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  Topic: 4-37-Red
PoHa!

Replies: 19
Views: 4836

PostForum:  Exteriors: Finished   Posted: Tue Aug 31, 2010 9:11 pm   Subject: 4-37-Red
...Blast our ancient cell choosers who didn't give us more of a buffer between us and Vvardenfell!

Yeah, Rodan and Noirgrim and the other oldies, curses upon thee!! Smile

That was not Noirgrim's do ...
  Topic: College
PoHa!

Replies: 41
Views: 3449

PostForum:  Archives   Posted: Sun Jan 11, 2009 5:39 pm   Subject: College
[url=http://www.majhost.com/gallery/ladynerevar/Portfolio/10.jpg]Referring to this:

Nice work on the head. Looks like plenty of time was spent on the tones and look of the face, and the work on the ...
  Topic: Who's getting Fallout 3?
PoHa!

Replies: 74
Views: 5055

PostForum:  Archives   Posted: Fri Jan 09, 2009 6:02 pm   Subject: Who's getting Fallout 3?
There's no groin shots in Fallout 3. Razz

I have a mod that says otherwise. Razz
  Topic: 8-6-For
PoHa!

Replies: 66
Views: 5755

PostForum:  Archives   Posted: Fri Jan 09, 2009 2:28 pm   Subject: 8-6-For
There is a spot where the road textures wont show up,

Most common cause for this is too many textures in a quad of a cell. While in Landscaping mode, push the I key. Check the new window to see if ...
  Topic: Who's getting Fallout 3?
PoHa!

Replies: 74
Views: 5055

PostForum:  Archives   Posted: Fri Jan 09, 2009 1:52 pm   Subject: Who's getting Fallout 3?
Man, Fallout 3 is boring.

[Equips Reservist Rifle]

[Enters VATS mode]

[Switches target from "Haplo" to "Nemon"]

[Targets "Groin"]

[Queues 3 shots]

[Accepts]

Smile
  Topic: The Gooch's ShowCase | Quest | Scripting
PoHa!

Replies: 37
Views: 3430

PostForum:  Developer Showcase   Posted: Sat Dec 27, 2008 7:21 am   Subject: The Gooch's ShowCase | Quest | Scripting
Beep bop boop... reviewing... error error... see Warning Documentations.txt for details. Shutting Down.

C:\Documents and Settings\PoHa!'s Documents\Review-o-Tron 3000\Warning documentations.txt

...
  Topic: n11-13-Mis
PoHa!

Replies: 19
Views: 1472

PostForum:  Archives   Posted: Sun Dec 21, 2008 3:45 pm   Subject: n11-13-Mis
for some reason this tree causes the CS to crash. anyone want to test it and see if the error persists on your end?

Hi people!

No errors here. Collision was off when the tree was imported into t ...
  Topic: A Fond Farewell
PoHa!

Replies: 17
Views: 933

PostForum:  Archives   Posted: Fri Dec 19, 2008 2:18 pm   Subject: A Fond Farewell
Crying or Very sad

Long live Yankovar, the Lordiest of all the Sloads.
  Topic: Myzel's Concept Art
PoHa!

Replies: 231
Views: 32867

PostForum:  Concept Art   Posted: Tue Aug 19, 2008 8:17 pm   Subject: Myzel's Concept Art
I imagine that simply having this monster's "equip/ready weapon" animation would be the transformation. No replacing/extra creature necessary at all.

Also, off the topic of CS technical doo-hickery ...
  Topic: Map 7 Download (Stirk Internal Pre-Release v0.99)
PoHa!

Replies: 358
Views: 25101

PostForum:  Archives   Posted: Mon Aug 18, 2008 12:26 am   Subject: Map 7 Download (Stirk Internal Pre-Release v0.99)
Hey, Viking... Maybe I'm looking at the wrong script, but I don't see the line Tr07q006ChapleFire04.enable anywhere in the script named Tr07q006FatherInTroubleScript (the one that the quest is pointin ...
  Topic: Hey lady nerevar why did you change your icon?
PoHa!

Replies: 27
Views: 2228

PostForum:  Archives   Posted: Sat Aug 16, 2008 2:55 pm   Subject: Hey lady nerevar why did you change your icon?
TF should totally get a dancing Spore avatar too. Maybe then his ass would be softer...
  Topic: Map 7 Download (Stirk Internal Pre-Release v0.99)
PoHa!

Replies: 358
Views: 25101

PostForum:  Archives   Posted: Fri Aug 15, 2008 9:05 pm   Subject: Map 7 Download (Stirk Internal Pre-Release v0.99)
I haven't looked at the newest file yet, but there's no reason for Stirk to modify Deetsan; so she should just be cleaned out if she hasn't already been.

I didn't see any reason for her to have sho ...
  Topic: Map 7 Download (Stirk Internal Pre-Release v0.99)
PoHa!

Replies: 358
Views: 25101

PostForum:  Archives   Posted: Fri Aug 15, 2008 3:30 am   Subject: Map 7 Download (Stirk Internal Pre-Release v0.99)
Note on lighting: Pre-industrial mines were quite dark. If we want more light, the decision should be due to playability. It would be great to see some picks swinging.

Allow the pick swinging to co ...
  Topic: 8-3-For
PoHa!

Replies: 115
Views: 8058

PostForum:  Archives   Posted: Thu Aug 14, 2008 7:41 pm   Subject: 8-3-For
Delete the landscape data for the three cells in question, and then redo them? Won't I just rescrew everything when I edit water height?

The water heights may or may not have anything to do with th ...
  Topic: 8-3-For
PoHa!

Replies: 115
Views: 8058

PostForum:  Archives   Posted: Thu Aug 14, 2008 6:49 pm   Subject: 8-3-For
Well, I couldn't solve the problem, and I couldn't recreate the problem either (see my post in your thread on ESF, Nemon).

If nothing else, it looks like you can reset the land by clearing out the ...
  Topic: Myzel's Concept Art
PoHa!

Replies: 231
Views: 32867

PostForum:  Concept Art   Posted: Thu Aug 14, 2008 1:36 pm   Subject: Myzel's Concept Art
Great concepts! The deer-esque thing would be a cool thing to have in HF, and like Gez said, yay furniture!

Also, yay sign designs! The various signs, symbols, and other random things of that natu ...
  Topic: 8-3-For
PoHa!

Replies: 115
Views: 8058

PostForum:  Archives   Posted: Tue Aug 12, 2008 1:49 am   Subject: 8-3-For
In that third pic, is that grass up along the top edge? And... that's the ground down below?

[Finds this so strange that he rechecks Nemon's haunted claim again]

Oh... that's the LOD mesh? Odd. ...
  Topic: Map 7 Download (Stirk Internal Pre-Release v0.99)
PoHa!

Replies: 358
Views: 25101

PostForum:  Archives   Posted: Mon Aug 11, 2008 12:13 am   Subject: Map 7 Download (Stirk Internal Pre-Release v0.99)
they should be unlocked during the day so people can enter. at any rate, i have trouble replicating all these door errors in my new file (this time interior door appeared to be locked)

Indeed, I ha ...
  Topic: Map 7 Download (Stirk Internal Pre-Release v0.99)
PoHa!

Replies: 358
Views: 25101

PostForum:  Archives   Posted: Sun Aug 10, 2008 9:59 pm   Subject: Map 7 Download (Stirk Internal Pre-Release v0.99)
Error: outside doors to Stirk Manor are always locked making it imposible to enter. interior doors are however open, even when the exterior ones are locked.
Fix: Set the AI of the inhabitants to lock ...
  Topic: 8-3-For
PoHa!

Replies: 115
Views: 8058

PostForum:  Archives   Posted: Sun Aug 10, 2008 9:02 pm   Subject: 8-3-For
Do you have the latest Oot?

Yes indeed.

Is your .ini file tweaked in any way? That has been known to cause unforeseen results as well. That's the only other thing I can think of...
  Topic: Map 7 Download (Stirk Internal Pre-Release v0.99)
PoHa!

Replies: 358
Views: 25101

PostForum:  Archives   Posted: Sun Aug 10, 2008 6:44 pm   Subject: Map 7 Download (Stirk Internal Pre-Release v0.99)
I fixed a whole lot of your errors, with the exception of the gold mining suggestion by Poha. Somehow I can't make a link between an xmarkerheading and the gold ore. The xmakrkerheading needs to be li ...
  Topic: 8-3-For
PoHa!

Replies: 115
Views: 8058

PostForum:  Archives   Posted: Sun Aug 10, 2008 4:06 pm   Subject: 8-3-For
[url=http://i5.photobucket.com/albums/y171/PoHaEiFor/OblivionPics/Grassy.jpg]Looks fine to me?

Though some places are without grass, it looked like the texture on the land wouldn't have grass anywa ...
  Topic: Map 7 Download (Stirk Internal Pre-Release v0.99)
PoHa!

Replies: 358
Views: 25101

PostForum:  Archives   Posted: Fri Aug 08, 2008 6:29 pm   Subject: Map 7 Download (Stirk Internal Pre-Release v0.99)

Error: the collapse trap (2nd or 3rd level of the mine) goes right over a pathgrid, so NPCs walk into it after its collapsed
Fix: remove the pathgrid node.


Alternatively, set the pathgrid nod ...
  Topic: Showcase Guidelines
PoHa!

Replies: 3
Views: 1026

PostForum:  Archives   Posted: Wed Aug 06, 2008 8:09 pm   Subject: Showcase Guidelines
The Showcase forum is a place for TR Members to display their own plug-ins and work in whatever aspect of Elder Scrolls modding that they desire, and for TR Modders to offer advice and constructive cr ...
  Topic: Stirk Screenshots
PoHa!

Replies: 6
Views: 3638

PostForum:  Archives   Posted: Wed Aug 06, 2008 6:17 pm   Subject: Stirk Screenshots
As requested by Lady N, this is a compilation of Stirk screenshots for your enjoyment. Screenshots were taken from many different file versions, some parts of the island may be different than what is ...
  Topic: n8-55-Mis
PoHa!

Replies: 12
Views: 1572

PostForum:  Archives   Posted: Wed Aug 06, 2008 3:28 pm   Subject: n8-55-Mis
Maybe a jump start is needed? Or just a friendly reminder? Either way, I found these, if they're any help...

Possible MC Rugs:
Possible UC Rugs:
[url=http://www.nantuckit.com/rugs/AB-30-700.jpg]C ...
  Topic: Map 2 Download (Kemel-Ze/Lake Boethiah)
PoHa!

Replies: 81
Views: 3509

PostForum:  Archives   Posted: Tue Aug 05, 2008 1:38 pm   Subject: Map 2 Download (Kemel-Ze/Lake Boethiah)

The game crashes when going to jail in Tel Mothrivra.


The Prison Marker there doesn't teleport to an interior with a "stolen_goods" chest; could be the issue.
  Topic: Scripting Ideas
PoHa!

Replies: 6
Views: 386

PostForum:  Archives   Posted: Sun Aug 03, 2008 2:42 pm   Subject: Scripting Ideas
Hmm...

I once wrote a script to move something in a perfect circle (without the use of that Math mod, btw). I also wrote one for a floating device, which would rotate randomly across all three axes ...
  Topic: n8-37-Mis
PoHa!

Replies: 43
Views: 4168

PostForum:  Archives   Posted: Mon Jul 28, 2008 11:13 pm   Subject: n8-37-Mis
Ah, of course.

[url=http://i5.photobucket.com/albums/y171/PoHaEiFor/NifHarp.jpg]Relevant Pic

I played with the flags in the alpha property. To be honest, I wasn't getting anywhere (unless you wa ...
  Topic: n8-37-Mis
PoHa!

Replies: 43
Views: 4168

PostForum:  Archives   Posted: Mon Jul 28, 2008 9:18 pm   Subject: n8-37-Mis
An alpha property problem, I think. I fixed it, AFAIK.

Also, I changed the texture file location to one that I think should be closer to what it'll be in OoT, but might be wrong, I've noticed they' ...
  Topic: i10-16-Mis
PoHa!

Replies: 56
Views: 2611

PostForum:  Archives   Posted: Sun Jul 27, 2008 4:49 pm   Subject: i10-16-Mis
There's no reliable scripting function that can detect if an item in the cell is taken while in eyesight of the fleshy.

There doesn't need to be a script function for that. Ownership of the item wo ...
  Topic: i10-16-Mis
PoHa!

Replies: 56
Views: 2611

PostForum:  Archives   Posted: Sun Jul 27, 2008 4:12 pm   Subject: i10-16-Mis
Nanu says this is impossible without OBSE, so what should we do? Revoke/retool?

Just for hearsay, I believe Nanu is wrong. In Oblivion, if you take something from anyone's house while they're stand ...
  Topic: 8-7-For
PoHa!

Replies: 195
Views: 12633

PostForum:  Archives   Posted: Sun Apr 06, 2008 1:08 am   Subject: 8-7-For
Wow sirwoot... you've been gone for a good long time, and you're really out of touch with, well, everything at TR, aren't you?
  Topic: [FCG] Helkori Plains, and its flora
PoHa!

Replies: 59
Views: 10891

PostForum:  Concept Art   Posted: Sat Apr 05, 2008 2:19 am   Subject: [FCG] Helkori Plains, and its flora
Yes, I noticed it in Morrowind too. Is there any specific reason known why Bethesda should have made it so?

Speedtree files are different beasts than .nif files, which is probably the cause.

Cr ...
  Topic: i10-16-Mis
PoHa!

Replies: 56
Views: 2611

PostForum:  Archives   Posted: Sat Apr 05, 2008 2:15 am   Subject: i10-16-Mis
The interior was done, just I couldn't script the flesh atronach to only move if any object belonging to X was taken.

Would that require scripting?

Theory:

Set the cell to <Created Factio ...
  Topic: i8-7-For
PoHa!

Replies: 28
Views: 1050

PostForum:  Archives   Posted: Wed Apr 02, 2008 10:19 pm   Subject: i8-7-For
Reads like it has the wrong skeleton .nif. Double click the argonian's Object ID, click on the button that says characters/_male/skeleton.nif and change it to characters/_male/skeletonbeast.nif

The ...
  Topic: n8-43-Mis
PoHa!

Replies: 24
Views: 1231

PostForum:  Archives   Posted: Sat Mar 29, 2008 6:20 pm   Subject: n8-43-Mis
The third texture is the best in my oppinion, though making it brownish with some PS work. But the dirtyness of tex nr.4 is what we should have.

Texture 1 doesn't work; this is for a road or a terr ...
  Topic: n8-43-Mis
PoHa!

Replies: 24
Views: 1231

PostForum:  Archives   Posted: Sat Mar 29, 2008 1:37 am   Subject: n8-43-Mis
Yes, of course, I plan on doing some color reworking when I edit them to make sure they're the right size and are tileable.

And no, Morden no other sewer thread that I know of...
  Topic: n8-43-Mis
PoHa!

Replies: 24
Views: 1231

PostForum:  Archives   Posted: Fri Mar 28, 2008 4:08 am   Subject: n8-43-Mis
Uploading for keepsakingness, because my computer scared me and made me think it was about to jump out my window and crash on the ground 3 floors down. I talked it down, but I'm still watching it pret ...
  Topic: OoT Error Reporting
PoHa!

Replies: 82
Views: 6689

PostForum:  Archives   Posted: Sun Mar 23, 2008 11:07 pm   Subject: OoT Error Reporting
I'm at work now, so I can't recall the exact names, but the newly vertex shaded low class houses lack collision! And the low class tents get a strange texture when close to lights.

Edit: Enabling H ...
 
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