- Видео 68
- Просмотров 364 257
GrimReaperCalls
Швеция
Добавлен 28 авг 2007
Gamer from Sweden. That's about it.
Hi and welcome! Do enjoy your stay :D!
Hi and welcome! Do enjoy your stay :D!
Let's Play F.E.A.R 3 - Part 20 (Finale)
Watch the previous episode here: ruclips.net/video/WUy0_MLzCMg/видео.html
This is the final episode.
This is the final episode.
Просмотров: 12
Видео
Let's Play F.E.A.R 3 - Part 19
Просмотров 92 месяца назад
It's back! I replayed the game to reach this point again. The videos are unlisted, you can find them here: Part 1: ruclips.net/video/VwaaQfaH9gE/видео.html Part 2: ruclips.net/video/ojY-Vm3ATN4/видео.html Part 3: ruclips.net/video/7k8XukBrruM/видео.html
Let's Play F.E.A.R 3 - Part 14
Просмотров 2112 лет назад
There's no commentary for the first few minutes.
Let's Play F.E.A.R 3 - Part 13
Просмотров 55613 лет назад
Up until now, this was the scariest part of the game for me, and thus the most entertaining one to watch!
Let's Play F.E.A.R 3 - Part 12
Просмотров 2813 лет назад
The introduction to another scary part. Keep your eyes peeled for part 13 if you enjoy hearing me shout in terror!
Let's Play F.E.A.R 3 - Part 11
Просмотров 3313 лет назад
Despite a lot of fighting, this is really just the calm before the storm considering how scary part 12 and especially part 13 are!
Let's Play F.E.A.R 3 - Part 10
Просмотров 4613 лет назад
And here I was thinking it wouldn't get any scarier...
Let's Play F.E.A.R 3 - Part 9
Просмотров 5113 лет назад
In which Alma scares the living hell out of me and we once again prove that you should be careful with what you wish for.
Let's Play F.E.A.R 3 - Part 8-2
Просмотров 3413 лет назад
THIS is where the scary stuff starts for real! The cut scene for this Interval (Interval 03) can be found via the following link in case you missed it: ruclips.net/video/VJvxPueucTU/видео.html
Let's Play F.E.A.R 3 - Part 8-1 (Interval 03 cut scene)
Просмотров 5613 лет назад
Just the cut scene for interval 03. The video itself will be up shortly, it was too long to fit into a single episode.
Let's Play F.E.A.R 3- Part 7
Просмотров 3513 лет назад
Even more fighting, gets a bit tedious. Episode 8 is MUCH better, that's when the real scares come :)
The road goes ever on (TES IV: Oblivion)
Просмотров 25813 лет назад
The road goes ever on (TES IV: Oblivion)
Let's Play Crysis 2 - Part 23 - "vrooomvromvromvrom!"
Просмотров 7013 лет назад
Let's Play Crysis 2 - Part 23 - "vrooomvromvromvrom!"
Let's Play Crysis 2 - Part 22 - "Inside the alien base-thingy"
Просмотров 32213 лет назад
Let's Play Crysis 2 - Part 22 - "Inside the alien base-thingy"
Let's Play Crysis 2 - Part 21.5 - "WAAAAAAhahahahah"
Просмотров 4313 лет назад
Let's Play Crysis 2 - Part 21.5 - "WAAAAAAhahahahah"
Let's Play Crysis 2 - Part 21 - "Bullet Sponges"
Просмотров 8013 лет назад
Let's Play Crysis 2 - Part 21 - "Bullet Sponges"
Let's Play Crysis 2 - Part 20 - "Alien Guards...FML..."
Просмотров 15113 лет назад
Let's Play Crysis 2 - Part 20 - "Alien Guards...FML..."
Let's Play Crysis 2 - Part 19 - " L4D Tank!"
Просмотров 7213 лет назад
Let's Play Crysis 2 - Part 19 - " L4D Tank!"
Let's Play Crysis 2 - Part 18 - F*ck your sh*t! I'ma throw a house at you!"
Просмотров 5913 лет назад
Let's Play Crysis 2 - Part 18 - F*ck your sh*t! I'ma throw a house at you!"
Let's Play Crysis 2 - Part 17 - "Is this 2012?"
Просмотров 5213 лет назад
Let's Play Crysis 2 - Part 17 - "Is this 2012?"
I was worrying that you dead, but no, i was wrong, you're still alive and not uploading the rest of fear 3 let's play, but it amazed me that you're still active
To the beginners: It's much easier than it looks to mod a house with CS - just try and play a bit. :) Pro tip: You can copy full buildings, dungeons or rooms by marking everything, using copy and paste (strg+c and strg+v) creating a new interior, linking the doors... ;-)
know this now ancient but just now happened to see it. Good showcasing for w/e version this was. And nice Bonus to be Great enough to be a GMV(game music video).
Hmmmm, I want lots of different islands, but I only want to make one. I'll put rocks and plants and things on them and have them randomly be disabled and enabled - so it looks like a different island each time. :)
Miss you man. Hope you're well :)
Hey mate, thanks a lot! I'm alive and kicking, just stuck in the busiest time of my life still, so I don't have much time for gaming. Likewise, I hope you are doing well!
how you doing bro?
All good, thanks for asking man! How about you?
@@GrimReaperCalls Good to hear haha. Yeah i've been getting on lol, doin a lot of school stuff
cant wait to make a op home
Hey man we miss you
With a name like that I wonder at the meaning behind that statement ;). I do, however, appreciate the sentiment! I'm still alive, just have absolutely no idea what to upload, I'm afraid.
@@GrimReaperCalls Oh wow i wasnt expecting you to reply! and yeah sorry the name's kind of an inside joke haha
@@GrimReaperCalls hope you're doing well tho, i remember watching ur videos many years ago
@@get_aids_6938 I am doing well, thank you very much for checking in! Likewise, I hope you are well too, despite the world being what it is.
@@GrimReaperCalls :) Good to hear you're doing well especially in the whole pandemic.
What about landscaping in interior cells? I'm trying to create an interior cavern type location, however the only way I can actually form the environment itself is by using static cave pieces. Please help, thx
What I would try doing is to make a new world space (Top Menu: World -> World Spaces -> (Right click in list) New. Give it a Weather/Climate that gives the best "interior feeling". If you then scale up some of the cavern meshes to huge sizes, you get a proper cavern roof and can place the cavern ground below the world-space ground. I'm not sure how well this would work, but it could be worth a try?
@@GrimReaperCalls Great idea thx will give it a try
All these years later this is still the best oblivion housing guide . Thank you!!
Well dang, I'm happy to hear that! Thank you!
02:26 Psychoooooo
Thank you very much, i'm working on my house in the mountains near Bruma!
can anyone tell me how to rise the land to exact 1000 units???
Just from the top off my head, you might be able to do that with the Height Mapping tool in the CS, it's the button just left of the Landscaping tool. Can't test it I'm afraid as I can't really get the CS to work on Windows 10. Otherwise, what I would do, is to put a random object/model (like a house) into the render window, double click it, set the Z-value to 1000, and then use the Landscaping tool to pull the ground to the same height (using the smoothing tools to get it flat-ish).
@@GrimReaperCalls OK Thanks for the replay in the first place, but its not working that way. What bothers me, this i found recently, is that there is absolutely nothing to actually show you the actual height of the terrain in the game. Why am i saying this? Well the thing is that each object if set on the ground with F, will show you a different height at which they are set, even if the terrain is flat to let's say a random 1000 :) , so i was testing this with a Light Source, and by far the best i did was 1000.0005, and i really had to try countless times, and this height was only under the Light Source, and the terrain i was testing this was inclined, and as well it was impossible to flatten to this height, it was ruining the terrain to other numbers. Even 1 is too much, it's still a big circle to work with. Now i wonder why in the hell didn't Bethesda add something to actually help people create exact heights, like adding some option to scale how much do one want's to rise the land, not just the same tool of raising the land in 2 different areas of the Editor. Even if i would hit it to a 1000.0000 perfect height, it would only be for that object i would test ONLY., cause as soon as i would add something else, the height value of the first object would be false cause the second object would have a different height. So putting this all together, there is no way to know the real height, i will continue to revisit my old passion with what i have. But hey, look on the bright side, i had already a comment on your video, it was 7 Years ago LOL, how fast the time passes, i wonder what on earth was i talking. :D "I think i was talking about the huge squares of land that were randomly falling down under water, did you ever got this sort of bugs man? i hope it'll never haunt me again, so freaking annoying"
@@EasyFolkDude Sorry I can't really help you there. Assuming the height map editor in the CS is the same as Skyrim CK's, the height map editor will get you as close as possible to having a perfectly uniform height, using the eye-dropper and brush tool. Even then, you probably won't get within 0.0005. Thinking of it, if you desire that kind of precision you might even be running into limitations in the 32-bit game engine itself rather than the construction set, depending on how many decimal places the floating point variables are allocated. And yeah, time sure flies!
I've done exactly as you instructed, yet the equipment does not appear in the game?
Did you make sure to select the plugin in the Oblivion Launch window? Under "Data Files", put a checkmark next to your mod's name.
Thank you so much! I got it to work! I'm going to subscribe to you now.
Glad you got it working! And thank you!
how can you undo ALL changes you made? like just make the construction set reset or make the game normal
In the Data Files menu on the launcher you can enable and disable any plugins you've created/installed, just double-click the mod in that list to remove the check-mark. Mods made with the construction set are "injected" into the game when it's started, the game files themselves are untouched. If you've added mods other than plugins (texture/sound replacers etc) you'll have to delete those files from the Oblivion install directory, unless you used a mod loader/organizer, in which case you just disable the mod in the respective organizer's mod list.
if I delete construction set and reinstall will that delete all previous cs data? thank you btw.
Un-installing the construction set might reset settings in the Construction Set, but it will NOT affect your game in any way, since they are two separate programs. If you want to permanently undo changes that you've made to the game itself, you'll have to delete the the plugins associated with those changes from the Oblivion data directory. Do you know where to find the plugin-files and which ones you want to get rid of? You can NOT just delete all plugins in the Data-folder, as some of them are part of the original game. Unless you are willing to re-install the base game as well, don't touch any of the original files. That being said, re-installing the game is rather quick nowadays, so it's not the end of the world if you accidentally delete something you shouldn't have.
The interior doesn't show when I place it.
+Blizzard Creations You mean it doesn't show up in the render window when you drag it from the object window? If so, see if the name of it shows up in the Object menu (right screen) of the "Cell View" window. If it does, right click the name of it in that menu and select View (I think that's what it's called, haven't used the Construction set for a few years now). This should move the view in the Render Window to view the object.
GrimReaperCalls Oh, no, I fixed that problem right after I posed this. There was a door window hiddne behind the render window. Thanks for trying to help anyways.
Check out my ongoing Oblivion series, starring Lucien Lachance, Jauffre, Ocheeva, Uriel and Martin! Guaranteed weekly uploads of new stories with your favourite characters! Please subscribe! It means a lot to me! (Pretty Please?) 10 subs and I'll add the Adoring Fan! ;) 20 subs for Cheese and Sweetrolls!
Grimreaper where are you!!!!!!???!!
Sorry mate, still in College getting my master's degree, which leaves very little time for gaming :/. I haven't actually played any more of Fear since this video and I definitely plan on finishing it, once I get a little more time. I'm aware that it was a bit of a dick-move on my part to abruptly stop with everything without any notifications, and I'm sorry about that!
GrimReaperCalls Det är lungt, lycka till med pluggandet :)
please come back
i want to take an existing item and change the enchantment, not create a new one. since google won't turn up anything on this specifically am i to assume its impossible?
The only difference between modifying an existing item and creating a new one (the way I do it in the video) is changing the "Item ID". If you modify an item without changing the ID, all changes you make to that weapon will apply to all weapons with that ID. In the case of this video, if I didn't change the ID, all Dremora swords would have that enchantment. If you want to modify a specific enchantment, find it in the Enchantment Menu and double-click it. Then make some changes to it and press OK without changing the enchantment ID.
GrimReaperCalls thats obvious, it just didn't work. it just duplicated the item with my changes rather than saving them to the item i changed.
Do you have a link for this as i cant find it at Nexus site.
If you mean the sword itself, I'm afraid that mod has long since been deleted from my hard drive and I never uploaded it to nexus. This video was more meant as a showcase for a sword that I show how to make in a different video, using the Construction Set. That video is horribly bad quality and a lot of people have complained about the music, but you can watch it if you search for "grim reaper calls construction set enchanting guide" here on RUclips.
.. that MUST be a mod!!
Heh, yes it is indeed a mod. The mod's called "Deadly Reflexes" and can be found on Nexusmods/Oblivion.
Oh.. thanks!
Ugh, why do people always edit these tutorials with complete shit for music.....
I don't know about "people", as for me personally it's mostly because I enjoyed this sort of music back then (still do, although to a lesser extent). And for those who don't enjoy it, muting the video is as simple as a click of a button, it's not as if the audio is of vital importance to this tutorial :P. Besides, this isn't really that good of a tutorial, the choice of having (to the subject) unrelated music in the background should serve as some sort of indication of that, so in that matter I think it's serving its purpose. You're probably better of finding a newer (<6 years old) and/or more "professionally" made one. Should be plenty of them on RUclips by now.
when i paint the ground im trying to do it with a path (cobblestone) but when i do it it just does grass what am i doing wrong?
There are several armor mods that are perfectly balanced available on oblivion nexus, if that's your concern.
No, you can only create mods for the PC version.
is this for xbox?
That sounds odd. Do the yellow markers appear when you link the doors together? Make sure you're saving the plugin, and that you're running the latest Oblivion version together with the latest Construction Set version. If you're using any numbers in the ID of your interior cell, try removing them. Although I've never had any problems with this, I've heard that using numbers in ID's can cause some issues. Something with the game engine getting integers and strings mixed up or whatever.
Pretty helpful but I'm having a problem. It all looks like it's ready in the construction kit, but then when I play the game and interact with the door, it doesn't do anything. I've set it to teleport to the interior and everything
I believe another way to fix the chair not showing up in references is to go to your chair, double click it, and under all the x y z stuff, check the box that says persistent reference. Hope that helps...
I love F.E.A.R 3
no one gives a fuck.
You would have to learn a bit of scripting, and if you've never worked with the CS that could take a while. If you're only planning on doing that one thing, it's not really worth the time. Instead, I would suggest that you make an overpowered version of that weapon and, once you've reached level 100 in the skill, you switch to that weapon instead of the normal one. I do have a tutorial video on how to modify weapon damage etc, although it's not very good. Search "Enchanting guide" on my channel
There's a "mod" on oblivion nexus called "Construction set extender", which fixes a lot of the issues with the construction set as well as adds a few new features, but it has quite a few requirements and it takes a while to get used to it. If you're seriously interested in modding, I suggest you check that out!
I do not have the scripting knowledge necessary to make the effect only apply to a weapon when you're at a specific skill. But I think a script that checks the player's blade skill on equip (OnEquip event or w/e it is, google it) and then modifies the stats of the weapon depending on the skill, should do the trick. Sadly I'm no script wiz :/.
You'd have to either create a fake interior in an exterior cell (adding an interior mesh) but this would mean that if it started to rain in your exterior cell, it would also rain inside the fake interior. Alternatively you can do the reverse, a exterior inside a house, by using some cave resources etc. However, I do not know of any good terrain meshes, so you'd have to mess around a bit.
Understandable, not everyone is comfortable with the Swedish accent. There are plenty of videos from other users that you can choose from, so you should fine.
Hold shift while moving the mouse. (it's either shift of ctrl).
How to rotate the camera in that?
Jag med
At 0:32 it isn't working by me. There stands ""File Oblivion.esm is a higher version than this EXE can load." What shall I do now?
Once you've done it a few times it gets easier to remember ;). I'm glad the video was helpful, thanks for watching :).
6 gigs of Ram, 1 gig graphics, i5 @ 3.2 GHz, windows 7 64bit, a normal 1.5Tb HDD.
oh ok :) thanx for telling me
To a certain extent yes, but custom models and textures would have to be created with 3rd party softwares, such as Blender and Gimp. If, let's say, you wanted to create a high elf that has khajit ears, you could do that with solely the construction set since both of those models already exist in the game. However. if you wanted to give an elf a snout, you'd have to create new models and textures. As you can see in this video, creating custom buildings only requires the construction set :).
with the Construction Set you can create anything for the game right? like races,buildings mounts and more?
Hehe, indeed!