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ThomasKaira

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Everything posted by ThomasKaira

  1. And I found this (vanilla script, no alterations): scn OBTrapSmallTowerSpike01SCRIPT ; Self-activated, no trigger required short activated float fTrapDamage float fTrapPushBack float fTrapMinVelocity short bTrapContinuous begin gameMode ; set up the damage values set fTrapDamage to 15 set fTrapPushBack to 32 set fTrapMinVelocity to 128 set bTrapContinuous to 0 set activated to 1 else trapUpdate endif end Can anyone figure out how they managed to compile this script? I know what's missing, I just thought this was a bit of a chuckle.
  2. Well, that helps somewhat, but implementation is still a problem, as I can't really figure out how I want to do this. What I want to happen is this: every five seconds a cloud of steam is emitted. If an actor passes through that steam cloud, they get damaged, but it is safe to pass if the steam cloud is not being emitted. So far: I do have the steam cloud toggling itself every five seconds, but I have absolutely no clue how to set up the trap portion. Given the model I'm using, I am fairly certain I will have to use a trigger zone, but that's about it at this point. EDIT: I know now that the daisy-chain portion won't be needed, since I'm not going to be daisy-chaining any of these steam traps together. On the upside, though, I've got my shock traps working the way I want them.
  3. I am attempting to modify a vanilla script for use in a new trap for a dungeon. The trap I'm making is similar to the Ayleid poison gas trap (though at the same time a bit different) so a lot is relying on my understanding of this script: short init float timer short next ref mySelf ref myParent float fTrapDamage float fLevelledDamage float fTrapPushBack float fTrapMinVelocity short bTrapContinuous begin onActivate if init == 0 set mySelf to getSelf set myParent to getParentRef set init to 1 endif if isActionRef player == 0 && isActionRef mySelf == 0 set init to 2 ; set up the damage values set fTrapDamage to 10 set fTrapPushBack to 0 set fLevelledDamage to 0.125 set fTrapMinVelocity to 20 set bTrapContinuous to 1 set timer to 8 set next to 1 playgroup forward 1 endif end begin gameMode ;daisy-chain if next == 1 && timer <= 7 set next to 0 myParent.activate mySelf 1 endif if timer <= 0 && init == 2 playgroup forward 1 set timer to 10 endif if timer > 0 set timer to timer - getSecondsPassed endif end The basics I do know: when the player enters the parented trigger zone, a gas particle begins to animate that damages the player when he walks into it. There are a few things that I do not understand, so if anyone could translate the following segments into English, that would be great. I do not understand this line: "if isActionRef player == 0 && isActionRef mySelf == 0" And I also need a bit of assistance with deciphering the script after the daisy-chain comment (only the first block after, though, the rest I know).
  4. UPDATE: A few more additions have been made, and some clarifications on some already existing mods.
  5. needs to clutter a rather enormous multi-stage dungeon soon. :sour:

    1. Citrus

      Citrus

      Take a deep breath before you start and don't do it all at once. make regular stops to mod (or play) something else. Or just forget what I said.

    2. Dollparts

      Dollparts

      Need help TK?

  6. Well, the idea is to prevent the monsters from entering combat until the player enters a specific area. Once combat starts, it really doesn't matter what happens to them. I would guess from reading the Wiki that the answer would be yes. Subspace blocks are really all I would need for what I want to do in this case.
  7. Would it be possible to use subspace to prevent monsters from leaving certain areas of a dungeon if creating walls and doors to keep them from seeing you is not a viable option?
  8. ThomasKaira

    I Need a Name!!!!

    Conglomeration of Confusion?
  9. A better vidcard can be arranged. I have a 1000 Watt PSU, so power is a nonissue for me. This computer is about as balanced as it can get, too. There really isn't much that can be done to improve it aside from a GPU upgrade.
  10. This is a mirror of the list found on the Bethesda forums. As many of you know, there is a rather extensive list of mods on the CS Wiki of mods that need to be cleaned, are already clean, or should not be clean. In order to make this information more accessible and easier to discuss, I have decided to post the lists here, as well. Note that this is only a list, not the actual guide. If you don't know how to clean your mods, follow the link below. Link to the full guide. These are posted with the original author's (Brumbek) explicit permission. They can also be found on the CS Wiki guide linked above. Mods That Need Post-Installation Cleaning Special Cleaning Instructions: TESSnip to remove one of the duplicated cells. Instructions follow: Once, you have opened the plugin in TESSnip, locate the CELL records DELETEDHdADungeon and DELETEDHdAHaus (Fifth GRUP bunch down in the CELL GRUP, first Sub-Group). As you will be able to tell, these cells have identical FormIDs, and at least one of them needs to go. Given the prefix of the Forms, it is very likely that neither was ever meant to be seen in game, but this is something that really cannot be told at a cursory glance. Anyways, deleting at least one of these cells will fix the error. This will allow you to edit the plugin in TES4Edit and clean things up. BattlehornCastleEnhanced.esp Before this mods can be cleaned automatically, an incorrectly placed object that causes errors must be removed. To do so, the following must be done in TES4Edit: Load the mod in TES4Edit. Once it has finished loading, search for the FormID 01012EC4 using the box in the upper left of the window. Once found, right-click the record and select "Remove". Say OK to the message and quit TES4Edit, saving the plugin. You can now re-load the plugin in TES4Edit for automatic cleaning. GlenvarCastle.esp There's one wild edit changing the water height in Worldspace cell (26, -42). To remove this, open in TES4Edit, and expand "Worldspace", then expand "0000003C - Tamriel". Now the second row down called "Block 0, -2" is what needs to be removed. Right-click on "Block 0, -2" and pick "Remove" from the menu. Say OK to the message and close TES4Edit and save the .esp. Kvatch Rising.esp expand the branch for KvatchRising.esp. Then expand the branch for "Script". The first one on the list will be formID 000A79EC. Right click on that script, select "change form ID" and change it to: 030A79EC. You'll get another menu that comes up with some NPCs listed. Right click anywhere in the group of NPCs, hit "select all", then hit OK twice. If it worked correctly, you'll see a message at the bottom of the right pane of the app that says: 10 records out of 10 total records which reference FormID [000A79EC] have been updated to [030A79EC] Close TES4Edit and let it save the changes. Shadowranger.esp These records have been attributed to breaking access to some containers in Abandoned Mine. Use TES4Edit to remove these records manually: NAZStaticRef NAZBearRef NAZLionRef NAZLion1Ref NAZLion2Ref NAZLion3Ref NAZLion4Ref NAZMarkerRef NAZMarker2Ref NAZMarker3Ref NAZMenuRef NAZPantherRef NAZWolfRef NAZWolf1Ref NAZWolf2Ref NAZWolf3Ref NAZWolf4Ref Waterfront Shack.esp Contains NULL Refs that must be deleted manually. These are the refs: XX000EF9 XX000EF8 XX000EF7 XX000EFE XX000EFB XX000EFA XX000EF6 XX000EF5 XX000EF3 XX000EF2 XX000EEF XX000EEE XX000EE9 XX000EE8 XX000EE7 Mods That Are Already Clean Mods That Should Not Be Cleaned
  11. You could just use the UL technique spam a bunch of rocks to hide the ugly landscaping. But I'm not fussed either way. This one is already an InstaDL as far as I'm concerned.
  12. What you should get from the Motherboards is "I'm doing all I can do right now." Essentially, upgrading my core architecture means buying a new rig at this point. Apart from more VRAM on my GPU, there is nothing I can do to make this computer perform any better.
  13. I don't usually post these, but I do want to get a verdict on how will this rig will function with Skyrim from some one a bit more knowledgable than myself. Right now, I'm banking on the fact that this rig is quite capable of running heavily modded Oblivion, but that's all I can really tell for sure. Motherboard: MSI P6N Diamond PCI-E Firmware: nVidia nForce 680i OS: Microsoft Windows XP Pro SP3 32bit Memory: 3GB DDR2 RAM @800MHz Processor: Intel Core 2 Quad Q6600 @ 2.40 gHz Graphics: nVidia GeForce 8800GT >512MB GDDR3 VRAM @900MHz >2 way SLI capable >Shader Model 3.0 Audio: Creative SB X-FI Titanium >Turtle Beach EarForce X41 Digital Surround headset
  14. Version 1.0.3 -- A few unimportant clutter objects outside have been removed. This should improve performance a bit in the square. -- Adjusted Crossroads Trading Post so that Terrance won't lock you in when he leaves. -- Fixed a couple typos in the dialogue.
  15. Yup, it's totally lore breaking, but you know what? Who cares? That is one fine sky texture you've got there, Echo!
  16. QTP3 does nothing to the trees, so it won't conflict with Natural Vegetation.
  17. Yup, I lost the vanilla TerrainNoise texture... silly me. Would it be okay to ask someone to PM me a new copy of the texture? I want to try and keep my vanilla install as intact as possible, but if that isn't possible, I can live with using a replacement noise texture.
  18. V1.0.2 is now available: -- Adjusted normal mapping for the clock faces, hands, and new signpost: -> Clock faces and hands are no longer blindingly glarey. -> Signpost normals are now more accurate.
  19. 204. Despite whatever I might think to the contrary, it is not okay to punch Martin because he tried to take my Ring of Khajiiti.
  20. Location prices info is now available for Enhanced Economy users.
  21. You know, I could have sworn I posted several shots in the Lesson 4 post containing the exterior pathgrids and in-game screenshots.
  22. So, did my final exam come out okay? I may have gone a bit overboard in a few places.... Anyways, it was a lot of fun in the making, and I do believe I've learned everything I need to know about how to use the Construction Set from that project. Cheers!
  23. I think I do experience that bug occasionally, but fear not, for the 1.0.1 update has just finished. The Black-screen bug has been fixed for all village structures (including the inn, which also suffered from black-screen bug symptoms when I checked it).
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