Sticz's Content
There have been 16 items by Sticz (Search limited from 26-April 23)
#419083 Inventory Issues
Posted by Sticz on 21 September 2008 - 01:15 AM in Elder Scrolls Series
ScriptName FirelickSword1
short HasFS
Begin OnActivate
If IsActionRef Player == 1
MessageBox "The weapon crumbles to dust in your hands."
Disable
Else
Activate
EndIf
End
Begin OnAdd Player
If Player.GetItemCount flamesword1 <= 1
If hasFS == 0
Set HasFS to 1
endif
endif
End
Begin GameMode
If Player.GetItemCount flamesword1 >= 1
If HasFS == 1
Player.RemoveItem flamesword1 1
MessageBox "The weapon crumbles to dust in your hands."
Set HasFS to 0
endif
endif
End
This script crashes me to desktop every time. I have tried it without the 'player.removeitem flamesword1 1' and it works perfectly. so the culpret is the remove item, I just dont know what I am doing wrong. Is it becasue the 'player' variable is not more defined?
If anyone has an answer to this, please let me know. Thanks.
Sticz
#407179 Non-conflicting body mesh
Posted by Sticz on 24 July 2008 - 10:45 AM in Oblivion Modding Discussion
I have also tried the 'topless' mod for the vanilla body, its rather... lacking... as far as texturing and such.
Thanks,
Sticz
#407117 Scripting Difficulties
Posted by Sticz on 24 July 2008 - 02:33 AM in Elder Scrolls Series
ScriptName MyHouseSCRIPT
ref pLocation1
ref pLocation2
ref pLocation3
short iButton
begin ScripEffectStart
if ( getStage, Dark01Knife >= 40 )
set pLocation1 to DarkSancDoorSoundREF
if ( getStage, TG11Heist == 160 )
set pLocation2 to TGGateREF
if ( GetStage, MQ04 >= 50 )
set pLocation3 to cloudRulerGateREF
MessageBox "Where do you wish to travel?" , "Wayside Manor" , "Dark Sanctuary", "Dareloth's House", "Cloud Ruler Temple", "Nowhere"
else
MessageBox "Where do you wish to travel?" , "Wayside Manor" , "Dark Sanctuary", "Dareloth's House", "Nowhere"
endif
elseif ( GetStage, MQ04 >= 50 )
set pLocation2 to CloudRulerGateREF
MessageBox "Where do you wish to travel?" , "Wayside Manor" , "Dark Sanctuary", "Cloud Ruler Temple", "Nowhere"
else
MessageBox "Where do you wish to travel?" , "Wayside Manor" , "Dark Sanctuary", "Nowhere"
endif
elseif ( GetStage, TG11Heist == 160 )
set pLocation1 to TGGateREF
if ( GetStage, MQ04 >= 50 )
set pLocation2 to CloudRulerGateREF
MessageBox "Where do you wish to travel?" , "Wayside Manor" , "Dareloth's House", "Cloud Ruler Temple", "Nowhere"
else
MessageBox "Where do you wish to travel?" , "Wayside Manor" , "Dareloth's House", "Nowhere"
endif
elseif ( GetStage, MQ04 >= 50 )
set pLocation1 to CloudRulerGateREF
MessageBox "Where do you wish to travel?" , "Wayside Manor" , "Cloud Ruler Temple", "Nowhere"
else
MessageBox "Where do you wish to travel?" , "Wayside Manor" , "Nowhere"
endif
end
Begin GameMode
set iButton to GetButtonPressed
; did the player press a button?
if iButton > -1
; depending of the button that was pressed in the messagebox, Teleport to a guildhall.
playSound DRSOblivionGateOpen
;Determine button
if ( iButton == 0 )
player.MoveTo, MyHOUSEGATEREF
elseif ( iButton == 1 )
if ( pLocation1 != 0 )
player.moveTo, pLocation1
endif
elseif ( iButton == 2 )
if ( pLocation2 != 0 )
player.moveTo, pLocation2
endif
elseif ( iButton == 3 )
if ( pLocation3 != 0 )
player.moveTo, pLocation3
endif
endif
endif
end
Hope this helps someone.
Sticz
#406753 Scripting Difficulties
Posted by Sticz on 21 July 2008 - 09:10 PM in Elder Scrolls Series
ScriptName MyHouseSCRIPT
; This is the script that runs when using the Teleport spell
int iButton
Begin ScriptEffectStart
; Open messagebox for selecting desired Teleport destination.
MessageBox "Where do you wish to travel?" , "Wayside Manor" , "Dark Sanctuary", "Dareloth's House", "Cloud Ruler Temple", "Nowhere",
end
Begin GameMode
set iButton to GetButtonPressed
; did the player press a button?
if iButton > -1
; depending of the button that was pressed in the messagebox, Teleport to a guildhall.
playSound DRSOblivionGateOpen
if iButton == 0
player.MoveTo MYHOUSEGATEREF
endif
if iButton == 1 && getstage Dark01Knife >= 40
player.MoveTo DarkSancDoorSoundRef
Else
TriggerHitShader 3
Message "You have not earned this location"
endif
if iButton == 2 && GetStage TG11HEIST == 160
player.MoveTo TGGateREF
Else
TriggerHitShader 3
Message "You have not earned this location"
endif
if iButton == 3 && Getstage MQ04 >= 50
player.MoveTo cloudrulergateREF
Else
TriggerHitShader 3
Message "You have not earned this location"
endif
endif
End
HOWEVER: This is a really lazy work around. I would rather have the buttons ("Wayside Manor" , "Dark Sanctuary", etc.) be 'activated' with variables, but I tried that several ways and to no avail. Does anyone know of a way to set up those buttons as variables? This script works with the only hitch that button number 4 seems to always default to one of the other button "else" conditions. I am not sure why.
Any expertise would be very welcome.
Sticz
#406664 Scripting Difficulties
Posted by Sticz on 21 July 2008 - 07:37 AM in Elder Scrolls Series
I am getting into scripting with Oblivion, now that I had finally become a Journeyman with it in the IE games. I am running into problems finding good examples in the game itself. I have a teleportation spell that works wonders (though if I learn more about scripting I will make it so that quests won't be broken). My primary concern now is that I would like to have options on where to teleport to. Here is what I have:
ScriptName ManorHouseSCRIPT
; This is the script that runs when using the Teleport spell
int iButton
Begin ScriptEffectStart
; Open messagebox for selecting desired Teleport destination.
MessageBox "Do you wish to travel to Wayside Manor?", "Yes", "No"
End
Begin GameMode
set iButton to GetButtonPressed
; did the player press a button?
if iButton > -1
; depending of the button that was pressed in the messagebox, Teleport to a guildhall.
playSound DRSOblivionGateOpen
if iButton == 0
player.MoveTo MANNORHOUSEGATEREF
endif
endif
End
This works fine and there are no hitches. However, I would also like to add menues as various quests get completed. So that once I am master of the Thieves Guild, I can teleport directly to the guild. And the same with the Mages guild, Fighters guild and dark brotherhood. What I am lacking is an order to put the pieces together in. I am pretty sure that my variables/globals need to be in this first line.
Begin ScriptEffectStart
; Open messagebox for selecting desired Teleport destination.
MessageBox "Do you wish to travel to Wayside Manor?", "Yes", "No"
End
I am a little slow in this, but here goes
Begin ScriptEffectStart
if myVar1 == 1 && myVar2 == 1 && myVar2 == 5
; Open messagebox for selecting desired Teleport destination.
MessageBox "Do you wish to travel to Wayside Manor?", "Yes", "No"
ElseIf
if myVar1 == 1 && myVar2 == 1 || myVar2 == 5
; Open messagebox for selecting desired Teleport destination.
MessageBox "Where do you want to Travel?", "The Manor", "The Sanctuary", "Fighters Guild", "Dareloth's Home"
Else
MessageBox "Do you wish to close this menu?", "Yes", "No"
End
What I am really looking for is how to identify the quest stages for the main factions in the game. I also need to know how to specifically target a range in that questline so that I can target the time when, for instance, I get the key to the thieves guild. Pouring through all of the code/scripts in the game has gotten me more confused than anything. I appreciate the help, thanks.
Sticz
#406464 Making Static Items
Posted by Sticz on 19 July 2008 - 11:16 PM in Elder Scrolls Series
http://cs.elderscrol...p_by_Step_Guide
Hope this helps someone
#406461 where can I find Exnem's Eyecandy body replacer?
Posted by Sticz on 19 July 2008 - 10:52 PM in Oblivion Modding Discussion
Sticz
#406403 Making Static Items
Posted by Sticz on 19 July 2008 - 03:15 PM in Elder Scrolls Series
Is this something I need to us a modeling editor for?
Thanks,
Sticz
#391361 What is the Easiest way to... X2 - ?????
Posted by Sticz on 04 May 2008 - 05:48 PM in IE Help
If you are wanting the MOB to chat, summon, chat some more, summon again, chat, etc. you can easily do this with the dialog, and it will solve your problems pretty cleanly. To address the characters in the party, you do this as you would in any normal dialog (interjections, etc.) and have the actions at the end of each tree summon your monsters to specific locations. Once the monsters (via death variable) are dead, have the conversation start again. This will give you your classic 'monologue' of evil-doer in between waves of henchmen.
Here is what I have, though the area script is not here, it fires the incremental dialogs:
BEGIN MISTIM
IF ~True()Global("Mistimore","GLOBAL",0)~
THEN BEGIN A_0
SAY ~Ahhh. A mortal has entered my domain. I thought I heard the moans of my children.~ [UNEARM01]
= ~You have come all this way for naught, <PRO_RACE>, you will become one of my children soon.~
= ~Let us begin our dangerous game.~
IF ~~ THEN DO ~SetGlobal("Mistimore","GLOBAL",1)CreateCreature("decmist",[646.428],0)CreateCreature("decmist",[502.483],14)CreateCreature("decmist",[440.562],12)CreateCreature("decmist",[498.653],10)~ EXIT
END
IF ~True()Global("Mistimore","GLOBAL",1)~
THEN BEGIN A_1
SAY ~So, you think you can get the better of me then? These puppets are fodder, but let me get my ammusement from them.~ [UNEARM02]
= ~You will die here yet, <CHARNAME>.~
IF ~~ THEN DO ~SetGlobal("Mistimore","GLOBAL",2)CreateCreature("decmis2",[646.428],0)CreateCreature("decmis2",[502.483],14)CreateCreature("decmis2",[440.562],12)CreateCreature("decmis2",[498.653],10)~ EXIT
END
IF ~True()Global("Mistimore","GLOBAL",2)~
THEN BEGIN A_2
SAY ~Very well, if you wish to be a poor sport about it, then I will deal with you myself.~ [UNEARM03]
= ~Die, fool, and may your bones walk these halls for eternity!~
IF ~~ THEN DO ~SetGlobal("Mistimore","GLOBAL",3)Enemy()ForceSpell([PC],BEHOLDER_CAUSE_SERIOUS_WOUNDS)Attack(PLAYER1)~ EXIT
END
Hope this is what you were asking about, I could be off topic entirely.
Sticz
#364290 Mods, Cheats, and Vista
Posted by Sticz on 05 December 2007 - 12:43 PM in Baldur's Gate Series
I just wish I had the money to upgrade to XP.
Sticz
#350585 Vampire Facial Changes
Posted by Sticz on 03 October 2007 - 06:22 AM in Oblivion Modding Discussion
http://www.bethsoft....;#entry11037471
Hope this helps anyone else interested in this topic.
Sticz
#350584 City Guard Sccripting: Two things
Posted by Sticz on 03 October 2007 - 06:18 AM in Oblivion Modding Discussion
Secconldy, I want the guards to attempt an arrest only if my bounty is say, under 1500 septims, otherwise they would just start attacking. How would I script that in to their reactions? Would that be a dialog issue or a active script issue. I would also not want them to start attacking due to the Gray Fox Cowl.
I am very used to scripting for Baldur's Gate, so I am new at TES scripting, though the premises are very similar.
Thanks for any and all help in this matter.
Sticz
#350381 Vampire Facial Changes
Posted by Sticz on 02 October 2007 - 11:08 AM in Oblivion Modding Discussion
Sticz
#350155 Vampire Facial Changes
Posted by Sticz on 01 October 2007 - 12:01 PM in Oblivion Modding Discussion
This is where I would like to edit the file. I would still like the aging, but would rather it started at stage 3.
There are mods that change the way vampires age, but they are bulky and excessively scripted. I am looking for a single .tri file that will cover what I want to do, but do not know where to begin with the editing. I have downloaded several programs, but they are entirely greek to me. I have not seen any plugins for Blender or any other program that would make this more easily facilitated.
I was hoping that TesNexus would have the answer I was looking for when it came online as there were many links to files there from other sites. I have found nothing that included anything other than a Oblivion Plugin and new eyes.
Sticz
#350080 Vampire Facial Changes
Posted by Sticz on 01 October 2007 - 06:30 AM in Oblivion Modding Discussion
I am not looking for a scripting solution, I am looking for an actual edit of the file itself. I have broused many many mods and none of them had the solution.
I would be happy to go with a tutorial, but the only one I have found left out MANY key steps.
Any ideas?
Sticz
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