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ZuTheSkunk

V.A. Project
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Everything posted by ZuTheSkunk

  1. I think I must have missed one "endif" in my script. There should be three in a row.
  2. Have you tried making them both having a Wander package at the same time? And setting their Energy Level to 100 (what technically should cause them to wander around endlessly during these packages like having ants in the pants, increasing the probability of triggering a chat between them)? If yes, then I can suggest only a scripted solution, like this: scn nameofyourscript short randomchance float randomtimer Begin GameMode if ( getinsamecell player == 0 ) return endif if ( getcurrentpackage NameOfWanderPackage == 1 ) if ( randomtimer > 0 ) set randomtimer to ( randomtimer - getsecondspassed ) else set randomtimer to 5 set randomchance to getrandompercent if ( randomchance < 20 ) startconversation NameOfSecondNPC set randomtimer to 60 endif endif End If you will attach this script to the woman (after adding necessary REFs, of course), then there should be a 20% chance of starting a conversation with the man each 5 seconds. If they will start a conversation, then there will be a minute of recovery time before another possible conversation can be started (counting from the moment of forcing the woman to start the conversation). You can tweak this, if you like.
  3. This suggestion lead me to this page, and while I can't say I like the idea of my character being the son of Tiber Septim (therefore a potential candidate for Emperor and the son of someone who became a god), he could be instead that mysterious third son mentioned in the article, with Jagar Tharn as his father. An interesting conception, indeed. One thing that I want to know is: was the slavery already present in Morrowind during that time, in similar manner like it's seen in the MW?
  4. Okay, so... I'm not very knowledgeable about TES lore. And yet I need to create a character with background set possibly deep in this lore, or at least deep enough to be notable and not too generic (lore-less). So I need someone to help me in creating this background. Anyone willing to help? The character I have in mind (NPC) is intended to be a Dunmer mage from Morrowind, living about 400 years before the events of Oblivion; he left his family (maybe one of these better known ones?) due to some rows. He's a lone wolf, a treasure hunter who prefers working alone and is interested only in collecting as much treasure as possible (perhaps to create his own great family?). He's somewhat disgusted with the idea of slavery, and feels ashamed by how beastfolk are treated in his homeland, so if he has an opportunity to make them free, he'll do it. He's not a type of kind soul though, as he helps only the beastfolk, and those who he consider worthy - he has no love for those who could do everything what they want, and yet they don't and they ask for unnecessary help. He's a type of professionalist who tries to collect as much information as possible and carefully examine the challenge (like going deep into the ruins) before doing it. He's a bitter one, and never tries to make friends around himself - is someone becomes his friend, then it's only this person's choice. He's neither nice nor naughty - he's just doing his job. Now, how can I set him into the TES lore so he will possibly alive and believable, not too generic?
  5. And this basically nukes the possibility of using it, unless it's non-commercial and authors can be asked for permission via mail. This dark ambient is excellent of course, but a bit too... um... dark? Too horror-like. The dark ambient I would like to use must be more peaceful, more towards the feeling of being alone in the endless silence. But thank you for suggestion.
  6. ZuTheSkunk

    Chaos Atronach

    Nice idea, that dark aura is pretty cool. But I think that this Atronach could look better if the blue bits were dark grey and the shining was turned off. Also, I think that this guy could suit the idea even better (he's from Loreless Creature Pack).
  7. This solution will make the object heading the same direction as player (i.e. if player is facing east, the object will be facing east too). That's useful of course, but what I wanted to know is how to make the object heading the place where player is currently standing. I found a solution though - after changing the refs in the shown code, it works just as I need. Thank you for help.
  8. I need some object to be turned into the direction of current player's position without being moved anywhere. Just simple 2D rotation. How can I do that?
  9. I am wondering does anyone would be capable of creating some additional animations for Mehrunes Dagon? In vanilla, all animations he has are for idle, casting spells on touch, swinging his axe or attacking with the claw, and turning around. No walking or running, no targeted or "on self" spells, and most notably, no death animation (he just gets turned into pile of goo if somehow killed). Personally, I am most interested in walking ("forward") and death animation (both traditional havok-related one and some unique one, that could be copied from the "end game" animation when he fights the dragon). Anyone capable and willing to make at least these?
  10. Isn't this red colour too bright? But other than that, the sign looks nice. I'm wondering why the Imperial Legion (or at least battlemages from the Mages Guild) didn't came to this place with swords/fireballs ready after seeing that sign.
  11. ZuTheSkunk

    A New Madgod

    Am I the only one who thinks that the vanilla female version of the Sheogorath's Regalia is pretty poor, compared to male version? You may want to use this. Or maybe even this, if you're willing to use something bigger.
  12. ZuTheSkunk

    The Bear

    Somehow, the "Thief: Deadly Shadows" game came to my mind when I saw it. Very nice one, simple yet beautiful.
  13. Okay, I've found this page: http://cs.elderscrolls.com/constwiki/index.php/Category:Factions I've renamed the menus into Menus (never thought about that!), saved the icons in my usual DXT3, also used the method or re-applying the icon... and it worked! It finally worked! Thank you for your willing to help.
  14. Anyone caring to play classic Super Mario Bros... with guy from Contra? Or with Link from Zelda? http://www.explodingrabbit.com/media/flash/SmbcPreloader.swf
  15. It's a key? At first I thought that it's some kind of magic wand.
  16. I tried to save them that way with both Paint.NET and GIMP (though I'm not sure does I did it correctly), and it didn't worked. So, in the act of the frustration, I tried to check how it works with vanilla textures... and I discovered something completely insane! Because I've checked how it works with some vanilla faction icon in its original directory and outside it... and... believe this... it doesn't work! The vanilla faction with the same texture works as intended, and two testing factions, one using exactly the same directory, doesn't! How could that happen?
  17. I tried it at first, and it didn't worked. I just tried to use DXT5 instead of DXT3 when saving, and also tried creating some separate faction with just one rank. Nope, the icon is still blank...
  18. I wanted to add a new faction visible in player's stats, with custom icons. But strangely they doesn't work, and the place where my icon should be shown remains empty. There's no mistake in file's destination path, I've placed the icons in menus/stats and added versions for menus50 and menus80, I've saved all of them in GIMP (what theoretically should generate the mipmaps), I've even checked it with a clean save and with UI-affecting mods removed - nope, nothing works. Here are the icons. What am I doing wrong?
  19. ZuTheSkunk

    The Wolfblade

    Brilliant! I absolutely love this one! It's even better than my beloved Ravensword.
  20. Aww! I should have known that. Requirement of OBSE practically nukes the whole idea, as I prefer to use OBSE only for optional features, not for the basic ones. (Strange thing is that the Search option didn't find it... odd...) And there's no chance of replacing it with these mathematical scripts from my link?
  21. I have a creature spawned by placeatme. Its script causes it to be disabled after death. Will this creature be removed at the reset of the cell? @EDITDOWN: Ah, okay, that's what I thought. Thank you, Willie.
  22. I tried to use the script from Lanceor, but I can't save it - it tells me that there's no "cos" command. I'm thinking that it unfortunately does work that way - therefore, I thought about using "on self" spell that teleports to the crosshair activator described above. Assuming that it does work... EDIT: Okay, I found the article related to the cos/sin, but due to the fact that I'm always poor in maths, I don't understand a thing. Could someone explain how I can implement this so the Crosshair Activator script will work as intended, please?
  23. I'm wondering is it possible to create a targeted teleportation spell: when it hits anything, object, actor or the ground, it teleports the player to the closest "free" location from where the projectile hit. Would certainly be useful in creating a puzzle.
  24. I'll definitely do. I do believe it's true, I have read that page previously... I'm definitely going to check various dark ambients, as well the one you're working on. Thank you for the suggestion.
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