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About Symon

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  1. View File The first ASX release but it is a little unusual. This is a modders resource, usable in Morrowind, Oblivion and Skyrim. It's a simple 7zipped Word document, with commentary and possible suggested dialog for sex that doesn't feel like Modern, 21st century America or Japan. Use as much or as little of it as you wish. Naturally because of it's nature, there are no screenshots or requirements apart from the ability to open a 7z archive, a Word document and a desire to read. Submitter Symon Submitted 05/06/2014 Category Misc Requires  
  2. Both superb games! (Not before my time LOL!)
  3. This thread: http://www.loverslab.com/topic/13194-asxwipthe-sisterhood-of-sin/ should give a decent idea of what we are aiming for with ASX.
  4. Master of Magic. Never been equaled despite the VGA/2D graphics.
  5. Nothing wrong with Goths Nessa (grin).
  6. Real life intervened as it often does reducing my free time. It will see a release one day though. Just need to sort out some missing animations and do a male version.
  7. Maya and *_entity files I believe (from a quick search). Probably best left alone then. There is an official exporter though I hope it's better then any of the Beth Official exporters have ever been. Maybe at least as good as the Civ4 or FF ones?
  8. Those ships remind me of Minbari and Vorlons.
  9. GetFormfromMod is simple enough: let RefIWant := GetFormFromMod "xxthetargetmod.esp" "00123456"
  10. I've been watching this thread with a great deal of interest. Rather then inflict my personal views on everyone, I'll reference this link:- https://en.wikipedia.org/wiki/Ken_Rolston Notice when (or why?) he left. May be significant.
  11. Update3D is less troublesome on NPCs. They are only third person. You still need to watch out for OnLoad blocks though. As for Boolean, its means an 'Either or Variable' with two states. e.g True or False, Yes or No, 1 or 0, that sort of thing.
  12. Odd, as I spend a fair amount of time just seeing what gems I can find on the CS wiki. Anyway - Update3D, there's not much documentation on this and quite a lot of disinformation. A shame as it is a seriously useful function. http://cs.elderscrolls.com/index.php?title=Update3D Firstly : This command does not currently work correctly on the player. Totally untrue as far as I can see, you just have to call it at the right times. Let me add to the wiki for you. A function added by the Oblivion Script Extender. Syntax: What is this? (void) reference.Update3D Updates the current visual representation of the calling actor or object reference. This can be called immediately after commands like SetModelPath and SetEyes to make the changes visible. This command should usually be called when in third person to work correctly on the player. Updates the Current visual representation of the calling actor. If called when the player is in first person it updates the first person meshes, not usually what you want to do. As you usually want to update the third person meshes, you should switch to thirdperson in your script before calling update3d. I find it works just fine on the player. It also has a reputation of being unstable. Again not so as far as I can see. The problem seems to be interaction with other game functions that when you become aware of the reason become head-slappingly obvious. For example bad interaction with an OnLoad block. "This block will be run once whenever the scripted object's 3D loads" Think about this! Want a guaranteed crash? Have an OnLoad block on an actor that calls Update3D - You'll get a crash or sometimes a brief period of recursive Update3D calls and then a crash. Eitherway you toasted your running game. I feel for you but programming is a large and complex subject. You have to expect to learn. The 'techo-terms' are there because they are describing things that don't really exist anywhere else. Terms like 'recursive', which sort of means 'does the same thing endlessly and then does it again and doesn't stop'.
  13. You mean the Obvlivion CS wiki? No they aren't. OK, the svreenshots are missing but the text is the important stuff. The screenshots don't matter, it's the text you need.
  14. Well I'm using ZAZ's 'Hi-Steppin-Filly' motions as the base for most of the animations. An easy enough merge with the animation warper. That the sort of thing you had in mind?
  15. I'd say Beth's biggest problem is that it never seems to know what it is trying to achieve in a game. (Except make money of course). 1. They have always seemed addicted to unsatisfying RPG/Action hybrids. 2. They often try to roll there own tools with poor results. 3. They seem to have minimal skills with art assets. 4. They have abandoned the PC as prime platform. 5. They have abandoned writing satisfying scenarios. Let's expand on these points some. 1. From Daggerfall to their present offerings, they've always produced a role-playing game with some ludicrous mouse-action combat element. Daggerfall with the awful mouse-swiping, Morrowind with the ridiculous attack-choices, Oblivion with it's power-attacks, I could go on. None of these are actual role-playing where the character has the combat skills nor are they an action/slasher where the player has the mouse skills. Neither fish nor fowl, these mechanics are bound to disappoint almost everyone, but they keep producing them. 2. Best exemplified by their lackluster scripting languages. Other game companies use an existing language and write a 'game library'. One example would be Civ4 or FF and the use of Python. Can you imagine how much more expandable a Beth game would be with an open-source scripting language? Whilst Python isn't as fast as C, it's faster than many others (Papyrus anyone?). I've done some heavy duty and fast log-crunching with Python and other games find it fast enough. 3. From the dreadful potato heads of Morrowind to the muddy textures they seem fond of. Beth just can't seem to produce attractive art assets. Initial good ideas are let down by poor execution. Now beauty is in the eye of the beholder. Some adore anime schoolgirls and others hate them. But no one likes Beth's vanilla work. While they could never cater to all tastes, there is no excuse for their ugly art assets. 4. This manifests itself everywhere from 8 hotkeys (Morrowind has 10, but a console can only really handle 8, so 8 it is), ridiculous sized interfaces, to later and later releases of the modding tools. After all, the tools are an afterthought now as they can't be used on an X-Box. 5. Daggerfall and Morrowind both had some decent story lines. You can really forget that now with a voiced PC!!! There is however, no reason for them to abandon this formula until people stop buying the games.
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