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Colin_man

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Everything posted by Colin_man

  1. yeah I have to cheat myself to start the quest. My only mage-type is lvl 1 right now and I'm using an OOO build, which means, since I haven't discovered Leyawiin yet, that I have to ride a horse everywhere. adds quite a bit to the testing timeframe. I'll make sure to add that you should be in the mages guild.. or a HELL of an acrobat to get to Elenara
  2. oh and the new .esp is in one of my last couple of posts on the BETA RELz thread
  3. there we go. I think my not wrapping things in code tags made the post come out different than it was written
  4. wierd... the statement as i wrote it isn't there in my post. lemme try it again. GetItemCount MiscItem: 'Gold001' <= 799 that is on the one that says you don't have enough gold for him and this one GetItemCount MiscItem: 'Gold001' >= 800 is on the one that accepts payment.
  5. hmm... I does not has dat option. gold 001 is all I've got named "gold" anything.. except GoldenRodSeedPod
  6. ok so I've got the new line inserted for the character who asks for money, but this time he only responds as if you haven't got the money to pay him, no matter what your septim count. his conditions are : GetIsId ElenarasCourier == 1 GetItemCount Miscitem: 'Gold001' <799>= 800.00 am I using the wrong gold? is it gold nuggets or something lol
  7. yeah i found it too, haha. It's because of a new bit of dialogue. before the issue with that part of the quest was that, if you didn't have 800 gold, the guy just took what you had. now the response for you not having enough gold is the only one running.. SO CLOSE!
  8. yeah it does.. let me test the mod for that possibility.. but something tells me there are zero boxes at the bottom of the list for some reason.
  9. here's the link to the new one: TD-2 let me know what you think! The download is only here in this thread and I haven't got a beth forums thread yet, so we're pretty sequestered I think, currently after we get some of these issues done I might do a beta relz out there.. but that's scary!
  10. Quote ok, issues "addressed" so far for the next version:CNS is a bit harder to pick-pocket.Reward given: Base Ring of Mysticism.Gold issue with courier fixed.persuasion possibly fixed for CNS, but not tested. He likes my character too much, and his personality is set at 20 of course, you have to be a member of the Mages Guild to talk to him.. and he's a member too. that's a 30 point bump right there right?On to working on adding the voice for the added line the courier speaks now as well as bumping up the volume for E and CNS Ok, got the volume bumped up a bit, and added the new line for the Courier!
  11. the convo starts with a greeting topic and kinda delves right in. Is there a better way to start the convo so that the PC would be allowed to do that?
  12. I think it's fine the way it is.. but I wanted the option for a person who is "unsavory" to have to talk their way into his good graces. maybe I'll buy a crate of cheap wine and see if he's disagreeable at that point just to test it lol
  13. ok, I've applied these ones! although the NPC who needed the persuasion didn't have the box checked for "No persuasion. The issue might be that there's no time for the PC to do his/her persuading, being that the persuasion box (or the end conversation box for that matter) are not present during conversation.
  14. just to check: I alter the volume in Audacity for the .wav files and then convert the .wav files into .mp3 files to boost their volume in the mod, right? also, I do this by boosting the gain, yes?
  15. ok, issues "addressed" so far for the next version: CNS is a bit harder to pick-pocket. Reward given: Base Ring of Mysticism. Gold issue with courier fixed. persuasion possibly fixed for CNS, but not tested. He likes my character too much, and his personality is set at 20 of course, you have to be a member of the Mages Guild to talk to him.. and he's a member too. that's a 30 point bump right there right? On to working on adding the voice for the added line the courier speaks now as well as bumping up the volume for E and CNS
  16. well. you DID beat her with an explosive shoe.. poor lady got SERVED
  17. also: how is the agro that the spell adds working? do people get upset with you fast enough?
  18. Yeah.. it's kinda dangerous to the player heh.. but then it's like juggling knives.. sometimes you get stuck
  19. HAHAHA... sooo glad you liked that.. it still makes me chuckle
  20. i can do it. I think it's because the settings on my game are odd (voice volumes are way up and music is way down) that I didn't notice. oh and those aren't will-o-the-wisps .. not exactly. That's what Carries-no-sword's rumors topic will be about. did the crash happen because of my mod or was it more likely a random thing?
  21. sweet.. I just couldn't wait to release SOMETHING hahaha.. there will be more updates to it I'm sure! Here's a couple hastily taken shots of the spell in action: Also here are some things I'd like to make happen in the future of the mod: 1: Select a good reward item for Elenara to give to the PC (shoes with spell absorption on them? a telekinesis dagger? let me know.. I'd like it to be something to do with mysticism) 2: I'd like to remove the Vanilla voices from my NPCs so as not to break vocal continuity 3: Elenara should walk to carries-no-sword's home after the quest ends and then stay there. 4: The Courier should leave through the door of the inn and then disappear. 5: I have recorded a rumors topic for Carries-No-Sword. It still needs implementing. I'd like it to be available as a topic as long as the PC is not conversing with carries-no-sword about the quest topics.
  22. I'd say "I've done it!! BWAHAHAHA!!!!" but really, it's more of a "we've done it! BWAHAHAHA!!" Telekinetic Damage! Downloads: http://tesnexus.com/downloads/file.php?id=22957 http://www.4shared.com/file/91371949/76ab1d1e/_2__TelekineticDamage.html What it do: This mod adds a new spell to the PC's lexicon by way of a short quest. The spell is a version of Telekinesis that actually damages the actors hit by flying objects. Not only that, but the damage done is directly related to both the weight of the object being controlled AND the speed with which the object strikes it's target. If the actor hit by the object is dealt enough damage, (s)he is knocked over. The spell does cause aggro to it's targets, but this is is done through a frenzy effect and this sometimes might lead to the actor choosing the wrong target for his aggressions.. but usually not, as you have to be kinda close to use this spell. As a balance, the casting cost of the spell is also related directly to the weight of the object. If the object is dropped from your telekinetic grasp, it will discharge it's destructive energies with a fireball. All in the vicinity of the blast will be damaged. After this blast, the object will be mundane again. Please (if you try this out) give me some feedback on what values (the duration of the spell, magnitude of damage and such) you might like altered. To begin the quest: Elenara is a high-ranking mage in the Arcane University. She spends her time in the courtyard or the mystic archives.. but can be found asleep in the mages quarters basement and sometimes also visits the praxographical center. She'll tell you how to begin! Ok, current issues with the quest (that I don't know how to fix, but I'm sure others do): 1: Carries-No-Sword has no persuasion wheel any other issues/bugs please let me know here, so I can address them (or ask someone else how to ) Thank you DarkRider for holding my hand on this my first little mod! Thank you WhoGuru for supplying your lovely voice to Elenara. Thank you Critterman for an wonderful spell that accomplishes something I've been wanting in my game for ever!
  23. That worked Dark! sweet! I've just got to package the mod and do a tiny bit of "cleaning" to it and I think I'll have a workable quest and new spell I have a couple small issues that have come up during play-testing: I have three choices of responses at one point during the quest, one having to do with paying an NPC. currently if the PC chooses the payment response and doesn't have the money to cover the payment, the PC just loses all their gold. This is OK but I'd rather the player be told "you don't have that much" or something. I bet this is another bit of scripting *shudder*. I have another NPC who (I think) responds correctly depending upon his disposition to the player, but he doesn't have the possibility of persuasion This also is OK as you could use a charm spell.. but some players won't like that much. Also: how do I make it so that an NPC is harder to steal from? I'm leaving the possibility of stealing the spell book from the NPC for shady characters, but I'd rather that not be the easy road
  24. ok so implement this in the quest data panel, right? and does this look correct: scn MissingTelekineticMasterScript short doonce begin gamemode if getstage MissingTelekineticMaster == 10 if player.getincell MossyGrotto1 == 1 if doonce == 0 setstage MissingTelekineticMaster 15 set doonce to 1 endif endif endif end
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