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Fiore1300

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Posts posted by Fiore1300

  1. Good tutorial, although I really needed the example in the comics and the teachers notes, as well as CSE's helpful interface in pointing out errors in the code, to complete this tutorial. I know this thread is eight-years dead, and I doubt Williesea is around to grade homeworks, so I'm posting mine in the comments so other people can see what a completed and working script looks like. Mind, you script doesn't have to look exactly like this. There are variations to doing this. But if you're having trouble and need help, you can look at mine for reference.

    Spoilers for the homework!

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    Spoilers for the homework!

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    Spoilers for the homework!

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    scn WeaponForTheWorthy
    
    short doOnce
    
    short plrFame
    
    short plrInfamy
    
    Begin OnActivate
    
    set plrFame to (GetPCFame)
    
    set plrInfamy to (GetPCInfamy)
    
    	If (doOnce == 0)
    
    		If (GetPCFame >= 50) || (GetPCInfamy >= 50)
    
    			If (GetPCFame > GetPCInfamy)
    
    				MessageBox "You are famous enough!"
    
    				player.additem 00035DD4, 1
    
    				set doOnce to 1
    
    			Else
    
    				MessageBox "You are infamous enough!"
    
    				player.additem 00035DD4, 1
    
    				set doOnce to 1
    
    			EndIf
    
    		Else
    
    			MessageBox "You are a nobody!"
    
    		EndIf
    
    	Else
    
    		MessageBox "You already received your gift!"
    
    	EndIf
    
    End

     

  2. Well, I followed the tutorial to the "t" with a Colovian helm and this is the result... http://cloud.steampowered.com/ugc/540675791390576189/09A7F8287020CCE78B900967CC5936F9E458A476/

    So, I suppose the best answer is (it mostly works). Let me know what you think is wrong...

    2) Not sure, not tried anything rigged yet with Blender, might work if you export the rigged model as a 3DS file instead of an OBJ file.

    I'll try that.

  3. Great tutorial, this worked perfectly.

    I went through this with Helborne's Dwemer Battleaxe, and it was split into three pieces so I had to (successfully) adapt. Initially I strayed from the tutorial to try and put an original weapon in the game rather than use the replacer method, but that's when I figured out the immense importance of the "1stPerson" nifs, and discovering that the CK wouldn't recognize my nif when I named it "1stPersonDwemerBattleaxe". Frustrated, I went back to the replacer just to test it out, and I found that the short style of the Oblivion-era battleaxes caused my char's left hand to grip air, and the blood textures to be floating above the end of my axe's blade (though the blood textures didn't match anyway, since the Dwemer battleaxe I was using and the Steel battleaxe I was replacing are of very different shape).

    So, anyway, I have two questions probably beyond the scope of this thread, but

    1) Will we be getting a tutorial of how to create brand new "1stPerson" nifs sometime?

    2) Will the methods of this tutorial work for really simple armor and clothing as well (ie not requiring mesh edits)? I was hoping to import McMuffin's Colovian Fur Helm resource from Oblivion.

  4. This hard conflict is listed in the read me. When I was testing I had to take Thievery out because of those conflicts. DR simply did not have time to anything about this one. If you know anyone who wants to fix this and has that mod author's permission, have them contact DR about what to do.

    This is not entirely accurate. Vorians has kindly made a patch but thievery's author appears to be gone from the community and I'm held up on getting permissions to patch it publicly. :)

    I was just about to volunteer, but I think DarkRider is correct here. I'll make one for personal use, however.

  5. So I've started work on a unique oblivion gate realm, and I've been doing the preliminary work of landscaping. However, I have one key element to conquer if this is going to fully realize itself. An element that I don't have any experience working with. A lift.

    The idea is this: A player enters the realm looking for a Sigil Keep. To the player's surprise, there isn't one anywhere. In the center of the level is a volcanic crater of sorts, its basin full of lava. As the player explores, they learn that the tower lies just beneath the surface and that, by throwing the right switches (the puzzle is a little more complicated than that), the tower will be raised from its ?watery? grave so that the player may enter.

    However, I don't have any experience working with lifts. Any advice or tutorial would be helpful. I dunno if a lift is even the best means of accomplishing something like this. Its simply my first thought.

  6. Okay, so I was moving through theTalkieToaster's tutorial that describes how to make playable creatures (included in his Playable and NPC Creatures mod).

    Although I don't expect it entirely to work, as I copy-pasted any needed animations from the _male folder to my playable creature file instead of making new animations (which I feel the rather vague tutorial alludes to), I am still pressing forward to complete all steps of his tutorial just to see if I can get things to work.

    So currently I find myself at the ESM/ESP part of the tutorial, and stuck on one of the final steps. In the mod he includes an Example Race ESM which you turn into an ESP and edit, taking advantage of a short script to equip the skeleton of your creature. Troublesome, since I've never touched scripts myself.

    All theTalkieToaster recommends I change in the script, however, is this:

    All you need to do is put your race's name into the aaaExampleInit script, and the path to their skeleton, in their appropriate places.

    And here is the script, unedited:

    scn aaaExampleInitScript

    array_var Repository

    begin gamemode

    if(aaaRace.Repository)

    let Repository := aaaRace.Repository

    let Repository["Example Race"] := "characters\Example\skeleton.nif"

    stopquest aaaExampleInit

    endif

    end

    ;The Example Race's skeleton is stored in a list, referred to by it's name

    ;This is used to restore the skeleton if it's changed temporarily;

    ;for example, if an NPC of this race is polymorphed into a sheep.

    and post edited:

    scn aaaExampleInitScript

    array_var Repository

    begin gamemode

    if(aaaRace.Repository)

    let Repository := aaaRace.Repository

    let Repository["Scamp"] := "characters\Scamp\skeleton.nif"

    stopquest aaaExampleInit

    endif

    end

    ;The Example Race's skeleton is stored in a list, referred to by it's name

    ;This is used to restore the skeleton if it's changed temporarily;

    ;for example, if an NPC of this race is polymorphed into a sheep.

    But upon trying to save the script, I get this message...

    Script 'aaaExampleInitScript', line 2:

    Script command "array_var" not found.

    Any ideas as to what I've done wrong?

  7. This looks great. Though I do have a suggestion; you should look up the term "the Earth Bones" on the Imperial Library. Basically, they're the laws of nature, and because I've always liked the term, I think it would be cool to name this branch of magic after the Earth Bones. Or, at least, in your working title "Elemental Powers". Something I thought of was "Earth Bones Supplementation," basically meaning that you are extending or strengthening your own limits and abilities with those of the Earth Bones. Or something like that.

  8. Okay, so someone in the shoutbox a few months back was looking for a 'skimpy' Ayleid/Welkynd armor set. At the time, I remember recommending TrueAyleidArmor to them. Others present at the time recommended other mods, mostly on tes and pes, in an effort to find the mod the user was looking for. Everyone came up empty.

    Now, however, I think I may have found the mod this user was looking for. If they remember, and are still interested, or merely curious, please sent me a PM and I will hit you up with a link. There is no nudity, but the armor set is very skimpy. I remember the user describing the armor as having a welkynd stone bikini, just so you're aware of how skimpy things could get.

    I am certainly curious as to whether the mod I found is the correct one.

  9. I think the UESP wiki has either got it backwards or wrong. Like they say, in Daggerfall Atronachs are contructs, not Daedra, as they are in Morrowind and Oblivion. They thus connect the Fire Daedra and Frost Daedra to the Flame and Frost Atronachs of the later games, since the Atronachs of later games are considered daedra.

    I think the real answer here, though, is that the Fire Daedra and Fire Atronach, and the Frost Daedra and Ice Atronach, were merged into one creature: the Flame Atronach and Frost Atronach respectively. I think the appearance of the Flesh Atronach, which is considered a Daedra in the Shivering Isles (or, at least by the Imperial Library) bears this out.

    And besides sharing the name of "Atronach", the daedra atronach of later games look more like the Daggerfall constructs then the Fire and Frost Daedra of Daggerfall.

    So, by the available current lore, I'd consider:

    Fire Atronach(II)+Fire Daedra(II)=Flame Atronach(III)=Flame Atronach(IV)

    Ice Atronach(II)+Frost Daedra(II)=Frost Atronach(III)=Frost Atronach(IV)

    Flesh Atronach(II)=Flesh Atronach(IV)

    Iron Atronach(II)=?

    Wind Atronach(II)=?

    Storm Atronach(III)=Storm Atronach(IV) Perhaps since Iron and Wind Atronachs haven't been seen since Daggerfall, the Storm Atronach is a merging of the two?

    I thought that they are some sort of elementals, and suddenly BANG - Iron Atronach, which is probably not linked with any element (iron as an element...?).

    I know you're speaking of the traditional magical elements (Fire-Earth-Water-Air) but just to correct you, scientifically iron is an element. Right there as number 26 on the Periodic Table. Designated as Fe. Actually, its the only truly element atronach. Fire is not an element, neither is lighting, they are both plasma---ice/water is not an element, its a compound----and wind is really just a phenomenon of planets with atmospheres..

  10. Okay, so this is in a planning stages, but I would be interested to know if I can do one or both of the following:

    1. Would it be possible to create a Creature or NPC that was only weak to its own attack (reflected back at it, of course)?

    a) One possible solution would be to make it weak to its own attack type. However, I don't know if there have been any attempts to create a new attack/spell type? In this case the spell type would have to be unique, as we don't want the player to have an attack that is powerful against it. We want to emphasize spell reflection as the key point in victory here.

    b) Another possible solution would be to script a spell that does different effects to different targets. Any other target it would do a certain effect. But to one particular target (itself) it does something entirely different.

    2. Would it be possible to get the creature/NPC's spells to work only if the player is facing the creature/NPC?

    a) This seems more possible, since there is a GetLOS function. Need further clarification on this though.

  11. I thought that the demo video was good. Pretty straight forward and clear. Though I don't think I quite understand what "professions" does. Is that just for role-play, or does it increase stats and/or add items to your inventory?

    On another note...I think this mod is amazing. I'm looking forward to possibly matching this with Kvatch Rebuilt. Though I think that mod adds characters, so it would be a little bit of a throw-off. Of course, I can dream in my hearts of hearts that you'd make a sequel...XD

    And was it ever decided how the player would begin the main quest? Oh, never mind. I can see now that it states you have multiple options. Good. :D

  12. I'm still confused as to what Baliwogs/Grummites/Elytra/etc are?

    If they aren't daedra, because they reproduce, what the hell are they?

    The Daedric princes have played no part in creation, so doesn't that mean that they are not part of creation?

    What do you call an animal that is native to Oblivion?

    Also, what about the plants? I haven't heard from anyone but Mannimagus concerning their nature. Are they daedra? Or not? If they aren't, what are they?

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