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Valkyr81

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Posts posted by Valkyr81

  1. Ohh these are getting good, I love you guys! :thumbup:

    HeyYou, that's a great idea. :bowdown: It's going in the pot in my brain. It'll broaden the scope of the mod quite a bit.

    Mr Bear, I agree it would be entertaining, :D but it's a little beyond the scope of what I'm aiming for with the jobs. Good idea though. :cool:

    As a side note, if I released this, would anyone be interested? I was originally making this just for myself, but if any thief-y type players out there would be interested, I would be happy to post it once I've got enough jobs set up for each city.

  2. I'm working on a repeatable quest mod for the Thieves Guild. Very simple, you speak to one of the beggars in a city to find out if there is anything special worth stealing, they tell you what it is and who has it, you steal it, fence it, rinse and repeat. the items are not intended to be hugely valuable, but are worth more than regular clutter.

    What I need are suggestions for what the items could be. It doesn't have to be the Imperial Crown Jewels or anything, Just stuff the player can sell to fences.

    I'm aiming for 10 - 15 jobs per city, so any ideas will be appreciated.

    I have a working prototype up and running, so I wasn't sure if this belonged in the (WIPz) thread or not.

  3. Thanks for the advice guys. What I think I'll do is leave the chest unlocked for the first release, then update it later. Khettienna, your suggestion about the OnActivate script sounds the most useful, so maybe I'll go down that route. As I said though, it was the only thing holding construction up, and it wasn't of vital importance anyway. I'll just leave it as is, and finish the rest.

    Thanks again for the support. :thumbup:

  4. The Ownership of the cell is set to "PlayerFaction". When you hover over the chest in-game, it doesn't seem to be locked, but everything is set up right in the CS. I was planning to make this my release entry for the CS basics final exam, and this one point is stalling its construction.

  5. The save I'm using is a clean save just after the tutorial with only Shivering Isles loaded., so that shouldn't be causing any problems. I double checked the key, and it's the right one. I even deleted the reference and the base Chest object, saved and reloaded the mod in the CS and created and placed a replacement, but it still opens without needing a key, it's not even locked in-game. The only other thing i've got running is OBSE, OSR and Fast Exit.

  6. I did that to start with, which is why I'm puzzled as to why it won't work in-game. Mind you, when I made the key, I edited the "TestKey" key, and made a new one with a different ID. Don't know if that makes any difference.

  7. I'm not sure if this is the right place to post this, but I'm trying to set up a chest that will only open with a specific key, but no matter what I do, when I test it out in game, it opens without me needing to have the key in my inventory.

    Can somebody help me get the thing set up, it's driving me nuts!!

  8. Hi everybody,

    I've watched this site for quite a while now, and finally decided to sign up. I don't know how often I'll post, but you all seem like a friendly community.

    I enjoy both playing and modding Oblivion, but it seems that every time I start something, I think of something else I would like to change, and get distracted.

    I've got a couple of ideas floating around in y head at the moment, so maybe I'll ask for help from you guys.

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