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simonfiction

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Everything posted by simonfiction

  1. Where should I start and what should I look for when I view experienced modder's work in the CS? Is there an analytical pathway/formula I should follow when navigating the windows and menus in the CS to see how the modder has change the ordinal files to get the effect they desired? E.g. - "In order to get an overview of the changes this mod's author has made you should firs.... after loading their mod into constructer set." If you click...then the CS will generate a report listing all the windows and menus the author used to create the mod." etc, etc
  2. I'd like to know if its possible and if anyone is currently developing a Baulders Gate style (click on party member portrait) companions mod. The closest I've seen is "Cutthroaght's CM mod (with 'conversation' style activation options). I came across a mod in my search which transforms the Player Character into a NPC (sorry forgot the title and author of this), but to do this the PC disappeared when the player became the NPC (is this a limit of what Bethesda allows modders to change via tools like CS etc?). Is there a way to control a NPC (as a PC) but still keep the original PC fully functioning according to race/level/inventory weapons etc characteristics now as a NPC? e.g. - Me and my companion see a black bear in the distance. I tell my companion (Warrior/mele specialist ) to "wait here" as I draw my bow and circle around behind the BB (at a non-detectable distance). In sneak mode I take the shot to engage my (archer-non,mele character) in ranged combat, then quickly click on my (Warrior/mele specialist) companion's portrait on the HUD. The camera quickly floats across the kill zone (the bear) to my companions perspective and in this body (warrior NPC now my PC) I charge the Bear with my Claymore (which I've decided to use last minute from my NPC's - now mePC - quick slot, rather than the battle axe). As I rush the bear one of my archer's arrows hits me so I click on that portrait on the HUD and now I'm back in that character and move it a few steps forward and to the side to keep the bear between me and the Warrior (whose body I've just left) to get a clear shot. I click the Warrior's portrait again and the camera returns me to the mele to finish of the bear with a backwards power attack with my claymore. - (I know others have had this Idea - but D - Quest is "on rails" and its game world is nowhere near as good as TES4). This might take many tutes to formulate the aspects of the constructer set I might need to use to achieve a mod like this. Is it possible to get a tutee that points to necessary existing tutes to follow in a step by step hierarchy to work towards achieving something like this? i.e. - A tutorial about what existing tutorials to do in what order to get a mod like this working. e.g. - 1. Do NPC/companion creation tutorial from the constructor set wiki. 2. Do the "How to turn a NPC character into a Player Character" tutorial (probably doesn't exist). 3. Next do the tutee which shows "How to create a HUD button (Icon) that executes a Console command like "Floating Camera" 'in game' or 'Create HUD, Party Commands buttons. " ( - I'd like to create HUD 'Party Formation' Icons that make companions "Fan to" "Circle Round" "Form a Wedge/2Lines, etc" - Think B'sG, but also Total war, mount & blade, etc). I'm basically interested in any tutorial that would develop mods which keep all the immersive RPG elements but makes oblivion more and more like a RTS game too.
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