That's awesome! Also, if you need any scripting help/questing/dialog help, I, if not someone else, will be more than willing to help you out. This house looks amazing, and doesn't appear to stray from the Morrowind-esque look, either
That's awesome! Also, if you need any scripting help/questing/dialog help, I, if not someone else, will be more than willing to help you out. This house looks amazing, and doesn't appear to stray from the Morrowind-esque look, either
Thank you so much for the compliment and for the offer of help! I most likely will need some more help before I am done, but for now I am taking it one step at a time. The Tea Mod has so many great resources for silver dining ware and such and I'm just getting around to sorting through all of it. Plus I still have like 2 dozen tabs open in Chrome with more modders' resources to check out lol.
One thing I know I really want to do but have no idea how to do it yet (though I haven't started investigating or trying to learn at all yet) is scripting and dialogue for the servant staff, i.e. the guard/housecarl, butler, maid and cook. It'd be great to have them sort of do stuff and occupy areas that are related to their station, like having the guard patrol the house every so often, and maybe have the maid pick up a broom and sweep with functionality added from mods like Advanced NPC and Hold It and Morrowind Jobs.
Of course. I never use housing mods, but this one looks like something I'd give an exception for
If you'd like, I can look into Danae's mod for scripting and get back to you. It might be a bit, because I've got a few projects going on, but hopefully that will help somewhat.
I won't hold you to anything, but anything you feel you can/have the time to do would be very much appreciated! Once I am done sifting through modders' resources I plan to read up on GhanBuriGhan's Scripting for Dummies guide and see where I can take it from there.
My Terrible angel of Veloth armor is http://i.imgur.com/wZNa7uD.jpg; I just need to rotate and move the armor down the x axis.
In the mean, have some http://i.imgur.com/zm5SCQ1.jpg. I'm not 100% what I did. At least the arms are basically right.
By the way, if I wanted to make the Metabaron race you see above a unique creature, or just give the playable race unique animations, how would I go about applying them: in the construction set, or in Nifskope?
So I finally got around to trying out that light I mentioned that is scripted to match the game's day/night cycle. For some reason, it only works once, changing from light to dark, and then it never goes light again. I have tried putting the saved script onto my lights I already placed and well as replacing my lights a with an object created directly from the resource's light, only changing the ID, and radius where appropriate. Can someone help figure out why it isn't working, if that's not too much trouble? Here is the script:
I... will be the first to admit I'm not script savvy. I've looked over it, organized and fixed some issues with it, but there's some things I don't quite fully understand what they are.
Begin TM_Daylight_Script
short PositionVar
; short AtStart ; Commented out, because I don't know what this means
float GameHour ; Never used GameHour before. Might not need to float this.
; DontSaveObject ; I've commented this out b/c I don't see what this is for.
; If you can explain what you're attempting for this "
if ( MenuMode == 1 ) ; I corrected this. There wasn't any declaration for when it
; should(n't) be declared, so I set it equal to one
return
elseif ( PositionVar == 0 )
if ( GameHour < 6 )
Position 0 0 4032 0
set PositionVar to 1
elseif ( GameHour > 20 )
Position 0 0 4032 0
set PositionVar to 1
endif
elseif ( PositionVar == 1 )
if ( GameHour >= 6 )
if ( GameHour <= 20 )
; set AtStart ; I've commented this out as well, as I couldn't tell
; what you were attempting with this.
set PositionVar to 0
endif
endif
endif
End
One thing I must say is that it always helps to structure your code when writing it. That way you can more easily see what is wrong with it, or is inefficient.
I haven't tested or studied what I've changed, and most of it was pretty quickly done. I may have messed something up. I don't personally use the MW Scripting for dummies, so you might have to check for the game hour thing should be floated or not.
If you're only wanting the lights to be swapped out based on the day-night cycle you could get by with these simple scripts:
begin DayLight_Script
short night
set night to ( GameHour - 6 ) * ( GameHour - 20 )
if ( night > 0 ); swap to night light (9pm - 6am)
PlaceAtMe "Night_Light" 1 0 0
SetDelete 1
endif
end
begin NightLight_Script
short night
set night to ( GameHour - 6 ) * ( GameHour - 20 )
if ( night <= 0 ); swap for day light (6am - 9pm)
PlaceAtMe "Day_Light" 1 0 0
SetDelete 1
endif
end
begin NightLight_Script
float xPos
float yPos
float zPos
float zRot
short night
set night to ( GameHour - 6 ) * ( GameHour - 20 )
if ( night <= 0 ); swap for day-light (6am - 9pm)
set xPos to GetPos x
set yPos to GetPos y
set zPos to GetPos z
set zRot to GetAngle z
PlaceItem "Day_Light" xPos yPos zPos zRot
SetDelete 1
endif
end
begin DayLight_Script
float xPos
float yPos
float zPos
float zRot
short night
set night to ( GameHour - 6 ) * ( GameHour - 20 )
if ( night > 0 ); swap to night-light (9pm - 6am)
set xPos to GetPos x
set yPos to GetPos y
set zPos to GetPos z
set zRot to GetAngle z
PlaceItem "Night_Light" xPos yPos zPos zRot
SetDelete 1
endif
end
*note these are intended for non-carryable lights.
Wow, it's so amazing that this forum is still so active with such helpful members even 14 years after Morrowind's release. It's great! Makes me really wish I got into modding a lot sooner.
Unfortunately though, Pikachuno and Greatness, I tried out the scripts in both your posts and couldn't get any of them to work.
Pikachuno, I tried out your edits to the one I was working with and nothing changed, except for when I added the line "float GameHour" which you were unsure about, then all of the windows started out dark and never changed to light instead of starting out light and changing to dark only once and never changing back to light. As for your annotations asking about specific parts of the code, you would have to ask Stuporstar, or whoever it was that he got it from if it wasn't him, because literally all I did was copy and paste the script from his Tea Mod. Nor am I sure what you mean by "commenting this out" and what the semicolons are supposed to denote. I haven't yet begun reading the scripting guide, I thought this script would be ready to go and easy to implement so that's why I decided to test it out right now, but I guess I was wrong.
And Greatness, for yours, I have MCP v2.2 which I thought was the latest version but when I tried out the first set of scripts, the game would freeze and become nonresponsive every time I tried to enter my house's main cell. So I tried the second set of scripts and then it just always stays light, never darkens not even once. I am unsure if I am implementing your scripts correctly however. I assume that I needed to make two sets of lights, assign one set the nightlight script, the other set the daylight script and just change the "Night_Light" and "Day_Light" to the Object IDs of my lights. Is there a step I am missing? Do I need to place both sets of lights in the cell in order for them to replace each other? I only had the daylight ones in the cell when I tested it out.
I sent you a PM with more info and an example plugin.