't were in the same place :-P  Concerning size, they were both 1024x1024... weeeiiirrd :-P

    Thanks for your tips/comments :-D

    CC

  20. Okay, a new, completely new, problem has occured for me :-D  This is most likely the result of some newbish lack of knowledge, but I can't figure out what's wrong.  Anyway, I was just messing around with my (new!!!) camera and nifSkope, and came up with this basic texture:

    testug2.jpg

    ...anyways, I thought it looked cool-ish, and wanted to see how it looked on a model before i went about creating a real retex using it.  I saved it as a DDS, opened up a random mesh in NifSkope (first I think it was the Ebony Male Cuirass), and selected this as the texture like I always would do, but nothing happened, at all!  The file was listed as the texture, but the cuirass was still just white.  Anyways, I tried loading up multiple models, restarting nifskope, and even resaving/naming the texture to a different folder, but it still didn't work.  I even tried letting it generate MipMaps and not letting it generate them (even though I have no idea what that does :-P).  So anyway, if anyone has any idea why this would be working, please tell me!  Thanks!

    CC

    EDIT:

    Okay, I just tried opening a Vanilla texture, pasting this over it, and saving as a new file, and now it works, but the old files still don't... I assumet his means I didn't create some necassary "thing" in the file or whatever that lets it be read by NifSkope, but I would LOVE an explanation :-D  Thx!

    P.S.  Also... what do MipMaps do?  Thx :-D

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