Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

AndalayBay

Allies
  • Posts

    400
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by AndalayBay

  1. Well that article does caution "It seems some form of text, or a space after additional coding placed after an <IMG> tag helps stop the disruption." and indeed, when I look at Imperial Furniture's catalogue, Amajor7 put a single quote at the end of each image line, like this: <div align="center"><img src="am7books\am7ifcatimpbed.dds" width=256 height=256>' [/xml] Perhaps you could try that even though you only have one image because I don't see anything wrong with your code. Unless there's something about the image that it doesn't like... Heh, you'll have to highlight that line to see it...
  2. I suspect I know the answer to this already, but just to confirm: is there any way to get an NPC to attack a creature with a staff? Basically we have an NPC that's supposed to zap his pet cat wtih his staff (he's crazy and it's just a little zap ). I think the only option is to fake it, but I can't think of a way to fake it when it comes to using a staff. Thanks in advance.
  3. Thanks Arthmoor - I'll paste that link in to the post on Beth that started all this
  4. Normally an NPC would. This particular NPC had aaaDefaultStayAtCurrentLocation as the only package that was applicable once he was plopped down in the Tiber Septim. So he very obediently stood in the middle of the Tiber Septim with a stupid grin on his face. If he had other packages defined, he would have returned to his normal schedule, which would have him return to the city he should be in and continue from there. And if you want to know how to do something, Bethesda's scripts are the first place to look, imo. Not always the most efficient, but they do provide a clue to how the game was designed and how Beth intended some things to work. I find it really interesting to note the lines that have been commented out - those are also a clue to what works and what doesn't.
  5. I know which post you're referring to. It's very hard to describe in a general sense what can be done and what shouldn't be done with persistent references. You certainly don't want to delete them. Or to be more accurate, you can delete them and then have TES4Edit Undelete and Disable References for you. It will put them in the proper state and get them out of your way. The problem is that you never know what another mod is going to do. You might have another mod come along and try to reference the object you've deleted. If that happens, then the game will crash. Here's a situation I ran into recently. In the Dark Brotherhood Chronicles, we wanted to modify some vanilla NPC's. Now I've been told it's safe to add dialogue and AI packages to them. If our mod is removed, the extra dialogue and AI packages will simply disappear. However in one case, the NPC wound up in the Tiber Septim hotel. This is what the game does if the NPC is placed in a cell that disappears when the mod is removed. Normally that wouldn't be a problem. The NPC will resume its normal schedule and return to where it's supposed to be. However in this case, the NPC had an AI package that made him stay in his current location. So our mod would require an uninstall script to move this NPC back to where he belongs before the mod is removed. We've taken steps to fix this issue. So those are the points to consider. If you are modifying something that might be referenced by another mod, you can't just delete it in yours. In the particular case you are referring to, the modder simply replaced a door mesh with a different mesh - but the new mesh has a different name, which was required in this particular case. So it's not clear to me why he is running into the problem he's having, but I feel that moving the existing door out of the way and replacing it with a new door is the best way to proceed in this case. Lastly, if your mod wants to do something drastic with an NPC, like killing him, then you need to clone the original NPC and use the clone in your mod. You will need to move the original NPC to an inaccessible cell. Once again, when your mod is removed, the NPC will be placed in the Tiber Septim Hotel and his normal AI packages should kick in so he returns to his normal schedule. If he doesn't have an AI package that will have him return, then you need to provide an uninstall script so that you can move him before your mod is removed.
  6. Oh yes, absolutely. The 90C limit is what the bios is set to - if it hits that point, my machine shuts down. I don't think my card gets over 50C, but I haven't OC'd it. Even if I did, I wouldn't want it to go over 70C. That's why I suggested having a look at OC forums to see what other users' findings were. I don't really know what the practical safety limits are.
  7. 50C is nothing. Nice to keep it that low if you can, but you can run graphics cards hotter. My bios won't even start complaining until it hits 90C. Here are the tech specs for that card. Your limit is 104C and yeah if you can keep it down under 60C you're doing well. I would look up some numbers on overclocking sites and see what other users' experiences are like. That's really strange about the monitor shutting down. I'm not sure what's going on there.
  8. I built my rig with the intention of OC'ing it but haven't gotten around to it For hubby's rig, we bought a 5970 video card, which has to be OC'd to reach it's potential. Sure enough, once OC'd he was able to play Crysis in ultra mode. Now we just have a basic case, so the cooling isn't ideal. As a result we found that he had to back the settings off for everyday use. So you might find that you can drive things up for certain circumstances, but I suggest saving different profiles and be prepared to switch to a less aggressive mode for certain programs. He did try pushing things to the point where the machine would crash as soon as he tried to do anything, but he was able to back the OC off and get a stable setup. Just take things in small increments and watch the temperatures. As echo says, if you start reaching over 100 on your video card, you're pushing too hard. You can find out what the limit is from the Nvidia site, but you don't want to push the limit anyway - that will just decrease the life of your card.
  9. I voted as well. Thanks for re-posting this here. I don't visit the Nexus forums very often. And yeah, DarkRider, I suggest you keep an eye on this too, as Arthmoor suggested.
  10. That happens all the time to me too, although I've been fortunate enough to think of something as I'm still typing the post, so nobody ever sees it! I think sometimes it's the act of describing the problem - especially in writing - that gets your brain moving in the direction to solve it.
  11. It wasn't clear to me which number you were referring to so I attempted to answer both. I didn't give a complete answer because I didn't know. I referred you to the Wiki because I didn't know if you had read it or not. The Wiki contains all the information that is currently known. As players find out more stuff, they should update the Wiki but they don't, so their discoveries remain with them and are not published. If someone doesn't answer your question, you might consider that it's because they don't know either. I have found that to be the case more often than not. That was certainly my case here: I have no idea what would happen if you set iLevelUpSkillCount to -1. I did say that it controls the number of skill-ups that are required to level. I meant from that that setting it to 0 would likely be invalid.
  12. Using setPCMajorSkillUps to set the skill-ups to zero just resets it so that the player doesn't have any skill-ups. The iLevelUpSkillCount just controls how many skill-ups are needed for the player to level. As I said, read the Wiki - it's all explained in there.
  13. It's not a script. OBSE has a function you can call: setPCMajorSkillUps. Linked to that is also a game setting: iLevelUpSkillCount. Basically if you start playing around with those two, you can control when the player levels. Have a look at the CS Wiki for more info.
  14. I think it'd be really cool if they can get dirty, have a bath and then get dirty again! Probably not... But that's ok too!
  15. ShadeMe has released a runtime debugger, but it requires OBSE and is a little tempermental
  16. I actually don't mind. If pirating wasn't so rampant, they wouldn't need to take these steps. I've got a few games that are activated via Steam. I just shut off all the sharing stuff I can and use it in offline mode.
  17. Time for an update. The biggest news on our front is that we have moved to a new host. I am now the proud owner of a bouncing baby gaming site called Dark Creations. Although I'm not sure it's a good idea to refer to a web site as "bouncing"... In terms of the mod, we had a new scripter join the team and he's really helping with our progress. Awakening has 11 quests that make up the Main Quest and 10 Side Quests. We have completed the first three quests in the main quest and two side quests. All the level design is finished. We had a large number of areas that needed to be rebuilt. We have one area that needs to be "cluttered" and two caves that need to be rebuilt. We have been set back a bit by the move but still hope to release Awakening before Skyrim. In case you are wondering, we did consider moving the project to TES Alliance but we also have a fan fiction area called The INN. We don't have The INN back up and running on the new site yet, but we have all the data and will get it loaded shortly. Besides, now DarkRider and I can commiserate
  18. Well since you insist... Welcome to the Alliance!
  19. You also need to link the heading marker to the target. That tells the NPC exactly what you want him to fire the spell at. Same for archery practice, or your NPC might face the wrong direction and fire an arrow right in the back of another NPC's head. Yes, I have had that happen - it was hilarious! So the X Target Data on the heading marker needs to refer to the practice dummy. Then the Location of the AI package is the heading marker. And the Target can be an Object ID for a specific spell or Object Type can be Spells: Range Target. You could also use Spells: School Destruction, but the NPC may select a touch spell, which looks pretty weird
  20. Excellent. AlienSlof did mention he was back. Alt3rn1ty, did you ask him about the idle.kf bug we uncovered a while ago? I sent that to AlienSlof and I think she asked him about it, but I'm not sure. This is the bug that makes NPC's do the moon-walk before walking anywhere. Edit: Nevermind. Yes you did Too many long posts to read...
  21. Fear no. Shock yes. I fully expected that if I ever met you in person, I would see this large bipedal red and green lizard walking up to me - anything else and I wouldn't recognize you I wonder when the avatars will be restored on Beth.
  22. Did you get this sorted? If not, I can tell you how to set up the package. Ironically the count is not the number of times they will cast the spell, it's the maximum level of the spell. So it's usually set to 100. They will keep casting for the duration of the package.
  23. I don't think I'm going to need Robert's muscular male anymore...
  24. Ok, now that I've seen that new avatar once, I'm better prepared. You really should warn people We were chatting about this latest attack and were wondering if it might be related to the lawsuit over "scrolls". Edit: and yeah, let's hope IP.Board 3.2 is a little more robust.
×
×
  • Create New...