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JulianSull

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Everything posted by JulianSull

  1. Haha and I thought this only happened on Facebook. Thanks guys =D

  2. I had some questions about the castle itself. Why is it here? How did the player get there? What exactly is it? Who is the owner? Where is it? EDIT: Also, where are all of our levels? Ground floor? Higher up? Dungeon?
  3. I'm trying to design a special type of script where the player speaks by means of using message boxes and here is what i have come up with so far: scn aaaFirstEntry short DoOnce float timer short talking float fQuestDelayTime short button short choosing begin GameMode set fQuestDelayTime to .2 if (aaaFirstTimeAtPortal == 1) if (DoOnce == 0) PlaySound aaaExplosionStart set DoOnce to 1 DisablePlayerControls endif if (GetStage aaaEscapingTheCastle < 10 && talking < 24) Set timer to ( timer - GetSecondsPassed) endif if (Timer <= 0 && talking < 24) if (talking == 0 ) aaaMagnusRef.Enable aaaRyenaRef.Enable Set Timer to aaaMagnusRef.Say aaaFirstEntryConversation 1 aaaMagnus 1 Set talking to 1 StartQuest aaaEscapingTheCastle set aaaFirstEntryDownStairs to 1 EnablePlayerControls aaaMagnusRef.EVP aaaRyenaRef.EVP elseif (talking == 1) if (choosing == 0) MessageBox "You: Where am I?" set talking to 2 set choosing to 1 endif elseif (talking == 2 && GetButtonPressed == 0 ) Set choosing to 0 Set Timer to aaaRyenaRef.Say aaaRyenaTopicsFirstEntry 1 aaaRyena 1 Set talking to 3 elseif (talking == 3) if (choosing == 0) MessageBox "You: By who?" Set talking to 4 set choosing to 1 endif elseif (talking == 4 && GetButtonPressed == 0 ) Set choosing to 0 Set Timer to aaaMagnusRef.Say aaaFirstEntryConversation 1 aaaMagnus 1 Set talking to 5 elseif (talking == 5) if (choosing == 0) MessageBox "You: What does he want with us?" Set talking to 6 set choosing to 1 endif elseif (talking == 6 && GetButtonPressed == 0 ) Set choosing to 0 Set Timer to aaaRyenaRef.Say aaaRyenaTopicsFirstEntry 1 aaaRyena 1 Set talking to 7 elseif (talking == 7) if (choosing == 0) MessageBox "You: Why hasn't he come after you here?" Set talking to 8 set choosing to 1 endif elseif (talking == 8 && GetButtonPressed == 0 ) Set choosing to 0 Set Timer to aaaMagnusRef.Say aaaFirstEntryConversation 1 aaaMagnus 1 Set talking to 9 elseif (talking == 9) if (choosing == 0) MessageBox "You: We should go after him then! We can't just stay here!" Set talking to 10 set choosing to 1 endif elseif (talking == 10 && GetButtonPressed == 0 ) Set choosing to 0 Set Timer to aaaRyenaRef.Say aaaRyenaTopicsFirstEntry 1 aaaRyena 1 Set talking to 11 elseif (talking == 11) Set Timer to aaaRyenaRef.Say aaaRyenaTopicsFirstEntry 1 aaaRyena 1 Set talking to 12 elseif (talking == 12) if (choosing == 0) MessageBox "You: I'll find a way out of here. We have to. " Set talking to 13 set choosing to 1 endif elseif (talking == 13 && GetButtonPressed == 0 ) Set choosing to 0 Set Timer to aaaMagnusRef.Say aaaFirstEntryConversation 1 aaaMagnus 1 Set talking to 14 elseif (talking == 14) Set Timer to aaaRyenaRef.Say aaaRyenaTopicsFirstEntry 1 aaaRyena 1 Set talking to 15 elseif (talking == 15) Set Timer to aaaRyenaRef.Say aaaRyenaTopicsFirstEntry 1 aaaRyena 1 Set talking to 16 elseif (talking == 16) Set Timer to aaaRyenaRef.Say aaaRyenaTopicsFirstEntry 1 aaaRyena 1 Set talking to 17 elseif (talking == 18) Set Timer to aaaMagnusRef.Say aaaFirstEntryConversation 1 aaaMagnus 1 Set talking to 19 elseif (talking == 19) if (choosing == 0) MessageBox "You: Can you two handle yourself if he does come after you?" Set talking to 20 set choosing to 1 endif elseif (talking == 20 && GetButtonPressed == 0 ) Set choosing to 0 Set Timer to aaaRyenaRef.Say aaaRyenaTopicsFirstEntry 1 aaaRyena 1 Set talking to 21 elseif (talking == 21) Set Timer to aaaRyenaRef.Say aaaRyenaTopicsFirstEntry 1 aaaRyena 1 Set talking to 22 elseif (talking == 22) Set Timer to aaaRyenaRef.Say aaaRyenaTopicsFirstEntry 1 aaaRyena 1 Set talking to 23 elseif (talking == 23) if (choosing == 0) MessageBox "You: How did you make that?" Set talking to 24 set choosing to 1 endif elseif (talking == 24 && GetButtonPressed == 0 ) Set choosing to 0 Set Timer to aaaRyenaRef.Say aaaRyenaTopicsFirstEntry 1 aaaRyena 1 Set talking to 24 endif endif endif end Basically what i get from that is completely random subtitles, no voices and completely random message boxes. Anyone see why this is happening?
  4. Wow nice tutorial. Thanks for the help. I hate sliders...I've been trying to simply draw video game characters and girls are nearly impossible to draw without them looking like they fell into radioactive material or an orc, let alone to get right with sliders.
  5. Strange, I tried searching wiki for say but nothing ever came up. Not sure why. Thanks for the help.
  6. Thanks for the help guys. Looks great in the mod.
  7. Is there a tutorial or some math or some way I can learn how to make things like the Corean/Lineage Elf mod type females so I can have characters that are 1) not hideous and 2) not downloaded from others?
  8. This is from Where the Spirits Have Lease at the very end. Yes there are spoilers in this. If you haven't play this quest yet and don't want to know the ending, don't read this: Set Timer to MS02LorgrenAltarRef.Say LorgrenSpeech 1 LorgrenBenirusNPC 1 What exactly does this piece of code mean? I understand that it is setting the timer to the length of the audio clip but what do the 1's mean and what is LorgrenSpeech?
  9. In a few mods, namely Malevolent and Tears of the Fiend there is this great effect where the screen sort of doubles, simulating dizziness/regaining of consciousness. How do they create that effect? EDIT: So I don't have to open another topic for this, How do I stop a sound from playing or is that not possible? EDIT AGAIN: How do you play movies? PlayBink. Got it.
  10. Uploaded with ImageShack.us Also, I can't texture ANYWHERE on my worldspace.
  11. I'm trying to texture my worldspace but for some reason and no matter from what angle I do it at, there seems to be this invisible box that makes it so my texturing doesn't work with some textures. Why is this happening?
  12. I opened up a new creature panel. Uploaded the nif of the creature. It looked like that =/
  13. I tried to import a bunny and its legs were tied up in a big knot. Same with the Durzog. What happened?
  14. JulianSull

    Catch Me

    Where did you get that dragon from? Did you make that?
  15. I'm trying to right a script that occurs when the player gets near a ladder. The player then loses controls, two zombies come out of hiding and after a short staredown for about two seconds, they fight and when both zombies die, the ladder works again and the player can climb up. Here is what I have so far: scn aaaLadderBattleScript ref player float timer float fQuestDelayTime short DoOnce short OnlyOnce short distance begin GameMode set fQuestDelayTime to .1 set player to Player.GetSelf if (aaaCloseToLadderGlobal && OnlyOnce == 0) if (DoOnce == 0) DisablePlayerControls aaaLadderZombie1.Enable aaaLadderZombie1.Enable PlaySound aaaBranchBreak set aaaLadderTime to 1 set DoOnce to 1 endif set timer to timer + GetSecondsPassed if (timer > 4) EnablePlayerControls set aaaLadderTime to 0 set OnlyOnce to 1 set fQuestDelayTime to 3 endif endif if (aaaLadderZombie1.GetDead && aaaLadderZombie2.GetDead) aaaZWLadderBottom.Enable aaaFakeLadder.Disable set fQuestDelayTime to 100 endif end EDIT: How do I make the zombies go to the two X markers I put for them called aaaZWLadderZombieMarker1 and aaaZWLadderZombieMarker2? EDIT AGAIN: I Tried some things. I made a package that should activate when I flip a global variable to 1. This global will flip to 1 when the player is within 400 units of the ladder which has a script: scn aaaIsCloseToFakeLadder short distance begin GameMode set distance to GetDistance Player message "%.0f" distance if (GetDistance player < 400) set aaaCloseToLadderGlobal to 1 else set aaaCloseToLadderGlobal to 0 endif end This thing never says I'm close enough to it and never activates the script. This script activates, but always results in false.
  16. h8h8h8h8h8h8h8h8h8h8h8h8h8h8h8h8h8h8h8 You would think the compiler would idk...tell you that? Thanks for the help.
  17. Well I tried a few things and here's what happened: 1) I tried putting this quest script into another quest script of mine that I knew was working but when it was finally in, that quest script stopped working as well. When I finally took my script out of that script, it began working again. The only thing I can think of is maybe there is a limit to how many else if cases you can have in a script before it says "I'm not doin' that". EDIT: The above line is true and annoying.
  18. scn aaaZWLightningStormScript short timer float fQuestDelayTime short percento begin GameMode message "What?" ;<-----Doesn't activate even once. set fQuestDelayTime to 1 set timer to timer + GetSecondsPassed if (timer > 3) set percento to 1 + (0.16 * GetRandomPercent) if (percento == 1) aaaBoltArea.MoveToMarker bolt0 else if (percento == 2) aaaBoltArea.MoveToMarker bolt2 else if (percento == 3) aaaBoltArea.MoveToMarker bolt3 else if (percento == 4) aaaBoltArea.MoveToMarker bolt4 else if (percento == 5) aaaBoltArea.MoveToMarker bolt5 else if (percento == 6) aaaBoltArea.MoveToMarker bolt6 else if (percento == 7) aaaBoltArea.MoveToMarker bolt7 else if (percento == 8) aaaBoltArea.MoveToMarker bolt8 else if (percento == 9) aaaBoltArea.MoveToMarker bolt9 else if (percento == 10) aaaBoltArea.MoveToMarker bolt10 else if (percento == 11) aaaBoltArea.MoveToMarker bolt11 else if (percento == 12) aaaBoltArea.MoveToMarker bolt12 else if (percento == 13) aaaBoltArea.MoveToMarker bolt13 else if (percento == 14) aaaBoltArea.MoveToMarker bolt14 else if (percento == 15) aaaBoltArea.MoveToMarker bolt15 else if (percento == 16) aaaBoltArea.MoveToMarker bolt16 endif set timer to 0 aaaBoltStart.Cast aaaLightningBolt aaaBoltArea endif end The message call at the beginning doesn't even activate. What is going on here? This is suppose to shoot lightning bolts down from the sky every three seconds at a random location constantly. This is a quest script. No errors are generated when saving the script nor in game. Nothing is generated really. At all.
  19. I just figured it out actually. And I also noticed that that didn't work correctly. I hit the zombie with my sword once, did 43 damage and it died =). Also the reason it didn't work was because my OnHit Block was after my GameMode Block so the CS said "Let's screw with him". It then completely ignored that entire block until I moved it above. Nice to know that now. Also yes, 500 was way too much, I just wanted to be sure that it was not in fact working. Some message prints helped find that out. Apparently 50 was too. It's at 10 now.
  20. scn aaaZombieHealthBrute short DoOnce short Health1 ref self begin GameMode if (DoOnce == 0) set Health1 to 40(Player.GetLevel*6) set DoOnce to 1 SetActorValue Health Health1 endif end ;######################################### begin OnHitWith aaaGraveAxe set self to GetSelf Player.PushActorAway self 500 end I want it so that when this actor is hit by my special weapon, it gets knocked way back. What is wrong with this code? Also, how can I make this work in reverse for a future boss fight I was planning?
  21. I'm trying to import a mesh/texture/icon for an axe (a modder's resource) but when I import it, the axe is the empty texture mesh pink color. How do I make the axe recognize the texture? I did rename one of the folders, but this is a custom import...
  22. Two new songs =D. One is a remake to make it sound less MIDI like as the comments suggested and one is called Smooth Island Theme (For now). http://www.youtube.com/watch?v=yKP__9gSbIQ http://www.youtube.com/watch?v=CuJOwWGw_LI
  23. I made sure this one is PG13. This is the second to last boss's theme (The Antagonist, General Beatrix Gage). Overall I wanted to keep the same iconic sound of her theme in there and keep that evil tone. http://www.youtube.com/watch?v=ZXbs7AD_UVE This song is meant to be just plain inspiring and epic. I'm going to use it whenever my characters are really shining in the game. http://www.youtube.com/watch?v=EZzMclHcrfM
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