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JulianSull

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Everything posted by JulianSull

  1. I'm starting a new Youtube Channel called OblivionBossPhaits fairly soon (Maybe about 4 more weeks of preparation). One thing I want to have prepared are some weekly tutorial videos of just some basic things in the CS like how to make certain scripts/objects/features. Q1: What types of basic/medium tutorials should I make video of? Q2: One video I plan to make is a common mistakes video. Besides the common mistakes listed below, what are some other common mistakes in the CS? Keep in mind, I mean basic common mistakes. Nothing that has to do with overly advanced topics.
  2. They're all .wavs and when I click on the files in the edit response pop up I hear the dialogue go off =/. I also have tried adding and removing conditions with no luck. Strange thing is that when I add this: MessageBox "Timer = %.0f" timer I get that timer = 1 second, 2, 3 3 2 and then 1. Which makes perfect sense. That's the length of the file. It's just that it's not playing it. EDIT: Solved it. It was the bitrate. Needs to be 64kbs
  3. Might work better but I'm still breaking as soon as I teleport to the cell: scn aaaBossPhaitIntialSceneQuestScript float fQuestDelayTime float timer short part Short DoOnce begin GameMode if (Doonce == 0) set DoOnce to 1 set fQuestDelayTime to .5 endif if (aaaBossPhaitBegins == 1) ;<---Assume to be true set timer to timer - GetSecondsPassed if (timer <= 0) if (part == 0) DisablePlayerControls aaaBossPhaitCaptainREF.SetActorValue Aggression 0 aaaBossPhaitCaptainREF.StopCombat TriggerHitShader 4 set timer to aaaBossPhaitCaptainREF.SayTo Player aaaBossPhaitShip1 1 set part to 1 elseif (part == 1) set timer to aaaBossPhaitCaptainREF.SayTo Player aaaBossPhaitShip2 1 set part to 2 elseif (part == 2) TriggerHitShader 10 set timer to aaaBossPhaitCaptainREF.SayTo Player aaaBossPhaitShip3 1 set part to 3 elseif (part == 3) set timer to aaaBossPhaitCaptainREF.SayTo Player aaaBossPhaitShip4 1 set part to 4 elseif (part == 4) set timer to aaaBossPhaitCaptainREF.SayTo Player aaaBossPhaitShip5 1 set part to 5 TriggerHitShader 6 elseif (part == 5) set timer to aaaBossPhaitCaptainREF.SayTo Player aaaBossPhaitShip6 1 set part to 6 set aaaBossPhaitBegins to 2 EnablePlayerControls aaaBossPhaitCaptainREF.SetActorValue Aggression 100 endif endif endif end EDIT: I'm an idiot. I accidentally hit initially disabled. No idea how i managed that. EDIT: He's still not talking though. He get's in position, says nothing and runs back to combat after a bit.
  4. Thanks for the help. I'm trying to get the Say function to work but it says my actor is invalid. Do I still need conditions for my topics? EDIT: Is the speaker ID the Ref ID? EDIT: aaaBossPhaitActorREF.Say aaaBossPhaitTOPIC1 1 0100164B 1 I play my level and it breaks.
  5. I'm working on a boss fight at the moment for the Youtube channel I'm making but I'm running into a problem with spoken dialogue. I don't want to use face to face dialogue but instead to have him stand in one place, a bit further away, and just say the lines. I've gotten the sound files to work and that's fine but the guy won't stay out of combat! Is there a way that I can make it so that the actor will stay out of combat while I have him say things and stay on his marker and then once it's done, jump right back into the battle? Also, is there a way I can have him stare at the player? I'm using OBSE.
  6. My plan was to have it so I remove all items from their inventory and give them the items they can use. For instance, I'm planning one where you are on a ship being attacked by a giant sea monster of some kind so all that I'll give you are so ale that heals you, pirate like clothing, a cutlass and some kind of bow and arrow. The boss will be possible with just that. If they can complete it without using any magic, that's a bonus and they have to have video proving that they didn't use cheat spells or straight up cheats so =). I could always throw on an anti-magic necklace if I think it will be a problem.
  7. Well, I am beginning to hate my Guitar Hero Channel due to it's lack of flavor and originality so I wanted to try something new. So, here's my idea: Every two weeks I'll create a single level. Literally one room with a boss in it. I'll make it extremely interesting and deep in tactics so it's still fun. Also in the level I'll hide a secret object for players to find! Now the idea is that every two weeks I'll post a preview video of the boss and challenge my viewers to try to get video of them beating it at normal difficulty (any level, no cheating). Then, after a week, I'll link to the channel of the person who beats the boss the fastest and to the first person to find the secret item and give a really short preview of next weeks boss fight. I know for a fact I can handle ONE boss every TWO weeks. I already made a 10 room dungeon in under two days! The two weeks will give me plenty of time to make sure I can handle college homework and really make sure they are quality boss fights. Maybe if it picks up I can get some of the great creature designers and art guys in the community to help me with original content! What do you guys think? I'll have like three or four levels made in advance in case things get a little hairy as I go along. Any suggestions?
  8. Looks great =D. I've been really busy lately but I'm going to get to work on scripting and designing interiors that have no models in it. Shouldn't be too hard.
  9. haha wow...I feel really dumb. Thanks for the help. I guess I assumed that it just automatically effected the player's fall timer.
  10. My script is literally this: scn aaaStygainResetFallDamageScript begin OnTrigger ResetFallDamageTimer end I even put a message box saying 'Ello Then" which plays. I die every single time no matter how big or small the trigger box is. Any ideas as to why?
  11. That's perfect! Thanks. Any idea about the playing through the menu thing?
  12. Two questions for this one =D: 1) I'm trying to find music to play for the final boss of my dungeon that I'm finishing up. Are there places where I can get music and be able to use it in my game? I've searched some websites but haven't found anything I like...or that has a reasonable price range. 2) I remember playing Malevolent and having the music play through the menu screens. How do I do that?
  13. A hob? Hobo? Sigh, I can never fully trust websites that tell me how native British English speakers speak. Really...Still. I might ruin immersion for westerners who don't know that fact. I like the word Cor =D I have literally no idea what it means or what it comes from but I think it's something close to "Wo!" Sounds good to me. Once I get all this dialogue set up I'm going to start looking for voice actors.
  14. Heh I got that off of some website that is suppose to be a British word translator thing. That said, so very few people outside of Britain actually know how to have a correct accent. I think what in the Nine is that sounds pretty good. Is there a "Heaven" in Oblivion?
  15. I'm working on dialogue and I was wondering how I would translate certain things into Oblivion English. For instance, there is no Hell in Oblivion. So how do they say these things: "Who the hell are you?" (Hell doesn't exist, it's a christian term) "When you want your eggs cooked right" (There are no chickens as far as I know in oblivion, including eggs that people eat) "I'll throw it on the cooker" (They don't have ovens I don't think, cooker is I guess how British people say oven/stove? How exactly do they cook things?) "What in God's name is that?" (Not God, but the Nine. "What in the Nine's names" doesn't sound right) Also, I really hope Hell isn't crossing the line of the swearing policy...I don't really consider it much of a swear at all and I'm using the word as the actual place.
  16. It's two things. A tower which the player has to fight inside of on three levels to get to the top and after the quest it's simply an alchemy garden on all three levels, each containing different types of plants (The lower, the friendlier looking). The edge (near the walls) is where the plants go. The center is where all the alchemical equipment goes (including potion sorters/ingredient sorters and magical alchemy buff effects). EDIT: Each level was originally going to be connected via elevator...but screw it. Just going to be connected via teleport like most of the house.
  17. Looks great. I'm finishing up the dialogue. After I review it I'm going to start looking for VAs and plan out some gameplay.
  18. Looks good, just make sure there is a good spot for a battle at the top of the tower. Should be outside on the roof
  19. So like one of these guys? http://i00.i.aliimg.com/img/imagerepos/gd/zh/gdzhongzhen/1268642597045_hz_fileserver3_1032175.jpg
  20. What do you have the columns looking like right now?
  21. In that case I think I'll work on a separate mini project while I work on this one (probably a little bit more slowly)
  22. For one, the areas are designed and partially inspired by Midas magic and PJs spells. Also, idk if you saw but the synth had key + key = key to hidden room. Well, i think this settles what the hidden room will be about =D. Also, a Nexus is a series of connected groups...so maybe a slight modification to the design could make this a reality. EDIT: Little update: I added a couple of rooms. Shouldn't be too hard for me to make up since they're inside and not scripted. I have designed the overall story for how you get this house and why it exists and I'm working on setting up all the necessary lines for every character. Looks like there are 6 major characters, 1 minor and 1 super minor. Five of the characters will work in the house, one helps you find it, one starts the quest and one is the antagonist (the previous owner).
  23. I don't know if you saw this but: http://www.tesnexus.com/news/index.php?id=805 It's a pretty big contest. I've been working out a quest to get the house and some dialogue needed. I'm going to finish it up and try to get some more people on this. It'd be nice to win and if we make this as planned, I really think this could be an easy winner.
  24. True, but it leaves two problems. Some spells only work outside, so the spell testing area wouldn't work. Also we would have to model the entire asteroid which would be a ton of work =/. EDIT: It might work if we just use a lot of meshes instead of one giant mesh...Maybe if you create just one giant asteroid instead and a few smaller rocks for me to play around with. I won't be able to make too many hills...but I think I can work with it.
  25. So just a sky box then? Shouldn't be too hard. We'd need to create the asteroid itself though. Actually, why not just a worldspace with a sky box?
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