Oblivion gate mod?

Post » Fri Feb 18, 2011 11:05 pm

Hey all. I'm looking to make a little mod that would remove the random oblivion gates and remove the weather change. There are a few on the nexus that do this but from the comments I don't know if they are trustworthy. Would anyone know how could I go about doing this?
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I’m my own
 
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Post » Sat Feb 19, 2011 9:48 am

I've been using the mods "Dousing the Flames" and "No More Oblivion Gates" for years together, and they work as advertised. That, of course, doesn't mean you shouldn't make your own if you want - but you might pick those apart to see how they work as a good start!
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Dewayne Quattlebaum
 
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Post » Sat Feb 19, 2011 12:41 am

Thanks, yes I looked at what "no more oblivion gates" edited (maybe you are using a different one?) and it looks like all it does is place a check mark in the 'hidden' box of the door, including some doors labeled MQ and MS which I think are quest gates. Also most people in the comments section of the nexus said it didn't work..... so........ I don't really know what's going on there. I'm thinking I need to edit the OblivionGateRandomScript somehow.

Spoiler

scn OblivionGateRandomScriptfloat timershort countref mySpawnMarkershort rand				; this can be removed eventually. Put it in just to be able to see the numbers that were being rolled.short destroyed		; set to 1 after destroyed script runsshort ignorebegin OnLoad	disableLinkedPathPoints	; reset count	if count > 0		set timer to 60	endif	set count to 0	; if MQ is over, destroy me if I'm open	if getdisabled == 0 && getdestroyed == 0 && getstage MQ16 >= 100		ForceCloseOblivionGate 		enablelinkedpathpoints	endif		; if we're not at max gates, we might open a new one here	if MQ00.openGates < MQ00.maxOpenGates && ( getdisabled == 1 || ( MQ00.allowGatesToReopen == 1 && destroyed == 1 ) )		set rand to GetRandomPercent 		if rand <= MQ00.randomGateChance			set mySpawnMarker to getParentRef			mySpawnMarker.enable			enablelinkedpathpoints			set MQ00.openGates to MQ00.openGates + 1			if destroyed == 1				setDestroyed 0				set destroyed to 0			endif		endif	endifendbegin OnActivate	if isActionRef player == 1		; we aren't "near" any gate anymore (we're in Oblivion!)		set MQ00.nearOblivionGate to 0		ReleaseWeatherOverride	endif	Activate	set ignore to 1	returnendbegin gamemode	if ignore == 1		set ignore to 0		return	endif	; no need to process further if destroyed	if destroyed == 1		return	endif			if getdestroyed == 1 && destroyed == 0		set destroyed to 1		set MQ00.destroyedGates to MQ00.destroyedGates + 1	endif	; start churning out creatures when I'm turned on	if GetDisabled == 0 && GetDestroyed == 0		if IsAnimPlaying == 0			playgroup specialidle 1		endif		; make sure weather is eeeevil gate weather		if getiscurrentweather OblivionStormTamriel == 0			if getdistance player < 4000				if MQ00.nearOblivionGate == 0 && getdistance player < 1000					; this should only happen when I come out an Oblivion gate into Tamriel -- I'm suddenly close but the "near" variable hasn't been set					forceweather OblivionStormTamriel 1				else					setweather OblivionStormTamriel 1				endif				set MQ00.nearOblivionGate to GetSelf			endif		else			if getdistance player > 5000 && MQ00.nearOblivionGate == GetSelf				set MQ00.nearOblivionGate to 0				ReleaseWeatherOverride			endif		endif		if timer > 0			set timer to timer - getsecondspassed		elseif count < MQ00.maxCreatureCount			set count to count + 1			playgroup forward 1			mySpawnMarker.placeatme LL1DaedricBeast100			set timer to 10		endif	endifend





I'm not sure what to do here or if this is even the right script. What are MQ00.openGates and MQ00.maxOpenGates? I was thinking if maybe I could set one of those to 1 or 1 before max or whatever I could get one random gate and have the game decide not to spit anymore out. I dunno. Help?
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Jaki Birch
 
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Post » Fri Feb 18, 2011 8:13 pm

That's the same one I'm using - and I've used to complete the main quest three or four times without extra gates, so whatever it does, it works. It's also got about 5k downloads, so balance that out with the few complainers, and the 15 endorsemants versus 2 un-endorsemants. :P

In any case, openGates is how many gates are open right now, and maxOpenGates are how many may be opened at any given point.
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Chica Cheve
 
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