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Citrus

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Everything posted by Citrus

  1. I'm with you so that makes two already. Welcome to the Alliance. you picked a good place to start learning the more advanced things. I hope you enjoy it here .
  2. Time for a (small) update: I have overhauled most of the NPC's on the mod (they are still mostly dead) but all of them feature custom armor and weapons; don't take that as something completely different from vanilla Oblivion because it isn't. I used armors that come with WAC (check the credits above) and they are some nice variations of the vanilla armors and the weapons aren't anything outlandish, just some more variety. The stats differ a bit from vanilla but they fall in the same categories (custom fur armor is still as strong as vanilla fur armor, etc.) I also started working on one of the non-journal quests and it's almost finished, loading screens and all that. I just need to tweak the reward a bit before it's considered playable and balanced. After that, it's off to some more loading screen creation, book writing and more quests.
  3. It does makes things shorter and yes, the path points enabling/disabling isn't really necessary. It makes more sense now without all that clutter from the vanilla script. I just used it because I assumed it would work right away and that would be one less thing I'd have to add to the mod (sure, it's just a script...) Thanks for the help.
  4. I'm trying to make a secret door be triggered by a book lever, just like the one in Castle Skingrad's cellar (the huge barrel and the little candle). I just used both scripts the way they were used originally (the barrel door was left unaltered and the book lever just uses the candle script in it). I checked both scripts and, I think, there's nothing that specifically references either the candle lever used in the cellar or the barrel door (none of them have unique reference IDs). The barrel door is a persistent reference and the book lever is parented to the barrel door (just like in the Skingrad Castle cellar: the candle lever is parented to the barrel door). It works up until a certain point: the book, when activated, plays its animation but, when I reach the barrel, it isn't open. The catch here is the barrel door and the book lever are in different cells. Does that affect the script in any way or am I missing something? I'll leave both scripts here for reference. I noticed that, in the candle lever script, there's an If condition that checks if the player is in the cellar but all it does is lock the prison doors from all castles' dungeons if the player is in the Skingrad Castle Dungeon (because that same candle is also used in the Skingrad Castle dungeon to open a secret wall door). It seems to me that the script is made in the most general way possible to be able to be reused whenever such situation (the secret door with the candle lever) is required.
  5. Hello there. Welcome to TESA .
  6. Thanks for the consideration but it is not needed. The one Trollf and Tamira made is enough for what I want.
  7. Well, on that case, and given the fact I couldn't tell that from the Nif, here goes the correction: thank you Tamira and thank you Trollf for tweaking it .
  8. Well, you should go back to the first one and change the direction of the animation. It was opening to the opposite side of the hinge when it should be opening to the side of the hinge. But nevermind, Trollf got it right. Thanks anyway . Thanks a lot . That was exactly what I needed. It may be simple but I don't know how to do it with Nifskope. Yet. I'll learn when I have time.
  9. Thanks a lot but the door's opening the wrong way . If you could just correct that... it would be perfect.
  10. I tried but couldn't get it to work because it seems this door is a bit wonky and different from the other basement doors. If you could get your animator to help me, I would be glad. Thanks in advance.
  11. Hmm, strange. I can open it just fine on Nifskope 1.0.22 and the door appears to be ready for the open/close animation (but I don't know for sure). Are you sure you're opening the same NIF? It is called ungrdltraphingedoor.nif. As for Blender, I'm not sure if it works or not.
  12. This is a simple request: I need someone who can add the open/close animation to one of the vanilla doors that is apparently lacking one. The door in question is Ungrdltraphingedoor (look for it in the basement doors; it's the last one on the list). I promise cookies to the person that helps me with this. Thanks in advance. Once it is done, the door can be sent by PM.
  13. Hey there and welcome to TESA!
  14. Listening to something from Dio or Black Sabbath? That would be a nice thing to do . But really, horses look much better and, hopefully, not all will look like the one shown on the video. I don't want to see just different textures; I want to see different models. The other thing I liked was the whole friendly creatures, especially the giants. I can already picture interesting conversations with them (and let's hope not all in the same voice...) Also, check this out; huge Alduin's Wall in the Bethesda booth.
  15. That. Armor that makes sense. Armor that protects and looks good. I'm really happy for that. This has been one of the things I've always liked in Bethesda's games; all women look normal, not only in their shape but also in their clothes and armor. /end rant Also, the trailer we got so far is all in-game, unlike Oblivion's, and the camera is very smooth. Could that be a hint to some video editing tools included in the engine? A part of me hopes so and another part says it's just wishful thinking.
  16. Another Skyrim demo Witty posted it in the status updates but here it is, for more visibility. Some we have seen, some we haven't. Like the presenter says at the beginning, "I'm so excited!" EDIT: hey, it's not Skyrim per se but it's pretty cool if you ask me.
  17. I see no one has answered this one yet. I think I can help you with this. It's a simple enough procedure and all I need to know is which hairstyles and eyes you want your race to have (and any special body, if any). I am a bit busy with finals right now but I can squeeze in some time for this since it doesn't involve too much work.
  18. Why don't you use activators? I'm not very experienced in scripting nor in the capabilities of the vanilla scripting language; you might need OBSE for what I am about to propose but again, I'm not sure. With some imagination, you can do some pretty neat stuff with vanilla Oblivion, unlike many people think. You could use an activator that, once activated (), would check your inventory for the necessary items for, say, repair the hole on the ground (let's use this example from now on). If you had all the items needed, it would be repaired and a message would pop-up to attest to that; or it could happen in phases but that would require more than two meshes (one mesh for the hole, one mesh for the repaired floor, more meshes if you want the intermediate steps). If the player didn't have the necessary items (none or just missing a few), a message could show up (not a message box; on one of those that shows on the top left corner) saying the player needs the materials and/or the tools for the job (depending on what the player has). This would serve the same purpose as the container but without the dialogue box that comes with it. Think of it like the ritual to rebuild the Gatekeeper in Shivering Isles: once you have all the items, you step into the pool and the game removes the items you collected and that will serve to rebuild the Gatekeeper. As for the last point, I think the player should need to activate the hole again once he acquires the rest of the tools/materials. That's what makes the most sense in my head. I hope I helped.
  19. If the whole game is as good as that video, I think we have a GOTY in our hands. Watching this makes Oblivion feel incredibly old.
  20. Hello there. How fair thee?

  21. You took the words right out of my mouth... And I add: happy birthday, Ithildin.
  22. Citrus

    Ghorak's House

    To all those who downloaded previous versions, please download this new one. It contains many small updates and tweaks and feels completely new and much more polished. Thank you.
  23. The mod has been updated with compatibility patches for All Natural and Better Benirus Manor, thanks to the lady above, along with other minor fixes (specially the invisible icons). Thanks a lot, Khettienna .
  24. Thanks a lot . If you look in the mod, you'll probably see some missing icons. They're there, but they don't show. They showed the first time I tested it but didn't show now. I probably screwed up something while making them but they'll be included in full once all the patches are taken care of. It's a small thing, though. You can PM me the patches and I'll include them in the mod as well as your name on the credits.
  25. It looks really murky to me, but I haven't played Fallout 3 yet *runs*. The screens look beautiful as always. I knew they could do amazing landscapes (Morrowind looked beautiful in its time and so did Oblivion) but what I like the most is the 3rd shot, especially the blood on the blade and the detail of the corpses (that didn't sound very well )
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