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BadCompany

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Everything posted by BadCompany

  1. okay, i have another issue i'm want my npc to transform on knockout and disintegrate on death. The 1st part works, but some reason she wont burst into flames upon death: scn VmpGoreNPCVampTransformScript ref Self short dooncefient short doonceDeath float timer short stage float disablecounter Begin OnLoad set self to GetSelf set dooncefient to 0 set DoonceDeath to 0 set timer to 3 set stage to 0 End Begin GameMode Set Self to GetSelf if dooncefient == 1 if timer > 0 set timer to timer - GetSecondsPassed else ; Tweak DisableCounter and its checks to adjust effect lengths.... if Stage == 0 PlayMagicShaderVisuals effectDrain playsound VmpGoreVampireHiss additem GoreCrimsonQueenChest 1 additem GoreCrimsonQueenFeet 1 additem GoreCrimsonQueenHands 1 additem GoreCrimsonQueenHead 1 additem GoreCrimsonQueenLegs 1 additem GoreWeapEbonyLongsword 1 Set Stage to 1 Set DisableCounter to 11 elseif Stage != -1 Set DisableCounter to ( DisableCounter - GetSecondsPassed ) if ( Stage == 1 ) if ( DisableCounter <= 10 ) set stage to 2 equipitem GoreCrimsonQueenChest 1 equipitem GoreCrimsonQueenFeet 1 equipitem GoreCrimsonQueenLegs 1 equipitem GoreCrimsonQueenHead 1 equipitem GoreCrimsonQueenHands 1 equipitem GoreWeapEbonyLongsword 1 PlayMagicShaderVisuals effectSummonMythicDawn endif elseif ( stage == 2 ) if ( DisableCounter <= 9 ) StopMagicShaderVisuals effectDrain set stage to 3 endif ; This shuts off the effects so they don't last forever elseif ( stage == 3 ) if ( DisableCounter <= 4 ) StopMagicShaderVisuals effectSummonMythicDawn RemoveSpell VmpGoreRessurect SetEssential GoreTzimitzeVamp 0 Set Stage to -1 set dooncefient to 0 elseif dooncedeath == 1 if timer > 0 set timer to timer - GetSecondsPassed else ; Tweak DisableCounter and its checks to adjust effect lengths.... if Stage == 0 PlayMagicShaderVisuals effectAtronachFlame playsound VmpGoreVampireDeadSound playsound VmpGoreVampireHiss additem VmpGoreDeadVampireSkeleton 1 additem VmpGoreDeadVampireSkull 1 Set Stage to 1 set DisableCounter to 11 elseif Stage != -1 Set DisableCounter to ( DisableCounter - GetSecondsPassed ) if ( Stage == 1 ) if ( DisableCounter <= 10 ) ; Burning effect gets replaced by the "Blade" effect set stage to 2 equipitem VmpGoreDeadVampireSkeleton 1 equipitem VmpGoreDeadVampireSkull 1 StopMagicShaderVisuals effectAtronachFlame PlayMagicShaderVisuals VmpGoreDeadShaderFire endif elseif ( stage == 2 ) ; This determines when the "Blade" effect gets replaced by the smoldering effect.... if ( DisableCounter <= 9 ) StopMagicShaderVisuals VmpGoreDeadShaderFire PlayMagicShaderVisuals VmpGoreDeadShaderSmoke set stage to 3 endif ; This shuts off the smoking effect... ( So they don't smoke forever... ) elseif ( stage == 3 ) if ( DisableCounter <= 0 ) StopMagicShaderVisuals VmpGoreDeadShaderSmoke Set Stage to -1 set dooncedeath to 0 endif endif endif endif endif endif endif endif endif endif End Begin OnKnockout set dooncefient to 1 AddSpell VmpGoreRessurect AddSpell VmpGoreVampDeath AddSpell VmpGoreBuff End Begin OnDeath Setstage VmpGoreCrimsonQueen 10 set DoonceDeath to 1 End any ideas?
  2. yay, a before and after screeny no it's obvious how much better your normals are
  3. im looking forward to this small little additions of lore and immersion are the best kinds of mods around
  4. well, i think you could attach a script onto the bow so that it keep your arrow count at a set amount. The script could look like this: scn SpecialBowSCRIPT01 Begin GameMode if (GetItemCount "elvenarrowID" < 20) player.additem "elvenarrowID" 1 endif End this should make it so that anytime the player equips the bow, and the arrow count is below 20, an arrow will be added. i'm not much of a scripter, so there might be a better way, but this should get the job done i think OnEquip would work as well, instead of GameMode, but i don't see a difference since the script would be attached to the bow. goodluck
  5. thnx guys. crittermans idea worked my zombie issue is fixed and i discovered that if a set all sunset/ris setting to defualt it stay nighttime 24/7
  6. okay, 1st: I have my triggerzone set up like this. Under the "Enable Parent" tab i have an "initially disabled" creature as the linked reference. The triggerzone has the following script on it: scn VmpTrigZoneSpook02SCRIPT ; Activates linked Parent object once short triggered ref target begin onTrigger player if triggered == 0 set triggered to 1 set target to getParentRef target.enable endif end Unfortunately the trigger doesn't seem to work. I walk past the trigger and the creature isn't enabled. Any ideas as to why? Should the "Dangerous" box be checked in the activator menu-box of triggerzone? Should the triggerzone lay horizontal rather than vertical? 2ndly: I have the following script on a custom zombie: scn GoreFakeDeathScript short Trg short Spl short Ply short Fee short Dist begin onLoad if Spl != 57 kill set Spl to 57 endif end begin gameMode if Trg != 30 set Fee to getRandomPercent set Dist to ((Fee *9)+50) set Trg to 30 endif if (Ply != 57 && getDistance Player < Dist) || (getAttacked == 1) PlaySound NPCZombieAware resurrect 1 forceav aggression 100 startCombat Player set Ply to 57 endif end how do i make it so that the player has to be right next to the zombie for it to rise? Currently the zombie seems to rise even if it's like 20ft away. I want it to only rise if the player is like a foot away or less. And on a side note: how do i make a custom climate always be nighttime? Do i just set all sunrise/sunset time to default?
  7. holy crap it's Emma! i love ur Morrowind stuff anyway, on the children note, i don't know why having muscular boys is such a bas thing since it's not like they're gonna be running around naked...at least not in my game anyway, glad to see ya here Emma , maybe u'll be the one to make CoO (i know i'd love it)
  8. i really like the garden room
  9. okay, that's what i thought thnx a bunch
  10. cute ...and i say that in the most manly of ways
  11. well i have a triggerbox, and i'm trying to make it so that when the player triggers it a sound is played and a creature (tagged "initially disabled") is enabled. I placed a triggzone box, and a creature. I then set the creature as initially disabled. Then I set the parent ref of the triggerbox to the creature, and i have the script in post #105 on the triggerzone...
  12. so this is all good then? scn VmpTrigZoneSpook01SCRIPT ; Activates linked Parent object once short triggered ref target ref mySelf begin onTrigger player if triggered == 0 set triggered to 1 set target to getParentRef set mySelf to getSelf playsound DRSFleshsackOpen target.enable mySelf 1 endif end what is the "set mySelf to getSelf" for? Is "myself" supposed to by in "target.enable mySelf 1"?
  13. okay, i need a script for a trap, where the player activates a triggerzone, plays a sound, and enables a reference... i was looking at the trigzones in the cs and i tried to do my best: scn VmpTrigZoneSpook01SCRIPT ; Activates linked Parent object once short triggered ref target ref mySelf begin onTrigger player if triggered == 0 set triggered to 1 set target to getParentRef set mySelf to getSelf target.activate mySelf 1 playsound "xxxx" set target to enable endif end does that look right-ish? this was just my best guess...do i even need set mySelf to getSelf target.activate mySelf 1? any help would be much appreciated
  14. hmm, that's what i was thinking too. alright, i guess that's what i'm gonna have to go with
  15. okay, so how do i make it so my creatures don't just dart toward the player as soon as he/she enters the cell? I kinda want the creatures to stay where i placed them in the cs until the player actually can see them. Know what i mean? any ideas?
  16. all looks great to me. Will these be available as modders resources at some point?
  17. wow, awesome job. i was just gonna suggest you retext a well and have 'em do their business into a simple hole, lol but i like your idea better
  18. damn, his knees are gonna be sore in the mornin'
  19. okay if i were to have this: "...meshes/dogs/armor/etc and ...meshes/cats/armor/etc" could i make a bsa which hold both the cat and dog folders? i am assuming yes, but i want to make sure.
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