New queststage changing external world.
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01-29-2007, 12:32 AM,
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New queststage changing external world.
I've got a few questions that Im really hoping to get some help with concerning the Construction Set. Here goes:
#1: How do I get a new quest stage to change the exterior world? example: The oblivion gates appearing/disappearing in the world when reaching a certain point in the mainquest. (Aiming to have poster stuck to a wall, much like the gray fox poster. This poster must change from one version to another as the player progresses to a certain queststage) ________________________ #2: How do I get a killed NPC getting instantly revived? example: The knights of the nine ghosts guarding the curiass being slain, then after a moment rising to their feet to walk into their position. (Aiming to have a duel between the player and a NPC, but as the player has won the duel, I wish the NPC to rise up and live.) ________________________ #3: Importing new 3D weapon models to the game. Its been done by several other mods, however the good tutorials to cover how it is done has eluded me. I do not aim to create new animations, but merely create new models and textures, and use the existing animations for swords/maces/daggers etc. ________________________ Could a kind soul please assist me in answering one or perhaps maybe all of these 3 humble questions. Anxiously awaiting replys. Thanks in any case for taking your time to read this far. |
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01-29-2007, 02:30 AM,
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RE: New queststage changing external world.
Sorry for short replies, but I'm hoping this is enough info to get you started.
Quote:Originally posted by Xal Use the enable and disable functions via script, having the newer versions initially disabled. Quote:Originally posted by Xal Set them as Essential, then have a script that detects when their health drops below 1 or 2? For #3, I suggest you just import over top something Beth has made, if that is any consolation, or looking at what they did then trying to copy it with NIFSkope. Welcome to Silgrad Tower btw. |
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01-29-2007, 01:41 PM,
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Excellent, thanks for the swift reply. I do have some followup questions though.
"By using Disable and Enable, you can make your items invisible until such a time as you want them to appear" <- From the TES CS wiki. But how would that script look? What would the command line be to disable a object at first? And .. How would the script command-line be in the queststage in order to enable that certain object? * Xal has much to learn about scripting. Also, importing overtop of something bethesda has made is sound advice, should make things alot easier on my part, Thanks. But how would I proceed to do so? Import an existing object from the gameworld into a 3D program such as 3DSM or Maya? Anyone sitting on some golden tutorials concerning this or have the time to explain it in a somewhat lengthy thorough manner? |
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