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ZuTheSkunk

V.A. Project
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Everything posted by ZuTheSkunk

  1. I have following problem: I can't fast-travel from my worldspace. Now some information about this worldspace: - It is a child worldspace for the Shivering Isles, and SI's map is shown in map menu with all locations from there. - The only marked option is "No LOD Water" (to decrease possible slowdowns with FPS, assuming that the description from CS Wiki is correct), so "Can't Fast Travel From There" is absolutely NOT marked (screen). - I'm using this worldspace only for small exterior of player's home. - I've placed a map marker here, but the only result is that I can travel INTO my worldspace, but not FROM there. Now what can I do to fix this problem?
  2. I've added the MapMarker to my worldspace and the only result is that I can travel INTO my worldspace, but not FROM there. Really no idea why...
  3. I'm trying to travel to the Shivering Isles. They're the parent worldspace, and the terrain of SI is shown on the map menu (with the proper map as well), so travelling to Tamriel shouldn't be even possible.
  4. I have one more question about worldspaces. I have a worldspace that is a child for SEWorld. It doesn't have marked "Can't fast travel from here", and still it's not possible to travel from there. The only marked option is "No LOD Water", marked to decrease possible slowdowns with FPS (at least as far as I understand this option correctly, after reading about it on CSWiki). Do you have an idea what can cause this issue?
  5. wz_inventory. You are second person who asks me about it.
  6. Sorry, I had no idea that it's important. Well, after checking it on the armor, I've concluded that if I would like to make it looking really good, I'll need to remade both texture and UV mapping for this armor (with additional fixes for his shape as well, since it looks a bit squashed [or whatever is a proper word for it] when checking in inventory). For now on, this texture remains blurred on some places just because of pitiful UV and/or poorly design of texture's parts. So thank you very much for hi-res texture and for your time, but it seems that the hi-res texture is just not enough in this case.
  7. Hmm. I've checked your texture on the armor and it seems that the original texture had many "pixels", that were not noticeable since of blur and now they're extremely noticeable.
  8. My request is simple. Take this, and make it 2x bigger with still good quality: Someone's able to handle it?
  9. Okay folks, it's time to show who's the best. http://www.google.pl/pacman/ Show your best scores!
  10. And there are some deleted scenes too.
  11. I don't understand that part when soldier's sword gets broken (I've never been good at understanding English from listening). What's this about? But other things are quite good.
  12. I have totally different opinion. For me, this common vision of beast races standing on the tiptoes is unrealistic, while the Oblivion Khajiits are much better and realistic vision (at least as far as it's possible in fantasy). It's not the topic about beast races though, so I'll not keep this thread. Very good article, bg2408. Makes me thinking a bit. Personally I very dislike mods that breaks the TES lore, except for those which places their action in completely other world (like Super Marioblivion, for example). So lore friendly is a must for me. And that's the thing I prefer to keep in my mods.
  13. I've saw that before - I can't say I like it, since those... "things" on the arms looks for me like messed up in connection with skeleton (or at least poorly shaped). Although if you say that there's some awesome hat, then I'll take a look at it, thanks. So far, the best thing I've found that fits my need (more or less) is a dark version of Assassin's Creed outfit.
  14. ...And it definitely should be a float? I must try it... EDIT: YES! That was the source! Thank you very much Willie, I would never figured it out for myself!
  15. I've removed this part for testing and it haven't changed anything. I can do simple workaround by just removing this part and marking NPC as essential (with unmarking him at proper moment), but that doesn't change the fact that the second, most important timed thing refuses to work "because no", with no way to workaround. There is nothing in "(...)" parts what could break the thing in any way, I'm sure of it. I'll be looking for some solution, although I don't think I can figure it out for myself...
  16. I haven't found anything like that, so I'm creating a new topic. It can be a good place to leave a request for some mod - either found somewhere or completely new. I've been looking for a mod which adds some fancy inquisitor outfit. Something similar like here, but more "inquisitor-like", with appropriate hat. Do you know where I can find something like that? I haven't been able to find it for myself.
  17. I've just found it on the deviantArt. Do you recognise all of them?
  18. Those variables are used and modified by other scripts. Well, if timer is theoretically not broken, then why it's not working? I'm not sure for quest script, but for NPC script it really should be working. And I'm absolutely sure that I've attached those scripts to the NPC/quests properly. Instead, e. g. NPC is not reviving after 3 seconds, like the timer is not modified at all. I've tried with clean save too...
  19. As usual that stupid timer thing refuses to work. Script attached to the NPC: scn ZUSE13KnightOfOrderSCRIPT ref Myself short NotSet float fQuestDelayTime short timer Begin GameMode if ( NotSet == 0 ) set fQuestDelayTime to 0.001 set NotSet to 1 endif (...) if ( getinsamecell player == 1 && IsInCombat == 0 && getdead == 0 ) startcombat player endif if ( getDead == 1 && SECreatureJyggalag8REF.getDead == 0 ) if ( timer < 3 ) set timer to timer + getSecondsPassed else Resurrect 1 set timer to 0 endif endif (...) End Script attached to the quest: scn ZUSE13QuestObelisks01 ; This huge script handles the intensifying amount of Obelisks that appears with every moment of ; epic battle between Jyggalag and player. The whole battle is timed and player has 15 minutes to ; defeat Jyggalag, otherwise he will fail and the whole Palace Ground will be covered with Obelisks. ; Since it's so long, he's divided into three parts. short Obelisks short Wave short timer float fQuestDelayTime short Minute Begin GameMode if ( Obelisks == 0 ) return elseif ( Obelisks == 1 ) set fQuestDelayTime to 0.001 set SE13Obelisks2.fQuestDelayTime to 0.001 set SE13Obelisks3.fQuestDelayTime to 0.001 set Obelisks to 2 elseif ( Obelisks == 2 ) set timer to timer + getSecondsPassed if ( timer >= 3 && Wave == 0 ) SE13WaveObeliskBig001.enable SE13WaveObeliskBig001.playgroup forward 1 set Wave to 1 elseif ( timer >= 6 && Wave < 2 ) SE13WaveObeliskBig011.enable SE13WaveObeliskBig011.playgroup forward 1 set Wave to 2 (...) elseif ( timer >= 597 && Wave < 204 ) SE13WaveObeliskSmall116.enable SE13WaveObeliskSmall116.playgroup forward 1 set Wave to 204 elseif ( timer >= 600 && Wave < 205 ) ; ----------------------------------------------------------------------------------------------------------------------- 10 Minutes SE13WaveObeliskSmall136.enable SE13WaveObeliskSmall136.playgroup forward 1 set Wave to 205 set Minute to 10 endif endif End Can you tell me what's wrong?
  20. Well, one of those sentences was the journal entry, while the others were just simple messages, so such difference was intended. Thank you very much for help.
  21. New ones. "Order and Jyggalag himself grows stronger and I'm weakening with every passing minute! I must defeat Jyggalag as soon as it's possible and at all cost, or everything will be lost!" "The air becomes more and more cold..." "Your hands are starting to freeze..." "After long and desperate battle, you finally feel that you cannot stand any longer. All life has driven out from you, drained by merciless might of Order. You fall weakly on the ground, without any strength to rise again. Before your eyes closes for the last time, you see Jyggalag standing over you and laughing loudly over his next victory..."
  22. Shivering Isles are starting to permeate into Wasteland?
  23. I think you should just combine them. I. e. there should be both ScriptEffectStart and ScriptEffectUpdate blocks. If this doesn't work, then you should consider adding GameMode block in NPC's script which does the same thing all the time.
  24. As you may know, big actors can be unable to get somewhere if they're just too big, e.g. into some small corridor. And now I need a script which checks does the actor is stuck somewhere and is unable to reach the player, so after 5 seconds he's forced to cast some specific spell. Do you have an idea how to perform such a thing?
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