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Mod testers wanted.
Posted: Mon Mar 27, 2006 6:03 am
by Magelord648
Hello everyone. I am in the process of making my first mod and I would like some of you guys to test it. If you are interested please post and I will PM you.
Thanks
I hope this is not against the forum rules.
Posted: Mon Mar 27, 2006 8:22 am
by Raven_Song
I'll be willing to give it a look ... depending of course what type of mod it is.
it might be an idea just to post a little bit of information about it - e.g whether it is quest, companion related, any mod dependicies, things like that.
Posted: Mon Mar 27, 2006 8:59 am
by Greg.
I would also be willing to test it, depending on what it does/how big it is

Posted: Mon Mar 27, 2006 9:51 am
by Magelord648
It is called a the Daedric armoury. It is a small dungeon that has a simular layout to the smugglers cave in seyda neen. The entrance is near balmora and you will have to find clues to its where abouts in Balmora. It will include new specialality daedric weapons and if the player can get past the enemys they will have a chance to get a full set of daedric armour. It also includes the daedric flame. (this is a part i need some thoughts on as it makes the player look like they are on fire.) It is a small mod but I hope it will lead to bigger things.
P.S If anyone else is a modder feel free to ask for testers on this thread.
Posted: Mon Mar 27, 2006 11:53 am
by Raven_Song
Is it for low/high level characters?
Posted: Tue Mar 28, 2006 11:24 am
by Magelord648
You'll need a character that can hack tonnes of dremoras to death. I am making good progress and the cave is starting to look more unique so I will start adding more enemys and treasure. I need help though. Does anyone know how to make a door so you can only use keys on it as it would make the mod to easy if you could pick doors.
Posted: Tue Mar 28, 2006 11:56 am
by Raven_Song
You'll need a character that can hack tonnes of dremoras to death.
I'm afraid I'm out for testing purposes then - my character would literally be fresh off the boat.
Does anyone know how to make a door so you can only use keys on it as it would make the mod to easy if you could pick doors.
Don't know if you can do that - but you could make it so they have some pretty lethal traps and an extremely high lock level for anybody trying to pick them.
Posted: Wed Mar 29, 2006 10:59 pm
by wherewolf gal
I'd love to test mods i need help on a mod my self,um when when ever im in balmora my spossly deleted mod crashes morrowind,what i put there was dagoth ur both the nice one and the killer one i also put in amelixa in killing mode and some wherewolf dudes from BM.HELP!!!!!!!!!!!!!!

Posted: Thu Mar 30, 2006 8:33 am
by ch85us2001
The best way to do your door is through script. I'll get working on one if you want me to.
As long as it has no tribunal or Bloodmoon dependencies, I'll try it.
Posted: Thu Mar 30, 2006 12:54 pm
by Magelord648
@Chu please do that would be great. Also the 2 scripts float and sign rotation have gone wrong so could you copy and paste the proper script onto a post. I will put your name on the Mod for your help.
No tribunal or blood moon dependencies.
Posted: Thu Mar 30, 2006 7:26 pm
by ch85us2001
Code: Select all
Begin "1Script_name_placeholder"
if
( GetItemCount "2My_Key_Id" > 0 )
"3My_Door_ID" -> Unlock
else
"3My_Door_ID" -> Lock, 0
endif
End "1Script_name_placeholder"
Replace the following:
1: Script Name
2: Key ID
3: Door ID
Yes, believe it or not, the Lock, 0 function willake the door unpickable and unopenable.
Thank you magey. I am anxiously awaiting the release!!!!!!!!!!!

Posted: Fri Mar 31, 2006 12:59 am
by wherewolf gal
Um i still need help ill try opening a new thread

Posted: Fri Mar 31, 2006 1:00 am
by wherewolf gal
[QUOTE=ch85us2001]The best way to do your door is through script. I'll get working on one if you want me to.
As long as it has no tribunal or Bloodmoon dependencies, I'll try it.[/QUOTE]funny picture
Posted: Fri Mar 31, 2006 1:05 am
by Magelord648
[QUOTE=ch85us2001]
Code: Select all
Begin "1Script_name_placeholder"
if
( GetItemCount "2My_Key_Id" > 0 )
"3My_Door_ID" -> Unlock
else
"3My_Door_ID" -> Lock, 0
endif
End "1Script_name_placeholder"
Replace the following:
1: Script Name
2: Key ID
3: Door ID
Yes, believe it or not, the Lock, 0 function willake the door unpickable and unopenable.
Thank you magey. I am anxiously awaiting the release!!!!!!!!!!!

[/QUOTE]
Thanks but I think there may be a problem. I am using an existing door. Or do you just put the script on any door.
If I do have to make a new door thats no prob but it is hard to get the perfectly in the frame. When you say unopenable does that mean no keys either?
Wherewolf gal. I think your mod sounds strange but when it is finished feel welcome to advertise for testers here.
Posted: Mon Apr 03, 2006 2:42 am
by Magelord648
Chu. The script doesn't work. Couldn't I just set the doors lock level to 0.
Posted: Mon Apr 03, 2006 3:25 pm
by ch85us2001
Im having trouble with it too. Ill work on it, and go to the official Elder Scrolls forums.
Probably something stupid in the Syntax.
Posted: Wed Apr 05, 2006 12:30 pm
by Magelord648
Thanks. Looks like the release will be a bit delayed.
Posted: Fri Apr 14, 2006 7:41 am
by Magelord648
Sorry everyone but the mod is off. I was having to many problems.
Posted: Wed May 24, 2006 5:59 am
by ch85us2001
If you still want this, try something more like
Code: Select all
Begin MyDoorScript
Short DoorState
if ( OnActivate == 1 )
Set Doorstate to 1
endif
if ( DoorState == 1 )
If ( GetItemCount "key" < 1 )
Lock, 0
messagebox "text"
endif
endif
If ( Doorstate == 1 )
If ( GetItemCount "key" >= 1 )
Unlock
Set Doorstate to 2
Messagebox "text"
Endif
endif
End
This code is not tested, but it's a start on the right format.
Do you think there will be any reason to include a DoOnce? I cant think of any. There pretty easy to script in though, using a Boolean Operator with it and OnActivate.
Only thing I'm worried about with this one is it not proccessing the lock until later. As a matter of fact, if this doesnt work, try putting Lock, 0 up in the first paragraph. Oh. You'll have to put the DoOnce in then.
So, wether MageLord uses this or not, this is a pretty basic locking script which ya'll are free to use. It
may take some debugging, though.
You can paste into the CS using Ctrl + V.
Posted: Thu May 25, 2006 6:00 am
by Magelord648
Thanks. I might do a different mod to the first.
Not at the mo though as my computers gone a bit dodgy.