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Citrus

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Everything posted by Citrus

  1. Ghorak's House My first house mod is finally ready for a proper release. The result of the TESA CS Basics classes, the final exam and DarkRider's patience, Ghorak's house introduces a new player house in Anvil, fully furnished, sporting a day/night cycle, toggleable lights, safe containers (almost everywhere), custom armour and weapons (for those who bother to look) and next to everyone's favourite vanilla house, Benirus Manor*. It has been tested on a vanilla install of oblivion and everything worked like a charm. Mod's clean and ready to rumble so if you like free houses, or if you like Anvil, you should give this a go, even if it's just to say I did a poor job. There are a few setsbacks, though: compatibility with other mods. It hasn't been tested with any city overhauls nor with any of the Benirus Manor overhauls. Same goes for COBL and All Natural. All of them, except for COBL, cannot be made compatible, at least on my machine, because it simply cannot handle them. It already chugs along in vanilla oblivion so you can only imagine what would happen if I booted All Natural, for instance. For now, it will be hosted exclusively at TES Alliance; once the patches are ready, TES Nexus, PES and possibly ORE will be the hosts of this mod. Anyone interested in assisting me with these patches is welcome to do so. I'll take care of the COBL one myself, when I have time (things are hectic with the finals right now) and may work on the other ones to, if needs be. If you want to know more, but not much more, head to the mod's page and give it a go. Leave some feedback there or in here; either place is good. I want to know if there are any places I can better. Mirrors: TES Nexus *if Benirus Manor is not your favourite vanilla house, well... then it should be.
  2. I feel incredibly stupid now. I can't even believe I was trying to go through the complicated road. I needed the "On" lamp disabled for starters but I couldn't figure out how to do it. Turns out there's a checkbox in the the Reference pop-up to make it initially disabled. That way, what you and Bear said makes absolute sense. If it worked in Greenwarden's cabin, it'll have to work on my house too. Thanks a lot for the help. This turned out to be my rush in getting things done right rather than a big scripting problem.
  3. I used that script, with a slight correction at the end (to terminate the If cycle and it doesn't work. The "On" candle comes down and the "Off" candle doesn't go up, resulting in strange graphical anomalies. It doesn't light anything but itself, just like what happened with me. The HasFlames command you mentioned is from OBSE; I won't use it for such a simple mod. Still, thanks for the help, mate. Hmm, do both of your lights (the "On" and "Off" ones) are activators? Do you keep both in the same exact place (same exact coordinates) and have one disabled and the other one enabled, and then you switch their states as you activate one? Nevermind, I'll take a look at one of your house mods and see if I can find an answer. Ok, I'll wait. This is basically the last scripting thing I have left to do so I have time. That also allows me to run through the mod tweaking some more things.
  4. I want to make toggleable lights. Simple enough, heh? I already have a script going and it works by changing an "Off" light for an "On" light when I activate it. The "Off" light is the activator and the "On" light is just a regular light. I am using the SetPos command to move them up and down to position in order to simulate the lighting action. The problem is, the lights don't update. You can see that the "On" light came down but it only lights itself; the surroundings stay the same. I have read it may be a problem with the SetPos command and that it isn't updating (or doesn't update) the lights. I also tried the PositionCell command but the sucker doesn't move the "On" light to where I want it to; maybe I'm doing something wrong but I've looked where I could have missed something but didn't find anything. Either way, any help is appreciated. For the record, here is the script I'm using: scn ePCandle2ndFloor short OnOff Begin OnActivate ;turn on the light if OnOff == 0 Candle01On.SetPos Z 67.9321 Candle01Off.SetPos Z 1000.9321 set OnOff to 1 ;turn off the light elseif OnOff == 1 Candle01Off.SetPos Z 67.9321 Candle01On.SetPos Z 1000.9321 set OnOff to 0 endif End[/codebox]
  5. Citrus

    MostAwsomePlaceYet.jpg

    Cavern of the Incarnate .
  6. I don't think so. The Morrowind NPC's wouldn't agree to have their privacy exposed. Keep in mind it would be very difficult to make them change their mind; they like to stand their ground. On the topic of the mudcrab: that one sure is a riot. I laughed the first time I saw it and talked to it (or him? )
  7. I'll scrap the day/night cycle altogether and stick with scripted lights. I then realized that what I had proposed was ludicrous: if you entered the house during the day and stood for the night, you'd always be in the "day" version of the house and that'd make no sense. Shuffling the containers, as you said, would be another problem which you give me many headaches, I think. As for the arrows, I did try the double blank message trick and it CTD. Maybe it was a problem on my end because my installation of OB tends to go a bit unstable sometimes. I will try that and, if all else fails, just make an activator (I'll keep away from OBSE to make this mod as universal as possible; besides, it's a small nitpick that I think doesn't require the use of OBSE just for that). Oh, and I forgot to say in my first post that I'm not using the script on the arrow; that would be impossible. I just have a collision box around it that is the exact same as the vanilla arrow, except for the mesh. Thanks for the help.
  8. In the house mod I'm currently updating, I came up with a few ideas, of which none are novel. Still, I can't quite make them work, or at least work as I want them to (I'm very obsessive with these things). Here it goes: 1. Ambient light: on the house interior I have, I'd like to have two different ambient light values, one for day time, one for night time. My idea was creating two identical interior cells, a day-time version and a night-time version. If the player entered the house during the day (say, between 7 and 19), he'd be teleported to the "day-time" version of the interior; if the player entered the house during the night, he'd be teleported to the "night-time" version of the interior. Is it possible to use a script on a door that would do such thing? Something using the MoveTo command? 2. Static arrows: simple enough here, I want to make static arrows that you can pick up. I've gotten around making them immobile and turning then into a weapon. Why a weapon? Because I want the weapon stats to appear once you over over them (again, I'm obsessive with these things). This is so it appears to be just a regular arrow stuck to an hay target and "fool" the player. Once added to the player's inventory, it'd be switched by a real one, one that you can actually shoot without having it hover in the air in front of you. The thing is, if you remove it from the player's inventory, a message will appear saying an arrow was removed (followed by one saying it was added). Is there any way of suppressing the first message (the one saying an arrow has been removed)? I have read about message spam in the wiki and ways of going around it, one of them being overloading the message queue with two consecutive blank messages; something like this: scn ePArrowSwitch Begin OnAdd Message " " Message " " player.removeitem ironArrowStatic 1 player.additem arrow1iron 1 End If this isn't at all possible, I'll just go with the good ol' activator -> move fake arrow down out of sight -> add real arrow to player's inventory. I was just curious about keeping the "immersion" and not letting the player know it wasn't actually a "real" arrow that was stuck in the hay target.
  9. Glad I got my cleaning sorted out. It was my biggest problem. I do remember seeing a floating door in the basement since I got back to it (I'm working on some improvements and some of them are already working) but I wondered what the heck was it doing in there. I must have forgot about it, apparently. It's taken care of now, as well as the dresser and the small dresser. I did notice the first one but missed the second one. They will be all corrected once the next version comes out, which shouldn't be too long from now.
  10. I can only use the PG-13 version so here it goes: hell yes! I could care less about what was on the maps. Bloodmoon was the best expansion for Morrowind and besides, the map you see in Arena is not the one used now . One can add some plate tectonics to explain the sudden change .
  11. This sounds awesome. In Morrowind I loved hearing the Dunmer with their scratchy voice muttering to themselves "I could kill that guar. These boots are ruined!" Ah, fun times. Seems like I'll have another mod to download once I have a proper install of Oblivion that's not cluttered by all my WIPs... Thanks Cliff and Shadow-She-Wolf, of course.
  12. That is a good approach. Well, the title gave it away but I thought it was just a fancy title instead of just writing "Reviews".
  13. I'm curious: how will these reviews be handled? Recent and new games only? Or will there be some golden oldies on display too? By the way, nice review. I like the rating system.
  14. Hello there, welcome to TESA! have one of these before they run out.
  15. Amazing. I feel the nostalgia hitting whenever I hear that masterpiece. This video would make a nice mod.
  16. Certainly. Expect one by tomorrow or Thursday, depending on my schedule. I'm not sure if I can finish it up in time for tomorrow because I'm not sure I'll be home on time to make something. Today I barely had time to write this post with all I had to do in ANSYS...
  17. I didn't test it in-game; I can only speculate it would because it was being used as a weapon. Or it would just straight CTD. As for the others (Meo and DaMage), is there any way of changing things in Nifskope or to solve this I really need Blender? I'm asking because I know nothing about Blender.
  18. I wanted to make a simple thing that ended up in quite a mess. Well, it wasn't very big but it did get me puzzled. I wanted to make some statics out of some weapons (two, in fact - an iron dagger and an iron war axe) and I followed the usual method: extract the NIFs, open them on Nifskope, change the Motion System and Quality Type under bhkCollisionObject, maybe change the Layer and Layer Copy to OL_Static, save with a different name, add the bastard to the CS and bam, you got yourself an immovable object. Thing is, I did just this and it worked for the dagger but not for the axe; I had tried doing the same for iron arrows and it worked as well but when I tried doing it for steel arrows, it didn't (I ended up discarding these because you can't attach scripts to arrows, at least not the way I want to). To be exact, the axe had the same things changed as the dagger but once I activated havok, it fell. Maybe I'm missing something but given the fact it worked before, I'm intrigued. if someone can shed some light on this, I'd be grateful.
  19. It's already in-game and looks even better with an amber light shining on it. The first post has been updated. The old screens made way to new ones, almost three times the number. Interiors and exteriors are officially finished, bar a few books and some other objects that are still on the making (but nothing major; it's just placing them in the world) and now it's off to scripting and quest-building.
  20. As I said, it is very likely that it doesn't involve animation (and if it did/does, I wouldn't even think about making you learn it just to help me) but, either way, since you offered help with the texture, mind shooting me a PM with your contact information (Skype or something else) so we can better discuss this. We can handle the details by PM or e-mail (like you have on your profile), if you prefer, though. EDIT: I have confirmed that, unless you plan on going hardcore with the armor editing, you only need to touch the mesh, no skeletons or even animation involved. Since I plan on having only some small changes, there is no problem whatsoever. If you still want to take up on the armor, syscrusher, you can. It's entirely up to you.
  21. Thanks for the help but, and someone please correct me if I'm wrong, editing the base mesh of the armor won't have a thing to do animations nor fitting it to the vanilla bodies; the armor is already there. There will only be deleting some appendices (or slightly altering them) and you won't need to touch the skeleton. That's just it. I'm only saying this to explain myself, not because I want you to do more work . What you already offered is commendable; I was simply wondering if it wasn't a problem for you (mainly in terms of time/schedule/amount of work, since you're doing your own mod) if you "helped" a bit more .
  22. I know that quoting myself might not look too good but it has a reason: I forgot about the cleaning screens (again, dammit, and yes, it took me over a week ) so here they are: 1 2 3. These are the "before", as usual. There are four cells in "AnvilWorld" That had to remain signalled since that's where the house is. It's all for now. Just waiting on the verdict. Let's see if it's "third time's the charm" or if I got it right at the second swing. Stay tuned.
  23. Citrus

    GeckoDirty03.png

    From the album: El's Musings

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