Auto-closing Oblivion Gates

Post » Sat Feb 19, 2011 9:12 am

Hello folks,

I'm new to modding for Oblivion but am really enjoying it so far!

As a way to learn a bit about TES Script and how the game handles different resources I decided to help myself expedite the acquisition of Sigil Stones a bit by creating two different teleports spells...one that ports the player into the bottom of an Oblivion Citadel and one that ports the player into the Sigillum Sanguis.

I've played through the game a few times and have grown bored with the tedium of fighting through each Oblivion Realm from start to finish so figured this would be a fun and useful first project to tackle.

My problem lies with the Oblivion Gates auto-closing on me when 1) I teleport into the Sigillum Sanguis or 2) in some instances...even after fighting all the way through from gate or from porting into the bottom of a Citadel...after activating the doorway into a Sigillum Sanguis.

Essentially, in these situations the loading screen lasts several more seconds than it should and my character is placed outside the Oblivion Gate with the destruction animations playing as if I had activated the Sigil Stone. I do not get a Sigil Stone in my inventory but I do get credit on the stats page for closing the gate.

At this point I'm not sure what the problem is...it was working fine for a while then, after advancing the main quest by giving the Mysterium Xarxes to Martin, all gates seem to auto-close no matter whether I teleport up or play through.

I'm hoping someone has some suggestions or pointers to some information that can help me figure out how to prevent this from happening.

Thanks!

Aenigmo
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m Gardner
 
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Post » Sat Feb 19, 2011 4:02 am

I know nothing about scripting, but for the people who do, post your script. They might be able to help if they can see it
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Chase McAbee
 
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Post » Sat Feb 19, 2011 4:19 am

Some further testing revealed that when I do successfully port into a Sigillum Sanguis, if my marker Scamp is standing, the Sigil Stone will not have been created at the top of the fire pillar. If my marker Scamp appears dead as it should, everything is fine.

Here is one of the spell scripts:

;*************************************************************************************************************************************************;Version of Citadel Portal that takes Player to entrance of random Sigillum Sanguis;*************************************************************************************************************************************************scn AenSigillumShuffleshort PrtpntBegin SpellEffectStart	;Here we make sure Player is not in combatIf Player.IsInCombat	Message "This spell cannot be cast in combat"	  ReturnEndif	:Here we make sure player is not in The Shivering IslesIf Player.GetInWorldSpace SEWorld	Message "This spell is not that nice!"	  Return	  	;Here we make sure Player is not in Oblivion worldspace connected to MQIf Player.GetInWorldSpace MQ10BrumaOblivionGate || Player.GetInWorldSpace MQ14OblivionWorld || Player.GetInWorldSpace MS13CheydinhalOblivionWorld || Player.GetInWorldSpace OblivionMQKvatch	Message "This spell is impotent in this realm of Oblivion!"	  ReturnEndif	;Here we make sure Player is in proper place to cast meIf Player.GetInWorldSpace OblivionRD001 || Player.GetInWorldSpace OblivionRD002 ||  Player.GetInWorldSpace OblivionRD003 || Player.GetInWorldSpace OblivionRD004 ||  Player.GetInWorldSpace OblivionRD005 || Player.GetInWorldSpace OblivionRD006 ||  Player.GetInWorldSpace OblivionRD007  Else   	Message "This spell only works in the outdoor areas of Oblivion realms!"	  ReturnEndif	;When I'm successfully cast, move Player to random ref	Set Prtpnt to GetRandomPercent	If Prtpnt < 14	  Message "The Dreaded Refuge"	    Player.MoveTo AenMRKRScampRef05	Elseif Prtpnt < 28	  Message "The Lust Keep"	    Player.MoveTo AenMRKRScampRef06	Elseif Prtpnt < 42	  Message "The Gore Steeple"	    Player.MoveTo AenMRKRScampRef07	Elseif Prtpnt < 56	  Message "Portals of Natural Disaster"	    Player.MoveTo AenMRKRScampRef08	 Elseif Prtpnt < 70	  Message "The Claw Monolith"	    Player.MoveTo AenMRKRScampRef09	Elseif Prtpnt < 84	  Message "The Brooding Fortress"	    Player.MoveTo AenMRKRScampRef10		Elseif Prtpnt < 100	  Message "The Flesh Spire"	    Player.MoveTo AenMRKRScampRef11		EndifEnd	Begin ScriptEffectFinish	PlaySound ITMSoulTrap	End


Thanks,

Aenigmo
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Lucky Girl
 
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Post » Sat Feb 19, 2011 5:20 am

Considering that I've added and removed several mods over the course of levelling the character I was previously testing with, I decided to start a fresh character to test this.

What I've concluded up to this point is, if I randomly teleport into a Sigillum Sanguis...say the one connected to the Citadel called The Claw Monolith...and I subsequently close that Oblivion Gate, every time GetRandomPercent rolls The Claw Monlith, it auto-closes when entering that Sigillum Sanguis.

It doesn't matter whether I try to port directly into that Sigillum Sanguis or climb up from the bottom of The Claw Monlith citadel.

I'm wondering if this has to do with the placed marker creature?

The script works fine, it plays with no Globals and the only thing I changed about those areas is the addition of the marker creatures.

Anyways, any helpful suggestions appreciated!

Thanks,

Aen
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tiffany Royal
 
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Post » Sat Feb 19, 2011 10:45 am

Ok, figured this out...and learned about the OnReset Function at the same time!

I'm sure I'll be back with more Noobermodder dilemmas in the near future. :)

Laters,

Aen
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lucile
 
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Post » Fri Feb 18, 2011 11:13 pm

Well, if you want to avoid the tedium of going through Oblivion planes, you could create a scripted spell to close the gate and add a sigil stone t your inventory. Use http://www.tesnexus.com/downloads/file.php?id=34868 as a reference, if you want.
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meg knight
 
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Post » Sat Feb 19, 2011 7:41 am

Well, if you want to avoid the tedium of going through Oblivion planes, you could create a scripted spell to close the gate and add a sigil stone t your inventory. Use http://www.tesnexus.com/downloads/file.php?id=34868 as a reference, if you want.


Coolio, I figured this was possible.

I wasn't really looking to bypass content entirely, although given the relative redundancy of Oblivion realms, I can understand why someone would!

Instead I wanted to create a couple options for expediting the process of closing gates depending on what the player was interested in spending the time for.

Currently, with the two spells I've scripted I can choose to:

1) play through the whole area

2) port into the base of a citadel and fight up, or

3) port into the top room, clear a few daedra and close the gate.

I'm happy with what I have atm but I do thank you for the suggestion...and I will have to look at that spell and see what the scripts do for future reference.

Laters,

Aen
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Samantha Mitchell
 
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