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Citrus

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Everything posted by Citrus

  1. The title's pretty self-explanatory: I need a stairs tile from the Ceano Ayleid tileset mirrored. The tile is exactly like the vanilla one but it uses different textures (some "clean" ones) so editing this one saves me the hassle of having to link the textures . Currently, the stairs go down towards the right but I need them to go down towards the left side. The file's here; if you have any questions, post them here. Thanks in advance and I'll reserve some love to the person that does this.
  2. Well, thank you all for this. And thank you to all those that left a comment on my profile. better to thank here than to spam individually...
  3. I'd go with Lanceor's first suggestion. Plus, we all know the laws of Physics in oblivion are different than the ones on our planet, so... Not to mention that if the rock were to be thrown at a high speed (for maximum damage on impact), a parabolic trajectory can be negligible if the target's close enough.
  4. I understand you. Picking up the pace can be difficult, especially when you cannot dedicate some time to it. Mind showing some screenshots of what you managed to do by following the tutorials? When you say you can't grasp it, do you mean you can do those things when looking at the tutorial but then you can't replicate them without help? House mods is what the CS Basics tutorials cover. Can you be more clear about why you get lost? I don't mean this in the wrong way; maybe you're trying to things too fast. I know I do that and then things don't turn out right.
  5. Oh, welcome. Take one from the jar .
  6. Well, you experimented and what I expected to happen, happened. Levelling isn't controlled by a script you can find by looking in the CS; it's in the game core, as you said. The Game Settings dialogue window lists the variables used in the formulas that calculate various aspects of the game, one of them being levelling. That ridiculously high number Hey You mentioned can be just one more than the total amount of possible skill increases: if a player starts with all skills at level 1, it would be multiplying the number of skills by 99 and you'd get the number you want. Then just add 1. Or set it to a rally high number because there are mods that allow you to go all the way up to 255 (or more, if you use the console). You can use OBSE to do so, just like AndalayBay said. Use the function she mentioned and set it to a number you want or to a changing number: for example, that number can increase or decrease as you level up. You cannot alter game settings (such as the one you mentioned) directly with a script in the vanilla game, unless you change them manually on the Game Settings dialogue box (and that is not only a static number but also only changeable in the CS). Using OBSE is the only way of changing them through a script (and, as I mentioned I am not familiar with OBSE commands, I'm not sure you can modify all of them with OBSE; someone correct me if I'm wrong).
  7. I'm back. These last days were great and the pool was really relaxing. Just floating around like a plank... Ah, good times. Time to get back to work, I guess...
  8. It's time for me to go on vacations: two weeks starting tomorrow. No internet or computers, just fresh air and a pool. See you when I come back.
  9. @The Vyper: that was featured in RPS as a case for mods and modding. The limbo part is the best.
  10. Well, I can give you some pointers to do that while staying vanilla (i.e. no mods with uber-weapons, no crazy enchantments made in-game) but I need to know a few things: the difficulty you're playing in (the number, from -100 to 100), your class and consequently your playing style and your level. I can tell you that, for me, at about level 35, on medium difficulty (set to 0 on the scale), you can do it perfectly fine with Trueflame or any other artifact you might have recovered by now (Goldbrand is a good idea if you still don't have it). I was playing a a warrior kind of type and very few buffs (my active effects bar was counted on about 7 or so and nothing crazy). Other weapons, specially of Daedric quality, can do the job but artifacts make it a bit faster. Spells can work but keep in mind he's very, very resistant and you need to be a powerful mage to take him down. Or if you have Bloodmoon, get to Solstheim, run like hell to Thirsk, go around the back and look on the hollowed stump. You'll find five (yes, five) Ebony Arrows of Slaying. They are enchanted with a 5000 points, cast on strike, Damage Health enchantment. Get those and with a decent marksman skill you can take the Imperfect out with one shot (same goes for Almalexia, if you're wondering). The best part is they are vanilla. I hope this helped.
  11. Sure, I'll gather the files and write my ideas onto a PDF or something so that, in case you need to consult it when working on it, you don't have to be reading the same PM over and over again.
  12. Well, guess what? I'm back, though not in full force. Right now, it was more viable to repair my old computer (a new set of RAM and a new PSU) than buy a new laptop. it will still come, just not now. I'm back to modding and hanging out in here . Time to get back to work and turn all my ideas into reality.
  13. When you're done with ResolveThatChord's request, can you spare some time to help me out? Mine's a bit more complicated: I have an unfinished model, untextured and not game-ready (it's a weapon). It was made by a modeller who's no longer in TESA. The model has some detail but not too much since most of it was to stay on the texture. When you're done with your first request, let me know. Why the italic? Because I'm not in a hurry. I don't want you to feel obliged to take it now. My mod's still far from completion. I have all the ideas in my head but spilling them all in here is useless since you won't be doing it now but, just so you know, it's also Dwemer-related (it's for my Dwemer mod). Oh, and I almost forgot to thank you in advance so here it goes: thanks in advance.
  14. I've been tinkering with ideas lately and made some very little progress on the mod (yes, I've started it) but pirate raids still aren't on my To-Do list. Now assisting the other thieves on their raids, that can be done. I'll post more details when I have them.
  15. Welcome, welcome. Make yourself at home.
  16. Or do like Mage said and get one of these. Choose only one of the ones that delay the attacks. You can choose others, of course, but only the formers work for what you want. When they attacked me at a low level I just used brute force with the biggest weapon I had available which was usually a claymore or a Daedric dai-katana (gotta love the guard's shack in the Dren Plantation...)
  17. You learn something every day . That's a good idea. A great one, actually. That gave me another idea, in turn, as to what I'll write on the message. I'll move along with this since it opens up more roleplay possibilities.
  18. I see. The quest script would measure the distance and modify the global accordingly and then the book script will read it and put out the quest stage accordingly. The thing that's confusing me is the GetDistance function: if I pass at less than 1800 units from the marker, it will change the variable but what happens if I move away? Will it revert the variable back to 0? I'm sorry for the ignorance but not having the CS at hand just makes things more difficult (not to mention this is the first quest I'm scripting...)
  19. That part of giving the Map Markers a unique RefID escaped me. Thanks for the suggestion . The "true" quest only initiates when you pick up a book in an Ayleid ruin. This part of the map markers is just the preparation for when you pick up said book (so it writes the correct journal entry). I forgot to mention I was planning on having the distance calculation as two separate quests, one for each place: they would stop as soon as you were within range (discovered the place) OR if you picked up the book (if both had been terminated by the time you pick up the book, it would be fine; if not, they would stop because checking if you had discovered the locations wasn't necessary anymore). The two quests to calculate the distance and register if the location has been discovered or not would be running from the start (with Start Game Enabled checked). Having them separated allows me to terminate the quests when necessary and avoid running an entire script when only half of it would be necessary (in case you discover one of the places). I'm not sure about the impact of having two quests or just one for both places. Which one is the best option, performance-wise, is what I'm trying to find out with your help, as well as for the rest of the quest stage.
  20. Since I am without a capable PC in which to mod, I've been thinking about the best way of implementing the first quest stage from my mod's main quest. It could be a rather simple affair of just telling you where to go next but, for the sake of consistency, I decided to make it more complicated. There are two "places" that you need to visit during the main quest: a house and a Dwemer ruin. Both are locked from the start to prevent the player from wandering in. You can still mark them on your map if you pass close by and there lies the "problem". I want the first journal entry you get for the main quest to reflect whether you have found one, both or none of those two places. You get a different journal entry depending on the conditions (4 different entries, in total). If you only found the house, the marker will point directly towards the house and if you haven't found the house, the marker will point to a landmark from where you must start your search (the clues will be stated on the journal entry). If you found the ruin, well, everything stays as it is. If not, then the marker shows on your map (not the red arrow; the light brown marker instead to prevent fast travel). If you have found none, you get the red marker pointing to the landmark and the light brown marker on the ruin. The problem I mentioned earlier is that there's no function that can register whether a certain map marker has been tagged as discovered or not. I decided that I could place an Xmarker to measure the player's distance to the Xmarker (which would be exactly where the Map Marker is in the CS) and set that distance to 1800 units (the default distance at which a place becomes "found", so to speak). I thought about making that a silent quest that would stop the moment you get the first journal entry. Those Xmarkers (two, one for each location) would modify a global variable that would record whether the place was found or not: it would be set to 1 if the distance from the player to the Xmarker was below 1800 units (so the place was marked as discovered) and would stay at zero if the player hadn't discovered the place (in other words, wouldn't have passed at less than 1800 units from the marker). According to the values of both globals, the quest entry would be decided: if both were at 1, you'd get an entry that would point you directly to the house and leave the Dwemer ruin marker as it is (discovered); you the global pertaining to the house marker was at 1 and the Dwemer ruin's at 0, you'd get an entry pointing you to the house and would then mark the ruin on your map; etc. I think this is a good way of doing this but I'd like to hear more opinions on the matter, mainly in ways of optimizing the process. There's no need to mention OBSE functions because I'm trying to stay away from it in my mod. If I can do it in vanilla without making things extremely complicated, I will. If you want, I can post a rough draft of the scripts I intend to use. rough because I don't have the CS installed on this computer and I may get some things wrong.
  21. Great trailers. They all look very good, specially in the older games. The one that strikes me the most is Oblivion's, though. It's the one that's most vivid in my memory. I still remember seeing it in 2006 and being left in awe.
  22. Awesome. The first time I listened to that I was 11. It came in a compilation CD with many other songs. Right now I'm in a Black Sabbath mood: http://www.youtube.com/watch?v=ytwY-atTfpM
  23. Citrus

    TOTAMO Library wip

    It is looking good but I have a question: those slanted books, second shelf from the top, are they positioned with default Oblivion collision (and you didn't touch them) or are they custom made? I remember seeing a mod that altered the book collision so that when you grabbed them, they wouldn't start floating, like they do in vanilla, and instead just stay in their place. Or better, are they a single piece?
  24. Thanks . I have updated the first post. I decided to add a few screenshot thumbnails to the thread.
  25. Guess it's my turn: I'll be absent for one month, at least. Blame the usual suspect: my computer. It died, for real this time, and a new one is being thought about, talked about but not bought yet. It isn't a necessity now that my semester is over and vacations have started so I'll have to make due with what I have at home (and what I chugs when running Morrowind) so my modding will take a big break until a new machine arrives. I'll still come here from time to time, just not nearly as often.
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