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The Vyper

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Everything posted by The Vyper

  1. Okay, time to release an update! This update fixes some problems in the original version, such as: The new Mythic Dawn agents will attack the Daedra in V1. Fixed in V2. The weather has a tendency to get stuck on the Oblivion sky in V1. Fixed in V2. If you cast V1 of this spell on the remains of a gate, it will "close" it again. Fixed in V2. What's not fixed: Some users have reported an inability to close certain gates (the Kvatch gate has been mentioned) with V1 of this spell. So far, I've been unable to duplicate the problem, so I have no idea what causes it.
  2. Ooohh! Thread regeneration! Hey Red, how many regenerations do threads about The Doctor get? 12? 507? As many as you want? Oh, did anybody know the Daleks have insurance? Here's a recording of a Dalek trying to renew his home insurance: Anyone have a similar experience? (I certainly have) It might be a bit more tolerable if they at least had some decent "hold" music, like the Shadow Proclamation. Their "hold" music is actually somewhat catchy:
  3. I sent WrinklyNinja a PM and he's looking into it. I'd really like to avoid making this dependent on OBSE if possible, mainly because some people don't use it and I want this to have as wide an appeal as possible. Look at Midas Magic: 300+ spell that do unique and interesting things with no OBSE requirements. I've tried using SetWeather, but it has absolutely no effect. Once I close a gate with the spell, the Oblivion weather keeps playing until I restart my game. ForceWeather is the only weather command that works. As for looking at the vanilla scripts Because when I close an Oblivion Gate with this spell, the Tamriel weather gets stuck on OblivionStormTamriel until I restart the game. SetWeather has absolutely no effect: I've tried standing there for ten minutes (real time), I've tried using the wait function, fast traveling, etc. but the weather refuses to change until I restart the game. ForceWeather is the only thing that seems to cause it to change. I've been looking through the vanilla scripts myself and I think this spell may be interfering with the part of the gate script that deals with the weather. I'm going to try using ReleaseWeatherOverride followed by SetWeather and see what happens. Edit: Yes! Finally, it works! Thanks for all your help guys!
  4. Even with that ^ arrangement, the only part of the ScriptEffectUpdate block that runs is the last ElseIf statement (and that doesn't change the weather at all). Th reason I wanted to use a timer to switch the weather back and forth was because SetWeather will not do anything for some reason. And without something to change the weather, the Tamriel Oblivion sky will continue to play once a gate is shut with this spell. Using ForceWeather works, but the change is instant and jarring. It would be less jarring if the weather kept switching back and force for a few seconds, as if two weather systems were at war with each other. Would adding a Float variable help in any way?
  5. I wish I'd known that. It would have saved some time, at least. Okay, I changed the block to ScriptEffectUpdate and set the spell duration to 6 seconds, but I still can't get it to work. The first script I tried was: The only part of the ScriptEffectUpdate block that ran was the very last ElseIf. So I changed the Timer variables around like this: Now the ScriptEffectUpdate block doesn't run at all. And before you ask, I did remember to change the earlier part to Set Timer to Timer + GetSecondsPassed.
  6. Yep, I put a message box after every Set Change to X command and the only one that ever displayed was the first one. It made no difference if I set the timer to count up or down. Then I tried removing the Change variable entirely and just using the timer. Same result. Then I tried moving the Set Timer to Timer - GetSecondsPassed command into the ScriptEffectStart block. Result: The GameMode block didn't even run. I figured it was time to stop trying when I started thinking about using my game disc as a clay pigeon.
  7. The Vyper

    K2-1.jpg

    It's only a flesh wound. Come back here and I'll bite your legs off!
  8. Okay, I give up. Nothing I do will make the timer work. I'll just have to use FroceWeather in the main part of the script, since SetWeather refuses to do anything. Thanks for trying, though.
  9. I've tried changing it around a bit, but it still does nothing to the weather. My most recent attempt at a working script is: Why isn't this working? :wallbash:
  10. Hmm...well, at least it isn't my mod. I'll check the UOP thread over at BGS and see if there's a fix for it.
  11. I know, right? It's bad enough they split it, but then they said "the next episode will air in two weeks". C'mon, two week? Seriously? I don't know if I can go that long without my DW fix. Fortunately, I have plenty of classic adventures I can watch in the interim.
  12. Well, another interesting episode. And what a cliffhanger! A Doctor-ganger...This could be interesting indeed. On a slightly unrelated note, it appears that the Doctor will (at some point) finally get the TARDIS chameleon circuit at least partially fixed. It's still blue, but it looks very different.
  13. I'm trying to modify a script to (among other things) rapidly change weather between two types for 5 seconds before settling on one type. The problem is that, no matter how I try to set it up, the changes never occur. This is not entirely unexpected since I'm not very good with timers, but it is driving me nuts. The current script is: This is intended to be an update for the Oblivion Gate Closer Spell mod.
  14. I can do that. I don't currently use AN, but maybe together we can figure this out. Unfortunately, yes. For some reason, closing a gate with the current spell doesn't stop OblivionStormTamriel from playing. In fact, it will continue playing until you reload the game (at least, it does with my current setup). I'm refining the script to eliminate that bug as well as some others. It probably uses SetWeather, since ForceWeather instantly changes the current weather to whatever is selected, without any sort of transition.
  15. The weather automatically changes to OblivionStormTamriel when you get near an Oblivion Gate. I've looked, but I can't find what specifically sets this off. I've now tried various iterations of ForceWeather and SetWeather (with and without ReleaseWeatherOverride) and nothing helps. And it now seems that this problem occurs even if I don't shut an Oblivion gate: As soon as the OblivionStormTamriel weather starts, all distant water becomes red until you get fairly close to it. Has anyone else encountered this? Two really good places to test it are: 1. Around wilderness cell 19, 6. There's a random Oblivion gate that opens there and you can look west to see Lake Rumare. (this is where I took the screenshots) 2. Anvil. The Anvil Oblivion gate is close enough to water to potentially avoid this "bug", but if you walk far enough away you may encounter it.
  16. I'm trying to update the Oblivion Gate Closer spell to eliminate some bugs. I've got most of them worked out, but this one is driving me nuts! If I don't use a script to alter the weather, the Oblivion Storm sky keeps playing until you restart. If I use SetWeather to try and change it, nothing happens. Using ForceWeather to change it works, but has a side effect on distant water: Definitely not what I want to see. Once you get closer to the affected water, you see this: Is there any way to change/force the weather from OblivionStormTamriel without messing up the water? The current script I'm using is: At some point, I want to put a 5 second timer in that will rapidly switch the weather between OblivionStormTamriel and Clear, but I'd like to get the water issue resolved first. Any ideas on a fix?
  17. The Vyper

    That's better.

    From the album: Vyper's Screenshots

    Saw this when I went to investigate.
  18. From the album: Vyper's Screenshots

    Saw this when viewing water from a distance.
  19. Not for the purposes of the sword. PushActorAway doesn't seem to work in a scripted enchantment if other effects are part of it, which is why I'm using ability spells to simulate other effects. Given that, it seemed a bit pointless to constantly exchange the sword for a more powerful version when I could just add increasingly powerful ability spells. 1. Good point. I should have set it to '<=' to begin with. 2. I didn't know that. Interesting. I can add a check like If Target.GetAv Health <= XX && Target.GetDead == 0 before calling the 'Kill' command. 3. Maybe I should eliminate the weapon's base damage entirely and rely on the enchantment for the damage. It sort of makes sense for a divine weapon to only do magical damage, anyway. And it would be a different setup from anything else I've seen.
  20. Okay, now I've run into another problem with the Divine Blade: the scripted enchantment isn't quite working properly. The script (with explanation below) for it is: Basically, this sword is supposed to do more magical damage as the Player levels up. In order for this to work, the weapon adds damaging ability spells to the target that remove themselves after one second. The first problem I ran into with this was that the ability spells sometimes killed the target without crediting the kill to the Player. This, in turn, could break the intention of the object script running on the sword (see my previous help request in this thread). If the ability spell killed a guard, it would not count as murder and the sword would remain in the Player's possession. My solution was to check the target's health on each strike and see if it was greater or less than the damage of the sword (which is 10) + the damage of the ability spell that would be added at that level. If the target's health is less than those two, the script calls for Target.Kill Player, which should give the kill credit to the Player. For some reason, these parts don't seem to be working. So how can I ensure that the Player gets credit for the kills?
  21. Hate you? No way! I love me some pop tart kitteh: <--- Om nom nom nom nom! Yummy Nyan!
  22. The Vyper

    Skull medusa?

    That thing looks mean. What is it? I wanna fight one!
  23. The Vyper

    Witcher Silver Sword

    Oohh, very nice! Vyper wantz!
  24. The Vyper

    I Need a Name!!!!

    Hmmm... Sidewinder? The Twisted Drake? The Halls of Deception? The Winding Labyrinth?
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