Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

syscrusher

Elders
  • Posts

    567
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by syscrusher

  1. From the album: Rathunas (Public)

    © © 2011 Scott Courtney

  2. An interesting thought -- Given the right choice of Havok material in Blender, I'll bet this could be emulated within Oblivion by substituting a very-low-friction solid material in place of trying to have actual frozen water.
  3. I can see the logic of only one amulet, in that the magic might conflict. And I can see a game-balance reason to limit the number of rings, not letting you wear one on every finger and thumb and toe. But I agree that more than two rings is reasonable. In our TES IV environment, my wife and I have it set up to allow up to two rings on each hand, which seemed reasonably balanced to us. Perhaps Bethesda could offer that as an INI setting in Skyrim. Syscrusher
  4. syscrusher

    Tribal Hut

    Nice and interesting work! It's refreshing to see something so different from the vanilla housing.
  5. That's an interesting idea. It would be more persistent objects, but OTOH the scripting would be really simplified. I'll consider this as one of the alternatives; thanks.
  6. syscrusher

    Longsword

    Nice authentic style. Except for ceremonial weapons, most swords in period were not the elaborately-decorated monstrosities we see in fantasy movies. I always like to see plausible, practical weapons in a game.
  7. Did that. :-) The issue isn't function syntax, but rather what general approach is best. Adding the known items is a brute-force method that I can use if I must, but there will be multiple NPCs' belongings represented, so it will become very tedious to hand-code the list into my script. Also, AddItem doesn't really move the existing item, but rather adds new references to an object ID, which is not what I want. I really need a scripted way to iterate over the contents of a container. I found an OBSE tutorial at http://cs.elderscrolls.com/constwiki/index.php/Walking_through_Items_in_an_Inventory that seems to give me the basics of what I need. The goal is to do this programmatically, rather than by an explicit item list, so that I can adjust the NPCs' inventory in character creation without having to remember to update a quest script item-by-item. I don't see any decent way to iterate a container that doesn't require OBSE, but my mod already has that as a dependency elsewhere, so might as well use it here, too. That sounds workable, and I believe some of the COBL activators do things like this. I'll go hunting for an example script. Thanks!
  8. In a mod I am developing, one stage of the quest has the PC recovering property that belongs to several NPCs, from an intermingled container. I plan to have a message box when the PC activates the container which asks if they want to return the items to the NPCs. If the PC says no, then the container thereafter behaves normally, and the items within are available for looting as usual. If the player says yes, however, I need to distribute the items to the NPCs that I have previously defined as the owners. I'm an experienced programmer in other languages (Java, PHP, SQL, etc.), but relatively new to TES scripting. So I'm not asking for detailed syntax advice here, just a guideline on what general *approach* to take with "tagging" the items in the common container. My initial thinking is that the items need to exist outside the container at stage 1 of my quest, because I don't *think* you can set ownership on an item added directly to the container in the CS, right? So I'll put them all on a table or something and then have a script move them into the container (once) at the first step of the quest, and set their ownership just before doing so. I assume I can set owner on a reference, without having to make a custom object, right? I would hate for every instance of "torch" and "iron dagger" to have to be a custom object. Is there a better way to do this? Will what I propose even work? Thanks!
  9. That would almost certainly mean you are not stuck with a given gender, either. It sounds like the rumor I read was completely bogus. I will rest easy.
  10. I certainly hope you're right. :-) The name I heard in the online rumor -- and of course I couldn't re-locate that darned posting! -- was something different than the one you list here. But you are probably onto something with the theory that it's just a particular demo character name that someone took out of context. Under the category of lame rumors, I saw a video out on YouTube of someone who thought they were cleverly leaking gameplay video, when in fact what they were "leaking" was the publicly-posted trailer. Doh!
  11. Thanks. I've had an account for a while, but had only been lurking until now. :-)

  12. From some things I found on the 'Net (for whatever *that* is worth), it sounds as if TES V may force you to play as a particular (and male) character, rather than letting you create someone from scratch. I happen to be male, but this would be an unfortunate design choice for many female gamers. Has anyone heard anything at least semi-authoritative about character creation? I certainly hope what I read online is just an idle rumor.
×
×
  • Create New...