Where are the developers?
Hi!
But, I am not sure what you mean by asking me about "get the game to load an animation from disk"
When the game needs to play an animation, the animation may or may not be loaded in memory at that moment. If it isn't, the game has to load the animation from disk into memory before it can be played. Once an animation has been loaded into memory for the first time, it typically will remain in memory until for one reason or another the game needs to free up some memory for other things.
I guess a better question would have been: do you expect your scripts to be asking for information about an animation only when an actor is playing (or is about to play) that animation? For example, your script detects the player is performing an attack animation, and at that point you want to know the duration of the attack anim.
Or, do you want to be able to ask "what's the duration of attack_onehand.kf" whenever you want, regardless of whether or not it's currently in use by an actor?
Is it possible to get a
SetBaseActorValue-function (or adding the "base"-modifier the AddActorValues-commands have to
Get/Set/ModAVMod©)?
Or do we already have such a thing?
*don't want to use
SetActorValue ( newValue + ( GetActorValue ) - ( GetBaseActorValue ) ) or sth. equal with GetAVMod*
I don't have the code in front of me right now - I need to go back and look at how the actor value modifiers work.
I'm in the process of tracking down some mods I think have conflicts with OBSE 20. Is there something I can do to test them?
First step would be to specify what is causing you to think there's a conflict - what unexpected behavior are you seeing with the mod, and does it appear to go away if you downgrade to 0019 or an 0020 beta?
I've looked through the documentation, and I haven't found a generic Get/SetWeaponPoison function.
You're right - they'd be useful and pretty trivial to add though.
While I'm at it, is there a way to apply poison to a target? I was just going to create a drinkable poison-potion and force feed it to my victim, but since I'm asking anyway, I figure I might as well see if anyone knows a better way.
Drinkable potion ought to work, but I can look into providing a command to do it (or more generally to apply a set of active effects directly to an actor).
Can I use ModNthEffectItemDuration on a spell?
Yes. Maybe the docs could probably use some work to make that clearer (effect item commands work on any type of object with the Magic quality, which includes spells and enchantments, but finding out which objects fit that description is currently not very straightforward).
Does GetArmor Type return 1 if wearing ALL heavy armor, and 0 if wearing ALL light armor? Or does one need to specify each individual slot?
GetArmorType isn't used with an actor. It takes an armor object and returns the type. There are vanilla commands for getting the equipped armor type, or you can use GetEquippedObject in conjunction with GetArmorType to determine the type of armor an actor is wearing.
I've got a question for the "OBSE Gurus"
My mod Dynamic Leveled Lists can end up making a 10MB backup array if people have a lot of mods. I'm planning to cut down on that to reduce savetime, buut:
As of now, with my 10MB OBSE array setup, I experience what seem to be random freezeups.
They aren't associated with the DLL scripts running. There's only one that runs every 30 seconds, and it only does a few checks for stuff like if the game restarted, the player leveled up, etc. I also double checked and did some testing that proves the freezeups don't always align with when my script runs.
So, DLL seems to introduce freezeups of a few seconds even when there is no script running.
My hypothesis is this:
There is some other (OBSE?) process that might be doing "inventory" work on the OBSE data? If that's the case, then perhaps DLL is causing indirect freezeups as that process chokes on my 10MB array.
Is there any such OBSE process? Or anything similar that may be having issue with the fact that the OBSE portion of the save has 10MB of data? (other than the extended save/load times)
---------------------------------------------------------------------------
Anyway, I wanted to give you guys the information and see if you had any clues as to what may be causing these freezeups that come at random intervals.
Thanks in advance! 8)
10MB sounds kind of extreme. Is this a single array containing plain data, or is it a big array containing lots of other arrays?
If you want to provide a link to the version of the mod exhibiting this problem I can take a look.
Does "GetEquippedObject" return if it's heavy or light armor, or just the equipment ID?
GetEquippedObject returns the formID of the item equipped in the specified slot. You can pass the returned item to GetArmorType to determine if it's light or heavy (or neither).