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  Topic: Cutscenes
Assassinace

Replies: 11
Views: 838

PostForum:  Archives   Posted: Sun Apr 23, 2006 11:47 pm   Subject: Cutscenes
The most effective way to do it is to teleport the PC where you want him and then disable controls. This is what the game does for most of it's cutscenes (end game, portal opening, dark brotherhood, ...
  Topic: Orsinium- relations with others and internally
Assassinace

Replies: 30
Views: 1544

PostForum:  Archives   Posted: Fri Apr 14, 2006 5:21 pm   Subject: Orsinium- relations with others and internally
Well it seems that the "Capitol" that is besically a fortified shantytown from the description in the pocket guide shows centaur, goblins, and orcs living together in seperate slums (written by non be ...
  Topic: What Language is Used?
Assassinace

Replies: 3
Views: 608

PostForum:  Archives   Posted: Tue Dec 20, 2005 1:01 am   Subject: What Language is Used?
Close to C++ but not exact (basic if/else syntax but nothing fancy like pointers or arrays or well besic if/else and loops.
  Topic: Approved guilds
Assassinace

Replies: 187
Views: 11429

PostForum:  Archives   Posted: Tue Dec 06, 2005 2:52 am   Subject: Approved guilds
Just thinking of 2 guilds that would likely be joinable. Merchants guild and probly a guild of sload lackeys (not actually joining the sload but I'm sure they could have a group of chaotic people wor ...
  Topic: Follow the light!
Assassinace

Replies: 7
Views: 715

PostForum:  Archives   Posted: Sun Nov 13, 2005 8:38 am   Subject: Follow the light!
It's thier own language that is close to the C family. (if/else statements that sort of thing) Chack out the Ghan Buri Ghan scripting guide.
  Topic: Follow the light!
Assassinace

Replies: 7
Views: 715

PostForum:  Archives   Posted: Thu Nov 10, 2005 5:22 pm   Subject: Follow the light!
I'm in and out right now so can't do the script but can do a quick outline. Need enable/disable based on the time variable (when it turns light and dark not sure about weather like rainstorm.) Then ...
  Topic: a thought
Assassinace

Replies: 8
Views: 600

PostForum:  Archives   Posted: Sun Oct 02, 2005 4:48 pm   Subject: a thought
The closest in a real game is probly a storm atronach (they shoot lighting). Doesn't mean there isn't one but that looks closest that we know about.
  Topic: a thought
Assassinace

Replies: 8
Views: 600

PostForum:  Archives   Posted: Sun Oct 02, 2005 3:59 am   Subject: a thought
Actually Gez you are a bit off. There are three types
Elemental Deadra, Elemental Atranoc's, and elemental golems
(arena, daggerfall, battlespire, and Morrowind as sources.)
However like you said ...
  Topic: Black Marsh Bestiary
Assassinace

Replies: 98
Views: 6336

PostForum:  Archives   Posted: Sat Oct 01, 2005 12:12 am   Subject: Black Marsh Bestiary
Reports vary on how many sload there are. They were borderline extinct when Thras was sunk however they are "making a comeback".
And yes there is an imperial bounty on thier heads but I doubt many w ...
  Topic: Dragons
Assassinace

Replies: 10
Views: 732

PostForum:  Archives   Posted: Mon Sep 26, 2005 4:14 pm   Subject: Dragons
The only real dragon in an elder scrolls game was in redgaurd. At any rate the "dragon" in Daggerfall was indeed pyrite.
  Topic: Water Sound Script
Assassinace

Replies: 30
Views: 2468

PostForum:  Archives   Posted: Thu Sep 22, 2005 3:23 pm   Subject: Water Sound Script
Well for now I'll post what does work in the finished section and update if anyone figures out how to fix it. You may not be happy about it but still good job.
  Topic: Water Sound Script
Assassinace

Replies: 30
Views: 2468

PostForum:  Archives   Posted: Wed Sep 21, 2005 4:04 pm   Subject: Water Sound Script
I think it goes with the water to objects of tamrial. Also if it is the final version I can post it in the finished scripts section.
  Topic: Location and history of dragons
Assassinace

Replies: 11
Views: 621

PostForum:  Archives   Posted: Sun Sep 18, 2005 6:26 pm   Subject: Location and history of dragons
M'virr the liar is always fun.
At any rate the official line is all the dragons in morrowind were chased off by the cliff racers.
There are some in the imperial province and some scattered around th ...
  Topic: The Character Occupations Project
Assassinace

Replies: 78
Views: 7098

PostForum:  Archives   Posted: Thu Sep 15, 2005 12:16 am   Subject: The Character Occupations Project
I have. Ther were also several other mods I looked at. For some stuff I was working with people that did other mods and seeing if we could adapt some of there stuff for TR. However I never wanted t ...
  Topic: The Character Occupations Project
Assassinace

Replies: 78
Views: 7098

PostForum:  Archives   Posted: Wed Sep 14, 2005 2:35 am   Subject: The Character Occupations Project
Although there are some similarities between VB and C++ they are still fairly different beasts. That being said if you were able to pick up VB the morrowind scripting engine (whihc is basically an od ...
  Topic: Black Marsh Bestiary
Assassinace

Replies: 98
Views: 6336

PostForum:  Archives   Posted: Sat Sep 10, 2005 5:44 pm   Subject: Black Marsh Bestiary
Also we have a few southern morrowind creatures that would fit (that green plant thing and others).
There is also Trolls, Hist, several types of argonian/lizard men and all the generic tamriel critte ...
  Topic: Skyrim Beastiary
Assassinace

Replies: 59
Views: 4402

PostForum:  Archives   Posted: Fri Sep 09, 2005 8:57 pm   Subject: Skyrim Beastiary
Well I do believe that ghraal are ice trolls as the helms seem to come from normal trolls which have three eyes and the devs seem to have fairly well laid out thier intent to ghralls being ice trolls. ...
  Topic: Skyrim Beastiary
Assassinace

Replies: 59
Views: 4402

PostForum:  Archives   Posted: Fri Sep 09, 2005 3:18 pm   Subject: Skyrim Beastiary
The "may be in Skyrim" refers to creatures that could be found anywhere in Tamriel. So while it would take very important matters for a sload to be in Skyrim if something were important enough I'm sur ...
  Topic: Skyrim Beastiary
Assassinace

Replies: 59
Views: 4402

PostForum:  Archives   Posted: Wed Sep 07, 2005 9:10 pm   Subject: Skyrim Beastiary
Those are all the lore beasts or creatures that have shown up in previous games (herne should be in with deadra I believe so my mistake there). TR has already made many new monsters and things like t ...
  Topic: Water Sound Script
Assassinace

Replies: 30
Views: 2468

PostForum:  Archives   Posted: Wed Sep 07, 2005 6:26 pm   Subject: Water Sound Script
umm for the levitate I was thinking more when step into the fake water (enter the collision detection)it checks if you have waterwalk active and if you do casts a 1 sec levitate on you. repeat check ...
  Topic: Skyrim Beastiary
Assassinace

Replies: 59
Views: 4402

PostForum:  Archives   Posted: Wed Sep 07, 2005 4:29 pm   Subject: Skyrim Beastiary
In skyrim
Bear ((D,B)Grizzly, Snow)
(B)Bristleback
(B) Reickling (sp?)
(D) Sabertooth Tiger
(DM) Spriggan
(B) Ice Troll
Wolf ((ADB)Normal, (B)White, (A)Snow)

May be in Skyrim
Golem (((D)Air ...
  Topic: Water Sound Script
Assassinace

Replies: 30
Views: 2468

PostForum:  Archives   Posted: Wed Sep 07, 2005 4:22 pm   Subject: Water Sound Script
Well I figured if the water was a droppoff the slow fall would work (It does work if you fall right) however all edges of the water would have to be dropoffs. As for the levitate you could end it whe ...
  Topic: Water Sound Script
Assassinace

Replies: 30
Views: 2468

PostForum:  Archives   Posted: Tue Sep 06, 2005 11:23 pm   Subject: Water Sound Script
Well for the waterwalk you could either have the collision cast levitate or a really strong slow fall if you have waterwalk on you? Environmental sound and the blue color of water filling your screen ...
  Topic: Water Sound Script
Assassinace

Replies: 30
Views: 2468

PostForum:  Archives   Posted: Tue Sep 06, 2005 9:15 pm   Subject: Water Sound Script
Well I'll move this to scripting forum to see if it gets looked at more. Very good job so far but I haven't unpacked my cs cd once again (I've moved again so it's not the same move :/)
At any rate t ...
  Topic: More interesting creatures through scripting
Assassinace

Replies: 13
Views: 1158

PostForum:  Archives   Posted: Tue Aug 16, 2005 4:31 pm   Subject: More interesting creatures through scripting
Well for zombies they were going to get an animation to crawl out of the ground and stuff. For a troll it would be easy enough to script so that below x amount of life if they don't take fire damage ...
  Topic: morrowind skills
Assassinace

Replies: 22
Views: 1254

PostForum:  Archives   Posted: Sat Aug 06, 2005 6:31 am   Subject: morrowind skills
I would have to do the following
Usefull
Weapon of choice
heavy or light armor both are good medium and un suck
Alchemy (money and uber potions are yours. Especially fix str potions and dual heal ...
  Topic: Moving yet again
Assassinace

Replies: 0
Views: 195

PostForum:  Archives   Posted: Sat Aug 06, 2005 2:58 am   Subject: Moving yet again
Well I was living in my parents house while it was on the market but an offer has come in so I'll be moving again. hopefully I won't be awol as long as I was last time. At any rate I'll be looking f ...
  Topic: Simple Add-on
Assassinace

Replies: 7
Views: 712

PostForum:  Archives   Posted: Fri Aug 05, 2005 11:54 pm   Subject: Simple Add-on
I don't think it necissarily has to be a bolt on. Most of them would be just fine in game. All you have to do is a quick check to see if the quest that they last are on is finished and if it is you ...
  Topic: I don't know if this has been suggested yet but...
Assassinace

Replies: 13
Views: 673

PostForum:  Archives   Posted: Wed Aug 03, 2005 6:09 pm   Subject: I don't know if this has been suggested yet but...
Not that that's that important as getting cyro in morrowind won't be on the list till after we finish morrowind :p
(I'm not going to say discussing things like this is pointless but it is a bit silly ...
  Topic: Prisioners Carnival
Assassinace

Replies: 11
Views: 686

PostForum:  Archives   Posted: Sun Jul 24, 2005 4:37 am   Subject: Prisioners Carnival
beheading and quartering are probably two of the most abundant since they are the oldest and take the least thought. *Side thoughts. Would Dunmer use guar?*
  Topic: General comment by Stalker
Assassinace

Replies: 2
Views: 899

PostForum:  Archives   Posted: Sun Jul 24, 2005 4:32 am   Subject: General comment by Stalker
*Posted by theo for quests but is really for all scripters*

Stalker, who is currently fixing old esps, asked me to make sure that the scripts that will be created from now on will be comperhensible ...
  Topic: Object scripts
Assassinace

Replies: 10
Views: 748

PostForum:  Archives   Posted: Fri Jul 22, 2005 11:19 pm   Subject: Object scripts
begin SCRIPTX

if ( GetPCCell "???" == 1)
if ( GetJournalIndex "Dagoth UR" = x )
PlaceItem "note2" x y z zrot
Disable
endif
endif

end SCRIPTX

Ok now for explanation
SCRIPTX will be you ...
  Topic: what if the player was having nightmare ever night
Assassinace

Replies: 11
Views: 687

PostForum:  Archives   Posted: Thu Jul 21, 2005 3:27 pm   Subject: what if the player was having nightmare ever night
I agree that it would be a fun quest but would require a ton of work so if you know someone that has time to make a bunch of movies for it then go for it otherwise you may want to try an easier to do ...
  Topic: Object scripts
Assassinace

Replies: 10
Views: 748

PostForum:  Archives   Posted: Thu Jul 21, 2005 3:23 pm   Subject: Object scripts
Yeah you just remove and add the object with the script based on if the main quest is done. At any rate I'll write it tonight if stalker doesn't do it.
  Topic: Testing scripts
Assassinace

Replies: 3
Views: 275

PostForum:  Archives   Posted: Tue Jul 19, 2005 3:24 am   Subject: Testing scripts
Please test
*elevator script* http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=12372
*Water sound script*
http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=12631
  Topic: Testing scripts
Assassinace

Replies: 3
Views: 275

PostForum:  Archives   Posted: Tue Jul 19, 2005 3:24 am   Subject: Testing scripts
Ok since I don't even have my comp set up to work on morrowind at the moment and I need to get things straightened out since I'm not on as much as I used to I need to set up a way for things to be tes ...
  Topic: Admin Stepping Down
Assassinace

Replies: 47
Views: 5786

PostForum:  Archives   Posted: Mon Jul 18, 2005 1:59 am   Subject: Admin Stepping Down
Well don't know what's going on but I know we would be nowhere near where we are if it wasn't for you. Well maybe near but you've done a ton of work and will be missed if you leave.
  Topic: Ramdom Quest like in DaggerFall
Assassinace

Replies: 19
Views: 1803

PostForum:  Archives   Posted: Tue Jul 05, 2005 7:30 pm   Subject: Ramdom Quest like in DaggerFall
Actually a better way to do random quests is to set up a few conversation topics and if you meet requirements (person likes you x amount ect) then you can get a random quest from that person a few tim ...
  Topic: Adding new items to a build script
Assassinace

Replies: 7
Views: 604

PostForum:  Archives   Posted: Tue Jul 05, 2005 7:20 pm   Subject: Adding new items to a build script
I would also not group all the melting into one step like you have it. What could be easier is a choice of the following. Either depending on button pushed open up individual scripts to melt each se ...
  Topic: Emma´s Childern Mod, Opinions?
Assassinace

Replies: 33
Views: 2671

PostForum:  Archives   Posted: Sat Jun 11, 2005 5:22 pm   Subject: Emma´s Childern Mod, Opinions?
Regardless BOLT ON. If someone wants to go through and add them to the mainland I don't see any reason not to have it as a TR bolt on. That being said I'm not going to bother adding them to the main ...
 
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