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Kiwi-Hawk

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Everything posted by Kiwi-Hawk

  1. Kia Ora Wow my head hurts,.. I'm not sure I'm getting this so I'll try somit should be more straight forward and come back to those Scn KHDarkshard01Scr Short Busy Short DoOnce short active01 short Timer01 Ref KHEnergySource01 Ref KHDarkWarlockSigilstone01 Ref Target Ref myself begin onActivate if busy == 0 set target to getParentRef set mySelf to getSelf target.activate mySelf 1 playgroup forward 0 endif endif End begin Gamemode if KHDarkWarlockSigilstone01.GetDisabled == 1 && KHEnergySource01.GetDisabled == 1 if active01 == 0 return endif if KHDarkWarlockSigilstone01.GetDisabled == 1 && KHEnergySource01.GetDisabled == 1 if active01 == 1 && player.getitemcount DarkWarlockSigilstone01 <= 0 KHEnergySource01.Enable KHDarkWarlockSigilstone01.Enable Set DoOnce to 1 endif endif endif if KHEnergySource01.GetDisabled == 0 if (player.getitemcount DarkWarlockSigilstone01 >= 1 ) && (player.getitemcount DarkWarlockSigilstone02 >= 1 ) && (player.getitemcount DarkWarlockSigilstone03 >= 1 ) && (player.getitemcount DarkWarlockSigilstone04 >= 1 ) set Timer01 to (Timer01 + GetSecondsPassed) KHDarkWarlockStaffRef.enable set Timer01 to (Timer01 + GetSecondsPassed) if Timer01 >= 30 set Timer01 to 0 if IsAnimPlaying == 0 set Busy to 0 endif endif endif endif end
  2. Kia Ora That head script works like a charm, thank you very much I think I was making a mistake putting stuff under ingamemod,.. if PC has the item in bag then things happen as soon as PC enters the cell not after the activation of a switch,trigger or button as I wish them to. After doing some reading I have revisted my other scripts, the WallClawSwitch I changed the parenting so the LightenEnergy is parented to switch that way both can be linked right? Also am I right in understanding that in: if (KHLightingEnergy01.GetDisabled == 1 && KHLightingEnergy01.GetDisabled == 1) && player.getitemcount KHDragonEgg01 >= 1 if KHLightingEnergy01.GetDisabled == 1 && KHLightingEnergy01.GetDisabled == 1 && player.getitemcount KHDragonEgg01 >= 1 The Brackets would be done first or if all needs to be true have no brackets? so that when PC activates switch (carrying the egg) the LighteningEnergy's are enabled. No egg nothing happens and PC gets that message that somit is missing I have changed my script to the following in the hope it only works once when the switch is activated scn KHActivatorClawSwitch01 ref myParent ref mySelf Short EffectTime01 short Busy short DoOnce begin OnActivate set DoOnce to 0 set EffectTime01 to 0 set DoOnce to 0 if Busy == 0 playgroup forward 0 set myParent to GetParentRef set mySelf to getSelf myparent.activate mySelf 1 set Busy to 1 if (KHLightingEnergy01.GetDisabled == 1 && KHLightingEnergy01.GetDisabled == 1) && player.getitemcount KHDragonEgg01 <= 0 messagebox " Seems to be somit missing " elseif (KHLightingEnergy01.GetDisabled == 1 && KHLightingEnergy01.GetDisabled == 1) && player.getitemcount KHDragonEgg01 >= 1 set EffectTime01 to (EffectTime01 + GetSecondsPassed) if EffectTime01 >= 10 KHPortalActivatorRef.enable set DoOnce to 1 endif endif endif endif end begin Gamemode if IsAnimPlaying == 0 set Busy to 0 endif end And my Trigger Script to, taking out the disable bit as PC will sortly leave the cell scn KHTriggerShrinePowerScr short triggered short next short busy short opened Short PowerTrig begin onTrigger player set PowerTrig to 0 if (KHLightingEnergy01.GetDisabled == 1 && KHLightingEnergy02.GetDisabled == 1) && player.getitemcount KHDragonEgg01 <= 0 messagebox " Seems to be somit missing " elseif (KHLightingEnergy01.GetDisabled == 1 && KHLightingEnergy02.GetDisabled == 1) player.getitemcount KHDragonEgg01 >= 1 set PowerTrig to (PowerTrig + getsecondspassed) if ( PowerTrig >= 10 ) set triggered to 1 KHLightingEnergy05Ref.enable KHLightingEnergy06Ref.enable if ( PowerTrig >= 30 ) KHLightingEnergy03Ref.enable KHLightingEnergy04Ref.enable if triggered == 1 && PowerTrig >= 60 Message " Ooops,. I've activated some Power source by the looks " set next to 1 endif endif endif endif if busy == 1 && isAnimPlaying == 0 set busy to 0 endif endif end
  3. I only need say a minute to the first enable and maybe two till second,.. have I got my time that wrong,.. I thought that was counting seconds not minutes. I swaped the head script around and I didn't get moved at all I am reading your tutorials too BTW my biggest problem at comming up to 62 is remembering what I read but I'm having a go
  4. Kia Ora Sorry I missed that coment (rushing to much) I just need the Energy beams on and that Activator to enable and stay on if theres to be a frame hit I could disable the Beams but probley not needed as the activator will enable stuff and move the player out of that cell the script is on a Claw switch (OBClawWallSwitch01) and parented to nothing, it's just to enable on activattion a a spellshrine activator, those Lighteningenergy (SE08TowerEnergy01) that are Parent for 2 light beams (FXLightBeam01)
  5. Kia Ora Nothing happens at all with script above and it seems I got this wrong too Scn KHMovetoMarker Short DoOnce Begin OnAdd Player If DoOnce == 1 Return ElseIf Player.GetItemCount LandDreughHeadTrophy > 0 Player.MoveTo KHRockTopRef Set DoOnce to 1 EndIf End I have to drop the head to move
  6. Kia Ora this script pulled me up on the message box when I had most of it under ingamemod, seems it was working even tho I had't triggered the switch,.. I'm gonna try it like this BTW the item name is normaly the same as the reference name without the Ref on end when I make stuff that way I can remember whats what scn KHActivatorClawSwitch01 ref myParent ref mySelf float EffectTime01 short Busy short DoOnce begin OnActivate if (KHLightingEnergy01Ref.GetDisabled == 0) && (KHLightingEnergy02Ref.GetDisabled == 0) set EffectTime01 to 0 set DoOnce to 0 if ( player.getitemcount KHDragonEgg01 <= 0 ) messagebox " Seems to be somit missing " elseif player.getitemcount KHDragonEgg01 >= 1 set EffectTime01 to (EffectTime01 + GetSecondsPassed) if EffectTime01 >= 60 KHLightingEnergy01Ref.enable KHLightingEnergy02Ref.enable if EffectTime01 >= 180 KHPortalActivatorRef.enable set DoOnce to 1 endif endif endif endif if Busy == 0 playgroup forward 0 set myParent to GetParentRef set mySelf to getSelf myparent.activate mySelf 1 set Busy to 1 endif end begin Gamemode if IsAnimPlaying == 0 set Busy to 0 endif end
  7. Kia Ora First up thanks so much for all your help if I step back a bit after the boss fight PC walks up some grand stairs and triggers a triggbox which sets of 4 energypower beams each with 5 light souces linked in this script: scn KHTriggerShrinePowerScr short triggered short next short busy short opened float PowerTrig ref KHLightingEnergy03Ref ; KHLightingEnergy03 ref KHLightingEnergy04Ref ; KHLightingEnergy04 ref KHLightingEnergy05Ref ; KHLightingEnergy05 ref KHLightingEnergy06Ref ; KHLightingEnergy06 ref target ref mySelf begin onTrigger player if triggered == 0 && next == 0 Messagebox "Ooops,. I've activated some Power source by the looks" set triggered to 1 elseif triggered <= 1 if PowerTrig > 0 set PowerTrig to (PowerTrig + getsecondspassed) if ( PowerTrig >= 10 ) && next == 1 KHLightingEnergy05Ref.enable ; pluse light sources KHLightingEnergy06Ref.enable ; pluse light sources if ( PowerTrig >= 50 ) KHLightingEnergy03Ref.enable ; pluse light sources KHLightingEnergy04Ref.enable ; pluse light sources ; Disabling these after time to save on frame hit if (KHPortalActivatorRef.enable == 1) && ( PowerTrig >=600 ) :not sure how mauch the time needs to be yet KHLightingEnergy03Ref.disable KHLightingEnergy04Ref.disable KHLightingEnergy05Ref.disable KHLightingEnergy06Ref.disable set next to 0 endif endif endif endif if busy == 1 && isAnimPlaying == 0 set busy to 0 endif endif end the idea is when PC walks up the stairs the beams start to light up and after a length of time (or even better when the avctivator is enabled) they fade out then when PC pulls the Claw lever the above script should (edited to hopfuly help) scn KHActivatorClawSwitch01 ref KHLightingEnergy01Ref ; KHLightingEnergy01 ref KHLightingEnergy02Ref ; KHLightingEnergy02 ref KHPortalActivatorRef ; KHPortalActivator ref myParent ref mySelf float EffectTime01 short Busy short DoOnce begin OnActivate if (KHLightingEnergy01Ref.GetDisabled == 0) && (KHLightingEnergy02Ref.GetDisabled == 0) set EffectTime01 to 0 set DoOnce to 0 if Busy == 0 playgroup forward 0 set myParent to GetParentRef set mySelf to getSelf myparent.activate mySelf 1 set Busy to 1 endif end begin Gamemode if ( player.getitemcount KHDragonEgg01 <= 0 ) messagebox " Seems to be somit missing " elseif player.getitemcount KHDragonEgg01 >= 1 set EffectTime01 to (EffectTime01 + GetSecondsPassed) if EffectTime01 >= 10 KHLightingEnergy01Ref.enable ; and attached light beam KHLightingEnergy02Ref.enable ; and attached light beam if EffectTime01 >= 200 KHPortalActivatorRef.enable ; I have no idea how to disable LighteningEnergy 1 & 2 and leave the 2 beams working and not sure it to much of a hit Frame wise with just 2 till PC leaves cell set DoOnce to 1 endif endif endif endif if IsAnimPlaying == 0 set Busy to 0 endif end I put the item name after the comment, I stil have the ref because I couldn't get a save using the real name, I got invalid ref error the end result needs to be the KHPortalActivator enabled so the when PC activates it theres some portal doors stuff enabled and PC is moved to an xmaker outside. theres about 4 scripts in the wee mini end game thing I sort of working backwards cause these seem easyer than the others. In general the idea is PC kills boss get the head is moved to a point where PC need activate (to enable) 4 shards that enable 4 stones and a staff on activating the staff it checks PC has the 4 stones then moves PC to another point where PC takes out 2 guards and activates a wall switch that enables a door, opens a secret invisable wall and another guard after the fight PC can then use the door bringing PC out at lower level giveing entry to an area where PC has the BOSS Boss fight and walks up stairs to actvate the scripts I'm doing here,.. sorry if I'm long winded but I thought it might help if you had an idea what I'm trying to do
  8. Kia Ora At this point I'm not sure I can script to save myself but I'm having a go and need to ask will this work? scn KHActivatorClawSwitch01 ref KHLightingEnergy01 ref KHLightingEnergy02 ref KHPortalActivatorRef ref myParent ref mySelf float EffectTime01 short Busy short DoOnce begin OnActivate if (KHLightingEnergy01.GetDisabled == 0) && (KHLightingEnergy02.GetDisabled == 0) set EffectTime01 to 0 set DoOnce to 0 if Busy == 0 playgroup forward 0 set myParent to GetParentRef set mySelf to getSelf myparent.activate mySelf 1 set Busy to 1 endif end begin Gamemode if ( player.getitemcount KHDragonEgg01 <= 0 ) messagebox " Seems to be somit missing " elseif player.getitemcount KHDragonEgg01 >= 1 set EffectTime01 to (EffectTime01 + GetSecondsPassed) if EffectTime01 >= 10 KHLightingEnergy01.enable KHLightingEnergy02.enable if EffectTime01 >= 200 KHPortalActivatorRef.enable set DoOnce to 1 endif endif endif endif if IsAnimPlaying == 0 set Busy to 0 endif end The idea is to check PC has got the item and then enable a power souce effect and slightly after anable an activator Almost forgot to ask as well if I have some light sources (4 on each Parent Reference) linked to a disabled reference, when I enable the reference will the 4 light sources enable also? the code will anable an energy source eg: KHLightingEnergy03.enable ; and the 4 linked light sources enable too Thanks in advance
  9. Kia Ora Thanks for that,.. it helped heaps,.. tho I'm not sure if it spose to map both the file eg: 60.64.-32.32_FN.dds and 60.64.-32.32.dds if so I'n doing somit wrong but it's realy the normap map I was after at this point to correct my Tamriel Highmap Project map
  10. Kia Ora I'm wondering how I can generate the _fn.dds files that come in the \textures\landscapelod\generated folder What I have done is set them together in Photoshop to form the Nehrim landmass, these need to be flipped verticly to get the correct placing but I see the some are missing. This is the area with the round structure and the mountain range that comes round into a hook like shape and the island jus off the mainland files 1057.-64.32.32.dds I have but not the 1057.-64.32.32_fn.dds and 2057.-32.-64.32.dds has no 2057.-32.-64.32_fn.dds file. I'd like to generate these if possible thank in advance
  11. I'm in the process of making a Tamriel World map by means of TESAnnwyn, Photoshop/Gimp etc. TESAnnwyn wil gererate a bmp file of a world space from a or a set of esm/esp's eg: TESAnnwyn - b 32 -w tamriel Oblivion.esm,Blackmarsh.esp,Hammerfell.esp etc the load order is very important to get the crorrect image, this gives the world shape now comes the question and part I don't fully know,.. It seem if one take the texture files from the generate folder and places them in order one get a texture of the world space these are 60-32,102.dds for example and there is a 60-32,102_fn.dds file there with it, normal maps I'm told. Kosomot (Cyrodiil Terrain Map v25 on Nexsus, not sure if I'm allowed to link it sorry)has done a realy beautiful in game map by matching up the files for both the .dds and the _fn.dds which gave him two maps one texture and one normal map copy, I messaged him and asked how and was told he used a Photo Paint Pro filter to combine the texture to the normal map giving the image of a landscape with hills and valleys etc that can be used as the ingame map once one has placed the names labels etc where they need to be. What I'm after is a tutorial to do this if theres one and the name of the filter that would do this, in Photoshop or Gimp this is the reply I got from Kosomot on my first msg but is maybe way to busy to answer yet on my question for details how to do it ************************************************************************* ************************************************************************ Is it possible anybody can shead some light on this processe please this is a link showing the effect I'm after http://www.tesnexus.com/downloads/file.php?id=2634
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