[Discussion] CS Wish List

Post » Fri Nov 12, 2010 7:41 pm

One thing that would be nice is the ability to assign any available spell icon to a scripted spell. As it stands now, the only way to do that is to add an effect that uses the desired icon.
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hannaH
 
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Post » Fri Nov 12, 2010 8:19 pm

This is due to be released "soonish" to quote Scruggsy. Apparently ShadeMe is waiting for the new version of OBSE and once that's released, he'll relese the CSE.
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JD FROM HELL
 
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Post » Fri Nov 12, 2010 9:57 pm

One thing that would be nice is the ability to assign any available spell icon to a scripted spell. As it stands now, the only way to do that is to add an effect that uses the desired icon.
You might want to pester JRoush for this - It would fit better in OBME. Besides, the implementation would require modification to the runtime as well and that's something I don't plan to do in CSE.

I'm still taking requests, btw.
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Nuno Castro
 
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Post » Fri Nov 12, 2010 3:45 pm

My Documents\My Games\Oblivion\ConstructionSet.ini ==> uGridsToLoad=NN

The CS will load NN x NN cells. I think it must be an odd number.

I have just increased mine from 11 to 19.


Thank you!! :hugs: That's going to greatly improve my life!


I'm still taking requests, btw.


:wub: You da best.

In that case, would it be possible for an alternate "snap to grid" mode that snaps objects to the bounding boxes of other nearby objects. That would be incredibly useful for tilesets that don't quite fit together seamlessly, or if you have scaled the meshes at all. Or if you've rotated the meshes, etc. I get tired of having to build something out of the way, and then rotate it as a group into the right position.

Infact, that gives me another idea: the ability to alternate between rotating and scaling groups of objects as a group or individually in a group. For example, at the moment, if you have built a cathedral using Mr Siika's meshes, (as I just have) and then decide that you want it to bigger, you can't just simply scale up the whole thing, as that scales the individual pieces, which you then have to reposition, which is very irritating. If you could scale the whole group as a single object, that would simplify things. (I'm thinking a modifyer key)

Without a doubt, the "Modders' Modder"! :wub:

EDIT:
One thing that would be nice is the ability to assign any available spell icon to a scripted spell. As it stands now, the only way to do that is to add an effect that uses the desired icon.


Actually a mod/utility that can do that was released a while ago:

http://www.tesnexus.com/downloads/file.php?id=26196
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Eric Hayes
 
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Post » Fri Nov 12, 2010 5:51 pm

...
Infact, that gives me another idea: the ability to alternate between rotating and scaling groups of objects as a group or individually in a group. For example, at the moment, if you have built a cathedral using Mr Siika's meshes, (as I just have) and then decide that you want it to bigger, you can't just simply scale up the whole thing, as that scales the individual pieces, which you then have to reposition, which is very irritating. If you could scale the whole group as a single object, that would simplify things. (I'm thinking a modifyer key)...


It's been suggested in post #18 - and elaborated further in several posts below. It would be a major improvement.
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Princess Johnson
 
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Post » Fri Nov 12, 2010 7:24 pm

It's been suggested in post #18 - and elaborated further in several posts below. It would be a major improvement.


Well, I just re-read post 18, and that's not really what I'm suggesting. Batch editing of ownership, parent enabling etc would be amazing, but yes, it's already been suggested. What I meant was alternating between treating a group of objects as a single object, or a several objects, for the purposes of scaling and rotation. Normally if you select a group of objects and increase their scale (by holding S and moving the mouse,) the objects all increase their scale to the same extent, but their position remains the same, meaning that if you were increasing the scale of a building made of several parts, these parts would start to intersect as they increased in size. Instead I would like the option for their relative distances from each other to remain the same, so the entire building as a whole increases in size, without intersecting. The same applies to rotation, but in reverse: if you select and rotate a group of objects (holding right click and moving the mouse) the entire group of objects rotates around a common centre, as a single object. However, you might want to make each individual object rotate around it's own axis instead, and this is the option I'm requesting. I would think the default mode should be rotating/scaling as a group, with the option of doing it as many individual objects (ie batch editing, but without opening the reference window - already possible for scaling) accessible by holding down a modifyer key.

Sorry if I didn't make it clear enough in my last post. :)
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Sammie LM
 
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Post » Fri Nov 12, 2010 7:52 pm

"Normally if you select a group of objects and increase their scale (by holding S and moving the mouse,)"

What? We can do this in the CS??


I understood what you meant, having common reference point for scaling multiple objects at once. But I wasn't aware that scaling multiple objects at once was possible?

You are right, reference points for scaling etc weren't discussed, I apologise.
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TIhIsmc L Griot
 
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Post » Sat Nov 13, 2010 3:03 am

"Normally if you select a group of objects and increase their scale (by holding S and moving the mouse,)"

What? We can do this in the CS??


I understood what you meant, having common reference point for scaling multiple objects at once. But I wasn't aware that scaling multiple objects at once was possible?

You are right, reference points for scaling etc weren't discussed, I apologise.


Yup, I do it all the time, to add variation when I'm detailing an environment. If I recall, it's new in the Oblivion CS, as for Morrowind, you had to scale objects through the reference editing window.

No worries, no need to apologise :) I hope that this new knowledge helps you in future! :D
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Krystina Proietti
 
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Post » Fri Nov 12, 2010 11:49 pm

More stuff not already mentioned:
  • Being able to see cell quadrant boundaries when the landscape and/or quadrant dialogue(s) are open, maybe even color-coded boundaries so it is easy to see which quadrant is which
  • Being able to re-order masters from the master list in the Data... dialogue
  • For that matter, and this is probably pushing it, being able to choose a plugin as a master (yes, I realize we have ten ways around this, but think of the time-saving!)
  • A tree-view of records from the "Details..." button in the Data... dialogue, similar to TES4Edit
  • Some way to auto-dismiss specific, usually-harmless warnings, such as "Model loader still has blah blah" on exit or "Reference attached to wrong cell for location blah blah" on load
  • BSA auto-detection for the CS. As it stands now, it will auto-detect after I've run the game once with the .bsa, or if I add the .bsa to the ConstructionSet.ini, but it won't behave of its own accord like [I think] it should.
  • A fix for whatever causes the duplicated dialogue record to end up above the original in the list, tricking people into editing the original
  • A "revert to unmodified" thing in the context menu of any object/record, and the dialogue box of any reference in the render window, instantly revert to master and un-mark modified
  • Some customization of the status bar at the bottom, so the object name box and the location box are big enough to always read what's inside them
  • Make deleted objects/classes actually go away, instead of requiring plugin reload, or at least have the option


Probably not all of this is feasible, but I figured I'd at least voice it to see what stuck. Thank you in advance for all the hard work going into this! :celebration:
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Paula Rose
 
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Post » Fri Nov 12, 2010 5:56 pm

Has anyone asked for syntax highlighting in the script editor yet?
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QuinDINGDONGcey
 
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Post » Sat Nov 13, 2010 1:34 am

BSA auto-detection for the CS. As it stands now, it will auto-detect after I've run the game once with the .bsa, or if I add the .bsa to the ConstructionSet.ini, but it won't behave of its own accord like [I think] it should.
Auto-detection ? Could you clarify please ?


Has anyone asked for syntax highlighting in the script editor yet?
Yeah, someone did half a year ago.
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Gill Mackin
 
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Post » Fri Nov 12, 2010 9:11 pm

Auto-detection ? Could you clarify please ?


Certainly!

Assume ModABC.esp uses resources from ModABC.bsa. For reasons I don't understand, the following is true:

1) If I load ModABC.esp up in the Construction Set, the CS behaves as though the resources contained in ModABC.bsa do not exist. Missing meshes, missing textures, missing icons, missing everything - and in some cases, this creates so many error messages at once as to crash the CS.

2) However, if I launch the game once with ModABC.esp active, then after that the Construction Set will recognize and use the resources from ModABC.bsa. This is true even if the .bsa did not exist before the first time the game was loaded with the plugin active.

3) Alternately, I can add "ModABC.bsa" to the list of archives in ConstructionSet.ini, and then the editor will use the resources without me having to launch the game with the relevant plugin active first.

It's all 100% repeatable on my end, even with a completely un-modded installation. I do not know what form of sorcery causes it, or if I've just missed a tickbox all these years. :rolleyes: In any case, I would very much like if the CS would auto-detect the .bsa as the game does at launch, so that #2 & #3 aren't necessary.

Please & thank you, sir!
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Jodie Bardgett
 
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Post » Fri Nov 12, 2010 8:57 pm

Please & thank you, sir!
Aw, you're embarrassing me, mum!!
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CxvIII
 
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Post » Fri Nov 12, 2010 3:58 pm

I'd say someone should carefully go through this thread select a couple of things (a triple) and go set a poll in the new Skyrim forums - I'd say.
Do not forget to ask for shortcuts :D
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Silvia Gil
 
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Post » Fri Nov 12, 2010 10:25 pm

I'm still taking requests, btw.


Oh, cool :)

In the CS, if you go to the worldspaces menu and try to select Tamriel (or probably any other) with an odd sized world map (Textures\Menus\map\world\cyrodiil_resized.dds) the CS will likely crash. Any possibility of preventing that? Even if all that's done is to suppress the map display if it's a strange size?

2) However, if I launch the game once with ModABC.esp active, then after that the Construction Set will recognize and use the resources from ModABC.bsa. This is true even if the .bsa did not exist before the first time the game was loaded with the plugin active.


So that's what the deal is. I could never figure out why the CS didn't want to load certain things but it would load others. I never connected that you need to launch the game with a particular mod active for the BSA to load in the CS. I wonder where it keeps track of this stuff?
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Dan Wright
 
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Post » Fri Nov 12, 2010 2:47 pm

Oh, cool :)

In the CS, if you go to the worldspaces menu and try to select Tamriel (or probably any other) with an odd sized world map (Textures\Menus\map\world\cyrodiil_resized.dds) the CS will likely crash. Any possibility of preventing that? Even if all that's done is to suppress the map display if it's a strange size?
I can't seem to reproduce the CTD on my end. However, I did catch an exception that was raised during worldspace dialog initialization. It happens when the default worldspace (Tamriel) isn't fully initialized, i.e., if the Oblivion master file isn't loaded. Perhaps this what you'd noticed ?


So that's what the deal is. I could never figure out why the CS didn't want to load certain things but it would load others. I never connected that you need to launch the game with a particular mod active for the BSA to load in the CS. I wonder where it keeps track of this stuff?
It's hardcoded into the editor. I've fixed it though.
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lexy
 
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Post » Sat Nov 13, 2010 1:52 am

The world map I use is 2272x1673 in size, and has no mipmaps. It came from the big Elven map compilation Vargr put together. Crashes the CS reliably every time I forget it's there.
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Paul Rice
 
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Post » Sat Nov 13, 2010 6:09 am

The world map I use is 2272x1673 in size, and has no mipmaps. It came from the big Elven map compilation Vargr put together. Crashes the CS reliably every time I forget it's there.
I have the same file. I'll keep an eye out in any case.
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Avril Churchill
 
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Post » Sat Nov 13, 2010 3:06 am

Not sure if this would even be possible, but it would be nice if you could change the order of responses in the dialogue window if you realize one is out of order.

Example: http://img84.imageshack.us/img84/5067/dialogueorder.jpg

The one at the top that's now deleted ended up at the bottom, where it needs to be in order to act as a catch-all response. It would have been way easier to just be able to drag it down there instead of having to recreate a new response entry for it and delete the old one.

Probably a long shot, because not even TES4Edit can rearrange these without a huge amount of hassle.
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Darian Ennels
 
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Post » Sat Nov 13, 2010 12:33 am

You can reorder them with the CS without problems.
Just select the response you want to move and hit the left cursor to move it up in the list or hit the right cursor to move it down.
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Monika Krzyzak
 
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Post » Fri Nov 12, 2010 9:58 pm

Hey, so you can. All this time I never knew. The amount of time I could have saved.... all gone. Ah well, thanks. At least I know now :)
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brian adkins
 
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