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Zabre

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Everything posted by Zabre

  1. I can't figure out how to run a script when the PC drinks a specific potion... "begin OnEquip" does not work for potions... Any help?
  2. Touche, Master Scripter... Touche...
  3. Me and Dane are kinda at a loss of ideas for the mod... So i thought i would tell you all, this is the *last* update we are doing on the mod for a while... So we are trying to make this one good...
  4. Sorry all, that link was a no-no.
  5. This IS the greatest thing i've ever seen. *snip*
  6. *Cough* I've done this *Cough*
  7. Your dog looks like a terror Wanna post an picture of the Snackoon?
  8. Zabre

    Time Shatters

    Wanna tell me what mod that is??
  9. You can also submit negative diseases.
  10. Im amazed at your descriptiveness, but for this update (not sure about future updates) i'm trying to include diseases that do not contain script effects. Sorry, YX.
  11. This is exactly what i meant by Comments. And yes, we are accepting *good* diseases. Just try not to make the game-breaking.
  12. Here you can submit ideas for DaneZ's and Lemon's mod, the Cure Disease Overhaul. I can not tell you what we will do with your submissions UNLESS they are used in the mod. If they are used, you will be contacted by myself, or Dane. You will also be listed in the credits. Here is the form: NAME: (Name of the Disease) EFFECT: (Please list as "EFFECT - MAGNITUDE") COMMENTS: (Add some lore to the disease ) CONTRACTION: (Include who, or how, you want your disease to be contracted from) [/code] Thank-you, all
  13. Why do I have a feeling that the "\" in your script should be "/"
  14. Please teach me the ways of your godlike modeling!! D:
  15. Thanks Don! Your words have inspired me to make more tutorials. Thanks, Rider. I have updated the tutorial with this information. Thanks Professor
  16. Hi all! This is first tutorial, so go lightly on me! Today, I will be teaching a very useful, very easy script. The goal of this lesson is to teach you how to add a spell (or any other item) by picking up an item. Before attempting this tutorial, you should have basic knowledge of scripting. If you are brand-new to scripting, please check out WillieSea's Scripting class! To start off, fire up the CS, and load Oblivion.ESM. Since this script depends on an object, we need to make an object. For this tutorial, I will be using a Crystal Ball. Locate the item "CrystalBall01" (found in Items>MiscItem>Clutter>MagesGuild), Right click it, and select edit. Change the ID to something you can remember, i chose "aavLemBall." Once you have the ID changed, click OK and when the CS prompts you to create a new form, click yes. Now we need to create a new spell. If you are doing scripting already, you should know how to create a basic spell, so go ahead and make one. For reference, I called my spell "aavLemSpell" Smarty Says: When making any new objects, for any mod, use a prefix for the ID. For example, I use "aavLem" on ANY item, spell, script, etc., on anything I make in the CS. Another way is to use something that relates to your mod, for example, WillieSea's Ancient Towers mod. All the items/spells/scripts he made all start with "ancient." This makes it easier to find the stuff that you added to the game, when you load your mod. Once you have your object made, and your spell made, we can actually get onto the script!! Open up the script editor. Now give your script a name, and remember, Prefixes!! scn aavLemBallScript Now, we want our script to run when the player receives an item. So for that we would use: scn aavLemBallScript Begin OnAdd player Once we attach this script to our object, this script will run every time the player picks up the item. Smarty Says: Remember, the script will run EACH time the player picks up the item. So if you do not want the "OnAdd" part to run twice, make the item unique, and one of a kind. WillieSea says: Now we have our foundation, let's add the actual script. The 'Begin OnAdd' will allow us to check if the player is obtaining, or dropping the item. The 'if' will only ensure the player has the appropriate item before it will 'execute' the code contained within the 'if' structure. scn aavLemBallScript Begin OnAdd player if (player.GetItemCount aavLemBall == 1) The game will now add the spell, because the player has the ball in his inventory. To add the spell, you use "player.addspell XXXXX" scn aavLemBallScript Begin OnAdd player if (player.GetItemCount aavLemBall == 1) player.addspell "aavLemSpell" ;You might even want to throw in a message. message "You have learned a new Spell" endif end OnAdd That wraps up the part of the script that adds the spell. To take away the spell, you just reverse the script! scn aavLemBallScript Begin OnAdd player if (player.GetItemCount aavLemBall == 1) player.addspell "aavLemSpell" ;You might even want to throw in a message. message "You have learned a new Spell" endif end OnAdd Begin OnDrop player if (player.GetItemCount aavLemBall == 0) player.removespell "aavLemSpell" message "You have forgotten a spell" endif end OnDrop WillieSea sais: Since the script is placed on the crystal ball, there is no need to check in the script if the player has the crystal ball or not. The same effect can be accomplished by using this script: scn aavLemBallScript Begin OnAdd player player.addspell "aavLemSpell" ;You might even want to throw in a message. message "You have learned a new Spell" end OnAdd Begin OnDrop player player.removespell "aavLemSpell" message "You have forgotten a spell" end OnDrop Save it, and the script is now complete!! All that is left to do, is attach your script to the object. To do that, locate your object (The crystal ball, in my case) in the Object Window, and edit it. In the "script" drop-down menu, select your script, and click OK. Add a way for the player to obtain the object, and you are done! I hope my bad grammar made sense, and I also hope you are 1% smarter from reading this. Thank-you
  17. Well first, let's try the basics... You are using Windows 7, so try doing this: 1.Go to your desktop. 2. Right-click on your Oblivion shortcut, or OBMM icon. 3. Click on properties 4. There should be some tabs in the window that pops up, click the "compatibility" tab 5. There should be an area that says "Compatibility mode." Tick the box that says "Run this program in compatibility mode for:" 6. Once that is ticked, select "Windows XP (Service Pack 2)" in the dropdown menu. 7. Once you have done that, tick the box that says "Run this program as an administrator." 8. Finally, click "apply" and then "OK" Please try those steps
  18. DOWNLOAD (Screenshot too) Name: Kastchen Version: 1.0 Date: 6/16/2010 Category: Houses Author: Lemon Forum: TESAlliance HomePage: http://www.invision....rums/index.php? ================= Requirements: ================= Oblivion 1.2.416 Shivering Isles ================= Description: ================= A Portable House aimed towards Evil Magic characters. This whole mod is dedicated to WhoGuru. Thank-you for inspiring me to make mods, and being my best friend. ================= Details: ================= Make your way to the Plundered Mine, east of Bruma, and look for a small orb. Full Features: -SpellMaking/Enchanting alters -4 respawning Amber trees. -Non-Respawning storage. -Alchemy table -Bed -Free source for Vampire to feed on. -Small Space, nothing too complicated. ================= Installation ================= 1. Extract this archive to any folder and then copy the contents to Oblivion's Data folder. 2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s). ================= Un-Installation: ================= 1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s). 2. Delete the files/folders associated with the mod. ================= Upgrade: ================= 1. Delete the old .ESP. 2. Add the new .ESP, and enable it. ================= Incompatibility: ================= If you are using any mod that adds a teleportation skill, DO NOT teleport FROM Kastchen, TO any other place other than from where you came from. ================= Known Issues: ================= Stated in the Incompatibility section. ================= History: ================= 6/16/2010 - 6/16/10: First Release ================= Contact: ================= Lemon at TES Alliance. CelestialZer0@live.com ================= Credits: ================= Thanks to Bethesda for creating Oblivion. Thanks to InsanitySorrow for his ReadMe Generator this file is based on. InsanitySorrow, DarkRider, and WillieSea for scripting help. Bethesda for the Official DLC Shivering Isles and Vile Lair. WhoGuru for inspiring me to make mods. ================= Tools Used: ================= Insanity's ReadMe Generator Elderscrolls Construction Set Google Chrome for information. ================= Licensing/Legal: ================= You must contact me and obtain my permission before re-packaging any part of this mod. If I do not respond within 4 weeks, feel free to do whatever you like with this mod.
  19. Zabre

    Kastchen

    37 downloads

    Name: Kastchen Version: 1.0 Date: 6/16/2010 Category: Houses Author: Lemon Forum: TESAlliance HomePage: http://www.invision.tesalliance.org/forums/index.php? ================= Requirements: ================= Oblivion 1.2.416 Shivering Isles ================= Description: ================= A Portable House aimed towards Evil Magic characters. This whole mod is dedicated to WhoGuru. Thank-you for inspiring me to make mods, and being my best friend. ================= Details: ================= Make your way to the Plundered Mine, east of Bruma, and look for a small orb. Full Features: -SpellMaking/Enchanting alters -4 respawning Amber trees. -Non-Respawning storage. -Alchemy table -Bed -Free source for Vampire to feed on. -Small Space, nothing too complicated. ================= Installation ================= 1. Extract this archive to any folder and then copy the contents to Oblivion's Data folder. 2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s). ================= Un-Installation: ================= 1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s). 2. Delete the files/folders associated with the mod. ================= Upgrade: ================= 1. Delete the old .ESP. 2. Add the new .ESP, and enable it. ================= Incompatibility: ================= If you are using any mod that adds a teleportation skill, DO NOT teleport FROM Kastchen, TO any other place other than from where you came from. ================= Known Issues: ================= Stated in the Incompatibility section. ================= History: ================= 6/16/2010 - 6/16/10: First Release ================= Contact: ================= Lemon at TES Alliance. CelestialZer0@live.com ================= Credits: ================= Thanks to Bethesda for creating Oblivion. Thanks to InsanitySorrow for his ReadMe Generator this file is based on. InsanitySorrow, DarkRider, and WillieSea for scripting help. Bethesda for the Official DLC Shivering Isles and Vile Lair. WhoGuru for inspiring me to make mods. ================= Tools Used: ================= Insanity's ReadMe Generator Elderscrolls Construction Set Google Chrome for information. ================= Licensing/Legal: ================= You must contact me and obtain my permission before re-packaging any part of this mod. If I do not respond within 4 weeks, feel free to do whatever you like with this mod.
  20. The mod already required SI. Final Script (Tested and it works) ScriptName aavLEMTeleportToHouse Begin ScriptEffectStart if (aavLEMInHouse == 0) aavLEMMarkB.MoveTo player endif End Begin ScriptEffectFinish if (aavLEMInHouse == 0) set aavLEMInHouse to 1 player.MoveTo aavLEMMarkA setPlayerInSEWorld 1 SEJailMarkerParentTamriel.Disable SEJailMarkerCrucible.Enable SEJailMarkerBliss.Enable SEPrisonMarkerAichan.Enable SEPrisonMarkerCorpserot.Enable else set aavLEMInHouse to 0 player.MoveTo aavLEMMarkA setPlayerInSEWorld 0 SEJailMarkerParentTamriel.Enable SEJailMarkerCrucible.Disable SEJailMarkerBliss.Disable SEPrisonMarkerAichan.Disable SEPrisonMarkerCorpserot.Disable player.MoveTo aavLEMMarkB endif End Thanks Willie, and IS! (Problem solved, go ahead and lock it )
  21. So, how would i incorporate that into my script? ScriptName aavLEMTeleportToHouse Begin ScriptEffectStart if (aavLEMInHouse == 0) aavLEMMarkB.MoveTo player endif End Begin ScriptEffectFinish if (aavLEMInHouse == 0) set aavLEMInHouse to 1 player.MoveTo aavLEMMarkA else set aavLEMInHouse to 0 player.MoveTo aavLEMMarkB endif End
  22. Is there any work around this? Or should i post that as a warning when i release the mod?
  23. I have SI installed, and no problems have come up... I'll go type up a script and get back to you. >.< Sorry for the wait
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