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The Vyper

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Everything posted by The Vyper

  1. Awesome! I'm looking forward to seeing what it's part of. You're welcome.
  2. Looks solid to me. Is that for the mod you were telling me about yesterday?
  3. Perfectly understandable. I've been in that position myself many times (seems like too many ). That should do it. Just remember you'll need to type it as aaDSoSFNSJournalQuest.BookCount so it knows exactly what it's supposed to be referencing. You're welcome. Glad I could help.
  4. You should get the desired result if you attach this script to the WelkyndStone Misc. item in the CS: scn FearorWelkyndStoneAddScript Begin OnActivate Player Player.addItem FeanorWelkyndStone 1 Disable End ^That should disable the vanilla welkynd stone while adding yours to the Player at the same time. Note: This won't affect welkynd stones found in random loot.
  5. Not entirely the same. The way yours is set up, the scroll is added and immediately read by the Player (at least, that's what it looks like). The alternate script requires the Player to select it from the inventory or "activate" it outside of their inventory. Either way, the script won't run until the Player decide to read the scroll. You can use the OnDrop command for this. You'd need to add another block to the script that would look something like this: Begin OnDrop Player set aaDSoSFNSJournalQuest.BookCount to aaDSoSFNSJournalQuest.BookCount -1 End That script would look something like this: scn BookRemovalAndShelfPlacementScript Short DoOnce Begin OnEquip Player ; this block runs if the Player reads the scroll from their inventory If DoOnce == 0 Player.RemoveItem Book01 1 ; Replace Book01 with the EditorID of the first book and then do the same for the rest of the books Player.RemoveItem Book02 1 Player.RemoveItem Book03 1 Player.RemoveItem Book04 1 Player.RemoveItem Book05 1 Player.RemoveItem Book06 1 Player.RemoveItem Book07 1 Player.RemoveItem Book08 1 Player.RemoveItem Book09 1 ShelfBook01Ref.Enable ; the corresponding books on the bookshelf must be persistent references with their own RefIDs for this to work ShelfBook02Ref.Enable ShelfBook03Ref.Enable ShelfBook04Ref.Enable ShelfBook05Ref.Enable ShelfBook06Ref.Enable ShelfBook07Ref.Enable ShelfBook08Ref.Enable ShelfBook09Ref.Enable Set DoOnce to 1 Endif End Begin OnActivate Player ; this block runs if the Player reads the scroll from outside their inventory If DoOnce == 0 Player.RemoveItem Book01 1 Player.RemoveItem Book02 1 Player.RemoveItem Book03 1 Player.RemoveItem Book04 1 Player.RemoveItem Book05 1 Player.RemoveItem Book06 1 Player.RemoveItem Book07 1 Player.RemoveItem Book08 1 Player.RemoveItem Book09 1 ShelfBook01Ref.Enable ShelfBook02Ref.Enable ShelfBook03Ref.Enable ShelfBook04Ref.Enable ShelfBook05Ref.Enable ShelfBook06Ref.Enable ShelfBook07Ref.Enable ShelfBook08Ref.Enable ShelfBook09Ref.Enable Set DoOnce to 1 Endif End ^That should get you what you want.
  6. It looks like the problem is in the journal codes. The BookCount short gets increased by 1 whenever a journal is added to the Player's inventory. The journal code should look more like this: scn aaDSoSFNSJournalAddScript short ReadOnce Begin OnActivate Player if ReadOnce == 0 set aaDSoSFNSJournalQuest.BookCount to aaDSoSFNSJournalQuest.BookCount +1 set ReadOnce to 1 endif End Begin OnEquip Player if ReadOnce == 0 set aaDSoSFNSJournalQuest.BookCount to aaDSoSFNSJournalQuest.BookCount +1 set ReadOnce to 1 endif End Note: This setup will require that a different copy of this script be placed on each journal (i.e., you'll need scn aaDSoSFNSJournalAdd01Script, scn aaDSoSFNSJournalAdd02Script, etc.) That will ensure that aaDSoSFNSJournalQuest.BookCount only increases when the Player reads each journal for the first time.
  7. You can't do that without the CSE (Construction Set Extender), but you shouldn't need to. Ability type spells are always active and don't require a duration. Set the duration for all of your effects to 0 and the icons should remain invisible.
  8. Great tutorial, Khett! I had to copy/paste it into a Wordpad file and save it in my Reference folder (yes, I have a folder full of modding tutorials ). A very welcome addition. Thanks! Have a
  9. Really? Then I'm at a loss. I also have version 1.04 and the subtitle thing worked for me. However, if I talked to either of them, their conversation either wouldn't start at all or it wouldn't finish.
  10. I had that problem, too. Turn the general subtitles on in "Options" (in-game options menu, that is) and the conversation will take place.
  11. Testing - Once you save your mod, activate it and go in-game to see if it's working. General techniques - I can tell you what I do. I have a plugin specifically for testing. There are a lot of "test cells" in it for different testing purposes: some with no lighting, some with friendly NPCs and/or creatures, some with hostile NPCs and/or creatures, some with locked doors/chests, etc. I also tend to put a test cell in each mod I make that adds a new item. I add the new item(s) to that cell for quick access (it's quicker than using the console to get things, since FormIDs change depending on load order). Tips & tricks - There are many, many tips & tricks. Far too many to list here, unless you want to narrow it down bit. One thing that's good to remember: Avoid starting new EditorIDs with numbers (such as 00SwordOfAwesomeness or 1AwesomesauceArmor). Instead, use a prefix that's related to your mod. For instance, if your mod is called Al's Awesome Armory, begin all editor IDs with AAA (such as AAASwordOfAwesomeness or AAAAwesomesauseArmor). If your mod is called Arsenal of Tamriel, start all EditorIDs with AoT. That way, they'll be pretty easy to find in the CS, CK, GECK or whatever. Advice - Make a folder for backups and make a subfolder in it for each of your mods. Every time you save your mod and exit the CS/CK/GECK/Whatever, copy the .esp into the appropriate backup folder, then rename it to include the date. Also keep a text file in that folder and record what each backup adds. One of my backups looks like this: And the text file for it looks like: ^That may seem like a lot to go through for a small mod, but it's a good habit to get into if you plan on making a big one. On more than one occasion, I've had to revert to a backup in order to fix a mod (even a small one). It's better than having to start from scratch. Data folder - You could make a backup data folder and switch them out, but it's not recommended. The more you add to your modded data folder, the harder your PC will have to work when switching and the longer it will take. There are programs which allow multiple installs. With multiple installs, you can have an unmodded setup for one and a modded setup for another. Patches - That depends on the patch. If there is an error discovered in one of the .bsa archives, a patch will affect it if it's made for that purpose. If not, then only the .exe should be affected. I could be wrong on that, but I don't think so. Testing - It shouldn't complicate testing at all. As long as the .bsas & .exe are up to date, the game will know where the appropriate meshes/textures and whatnot are. As for .ini files, you shouldn't have to worry about them unless specifically stated by a mod description/readme. Words of wisdom - Take notes, you should. A record of what you do, you should keep. If a mistake you make, learn from it you should. The way of the Dark Side, repeating mistakes is. Mistakes lead to anger; anger leads to hate; hate leads to suffering. Fun, modding should be. Yes. Much enjoyment, should you get from it. Never be afraid to ask questions, especially here. The only bad question is the one you don't ask.
  12. Am I suddenly the only one who comes across funny stuff? Anyway, here's a guy who knows how to deal with a cell phone in the middle of a recital (skip to about 0:37 if you want):
  13. The noises heard at the start of the first vid sound a lot like the noise you get when you blow across the opening of a bottle. Obviously, they're quite a bit louder. At around 3:48 on the first vid, there's a slightly different sound. It sounds a lot like air being blown across the opening of a long cylinder (like the kind wrapping paper comes on). As for what could be causing these, I have no idea.
  14. This is one of the funniest commercials I've ever seen: http://www.youtube.com/watch?v=6ntDYjS0Y3w&sns=fb
  15. Here's a potentially interesting scenario: Clark Kent is in London covering a story. Suddenly, aliens attack (again). The TARDIS is (naturally) on a street corner nearby. (I mean, where else would it be, right?) Clark Kent is also on said nearby street corner. He sees a big blue phone booth and thinks "I didn't know they still had those things around, but it's a perfect place for me to change into Superman." The result? See below:
  16. Who knew serving ice cream could be like this? Ever been to a power point presentation? If so, the events in this vid might be familiar to you: http://youtu.be/3rHFNJnDPYY
  17. Think about the resources that are made by modders. Meo, Mr. Siika, Stroti (and others) provide lots of free resources for others to put in their mods (released or otherwise). Under "paid for" modding, you would have to purchase a lease to use these resources (since software and its included resources aren't "owned" by the buyer), then pay royalties to the authors out of what little you'd make from whatever mod(s) you make using them. This would cut into the profits of mod authors, greatly reducing the likelihood of them using these resources in the first place (thus making the community much less than what it currently is). Then there are the free tools used by many, many modders: NifSkope, Mod Managers, Wrye Bash, etc. If "paid for" modding becomes a reality, these tools will no longer be free. Why should they, if modders are making money off of them? These tools would likely cost hundreds of dollars to purchase, given their functionality. If mods go for about $1-4 (and $4 would really be pushing it- the avrerage would most likely be $1.50 or $2), it would take several thousand downloads just to make up the expense of purchasing the tools used to help make them. Before I took all of my mods down, I had a combined total of just over 10,000 downloads (which occurred over a period of three years). That would have barely covered the money I would have paid if I'd had to buy the tools I used. The money problem only gets worse on collaborative projects. $1.50 isn't much to begin with, but what happens when you have to spread that across a team of 2, 3, 4 or more people? And what about people like WillieSea, InsanitySorrow (and all the others) who provide help that some mods wouldn't have been made without? The mod authors make money off of their advice and guidance, but what do they (the advisors and guides) get in return? Nothing. What incentive would there then be for experienced modders to help noobs? None, since the noobs would just be more competitors in what would already be an extremely competitive market. The modding community thrives on free sharing of resources, advice and cooperation. "Paid for" modding would utterly destroy that. All in all, "paid for" modding is an extremely bad idea that will only harm the community, and cause many modders (myself included) to leave it permanently.
  18. There's also the name generator at Tamriel Rebuilt.
  19. I do have to pay bills and I work two jobs to do it. I get paid $16/hour at one (where I get 30-40 hours/week) and $19.50/hour at the other (where I get 20-35 hours/week depending on the time of year and the amount of volume we're dealing with). I need both jobs to make ends meet and in no way could getting paid for modding make up for either one of these jobs (let alone both). Money for mods would also ruin the collaboration of the community, since other modders would be competitors. Likewise, there would no longer be free resources, such as Oblivion Mod Manager, Wrye Bash, NifSkope, etc. and modding in general would greatly suffer as a result. Plus, there would be far fewer really deep, detailed mods (such as Reclaiming Sancre Tor, Servant of the Dawn, Ruined Tail's Tale, The Lost Spires, Midas Magic, Elsweyr etc.) because most "modders" would want to slap something together really fast to make a quick buck instead of spending years on a single release. All-in-all, money for mods is one of the worst ideas in the long, sad history of bad ideas (as far as gaming goes).
  20. The Vyper

    Arachnophobia

    Ugh, I wouldn't get within 10 ft. of a Goliath tarantula, let alone something that big. I do not like spiders. Awesome pic, though.
  21. Lol, yeah I got one of these calls. I messed with them for about half an hour before they caught on. That was fun.
  22. The Modern Woman: Better warn DarkRider...
  23. is thinking it may be time to leave the modding community.

    1. Show previous comments  12 more
    2. The Vyper

      The Vyper

      Trolls? No. I don't give a rat's hindquarters what they say. Steam? Not by itself. My problem is actually with Bethesda. Their games have incredible longevity by themselves, but mods (and, by extension, modders) greatly add to that longevity. Would the Elder Scrolls (or most recent Fallout) games be nearly as popular without modders to enhance them? Maybe, but doubtful. Why, then, has Beth decided to treat PC gamers like criminals? Continued...

    3. The Vyper

      The Vyper

      In order to play (or even mod) Skyrim, we are required to install spyware on our system. This attitude actually encourages piracy. A search of the Nexus shows that 42 users have been banned for pirating Oblivion since its release FIVE YEARS AGO. A similar search shows that 93 users have been banned for pirating Skyrim since its release 40 DAYS AGO. Continued...

    4. The Vyper

      The Vyper

      Clearly, I'm not the only one who flatly refuses to install spyware just to play a game. But I'm apparently the first to have their modding spirit crushed. I just can't bring myself to support a company that mistreats paying customers like this. That is why I'm not going to mod any more. I've even gone so far as to remove all 22 of my mods from the sites they were hosted on.

  24. I have arachnophobia and do my level best to kill any spider I find in my house. Since my success rate is not 100%, the caption in this pic scares the snot out of me (I've actually had nightmares like this). Still funny, though.
  25. Check this out! The Japanese can now walk under water:
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