[RELz] MWSE Resources

Post » Fri Dec 09, 2011 2:30 am

I've collected various scripts that often use into one resource here. I have lately been merging this into most of the MWSE mods that I make, and I find that it has simplified a lot of things for me, as well as helped to make some of my script far more light-weight and cause less of an FPS hit.

Basically this is a set of scripts that will constantly define some global variables (kind of how Random100 and various other such variables work.)

The idea of this is that you either make your mod dependent on this file, or include it entirely (it is probably most effective to simply make it dependent.) If you do make any changes, please change the IDs on all of it so that it doesn't conflict with other mods. I have used this in several already, and would hate for someone to introduce a change that breaks those.

I do intend to add to this as things come up and I come up with more features.

http://www.fliggerty.com/phpBB3/viewtopic.php?f=53&t=4341


Readme:

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The Elder Scrolls III
MORROWIND:
MWSE Resources

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Index:

1. Description
2. Installation
3. Playing the Plugin
4. Features
5. Version
6. Conflicts
7. Thanks
8. Copyright


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1. PLUGIN DESCRIPTION

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TITLE: MWSE Resources
VERSION: 1.1

PLUG-IN TYPE: Scripting Resource

BY: Fliggerty
CONTACT: http://www.fliggerty.com

I often find that I need to write the same scripts over and over again for
different mods. So I have started to combine the most common of these
into a single mod that can be used across many mods. This is essentially
the same thing as having a coding library.

MWSE Resources has a few scripts which will set values to certain global variables
which you can use in your own scripts or dialogue.

Those variables are:

NewCell -- This is set to 1 for one frame when the player enters a new cell.
Unlike the standard function CellChanged, this will work for regular cell changes,
teleportation, or script events.

KeyPressed -- This will return the value of the current pressed key. Use this instead
of the xKeyPressed function. Many mods call that function every frame, so it seems it's
better to check a variable value constantly instead of calling a function for the sake
of FPS.

TargetNPC -- This will give you a reference value of the NPC that you are "looking at"
when MenuMode is true. The idea is to be able to determine what NPC you are talking to.

Trader -- This is set to 1 if TargetNPC is a trader, 0 if not.

This mod is dependent upon Morrowind Script Extender (MWSE) v0.9.2 or later, or MGE v3 or later.


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2. INSTALLING THE PLUGIN

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To install the plugin, unzip the files into the Morrowind/Data Files
directory.

REQUIREMENTS: Morrowind, Bloodmoon, Tribunal, Morrowind Script Extender (v0.9.2 or later)


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3. PLAYING THE PLUGIN

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This plugin is meant to be a resource for those writing MWSE scripts.

You can either merge this in entirety into your mod, or make your mod dependent
upon it. PLEASE DO NOT MAKE ANY CHANGES TO THE SCRIPTS. If you do change
anything, please change ALL of the IDs on the scripts and variables so it
does not conflict with other mods using this.


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4. PLUGIN FEATURES

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-- Get data for use in mod creation that is not otherwise available.


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5. PLUGIN VERSION

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v1.0
Initial release


I hope you'll enjoy playing this mod. Please direct comments, suggestions,
bug reports, questions to : fliggerty@fliggerty.com


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6. CONFLICTS

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I have tried to avoid any conflicts with any common mods. I may have missed something
here or there, if I did please let me know!


Please reports any bugs or problems at Great House Fliggerty.

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7. THANKS

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Too many right now. Still compiling the list.
But to start it off:

ps33: Always my scripting mentor. While having nothing directly to do with this mod,
nevertheless I would not have known how to use MWSE without his infinite patience and support.
FreshFish: For giving us MWSE.
CDCooley: For continuing the support of MWSE
Bryss Phoenix: As always, infinite support and patience!
Everybody else who has always been supportive of modders in general.


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8. COPYRIGHT

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This plugin is freely modifiable for your own use, as long as this readme
file accompanies it and credit is given to the original author. But please
remember that not everything here is my work. Refer to section 7.THANKS.
By downloading and running this plugin, you acknowledge the following :

- You have read and understood this readme file.
- You acknowledge that the author of this plugin accepts no responsibility for
damage to your game saves, operating system, computer, etc,
when using this plugin.

This plugin may be included in any compilations or merged into other mods
that will be publicly released. I request notification of your usage of this
in such mods.

This plugin may not be uploaded for distribution anywhere without my explicit permission.

User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Fri Dec 09, 2011 5:48 am

Does this mean that you'll include this file in all your MWSE mods you release? Or is this something we'd have to download seperately to use your mwse mods?
User avatar
Alexandra Ryan
 
Posts: 3438
Joined: Mon Jul 31, 2006 9:01 am

Post » Fri Dec 09, 2011 8:34 am

Thanks for this. I've already thought of a use for the "NewCell" variable. I can use it to make sure that a companion will follow you wherever you go, whether you used recall, a script, or they just decided not to follow you through a door for no reason (urgh!).
User avatar
Tom
 
Posts: 3463
Joined: Sun Aug 05, 2007 7:39 pm

Post » Thu Dec 08, 2011 11:01 pm

I will include it in any mod that I release that requires it.
User avatar
Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am


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