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TheWhispers

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Everything posted by TheWhispers

  1. Thanks! Oblivion is my childhood game and I'll easily be playing it 20 years from now lol. I just posted another question about mounting a clothing item to a custom bone node from Universal Skeleton over in Modelling. If you could be of any help that'd be great.
  2. I'm using the Controllable version of this skeleton in my mod for max compatibility with other mods and because it has a ton of places to mount things on the character. https://www.nexusmods.com/oblivion/mods/37596?tab=posts If you open the 'For Modders' folder's Skeleton .nif from this mod in Nifskope, there's a Bip01 R Hp1 NiNode (Block #1101). I'd like to mount a mesh here for a custom item classified as a clothing piece in my game. My world model is just the static version of my model, if you drop it, it floats. Not exactly sure why. I've attached my static model nifskope data (static.png) and my clothing(biped model) nifskope data. BSXFlags is 2 on both of them. In my esp it's marked as a "Tail" under Biped Object in CS. I'm not sure what this should be set to since my Srn is set to a custom node for a modded skeleton. I'd prefer to keep this in nifskope as much as possible, because while the learning curve is steep, it's a walk in the park to add custom content in the game once you get it down. When I equip the item in the game, regardless of what I have equipped, it doesn't show up. Thanks for your time if you decide to chime in. STATIC MESH BIPED MESH
  3. I'm not exactly sure if I hit the right subtopic here. Anyway, I am making a cool little mod no one has made but that I thought would be incredibly useful for everyone here that STILL plays Oblivion. I wrote a Object Activator script for this object I'd like people to activate with a button (like opening a door). In order to buy a lantern. ScriptName TheWhispersBuyLantern Short Choice Begin OnActivate Set Choice to GetButtonPressed if(Choice != -1 && IsActionRef Player) if(Choice == 0);yes if(Player.GetGold >= 100) ;give lantern and msgbox MessageBox "Enjoy your new lantern! You can always come back and buy another one if you lose this one." ;give goes here endif elseif(Player.GetGold < 100) MessageBox "It appears your coin purse is a bit light." ;Leave endif endif elseif(Choice == 1);no ;rid of menu endif endif elseif(IsActionRef Player == 0) ;NPC activated, do nothing endif end However when I walk into the place where the activator is, it acts like a static object. My nif file (completely custom from the ground up mesh) for the object works perfectly, but it doesn't have collison. What I mean by it acts static, is you cannot activate it with a button or anything and when you look at it that icon doesn't show up showing you you can activate it (like an altar). I compared my code to the altar code and it's pretty close in concept. I really hope it's not my nif file. Does the game need collision activated on the mesh in order to register that the player is looking at it in order to prompt for activation? What's going on here? Yup it's my nif file. I believe it needs collision because I switched the activator nif with some random nif in my mods here and it worked. I opened that nif in nifskope and it has collision hulls right where my mouse was that made it work. Alrighty so it'll work if I just scribble in some collision here. Code doesn't work properly though, gotta put that OnActivate Code back in GameMode. Solved, I just had to add collision and all the flags for it in Nifskope and now it works! Thanks!
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