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zJoriz
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I think I found a way to check Genders in-game!
      #1260297 - 04/03/03 07:12 PM

I hope this really IS an original idea. If someone else already came to this idea, please do not be offended by me screaming around...

Gender checking (is the player male or female?) only works in dialoge, as far as my information goes. So what to do if you have built a dress, for example. The male players shouldn't put it on, should they?

So the gender must be decided during a dialogue. Sellus Gravius at the start of the game is my bet, 'cause you HAVE to talk to him.

While you talk to him, he'll recognise you as being a male or female, and set a new variable named PCGender to 1 or 2 respectively.

So far this works. I've seen PCGender set to 2 in the Console.

However, I didn't succeed yet in scripting results for it. My intention was to disable certain items if PC was male or female. The items I placed the script on (that is, I assume, constantly running) didn't seem to care much about the variable. Their 'references persist' boxes were checked, so that shouldn't be the problem.

I have, to my feeling, not enough knowledge about the difference between short, long, and float variables... PCGender is a short. Could that be a problem?

If any of you people DO understand the 'greater purpose' of this problem, please let me know.

greetings

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scruggs
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Re: I think I found a way to check Genders in-game!
      #1260794 - 04/03/03 11:55 PM

hey, way to go, that's pretty clever.
as long as PCGender is a global variable, i'm not sure why you would be having problems. it may be an issue with the script you've attached to the items (feel like posting your script?)

btw about variables:
short = integers from (approx) -65000 to 65000
long = really big integers, > 65000 or < -65000
float = numbers with a decimal point

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zJoriz
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Re: I think I found a way to check Genders in-game!
      #1260830 - 04/04/03 12:19 AM

scripts are coming up as soon as I'm home again... Thanks for having a look.

Where I live it's currently 16:15 hs, so in an hour or three...

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Edited by zJoriz (04/04/03 12:22 AM)

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est
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Re: I think I found a way to check Genders in-game!
      #1261134 - 04/04/03 02:44 AM

Nice idea and here's a suggestion. Since that will only work when you start a new player (unless you specifically go talk to the guy again), why not add the same check to some of the general greetings in dialogue? That way, people who have already started a player can get that variable set by talking to pretty much anyone.

Just a suggestion.

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Primesghost
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Re: I think I found a way to check Genders in-game!
      #1261287 - 04/04/03 03:42 AM

In reply to:


btw about variables:
short = integers from (approx) -65000 to 65000
long = really big integers, > 65000 or < -65000
float = numbers with a decimal point




Exact figures:
short = whole numbers only from -32767 to 32767

(an UNSIGNED short can go up to approx 65000 because unsigned means that it cannot go into the negative or can have no sign)

long = whole numbers only from approx -2000000000 to 2000000000

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scruggs
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Re: I think I found a way to check Genders in-game!
      #1261477 - 04/04/03 04:51 AM

::shrug:: figured i'd get that one wrong. shoulda just said "bigger than you'll probably ever need"...
thanks for clarifying though.

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Spudnik
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Re: I think I found a way to check Genders in-game!
      #1261606 - 04/04/03 05:34 AM

as far as im able to tell, if you changed PCGender in the console, it wouldnt change your race gender....or am i wrong?
i like the idea, actually im rather fond of people who screw with scripting for fun, so i think i want to help you, but im not certain i know how.

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zJoriz
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Re: I think I found a way to check Genders in-game!
      #1261612 - 04/04/03 05:36 AM

such a number is handy if you want to record how many NPCs I killed... Mwuhahaha

"Yet, off for some scripting", sayeth I.



The dialogue works as far as I could see. The console clearly indicated ‘2’ for PCGender, after I chose to play a girl & talked to the captain. For a male, it was ‘1’.

But outside the door are some items that should respond to the variable. In this case, I tried to disable them.

Below are the scripts I tried to disable those items. The 1st is meant to run constantly, or run once after you've talked with Sellus Gravius... Although I have no idea of how I should script that. The other two would maybe have been an easier solution for modders... But it works just as great at the other script; the items don't give a **** about these scripts.


---------------------------------------------------------------------------------------------------

SCRIPT 1

the purpose was to list all specific items that should be disabled. When I forgot about the initial value of the global (0 by default) I had just scripted that a male was 0, just like inside the dialogue. On the start of the game, all female items were thus deleted before I picked my race. This brings me to believe that this script works on the start of the game and then immediately stops. The gender-specific items to be disabled are a sheet of paper and a robe, both in a barrel outside Census office in Seyda Neen.


begin JL_GenderCheckScript

Short PCGender

;TESTING SCRIPT

;######################################################################
;The following script Disables all items requiring PC to be FEMALE, thus the PC is male
;######################################################################

if ( PCGender == 1 )

"JL_Gendercheck_female"->Disable ;this is a sheet of paper in a barrel outside Census Office, TEST
"JL_female"->Disable ;’dress’


;######################################################################
; The following script Disables all items requiring PC to be MALE, thus the PC is female
;######################################################################

elseif ( PCGender == 2 )

"JL_Gendercheck_male"->Disable ;this is a sheet of paper in a barrel outside Census Office, TEST
"JL_male"->Disable ; robe

else
return ; if PC has no gender yet, nothing should happen
endif

end JL_GenderCheckScript


---------------------------------------------------------------------------------------------------

SCRIPT 2

begin JL_femaleitems

; Place this script on items WOMEN ONLY must see. They will be disabled if the player is male.


Short PCGender


if ( PCGender == 2 )
Enable
elseif ( PCGender == 1 )
Disable
endif

end


---------------------------------------------------------------------------------------------------

SCRIPT 3

begin JL_maleitems

; Place this script on items MEN ONLY must see. They will be disabled if the player is female.

Short PCGender

if ( PCGender == 1 )
Enable
elseif ( PCGender == 2 )
Disable
endif

end


---------------------------------------------------------------------------------------------------

I can mail you the entire .esp if you don’t mind…? It’s 13 K of file size. Talks a lot easier I guess.

I must confess… usually if I have some script not working, it’s because I overlooked some obvious detail. Or use the wrong scripting language (TES in Director, Lingo in ASP, PHP in a Flash ActionScript, etc).



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zJoriz
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Re: I think I found a way to check Genders in-game!
      #1261628 - 04/04/03 06:01 AM

Spudnik, I was using the Console just to see if my new variable responded to the dialogue with Sellus Gravius. Changing this variable indeed has no effect on the PC's gender... and it doesn't have to.

Just like you got GetStat and ModStat. PCGender is only meant to indicate (GET) what choice of gender the player made at the start of the game, so modders can create new mods with gender-specific items.

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Grundulum
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Re: I think I found a way to check Genders in-game!
      #1261696 - 04/04/03 06:39 AM

That is original to the best of my knowledge, and an awesome work-around, zJoriz! Cool deal!

The only problem I can see with that setup, though, is that you'd pretty much have to change the Chargen process, and anyone wanting to use this work-around would want to run it the same way you did (for the sake of a standard). But how would one make sure that everyone who uses the PCGender global is using a standard script? I'm not asking you to know zJoriz (although I'm not ruling out the possibility, based on your latest success in doing the "impossible" ), but if anyone else has an idea, I'd really like to hear it. This could be big if we get scripts and quests that check for gender.

In a more cynical note, this might be one of the new functions they're adding to Bloodmoon that will "really make modders happy."

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scruggs
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Re: I think I found a way to check Genders in-game!
      #1261854 - 04/04/03 07:36 AM

hmm...
those items are inside a container, right? are you expecting them to be disabled while inside the container (i don't think that'd work)...or are you removing them from the container, dropping them on the ground, and waiting for them to disappear? (that should work)...

have you tried just placing an object that's not in a container and seeing if that works? just thinking the reference for the object doesn't exist until it's removed from the container and placed in the gameworld. the idea for the PCGender var seems sound, you might just want to try a different way of testing it.

also was thinking, is your general idea to disable all skirts/dresses/frilly panties if the player is male? if so, wouldn't it be simpler just to attach a script to female garments that won't allow you to equip them if PCGender == 1 ?

hmm...maybe i misunderstood your intent...anyway, hope that helps in some way.

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zJoriz
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Re: I think I found a way to check Genders in-game!
      #1264236 - 04/04/03 10:30 PM

I at first indeed had the objects unpacked, lying on the stone cold floor. Because that had no effect, I thought that maybe hiding them would be an idea, so that the PC hasn't seen them before he chose his gender.

There are various exampes of working scripts that add/remove items to/from NPCs, so I guessed you need a container.


Ideed, you're right about my intention. But if I can't do a simple thing like disabling with this variable, then I guess nothing else will work, too. {You can see I stared myself blind on this result, I will try some more results, like moving items 'n stuff}

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Edited by zJoriz (04/04/03 10:49 PM)

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zJoriz
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Re: I think I found a way to check Genders in-game!
      #1264245 - 04/04/03 10:35 PM

Grundulum, the only thing I changed about the CharGen process is that Cap Gravius now has two ways of saying hello instead of one. The player doesn't notice a thing.

All the things I changed (exept for the dialogue & variable itself) begin with the string JL_. So I could write in the readme which scripts to use.

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zJoriz
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Re: I think I found a way to check Genders in-game!
      #1264266 - 04/04/03 10:44 PM

The Other Felix PM-med the following to me:
In reply to:

I think the problem with your script is this line:

Short PCGender

which declares a new local variable with the same name which overrides the value of the global one.


Instead of attaching the determining dialogue to one npc, you could create two generic entries (empty Hello voices might be a better choice) so that they would be used once by the first NPC encountered.

One with the conditions: Global PCGender = 0 and Function PCSex = 0 with the result Set PCGender to 1

The other with the conditions: Global PCGender = 0 and Function PCSex = 1 with the result Set PCGender to 2



Thanks again Felix, I'll use this one to my advantage.

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Edited by zJoriz (04/04/03 10:55 PM)

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zJoriz
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Re: I think I found a way to check Genders in-game!
      #1267824 - 04/06/03 04:52 AM

What The Other Felix wrote is true. The script (WORX!!!) is included below.

Disabling and Enabling items still doesn't work, though. TES makes no sense through its error messages when I try to.


begin JL_GenderCheckScript

; TESTING SCRIPT, adds one sheet of paper telling you of what gender you are.
; The script 'knows' this once you've talked to Sellus Gravius.


Short DoOnce ; If you don't do this then a paper gets constantly added to your inventory


if ( DoOnce == 0 )
if ( PCGender == 1 ) ; PC is MALE

Player->AddItem "JL_gendercheck_male", 1 ;TEST, player gets a sheet of paper telling him he's a boy
set DoOnce to 1

elseif ( PCGender == 2 ) ; PC is FEMALE

Player->AddItem "JL_gendercheck_female", 1 ;TEST, player gets a sheet of paper telling her she's a lady
set DoOnce to 1

else
return ; if PC has no gender yet, nothing should happen
endif
else
return ; if DoOnce is NOT 0, nothing should happen
endif

end JL_GenderCheckScript



I will indeed place the PCGender result on more dialogues. I will inform you if I published the ESP.

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Acid_Basik5
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Re: I think I found a way to check Genders in-game!
      #1267882 - 04/06/03 05:10 AM

Very cool.

One question though.
Was this variable used on a companion mod?

I remember a companion mod that allowed a character to become friends with the companion if she were a girl, but could have a romance if he were a boy.

Im not exactly sure if it used the same variable, but you may want to check that out.
Not sure what the mod is called either.

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zJoriz
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Re: I think I found a way to check Genders in-game!
      #1272707 - 04/07/03 05:54 PM

I believe that 'starting a romance' begins entirely with Dialogue, or it at least could be done that way. Specific results, like "Girlfriend drops all of her clothes" for example, could be scripted there.

Or in the way the original team scripted it: result of the dialogue was a Journal Index.
Thus, for example, your journal gets updated after you've talked to Girlfriend: "Irchana says she'd like to spend some more time with me. Wonder what she means?".
Then there's a script that handles all of the results IF the player got that Journal Index.

That seems to me the most logical way to handle such a thing. Of course, I may be wrong. I never found such a mod.

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aon14
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Re: I think I found a way to check Genders in-game!
      #1272758 - 04/07/03 06:53 PM

It's an interesting idea.

I don't think disable is what you should be doing though.
Just because I'm a guy, doesn't mean dresses are invisible.
Hmmm.....

Anyhow.
Disabling seems to be kind of a dodgy thing, dynamically.
I reckon you just ought to not be able to equip a skirt if you're a bloke and trousers if you're a bird.
intercept onpcequip and sling the thing back in your inventory instead of putting it on.

I wonder if it might be possible to dynamically change plugins used at the character generation process.
Having male and female lists of stuff and separate dialogues might be simpler.... Although a potential development nightmare if you're not careful.
You might have thought save games drove this as the klist of plug-ins is stored in em, but it ain't.
Is it the ini file drives this...?

You could have male and female public toilets set your gender as well or instead of dialogue.
Ideal for that cross-dressing experience...

Disguise kits could perhaps be an interesting addition to the game for the sneakier character.
Wanted for murder?
Need to sneak into that amazon cult?
Disguise yourself...


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zJoriz
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Re: I think I found a way to check Genders in-game!
      #1272838 - 04/07/03 08:04 PM

Disabling was just a test. I'm still attracted to it because it doesn't work and I'm bit of a perfectionist...

However. The below script is what I really meant... LOL


Start WhiteDressScript

Short DoOnce

If ( OnPCEquip == 1 )
... If ( DoOnce == 0 )
....... If ( PCGender == 1 ) ;PC = male
........... PCSkipEquip
........... Player->RemoveItem, “JL_c_WhiteDress”, 1 ;the real dress
........... Player->Additem, “JL_I_WhiteDress”, 1 ;a fake one*
........... MessageBox, “[No matter how hard you try, the dress doesn’t seem to fit you.]”
........... Set DoOnce to 1
....... Elseif ( PCGender == 2 ) ;PC = female
........... Messagebox, “A voice echoes in your mind, “Ah, yes. Finally some body to honor my ways”.”
........... Set DoOnce to 1
....... Else ;PC has no gender
........... PCSkipEquip
........... Messagebox: “A voice echoes in your mind, “I’m not sure whether you’re the one to wear me”.”
....... Endif
... Endif
Endif

End



The fake dress could then be an amulet or something. With a similar PCSkipEquip script on it, of course. Also, it makes sense to change the dress already before the PC puts it on. This could also guarantee that no traders put it on once they get it. So you can buy it back...

The next step is, of course, that this also works for NPCs. Every female with this dress will be wearing it, males will just have it in their inventory.

The reason why I don't use the standard clothing options for this, is because when I say dress, I mean an artifact. For example, a dress that once belonged to some ancient princess. You can't use the Male Clothing function for something an ancient princess wore, can you?

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zJoriz
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Re: I think I found a way to check Genders in-game!
      #1272879 - 04/07/03 08:30 PM

The main purpose of this mod will be that other modders can build their gender-specific items and toilets without having to care about the dialoge.

I heard there was need for more situations in which the PCGender variable got set. Considering the terrible amount of 'hellos' there are... This ain't just easy. Unless...

UNLESS anyone found a way to build 'invisible greetings'. A blanco greeting that would ALWAYS have the result, and then automatically would redirect to the greeting the NPC actually should say.
I'm calling to the veteran guys in particular now, but if anyone has an idea... just POST.

Until then, I'll build the GenderCheck (tm) into the common Imperial, Redoran, Hlaalu & Telvanni guards.

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Edited by zJoriz (04/07/03 09:42 PM)

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venymora
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Re: I think I found a way to check Genders in-game!
      #1277520 - 04/09/03 07:30 AM

Why not hijack an event and use a run-once script to spawn a gender fairy, which initiates the dialog? The added benefit is that the user could opt to kill the gender fairy.

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Cortex
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Re: I think I found a way to check Genders in-game!
      #1279316 - 04/09/03 08:21 PM

In my vampire mod I use what I call pre-greetings that redirect to normal greetings so you get both the pregreeting and the normal greeting when you speak to every npc.
I use the pregreetings to set lots of globol variables on information about the npc's and launch dialog helper scripts.

Unfortionately they are currently flawed in that the "talked to pc" flag gets set on the pregreeting so you wont get an npc's normal greeting if its based on the condition of talkedtopc == 0.

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zJoriz
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Re: I think I found a way to check Genders in-game!
      #1279347 - 04/09/03 08:41 PM

That Gender Fairy is a fun idea! But you don't want to have a fairy bothering you (not even once) when you're in the midst of battle with a ash ghoul on Red Mountain... So it should only happen in a city or something...

Besides, the aim for this plugin is that the final ESP has no additional mashes, textures, etc. (making it more Mod-friendly), which is hard if there's a new creature involved.

I really like the idea though, please keep posting!

Cortex, keep me posted on your progress with your vampire mod. We could both benefit of this fortunate event. (Sorry, I just read the whole 2920 book series from Morrowind, causing me to talk about their language - lol).

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Obelisk
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Re: I think I found a way to check Genders in-game!
      #1279937 - 04/10/03 12:46 AM

k thanx man but if ya want too know some characters are ment to be a certain gender or else it'd screw up

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zJoriz
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Re: I think I found a way to check Genders in-game!
      #1282280 - 04/10/03 05:32 PM

sorry... but I don't get you. What do you mean?

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venymora
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Re: I think I found a way to check Genders in-game!
      #1283075 - 04/11/03 02:15 AM

I'm thinking this particular event should be designed for people using the mod from a save game, whereas your cleaner idea should totally be of the chargen sequence (and automatically gender tagged).

There's something to be said for a floating 0.25 scale male hairy-chested orc in a tutu touching your nose with his magic wand saying 'the gender fairy has paid you your first visit ~ goodbye'. Likely, he should bless the men with a 'testosterone' speed spell, and women with an 'Estrogen' floaty spell.

I must warn you though, the onslaught of 'replace cliff racer with orc fairy mods' would be immediately forthcoming. oh yes, they should giggle when you hit them.

Seriously, I was originally thinking a 100% invisible npc with ~goodbye~, but I now have the *need* to see this orc gender fairy now.

venymora

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zJoriz
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Re: I think I found a way to check Genders in-game!
      #1284652 - 04/11/03 05:49 PM

Straaaange fantasies... an Orc fairy...

Lots of humor.


The way it looks now, I'm gonna release several esp's. One with a 'clean' check, during the CharGen process, and one with a less clean check somewhere on a creature that bothers you when you startup the esp first.
And one with pre-greetings, which would be the best option I think... unless this method is too buggy. We'll see.

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zJoriz
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Re: I think I found a way to check Genders in-game!
      #1284998 - 04/11/03 08:58 PM

Cliff Orc.

How do you downscale NPCs? I'm certainly not going to use new meshes, sounds, textures etc., so Max is not an option.

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venymora
Acolyte

Reged: 04/09/03
Posts: 195
Loc: Canada
Re: I think I found a way to check Genders in-game!
      #1285564 - 04/12/03 02:03 AM

Without resorting to rescaling meshes: I imagine you'd clone the orc race and fiddle with the height property. However, the more I think on it the less likely we're to get a tiny orc that way ~ there'd already be a gazillion hobbit mods! ack.

Seriously, if I could get a 3d studio program that could be coerced into making / editing morrowind meshes for about $200 I would be having so much fun... starting with tiny orcs wearing a lacy tutu.

Venymora

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scruggs
Disciple

Reged: 03/05/03
Posts: 1082
Loc: Allentown, PA
Re: I think I found a way to check Genders in-game!
      #1285602 - 04/12/03 02:20 AM

make an orc race with a really small height ratio, then use modscale on it when you call it in your script.

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zJoriz
Adept

Reged: 03/20/03
Posts: 200
Loc: ZHz, The Netherlands
Re: I think I found a way to check Genders in-game!
      #1293411 - 04/14/03 08:14 PM

ModScale... sounds cool. Gonna find that out.


Cortex, any news on that Vampire Mod yet?

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zJoriz
Adept

Reged: 03/20/03
Posts: 200
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Re: I think I found a way to check Genders in-game!
      #1362390 - 05/04/03 11:33 PM

Oh, and as for free 3d programs, check Blender 3D. I personally don't understand one bit of this program (I stay loyal to Max), but I downloaded it for free at that time. I guess you still can do this, and tutorials can be found everywhere.

http://www.blender3d.com/

I'm uncertain of its export options, though. Might be one hell of a tour to get it to be a NIF.

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