[RELz] Oblivion Script Extender (OBSE) 0020

Post » Wed Mar 30, 2011 1:48 am

What kind of filter? Just checking whether the spell belongs to Oblivion.esm (which filter out all mod-added disease spells), or something more advanced. What I'm doing, is simply to have a count for number of diseases available in HUD Status Bars, making it easy to have a bar or icon indicating when you have a disease.
For Vector's purposes, a formID check to make sure that the spell belongs to Oblivion.esm and a substring check for "Disease:" in the spell's name. A 3rd party disease may prefix its name with that string to get Vector to process it for its various subsystems.

I wonder if the DEV did that to prevent the actors (that are not the player) from being effected/included as actors do not suffer from diseases (Is that right Shade Me? About actors not suffering from the Diseases? I believe that is correct as I use diseases for that reason myself once in a while in my mods.)
To my knowledge, all actors are able to host diseases. I couldn't say why the mod's author decided to use diseases over abilities (perhaps there is some advantage that I don't recall - It's been over a year since I worked on any ObScript mod).
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Cassie Boyle
 
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Post » Tue Mar 29, 2011 9:34 pm

er... no

NOT "host" diseases but SUFFER from them.

I use this in my "Dont be a soch" mod becasue actors can spread this to the player but the effects of the diseases do not effect the actors (non players) as far as I could deduce, but as you, it has been a few years from when I made that mod so I am not sure now....

To my knowledge, all actors are able to host diseases. I couldn't say why the mod's author decided to use diseases over abilities (perhaps there is some advantage that I don't recall - It's been over a year since I worked on any ObScript mod).

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Dean Brown
 
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Post » Wed Mar 30, 2011 11:23 am

er... no

NOT "host" diseases but SUFFER from them.

I use this in my "Dont be a soch" mod becasue actors can spread this to the player but the effects of the diseases do not effect the actors (non players).
They don't ? That's news to me - I was under the impression that they did.
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Gemma Woods Illustration
 
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Post » Wed Mar 30, 2011 7:20 am

I am too slow to edit my first post on this so:

I use this in my "Dont be a soch" mod becasue actors can spread this to the player but the effects of the diseases do not effect the actors (non players) as far as I could deduce, but as you, it has been a few years from when I made that mod so I am not sure now....

They don't ? That's news to me - I was under the impression that they did.

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Juliet
 
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Post » Wed Mar 30, 2011 7:49 am

I have a request. Can you make a command that forces the actors to look in the direction I want them to in combat? I am making a mod with game mechanic "feints" and the only way so far to tell the player that the feint worked (and that the landed blow was not just a normal shot) is to throw a message up at the time it worked. That is SAD, and I would prefer to have the actor look in the "wrong" direction to tell the player they succeeded in the feint shot.
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CArla HOlbert
 
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Post » Wed Mar 30, 2011 10:13 am


Maybe. It will probably not be as straightforward as simply changing the field that indicates the creature's type, though. Can you describe what you'd want to use it for?


Hmm, and I might need it to be straightforward for what I had in mind. I'm wanting to do a small "update" to the akatosh mounts mod. Thanks to my recent reading of Eragon, I thought it would be nice to have more interactions with your dragon mount. While messing around with the scripts, I noticed the Stay command is supposed to make the dragon go into a Wander AI package. Unfortunately, the dragon stays put. No wandering at all. If you change the dragon from a Mount type to a Creature type, the dragon will wander all over the place. So I had thought about inputing into the script the ability to change the type of creature the dragon is. Since this doesn't exist, the only other way I thought it could be done was to have two versions of the dragon, one for flight, one for ground. On the different options in the commands script, one dragon would be disabled, the other would be enabled and vice versa depending which command was issued. As you can tell, that would be tedious and somewhat immersion breaking because the dragon in front of you would suddenly disappear, and reappear behind you or where ever the enable function decides.

Anyways, that's what I had in mind, but if it is possible, put it on the back burner. I'd rather see other's requests before mine since it's purpose will only have a small impact.
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OnlyDumazzapplyhere
 
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Post » Wed Mar 30, 2011 3:36 am

You got it.
When the docs talk about a "literal string" it means a string enclosed in quotation marks.


Thanks. :)




According to CSE http://www.obse.silverlock.org/obse_command_doc.html#GetActiveMenuSelection takes 1 parameter, but the docs don't say anything about it. What's that parameter for?


Basically, what I'm looking for: is there any way to get the soulgem which was "equipped" to open the recharge-menu?
As far as I can tell GetActiveMenuRef doesn't work here.




PS:
The FilterCode-Link for GetActiveMenuFilter links to MenuFilterCode instead of Menu_Filter_Code.
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Shaylee Shaw
 
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Post » Wed Mar 30, 2011 2:01 am

I have a request. Can you make a command that forces the actors to look in the direction I want them to in combat?

Maybe, I'll have to dig into the code.
Anyways, that's what I had in mind

Thanks, that gives me a better idea of what to look for.
According to CSE http://www.obse.silverlock.org/obse_command_doc.html#GetActiveMenuSelection takes 1 parameter, but the docs don't say anything about it. What's that parameter for?

Basically, what I'm looking for: is there any way to get the soulgem which was "equipped" to open the recharge-menu?
As far as I can tell GetActiveMenuRef doesn't work here.

Like the other ActiveMenu cmds, it takes an optional integer menu type code.
Those commands won't help you here, though. I should be able to get you the soulgem after I've decoded the recharge menu's class. (Anything else you are interested in for that menu?)
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Jarrett Willis
 
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Post » Wed Mar 30, 2011 11:14 am

Like the other ActiveMenu cmds, it takes an optional integer menu type code.

Thanks. :)

Those commands won't help you here, though.

I know, thought about using GetActiveMenuSelection in Inventory and save if the last one used is a SoulGem.
I should be able to get you the soulgem after I've decoded the recharge menu's class. (Anything else you are interested in for that menu?)

I'm sure I already said that, but :intergalactic:


:D

Hm, anything else in the Menu that can't be accessed using GetMenuString/FloatValue?
Maybe an OnReacharge-Event. If possible with a way to tell if the recharging was done by yourself or bought.
I guess the last recharged Item could be interesting, too. Nothing I'm interested atm, though.




While we're talking about Event Handlers:
I'm trying to create a Enchant-Skill which would replace the Vanilla-Enchanting-System completely by sth. inspired by the Morrowind-System (not sure what to do about Sigil Stones, but I'll deal with that later). Is it possible to trigger the OnEnchant-Event my self?
And change the return values of GetLastEnchantedItem?
Or rather, are you willing to allow this (i.e. add a command that does exactly this)?


As always: thanks for your effort. :goodjob:
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Mark Churchman
 
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Post » Wed Mar 30, 2011 11:56 am

:obliviongate:
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Wayne W
 
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Post » Wed Mar 30, 2011 9:52 am

Expose timeGettime from winmm.dll please. Or let us get access to the games running time, so we can time stuff in real time (and not game time) effectively.

GuruSR.

There already is a time function that retrieves the system time. Take a look at the command doc.
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Your Mum
 
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Post » Wed Mar 30, 2011 2:26 am

Expose timeGettime from winmm.dll please. Or let us get access to the games running time, so we can time stuff in real time (and not game time) effectively.

Try GetUserTime.
Is the text in bold still true (I think I read somewhere that you don't need to do this anymore, but that may have been for some other function).

No, the text is outdated. The game's "apple bug" is dead and buried.
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Bee Baby
 
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Post » Wed Mar 30, 2011 12:02 pm


Thanks, that gives me a better idea of what to look for.


Thanks for checking into it Scruggsy, but as I said, make my request a very minor, last priority. I'd rather see other's before mine.
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Natalie J Webster
 
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Post » Wed Mar 30, 2011 2:43 am

I'm having a supremely thick day. I'm trying to test out PlayIdle in the console and can't get any joy.
No matter what I attempt to pass as an animation, the console complains that the animation doesn't exist or is not valid.
I've tried the animation refid, animid, you name it id. Refs, strings; nothing works.

Anyone used this godsend feature yet? What do you pass? PlayIdle ? Any clue as to what I'm doing wrong? An example would be great. Can't shake of the feeling I'm having a stupid moment.
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kristy dunn
 
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Post » Wed Mar 30, 2011 1:32 pm

Playidle can't be used from the console.
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Rob
 
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Post » Wed Mar 30, 2011 8:35 am

Thanks. Knew I was being thick somewhere along the line. Not a good day.
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Mr.Broom30
 
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Post » Wed Mar 30, 2011 10:14 am

:obliviongate:
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Svenja Hedrich
 
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Post » Tue Mar 29, 2011 11:13 pm

Just a bump for http://www.gamesas.com/index.php?/topic/1173487-beta-oblivion-script-extender-obse-0020/page__view__findpost__p__17397712.
I think it might've been missed in the general commotion :P
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Markie Mark
 
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Post » Tue Mar 29, 2011 9:56 pm

Can't get playidle to work. Not from the console. Read the documentation, tried everything. It just wont accept the animation. Can anyone provide a working example?
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Lexy Dick
 
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Post » Wed Mar 30, 2011 3:47 am

since the update i have a problem with CCAO
i have the animation for the first weapon i use but when i change to another type ,like from a sword to a blunt weapon, the animation is not showing
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Louise Andrew
 
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Post » Wed Mar 30, 2011 5:50 am

timeGettime

No problem.
since the update i have a problem with CCAO
i have the animation for the first weapon i use but when i change to another type ,like from a sword to a blunt weapon, the animation is not showing

I'm not familiar with that mod. Please confirm that if you downgrade to 0020 beta 5 or beta 6 it begins working correctly again. If it doesn't, you may want to inform the mod author.
http://obse.silverlock.org/beta/obse_0020_beta_5.zip
http://obse.silverlock.org/beta/obse_0020_beta_6.zip
Can't get playidle to work. Not from the console. Read the documentation, tried everything. It just wont accept the animation. Can anyone provide a working example?

Look about 4 posts up. PlayIdle won't work from the console.
Just a bump for http://www.gamesas.com/index.php?/topic/1173487-beta-oblivion-script-extender-obse-0020/page__view__findpost__p__17397712.
I think it might've been missed in the general commotion :P

I'm fairly certain this was fixed.
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Unstoppable Judge
 
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Post » Wed Mar 30, 2011 1:28 am

Look about 4 posts up. PlayIdle won't work from the console.

Yes. I meant that im trying not from the console. Already saw that post.
Example, if you please...
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JLG
 
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Post » Wed Mar 30, 2011 1:04 pm

Yes. I meant that im trying not from the console. Already saw that post.
Example, if you please...

ref animset anim to EscortWaitingWave ; or another Idle Animation formplayer.playidle anim 1

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Sheeva
 
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Post » Wed Mar 30, 2011 4:44 am

Thanks a bunch.
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Alina loves Alexandra
 
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Post » Tue Mar 29, 2011 10:49 pm

I'm fairly certain this was fixed.

Indeed it was; I was apparently too lazy to read the "Changes" list in the OP.
Sorry about that, and thanks a bunch for taking care of it so quickly :)
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Lewis Morel
 
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