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construction set help (again)

This forum is to be used for all discussions pertaining to Bethesda Softworks' The Elder Scrolls III: Morrowind and its Tribunal and Bloodmoon expansion packs.
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wing
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Post by wing »

i've run into two problems with this.
1. instead of getting a seperate morrowind and construction set cd, it was just one disk. i can't find the texture files on the disk. there are a few compressed folders called 'data1' and 'data2', in a few places. i can't open them, though.
2. Edit Start Scripts isn't an option under gameplay. edit scripts is, but there's nothing in there like you were doing.
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Magelord648
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Post by Magelord648 »

1. You should have two CDs.

2. Start scripts are Tribunal or Bloodmoon only.
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wing
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Post by wing »

1. well, i didn't. the copy i bought from the store was one disk that installed morrowind and then the construction set.
2. so would there be another way to do the script?
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Magelord648
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Post by Magelord648 »

Did you buy it pre owned? The first CD installs everything while the CS disc has the data files.
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wing
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Post by wing »

it was one of those 'cheap games' at wal-mart, target, and places like that. you know those ones that are 10 bucks and come in a cardboard thing the size of a normal cd case. anyway, it was just the one cd. no manual, no map, no anything except the main disc. although i do have a map from the xbox version.
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galraen
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Post by galraen »

If E-Bay is an option you can use , there's a lot of low price options there. Otherwise you could try to find copies of Tribunal and/or Bloodmoon locally.

The customised Ancestor Ghost isn't a problem, edit the existing Creature template and change it's ID to something unique, AA_Ancestor Ghost for example and save it. You'll be given an option to create a new object, select OK and you can then change the new object to what you want, it keeps the original .nif mesh.

The placement of the creatures is more problematic, I guess you're going to have to us MageLords idea regarding PlaceatPC and experiment with the distances until you achieve the desired positioning. The problem with that is that the only way really of testing it is to do a test run by playing the game, and seeing where the ghosts are positioned when triggered, then making adjustments in the CS, then re-testing. That could lead to duplication problems, hopefully MageLord will read this and offer a better solution, or at least suggest how to avoid duplication.

I bought Morrowind and Tribunal at the same time many years ago, so wasn't aware of the limitations of the original CS.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.

And everything is hidden in the fine print.[/QUOTE]
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Magelord648
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Post by Magelord648 »

The best solution would be to order GOTY edition. You'll get all the discs and all the problems should be sorted.
If you use amazon I'd get this one.
Amazon.com: Elder Scrolls 3: Morrowind Game of the Year Edition: Video Games
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wing
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Post by wing »

could i modify the script for 'cursed' items at daedric shrines that make daedra appear behind you to make it so that instead of behind you it's exact coordinates?
and to make the custom ghost thing, i just edit the normal ancestor ghost's ID, and click save and it will ask me if i want to make a new one that will be the same until i edit it?
edit: i can't buy things in real life, let alone over the internet. mom and dad make me save my money for college so i can't use it. i have 2000 dollars but i might as well be broke.
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galraen
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Post by galraen »

begin BILL_MarksDaedraSummon
; Summon an Daedra when an item is removed from altar
;
; script location: should be placed upon an object on a Daedric Altar

; variables
short done

if ( OnActivate == 1 )
if ( done == 1 )
Activate
return
else
Set done to 1
PlaceAtPC "Dremora_lord" 1 128 1
;1 of them, 256 units away, in back (1) of the player
Activate
endif
endif

End

That can be made to work how you want it.


First replace "BILL_MarksDaedraSummon" with a unique label, and "Dremora Lord" with "your creature ID" and add more PlaceAtPC lines as required.

The first number after the creature ID is the number of creatures to place
The second number is distance from the player
The third number is the direction relative to the player

0 being in front, 1 behind, 2 to the left, 3 to the right
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.

And everything is hidden in the fine print.[/QUOTE]
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wing
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Post by wing »

that sounds simple enough. i'll come back and post when i try it out on the construction set.
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wing
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Post by wing »

i made the script, haven't tested it yet. if you want to see a picture of my plans here you go. maybe it'll help. or maybe i was just bored and wanted to put something more than 'i did it' here.
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What U KNO
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Post by What U KNO »

New To CS...

I am really new to the Construction Set in general, I got a great idea in my head for something but the problem is that I don't have a clue what I am doing. Is there an online help guide to how to make the CS work?

Like a question I have for starters is how do you change the view in the preview pane from the top down to something else? But instead of hijacking this thread or posting dumb noob questions I am just going to ask for a tutorial guide instead.
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wing
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Post by wing »

[url="http://www.tamriel-rebuilt.org/?p=modding_data/tuts/dsong/first_room&section=0"]here's one[/url]
it's a tutorial to making a room, tells about all the basics of the cs.

welcome to the forum!
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What U KNO
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Post by What U KNO »

Excellent link, exactly what I was looking for thank you...
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