Jump to content

Serijas

Members
  • Content Count

    18
  • Joined

  • Last visited

Community Reputation

0 Neutral

About Serijas

  • Rank
    Member
  • Birthday August 9

Recent Profile Visitors

1198 profile views
  1. Yo, suggesting something like .mod stand #animationID %speed, where the selected animation is being played slower or faster given the percentage.
  2. Okay, hear me out. Using the object mover generally, the whole process of building is way faster than ever doing so with the chatbox alone. However, when working with natural environments like a forest and co. I find myself halted in the creation process very much so as not everything is just aligned to zero pitch and roll rotation - as this would look vastly unnatural to look at. In order to counter that, I either pre-make some pitched / rolled trees, rocks and so on and fly back to their location after spawning them. So I propose maybe to add a feature that allows to define a range for rotation, pitch & roll, mayhaps even scale, to apply in that range the properties when spawning new objects.
  3. • Type of Bug: Phase Shift Water • Description: .Phase Shift Water Adt Off/On doesn't do anything. I wanted to shift off the lava that was previously in the older patch possible to do via ADT. Now it doesn't shift anymore. Observable by others, too. • Evidence (Chat message/Screenshot): Dropped an Image in here, doesn't load, idk. • Steps to reproduce: -> .ph own -> Go to some water -> .ph shift water adt off Tried in multiple locations and phases • Expected result: Shifting off visible water from the ADT. • Observed result: Not shifting off visible water from the ADT. • Reproduction rate: Always. • Additional information: Pls fix, I'm losing my mind. ?
  4. Hey there, sorry to bother about this but I don't think the NPCs starting to fly above the ground / swimming in air to move from one waypoint to another is more than a temporary solution. Without activating NPCs fly on their motion they occasionally or always fall through WMOs (more often, than on tiles). Unless it's a solid ADT terrain chunk beneath their feet NPC motion will always be unpredictable. Sometimes it works with tiles, often times it doesn't with WMOs. Autohover doesn't seem to do anything but keep the NPCs from falling through where ever they are standing on and once they move they just plop through the ground. Idk but that doesn't seem like a long term solution to me Suggestion on how it may be approached: 1) A new function that enforces an animation replacement if NPCs are set as flyable that makes them walk / run instead of swimming. Something like: .waypoint flyanim walk/run/swim 2) Idk I'm not a programmer.
  5. Serijas

    .ph f n o scale?

    Oh I didn't even know that existed.
  6. Yo, I got a lot of objects that are the same but scaled in different sizes (1.0, 0.7, 0.5 etc.) Could we get an additional parameter for gob mass visibility that allows an entry of scale? For example: .gob mass vis #sight_range #entry #radius #targetscale So that #targetscale is left null by standard. But if one writes for example .gob mass vis 500 824702 -1 1.0 then it just applies the visbility to gobs that are 1.0. Currently I have to set all objects of that kind to the maximum visibility I would go for and then run around and single handedly change every other gob of the same ID that is scaled differently by hand. This would speed up the work for anyone that is fine tuning their phase for a more FPS friendly environment.
  7. Bro you log in to a video game to express your rights as an individual about topics you've agreed upon not talking about in public spaces given the ruleset.
  8. Serijas

    .ph f n o scale?

    Hey there, to give some NPCs variants in their outfits in regards of size it'd be cool to give them scales for their outfits as well. For example you can already change hair, haircolor, face, facial hair, features etc. but the scale is set to the forged NPCs scale (.ph f n scale) or "the creature template's base scale" as it is called in the Syntax. That would remove some homogeneity in regards of scale when working with multiple outfits at a time and allow a vast scale variation when the races change as well.
  9. (Green) Warden Armor Set Made by Voyager Original Distributor: Serijas This armor replaces the Nazmir Raid Set with a more customizeable Warden Armor Set. You can recolor the armor by changing the warden.blp or use the files as templates. Credit to the files goes to Voyager in the Discord. These files are distributed free and are shared freely and owned by me and exported, edited and essentially prepared by Voyager through a paid request, do not commercialize these files in any way. Features: -> Head, Shoulders, Gloves, Chest, Legs and Boot and Cloak Slots wearable armor pieces that have you look like the Green Warden. -> You can swap out any of the slots to your liking to create your own armor, or just keep the helmet's design -> The Armor is FEMALE and for NIGHTELVES (I may ask Voyager to make a custom model for male nightelves too some time in the future) How to Install: 1. Export the Zip Files content into your Epsilon/_retail_/Patches directory. 2. You should now have a directory named WardenArmor in your Patches directory. 3. In the launcher, go to patches and tick the WardenArmor Patch, if it is grey, you did not do the steps above. 4. Ingame, add the following items to your inventory with .additem .additem 160634 1 566 .additem 160641 1 566 .additem 11172420 .additem 160636 1 566 .additem 161358 1 566 .additem 160718 1 566 .additem 160733 1 566 5. You can now finally run around without the helmet on. 6. Have fun WardenArmor.zip
  10. I want to finish High Elves for the time being. How come you asking? Which skins could possibly need any changes?
  11. He-hey there, Serijas here. You've stumbled over a blood elf skin recolor / retexture - have fun! Since the current High Elves look a bit blank, this Patch aims to improve on the weaker edges. The plan is to "HD"-fy the old faces/skins and give it more care so that the faces matter more than they did before. Possible plans are to include make-up, nail polish & underwear color variants as well. As of now, male high elves are currently excluded from the patch, but you're more than welcome to download it anyway. Seriously, do it. I will keep this topic up-to-date like a blog, should there be any issues please contact me over Discord: Serijas-ly#9725 Better High Elves Version 0.3 ↓↓ Click Here for the Download ↓↓ It's new, it's fresh and you'll like it a lot! ✅ Easy to Install | ✅ Contains a Readme | ✅ Packed in ZIP & Launcher-Tested | ✅ 0% Troll. 100% Elf. See the Changelog down below for more informations!
×