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JulianSull

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Everything posted by JulianSull

  1. Not sure if anyone is going to see this but is there a reason my enemy called "Sniper" would want to do this in their birthday suit? Every time before that I moved them to the starting location they would have no clothes on, not equip their weapons and unless I hard coded it into them to equip their stuff, they wouldn't. Ever. Any ideas why for the future?
  2. I think from now on I'm going to have a little note written- nay- carved into the wall saying "Is it a path node issue, stupid?" Sigh...Thanks for the help lol. Stupid pathgrids.
  3. scn aaaRainesArenaChoiceScript Short Working Short Choosing Short Choice Short Enemy Short Number Begin onActivate Set Working to 1 Set Choosing to -1 End Begin GameMode If Working If (Choosing == 0) Set Working to 0 Elseif (Choosing == -1) Messagebox "What type of enemy?" "Only allow one at a time" "Allow multiple at a time" "Cancel" Set Choosing to 1 Set Choice to -1 Elseif (Choosing == 1) If (Choice == -1) ;No choice yet Set Choice to GetButtonPressed Elseif (Choice == 0) ;One Set Choosing to -11 Elseif (Choice == 1) ;Multiple Set Choosing to -12 Elseif (Choice == 2) ; Cancel Set Choosing to 0 Endif Elseif (Choosing == -11) MessageBox "Which enemy would you like to face?" "The Supreme Lich" "The Agony" "Gravity Blast" "Giant Mastodon" "Eye of the Storm" "Cancel" set Choosing to 11 set Choice to -1 Elseif (Choosing == 11) If (Choice == -1) ;No choice yet Set Choice to GetButtonPressed Elseif (Choice == 0) ;Lich Set Choosing to -41 Elseif (Choice == 1) ;Agony Set Choosing to -42 Elseif (Choice == 2) ;Gravity Set Choosing to -43 Elseif (Choice == 3) ;Giant Set Choosing to -44 Elseif (Choice == 4) ;Eye Set Choosing to -45 Elseif (Choice == 5) ;Cancel Set Choosing to 0 Endif Elseif (Choosing == -12) MessageBox "Which enemy would you like to face?" "Wolves" "Sniper" "Bomb" "Durzog" "Mastodon" "Triceratops" "Reaper" "White Rabbit" "Cancel" set Choosing to 12 set Choice to -1 Elseif (Choosing == 12) If (Choice == -1) ;No choice yet Set Choice to GetButtonPressed Elseif (Choice == 0) ;Wolves Set Enemy to 1 Set Choosing to -31 Elseif (Choice == 1) ;Sniper Set Enemy to 2 Set Choosing to -31 Elseif (Choice == 2) ;Bomb Set Enemy to 3 Set Choosing to -31 Elseif (Choice == 3) ;Durzog Set Enemy to 4 Set Choosing to -31 Elseif (Choice == 4) ;Mastodon Set Enemy to 5 Set Choosing to -31 Elseif (Choice == 5) ;Bomb Set Enemy to 6 Set Choosing to -31 Elseif (Choice == 6) ;Durzog Set Enemy to 7 Set Choosing to -31 Elseif (Choice == 7) ;Mastodon Set Enemy to 8 Set Choosing to -31 Elseif (Choice == 8) ;Cancel Set Choosing to 0 Endif Elseif (Choosing == -41) set working to 0 aaaRainesActivateArenaWalls.Enable aaaRainesArenaSupremeLichBossRef.MoveToMarker aaaRainesArenaCreaturePoint1 Player.MoveToMarker aaaRainesArenaPlayerStartPoint2 Elseif (Choosing == -42) Elseif (Choosing == -43) Elseif (Choosing == -44) Elseif (Choosing == -45) endif endif end So basically I set working to 0, enable the walls of the arena, move the boss enemy to the arena from a separate cell and then move the player to that area. However when i do this it moves both of us to the same point.
  4. Ah okay thanks that makes sense. The only reason that bit of code is there is because I copied it off of the template on wiki. I thought it was weird too but I didn't wanna touch it just in case. EDIT: I'm getting some more problems with this. The script now teleports me and the enemy to the same marker location. Is there any way I can prevent this? I think I understand why this is happening (Moveto for the lich is going to one location but then it doubles up with mine since it takes so long to move something and thus takes my player's move location instead so we end up in the same spot.
  5. I'm working on a house mod right now for my character Raine and this is the creature arena in it. When I go through the menus to the Supreme lich choice, I should move to the arena location. It then freezes when that line is called. I remember reading about some moveto bug in message box scripts but I have searched and can't find anything mentioning it. Anyone know how to fix this? scn aaaRainesArenaChoiceScript Short Working Short Choosing Short Choice Short Enemy Short Number Begin onActivate Set Working to 1 Set Choosing to -1 End Begin GameMode If Working Set Working to 1 If (Choosing == 0) Set Working to 0 Elseif (Choosing == -1) Messagebox "What type of enemy?" "Only allow one at a time" "Allow multiple at a time" "Cancel" Set Choosing to 1 Set Choice to -1 Elseif (Choosing == 1) If (Choice == -1) ;No choice yet Set Choice to GetButtonPressed Elseif (Choice == 0) ;One Set Choosing to -11 Elseif (Choice == 1) ;Multiple Set Choosing to -12 Elseif (Choice == 2) ; Cancel Set Choosing to 0 Endif Elseif (Choosing == -11) MessageBox "Which enemy would you like to face?" "The Supreme Lich" "The Agony" "Gravity Blast" "Giant Mastodon" "Eye of the Storm" "Cancel" set Choosing to 11 set Choice to -1 Elseif (Choosing == 11) If (Choice == -1) ;No choice yet Set Choice to GetButtonPressed Elseif (Choice == 0) ;Lich Set Choosing to -41 Elseif (Choice == 1) ;Agony Set Choosing to -42 Elseif (Choice == 2) ;Gravity Set Choosing to -43 Elseif (Choice == 3) ;Giant Set Choosing to -44 Elseif (Choice == 4) ;Eye Set Choosing to -45 Elseif (Choice == 5) ;Cancel Set Choosing to 0 Endif Elseif (Choosing == -12) MessageBox "Which enemy would you like to face?" "Wolves" "Sniper" "Bomb" "Durzog" "Mastodon" "Triceratops" "Reaper" "White Rabbit" "Cancel" set Choosing to 12 set Choice to -1 Elseif (Choosing == 12) If (Choice == -1) ;No choice yet Set Choice to GetButtonPressed Elseif (Choice == 0) ;Wolves Set Enemy to 1 Set Choosing to -31 Elseif (Choice == 1) ;Sniper Set Enemy to 2 Set Choosing to -31 Elseif (Choice == 2) ;Bomb Set Enemy to 3 Set Choosing to -31 Elseif (Choice == 3) ;Durzog Set Enemy to 4 Set Choosing to -31 Elseif (Choice == 4) ;Mastodon Set Enemy to 5 Set Choosing to -31 Elseif (Choice == 5) ;Bomb Set Enemy to 6 Set Choosing to -31 Elseif (Choice == 6) ;Durzog Set Enemy to 7 Set Choosing to -31 Elseif (Choice == 7) ;Mastodon Set Enemy to 8 Set Choosing to -31 Elseif (Choice == 8) ;Cancel Set Choosing to 0 Endif Elseif (Choosing == -41) Player.MoveToMarker aaaRainesArenaPlayerStartPoint2 set working to 0 Elseif (Choosing == -42) Elseif (Choosing == -43) Elseif (Choosing == -44) Elseif (Choosing == -45) endif endif end
  6. Thanks, yeah I'm starting to lean towards her. There's a lot of meaning behind the idea that the antagonist and Raine are so similar and I'm sure I can make the mean one likable as well.
  7. I have a big problem in my script. I can't decide on what my main character should be like. This girl you are with the ENTIRE quest. Literally. For almost every single moment you are with her so naturally it is very important that you don't hate her and in fact that you really like her. So I'm at a cross roads: This is what she is like no matter what option you choose above: She comes from a family that was pretty dysfunctional. Her father was an assassin for the monarchy in Coryella (The main city in the game) and taught her everything she knows about weaponry and fighting. She hates the use of magic because when her father was killed, it was told to her that he attempted to cast a fire spell at the killer but took too long and was killed. She knew and respected her father as an amazing fighter and believed very strongly that if he had relied on his physical abilities instead of his magical abilities then he would have survived. She's hated magic ever since (If you look at her stats, her intelligence and willpower are both 5 along with all other magical stats). Now here is what separated the two of them: Raine can either choose to be a cold-hearted girl who hates almost everything and everyone one besides the few who are close to her (including the player after a few missions) or she can choose to be the optimistic type of person who tries her best to fight through everything. Now this may sound easy at a first glance but there are a few important thing in the storyline: Beatrix Gage is the antagonist of the story. She use to work for the King as Captain of the Guards. She did everything she could to reduce crime in the city but over time a group called [insert group name here] began crawling its way higher up, paying off guards and even taking important posts! One man named General Fol framed Beatrix for killing General Mor and after that, she lost it. She was kicked out of the city, her house was burned down right in front of her and NO one chased after the people who did it, even though they could have. Even the player refused to accuse General Fol for killing the General because he threatens the player that if he says anything that the entire [Group] will be sent after the player until he dies. She then slowly gained more and more powerful, recruiting some of the most evil people in the world to create her own city and take revenge against not only Kryta, but also the entire continent of Coryella. The idea behind her character is that she needs to be similar to Raine because she sees herself in her yet with only one difference. Nothing horrible has happened to her yet causing her to become evil. She sees it not as a matter of skill or strength, or luck or chance, but a matter of time. So in short, Its either I keep Raine as a person very similar to the antagonist but with one major difference besides something horrible happening to her (If you can guess that, you got the theme to my whole script =D) or make her more fun and thus more likeable to the player. Which one do you think I should choose? Which one do you think you would like more? Keep in mind, both of them are fun, make jokes and are interesting characters, just in different ways.
  8. 0.0 Genius! I'm done! Thank you =D. Time to playtest it =DDDDD EDIT: Nope, I don't have that mod InSo
  9. Heh I know I'm sorry, I'm just really excited to get this level done =). I can't wait to get to play testing =D
  10. Bump...I really need this one answered. Last thing to do before Play testing =((((((
  11. Heh I just figured it out. Activate has more to it than just Thing.Activate. I changed it to Thing.Activate Player 1 meaning "Activate this thing as if the player is activating it and make sure you run the OnActivate block and not its normal activation" Stupid fine print
  12. I'm using the ARTrapChannelSpikes01 for my level. I modified the script slightly. begin onActivate MessageBox "It got activated" if activated == 0 ; set up the damage values set fTrapDamage to 20 set fTrapPushBack to 1200 set fLevelledDamage to 1.5 set fTrapMinVelocity to 20 set bTrapContinuous to 0 set activated to 2 else set activated to 0 endif end When I use [ChannelSpikesRefName].Activate, no messagebox shows up. It's like the Activate command is completely ignore, yet I've tested it and the code does get to that point. Why isn't it activating?
  13. I'm trying to finish the last part of my level but the quest information (stages info) isn't popping up when I use SetStage. It's pretty important that it shows up because it prevents the player from doing some stupid stuff and getting stuck and I know must won't check a small update.
  14. <3 Nailed it. Some path notes were missing, specifically the guy who falls from the ceiling didn't have a pathnode on the ceiling, so he started on the ground. Should be easy to fix now. Also just so I don't have to start another post for this, How do I make my quest stages actually pop up when I get to a new stage instead of just updating the quest and recording the text?
  15. Tried that =/ I had it checked already. I also tried replacing the creatures, it still didn't work. This really doesn't make any sense at all. It has to be something with the level itself because only this Cell has problems. Every other one, including ones that have the exact same enemy types, does not have this problem occurring. EDIT: It seems like only my scripted creatures are not working aka the ones that are in scripts (Not necessary ones enabled by scripts, my ogre that walks towards the player ends up past the gate for some reason =/
  16. Yep I did. That's what's weird. I've barely touched that level, yet it's the only level that's acting strangely. It seems like all of the creatures have been displaced and floored to the ground =/ I'm trying to completely replace all of the creatures and see what happens but I don't expect much =/
  17. I just finished the last part of my level, and out of no where all of my creatures are starting to go AWOL. Creatures aren't in the right spots, they're getting passed impassable gates, they're activating themselves and wandering around and I cannot figure out why! So far I've added quest stages and autosaves around the level along with another level but that's it! I took out their wander packages, replaced them once, ...Everything! Anyone know what's going on here? It is impossible to express how frustrating this is...
  18. That's what I meant by attack range =) My bad
  19. I ended up solving it. It was a number of things. I had to: 1) Increase the attack range 2) Increase the attack speed 3) Force left and right handed power attacks 4) Modify the speed based on the player's speed (-42 or 13 if -42 is below 13) 5) Set Rush distance multiplier to 0 6) Set rush chance to 100 7) Set power attack chance to 100 8) Set Stand off distance to 0 (Melee Range) Then, and only then, he came up and killed me and the final boss became difficult =D. It's actually kinda intense
  20. I'm using the Durzog mod which is essentially a hellish dog. I scaled it twice it's size to make it scarier but this is the easiest fight on the planet. He doesn't get close enough to hit me. I even created a custom combat style but still nothing. The same thing happens every time. I wait for it to get close, the attack takes forever, I back up a step and it misses. Or worse, It will shoot out three of it's dog attacks, none of which will hit, I back up and repeat. How can I make this guy braver? I want him to charge right at me and if I stop for too long I want this thing to knock me through the wall (Instant kills on this guy). This is my final boss after all =) EDIT: Note that this guy is literally about 20 ft in front of me when he attacks. I've counted about 7 or 8 hits before he gets in range of me and finally one hits me. EDIT: Fixed it. The Rush Multiplier distance was 5, meaning 5 times as far away. I also increased the attack reach to 80. He kills on sight now =D
  21. The idea behind a good assassin build is that it's offense is its defense because normally if it is any other way, the offense suffers way too much for it to be as effective as other classes. Now, that concept is impossible to understand for some people, which is why so many people (usually newbies) think that the assassin class is weak. What I believe it is is very specialized. For the high end PvP things like GvG, it's not used as much any more because it isn't as versatile. Sure it can kill, but warriors and KD on command, spike, pressure, survive and do other things. Granted it can't always kill as effectively solo, but it definitely has other things that it can do which help it in GvG, and frankly in HA as well. Another reason sins don't work so well there is because the loss of one player isn't as big of a deal. "Hi 6 people are going to try to res this guy. You have two interrupts. Good luck mate =D)" However, in Codex Arena and Random Arenas, Assassins gain much more power because "Hi, three people, one probably already under attack by the assassin are going to try to res one person. You have 6 seconds and two interrupts. Good luck mate =))" Is much more plausible. The reason people in PvE think they are bad is because they think assassin's are this one trick pony that can only kill one at a time. If that were true, yes, it would stink to be an assassin in PvE because ONE guy dying when there are 30 of them and you are in the frontline or backline of their team with only 70 armor and probably no protection is not exactly ideal. However assassins have different shadow arts skills like Shadow Form and things like that to keep them alive so they can tank and solo farm plenty of things. Also in just PvE general, they have plenty of builds that in the right conditions (When not completely countered by mobs) kill faster than the classic elementalist necromaner combos. I love venting about Guild Wars =D. I use to be so good at that game.
  22. I have certain meshes I'm trying to get working for my level in the Halloween contest but they're always purple. The meshes are in: Data->meshes->TESA->Halloween02->Armor The Textures are in: Data->Textures->TESA->Halloween02->Armor The original packaging was meshes-> folder-> The stuff and textures-> folder -> the stuff This is an armor mod I'm trying to import. When I put it in I the helmet.nif file in for bipped model and helmet.nif for the world model and nothing for the icon since it came without one. I have also tried using the helmet_gnd.nif file for the world model with no luck. Am I doing something wrong here that I don't know about?
  23. My Life Story of Guild Wars: Begin Guild Wars Playing Play as a Necromancer Give Necromancer a bow and arrow Think of self as a pro Start a warrior Give Warrior Mark of Protection and other tank skills Play PvP Buy Guild Wars Factions Play Assassins Fall in love Use Mark of Proection and Protective Spirit on Assassin Join a high rank GvG guild and play as an infuse monk Win against a blood spike without even knowing what it is Get to rank 200 with an amazingly tight guild Disband Start own assassin guild Find Req 8 Enamalded Shield of Fortitude armor 16 Make 5 million dollars Spend 4.9 mill on armors and pimping assassin and monk characters Change Monk and Eles name to something cooler Keep the name: The Gates Assassin Disban Assassin Guild Play every so often and reconnect with old guild mates Start making own games The end ??? Profit
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