Pown's Showcase
Moderator: Lead Developers
Pown's Showcase
Veery new here and I'd like to know how to get something to do. And what's not reserved. Im not a good scripter and I dont have a program that can make meshes, textures...
I have some experience in exterior and interiors but never did no big things on my own.
And do you need any mods that ought to be included or something. Because of my slow internet i cant DL things bigger than 10GB...
Ok, i give you examples soon of my "work"...
I have some experience in exterior and interiors but never did no big things on my own.
And do you need any mods that ought to be included or something. Because of my slow internet i cant DL things bigger than 10GB...
Ok, i give you examples soon of my "work"...
Last edited by Pown on Tue Sep 25, 2007 9:43 am, edited 1 time in total.
Okay heres something I've done recently. I will try to add a quest but I've never tried scripting before so...
The house is a little empty, but I originally made to be a player's home.
The house is a little empty, but I originally made to be a player's home.
- Attachments
-
- Abandoned Castle v1.0.7z
- Adds a small castle to the Grazelands.
- (25.76 KiB) Downloaded 50 times
- Bloodthirsty Crustacean
- Developer Emeritus
- Posts: 3869
- Joined: Fri Feb 02, 2007 7:30 pm
- Location: Elsewhere
You only have to be able to do one area to join us (though you can only work in the areas you're good at), so no pressure and don't feel you have to venture into some area of modding you're uncomfortable with if you don't want to. For instance, I only work with quests.
However, if you are willing to learn, being able to help us in as many areas as possible is always good.
If you do really want to do quests, I'll be happy to give you a helping hand.
However, if you are willing to learn, being able to help us in as many areas as possible is always good.
If you do really want to do quests, I'll be happy to give you a helping hand.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
To anyone who know a bit of scripting:
I put script on door. The script worked as I wanted it to but the door didn't teleport me. I tried to experiment with:
"short doOnce" but it didn't work. So I wonder how you disable a quest after it has done its purpose. When writing this I may figured it out though (sc_Anyname->disable?)
Here's the script:(On a door)
Begin X
if( onactivate == 1 )
NPCX->disable
endif
end
LOL, it's veery short
I put script on door. The script worked as I wanted it to but the door didn't teleport me. I tried to experiment with:
"short doOnce" but it didn't work. So I wonder how you disable a quest after it has done its purpose. When writing this I may figured it out though (sc_Anyname->disable?)
Here's the script:(On a door)
Begin X
if( onactivate == 1 )
NPCX->disable
endif
end
LOL, it's veery short
- Bloodthirsty Crustacean
- Developer Emeritus
- Posts: 3869
- Joined: Fri Feb 02, 2007 7:30 pm
- Location: Elsewhere
First off, declaring the OnActivate condition always removes any effect activating the object in question would have had normally. If you want an object to be picked up, or a door to open, you need to add in a line saying "Activate" to the block where your "disable" is.
As for doing it only under certain conditions, I'll need to know what those conditions are.
But to give you some examples, if you only want the door to diable blokey when you've killed him, you'd do this:
If ( GetDeadCount "NPC" >= 1 )
[your "OnActivate" block]
Endif
Or if you wanted it to only disable blokey when you'd got to a certain quest stage, you'd do this:
If ( GetJournalIndex "YourJournal" >= "required index" )
[your "OnActivate" block]
Endif
Hope that all helps.
As for doing it only under certain conditions, I'll need to know what those conditions are.
But to give you some examples, if you only want the door to diable blokey when you've killed him, you'd do this:
If ( GetDeadCount "NPC" >= 1 )
[your "OnActivate" block]
Endif
Or if you wanted it to only disable blokey when you'd got to a certain quest stage, you'd do this:
If ( GetJournalIndex "YourJournal" >= "required index" )
[your "OnActivate" block]
Endif
Hope that all helps.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
Finally, here's my castle, with my very first quest! Shouldn't be too many bugs except for the dialougue. I'm sure there's Swedish expressions I've translated wrong.
The other thing you may not like is lots of messageboxes, I tried to add som spice too a rather dry Quest...
I tried to do as much as possible with limited scripting knowledge and I'm very satisfied. However, I couldn't find a function( or whatever it's called )that could fade out the screen to black and of course back again. I remember seeing one when looking on some scripts but never found it again. if you go through my quest I'm sure you notice where I'd like to add them.
Enjoy
Can't anyone atleast check the interiors?!
The other thing you may not like is lots of messageboxes, I tried to add som spice too a rather dry Quest...
I tried to do as much as possible with limited scripting knowledge and I'm very satisfied. However, I couldn't find a function( or whatever it's called )that could fade out the screen to black and of course back again. I remember seeing one when looking on some scripts but never found it again. if you go through my quest I'm sure you notice where I'd like to add them.
Enjoy
Can't anyone atleast check the interiors?!
- Attachments
-
- Castle Dibella v1.1.zip
- Castle with quest + 2 more interiors
- (83.45 KiB) Downloaded 62 times
Last edited by Pown on Tue Oct 02, 2007 10:50 am, edited 1 time in total.
- Bloodthirsty Crustacean
- Developer Emeritus
- Posts: 3869
- Joined: Fri Feb 02, 2007 7:30 pm
- Location: Elsewhere
I will try and look at your quest as soon as I am able, but I'm currently working on a rather big questline for TR proper, so it may be a while before I get round to it.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
- theviking
- Developer Emeritus
- Posts: 2145
- Joined: Mon Jan 08, 2007 2:49 pm
- Location: Alphen aan den Rijn, the Netherlands
Hi, I began reviewing your interior. One thing I noticed is that your plugin was dirty, so it edits the original game. We use a program called TESAME to deal with that. you can find it here: http://tamriel-rebuilt.org/?p=modding_data/utils . Open it, load your plugin and then delete everything but TES3, the cells that you edited. (I think you need to doubleclick some of them in TESAME to see if they edit the grazelands. Those you need to keep, you can delete the rest) You can also delte all the other items that you didn't create except the textures.
I going to review a part of the catle for you.
The first thing I noticed was that you use only dunmer (de) furniture in an imperial interior. This should all be changed to imperial (com) furniture. You can see in the name of the object which is what. (furn_com_table is an imperial table and furn_de_table a dunmer one)
the book "the alchemist formulary" is bleeding
the paper roll as well
the bookshelve is too empty right now,
the screen is bleeding into the carpet,
brief history of the empire 1 is bleeding into the bookshelve
Why not add some armor or weapons to the table?
The de_r_chest_01's are facing the wrong way round
the logpile is bleeding into the fireplace
I think I leave it at this. You'll have a lot of work replacing all the dunmer items into imperial ones. The chamber I reviewed had a nice layout and makes for a very convincing captain's quarter when its finished. I hope I didn't discourage you as I think you can learn it. I wish you lots of succes fixing these errors.
I going to review a part of the catle for you.
The first thing I noticed was that you use only dunmer (de) furniture in an imperial interior. This should all be changed to imperial (com) furniture. You can see in the name of the object which is what. (furn_com_table is an imperial table and furn_de_table a dunmer one)
the book "the alchemist formulary" is bleeding
the paper roll as well
the bookshelve is too empty right now,
the screen is bleeding into the carpet,
brief history of the empire 1 is bleeding into the bookshelve
Why not add some armor or weapons to the table?
The de_r_chest_01's are facing the wrong way round
the logpile is bleeding into the fireplace
I think I leave it at this. You'll have a lot of work replacing all the dunmer items into imperial ones. The chamber I reviewed had a nice layout and makes for a very convincing captain's quarter when its finished. I hope I didn't discourage you as I think you can learn it. I wish you lots of succes fixing these errors.
Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
Thx for finally checking it...
I'm really sorry for the Dunmer mix and TESAME thing. To be honest I only slightly edited an existed interior and forgot all that... That's the reason why the house is so empty. Added the Paper roll (which is a letter) as a lame excuse to explain it. But the rugs, I don't think there is any com rug. I take it I can leave them there. I've checked other imperial buildings and they had de rugs.
And then the bleeding, I thought I checked the fireplace. I must have missed it or I misjudged your standards..
I'm really sorry for the Dunmer mix and TESAME thing. To be honest I only slightly edited an existed interior and forgot all that... That's the reason why the house is so empty. Added the Paper roll (which is a letter) as a lame excuse to explain it. But the rugs, I don't think there is any com rug. I take it I can leave them there. I've checked other imperial buildings and they had de rugs.
And then the bleeding, I thought I checked the fireplace. I must have missed it or I misjudged your standards..
Here's a updated version of my Castle. The owner now has a story and a reason why he moved to Vvardenfall. I tried to clean but I'm not sure it's completely clean.
Contains: "Ahailan Assirmabi's Yurt", cave of "Fryk" and "Castle Dibella" + quest.
Contains: "Ahailan Assirmabi's Yurt", cave of "Fryk" and "Castle Dibella" + quest.
- Attachments
-
- Cleaner Castle Dibella v1.2.esp
- DL it!
- (157.28 KiB) Downloaded 54 times
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
gah, i typed up a review and then accidentaly closed the window
yurt:
-default lighting
-spoon bleeds into the plate, one of the baskets bleeds into teh tapetry
-some items, like the bottle and napkin, can be rotated to match the surface they are resting on better
cave:
-default lighting
-the pillow floats
-i really like the design of this one, its interesting and representetive of its purpose
castle, lower level
-note floats slightly. it spells frik, but the cell name is fryk...
-the barrel infront of the note bleeds into the crate beside it
-the barrel atop the other barrles bleeds into the wall
middle level
-goblet in the storage room bleeds into the bar
-the table and chairs bleed into the rug beneath them
-the silverware bleeds into the tables
-the dwemer cylinder bleeds into the table.
-both the tables in this area floated
top floor
-the bench and the closet are not r, but since i dont think there are r variants of either, its fine
while these are not perfect, i think these are quite good. there are still some errors, but you got most of it from the previous fix
yurt:
-default lighting
-spoon bleeds into the plate, one of the baskets bleeds into teh tapetry
-some items, like the bottle and napkin, can be rotated to match the surface they are resting on better
cave:
-default lighting
-the pillow floats
-i really like the design of this one, its interesting and representetive of its purpose
castle, lower level
-note floats slightly. it spells frik, but the cell name is fryk...
-the barrel infront of the note bleeds into the crate beside it
-the barrel atop the other barrles bleeds into the wall
middle level
-goblet in the storage room bleeds into the bar
-the table and chairs bleed into the rug beneath them
-the silverware bleeds into the tables
-the dwemer cylinder bleeds into the table.
-both the tables in this area floated
top floor
-the bench and the closet are not r, but since i dont think there are r variants of either, its fine
while these are not perfect, i think these are quite good. there are still some errors, but you got most of it from the previous fix
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
Okay, the lighting. How and what should I change about it? I think I accidentaly did something to the Castle because it was all black and needed lots of light. Should I add "lightballs" or is it something else I should do?
Yeah and the scroll. I had to write Frik because I couldn't read the "Y" in deadric, it was just empty space and I thought it would look strange, so I changed it.
Yeah and the scroll. I had to write Frik because I couldn't read the "Y" in deadric, it was just empty space and I thought it would look strange, so I changed it.
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
cell lighting can be changed by going World and then Interior cell. change the ambieng and sunlight colors to be similar to those of vanila cells of the same type. look up one of the ashlander yurts for example lighting for your yurt and a cave for the cave etc.
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
light is very important in an interior. not only does it make it look natural and blend into the game world it can also be used to create mood and atmosphere in an interior and draw attention to parts of design. light can do wonders!
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!