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(Idea) boats+havock |
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Screaming_Dude_In_Vegas |
Jun 25 2005, 07:25 PM
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Retainer
Joined: 30-April 05

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[quote=Channler][quote=9of9]
In which case it would be just the airship that would pose the problem (unless they have one of those too...  )[/quote]
Hmm.. We just need to get on deciphering(SP) the Dwemer (OMG I cant spell) airship plans now[/quote]
Be a cool quest style thing. Have it so you get afew ripped up peices of the dwemer airship plans and you have to find a bunch of stuff scattered across the land, and then you get a dwemer airship....
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I will shoot your dog if you don't read this post.
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Screaming_Dude_In_Vegas |
Jun 29 2005, 12:30 AM
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Retainer
Joined: 30-April 05

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[quote=Channler]Yea, that would be pretty cool..
I'd like to start getting into modding.. Not sure where to start though  [/quote]
Do you have morrowind?
If so just make an island with a house or two on it. Simply get used to dragging stuff around, rotating, ect... That will be the same in oblivion. Learn to conect two cells, and change an item's size.
Also give dialoug a try, as I think it will be similar, and similer systems (in terms of variables and options, ect...) will be used for quests and AI.
Screw around with the new CS once you get it, read any tutorials that are availible.
If you want to work on an Oblivion mod that will be big and such, and just want to take it easy, give me an PM some time, I'm doing a huge underground tunnel network mod (think a TES flavored underdark), and the more people the better (more people=more tunnels=more quests=less suckiness)
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I will shoot your dog if you don't read this post.
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Screaming_Dude_In_Vegas |
Jun 30 2005, 12:54 AM
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Retainer
Joined: 30-April 05

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[quote=Channler]I might take you up on your offer, in fact I'm pretty bored right now so I might go play around in the editor..
BTW Why when i load tribunal in the editor does it pop up with these message box's about text?[/quote]
Nothing realy. BM and Tribunal conflict with each other, so each pop-up is a dialouge conflict. Nothing you need to worry about unless your heavily modifying quest dialoug for bloodmoon/tribunal. Just click "OK" through them and your fine.
BTW, there are about 500 of them, so get ready for alot of clicking
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I will shoot your dog if you don't read this post.
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Screaming_Dude_In_Vegas |
Jun 30 2005, 10:22 PM
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Retainer
Joined: 30-April 05

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[quote=Channler]Really...
So far I've made an island with a Manor on it and several houses.. A dock and two people to transport you back and forth..
Oh and two guards[/quote]
Good start. Have you tryed giving them dialouge? Thats the tricky part...
Did you do the house interiors yet?
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I will shoot your dog if you don't read this post.
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Chumbaniya |
Jun 30 2005, 10:49 PM
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Finder

Joined: 13-May 05
From: The house of fun!

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[quote=Channler]Really...
So far I've made an island with a Manor on it and several houses.. A dock and two people to transport you back and forth..
Oh and two guards[/quote]
That's pretty much exactly how far I've got when experimenting with the CS. I've tried a bit of dialogue too, but I didn't quite manage to get a dialogue allowing faction-joining.
Oh, and Screaming_Dude_In_Vegas (mind if I call you SDIV? I'm a lazy typist) if you want a (very) casual worker on that mod idea of yours, I'd be happy to help. I can't make a full sized decent mod on my own, and I'm too lazy to do serious work with others, but if you want a spot of help with general modding, (some) artwork, storyline/dialogue and (possibly) music, just PM me.
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Chumbaniya Has Spoken!
"It's a party. It doesn't have to make sense" - Homer "To alcohol - the cause of, and solution to, all of life's problems" - Homer
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Screaming_Dude_In_Vegas |
Jul 3 2005, 09:40 PM
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Retainer
Joined: 30-April 05

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[quote=Channler][quote=Screaming_Dude_In_Vegas]
Good start. Have you tryed giving them dialouge? Thats the tricky part...
Did you do the house interiors yet?[/quote]
Err well I'm trying, someone posted a link to some sort of dialouge tutorial but the lettering is so small its hard to read and comprehend at the same time.
Last night I was working on the interior of the manor.. only prob I got now is when I test the mod my NPC's seemed to learn how to replicate themselves... Odd no?
Oh is there an easier way to search through the CS to find certain "blocks"? Blocks meaning walls and what not. heh I'm havin a hard time findin the right peices to make an inside to an imperial building..
But I'm not gonna be able to work on it for about 10+ days cause I'm going to a special school (no not for the mentally challanged)[/quote]
Dialoug turorials...Errr..yeah...dialoug is annoying...
Always search by ID, and you can usualy find what your looking for. Some times they'll have large and small versions of interiors, which is usualy indicated by a "s" or an "l" within the ID. My CS isn't working right now, so I can't realy give any specific examples. I will say that (for the most part) all the large peices within a set are usualy at the begining or the end, but their never mixed. The miscalaninouse acessories and things that conect the two sizes are usualy in the middle or at the end.
Oh yeah:
ex =exteior
in =interior
furn =furniture
f =flora/plants
terrain= terrain
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I will shoot your dog if you don't read this post.
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Marxist ßastard |
Mar 29 2006, 11:17 AM
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Evoker
Joined: 1-January 06

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The horse is actually the primary reason why I would want, say, a raft -- even my Black Horse moves at a snail's pace through water.
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Passion is inversely proportional to the amount of real information available.
- Benford's Law of Controversy
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dougaljb |
Mar 29 2006, 11:50 AM
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Associate
Joined: 13-November 05

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What with wind now being a more 'real' part of the game. It would be cool for someone to mod a boat that one actually had to 'sail' as opposed to 'drive'. When i finish my exams in summer, if no one has given it a decent go i may well try.
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B-rat |
Mar 30 2006, 02:30 PM
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Retainer
Joined: 29-March 06

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i think some kind of effect could be made like this: have the airship be made from several different models, and have one of those models inside the airships hull or something, the actual one not the interior cell thingy, and have it fire some spell really fast up at the hull so it gets sort of continuously bumped upward, and script some sort of altitude responce to how fast the spells are shot up at the hull...
as for the steering system, the same thing could be used in a different direction and scripted to respond to the rotation of another item (say .. a steering wheel)
it seems quite possible to me... just a bit of difficult scripting..
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B-rat |
Apr 1 2006, 08:23 AM
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Retainer
Joined: 29-March 06

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dude, you totally stole my idea  with the spell... This post has been edited by B-rat: Apr 1 2006, 08:24 AM
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Lechuck |
Apr 3 2006, 02:13 AM
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Associate
Joined: 29-March 06

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QUOTE(B-rat @ Apr 1 2006, 07:23 AM) dude, you totally stole my idea  with the spell... hehe, I think its more a case of "Great minds... Think alike" 
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