[RELz]Universal Armor Stand Modders Resource

Post » Sat Feb 19, 2011 11:25 am

Ready for release as a resource, I believe.

http://www.tesnexus.com/downloads/file.php?id=27578
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=237274&id=5924

This is a modder's resource of my Universal Armor Stand mod. It is intended for use in Player homes or other buildings, or as a storage container for quest mods where the reward is unique armor (Your armor can be in a container and still displayed, and the stand itself becomes a bonus reward).

An excerpt from the ReadMe
Inspired by the Crusader Relics stand in Bethesda's Knights of the Nine add-on for Oblivion, and made viable by OBSE's ability to swap model paths dynamically, this mod is intended to give an alternative to players who want to display the armor they've fought so hard to gain, but who do not want to use an NPC mannequin mod.

The mod provides a new container, in the form of a body armor display stand, and scripting so that the stand will display any body armor placed within the container. The model path of the armor in the stand is read dynamically by OBSE so that it will work with any body armor from any mod, and automatically take into account any model or texture replacers that are installed. The armor will display exactly as it would if you were wearing it.

The limitations of the stand are these: The stand works only with body armor. It will not display weapons, shields, quivers, rings or amulets at this time. The stand displays the armor as worn in the game...unfortunately, this includes displaying the portions of skin that are built into many armors. I have hopes that a future version may remove these limitations.


1.3 Features of the Universal Armor Stand:

The armor stand has a new original model and is not dependent on Knights of the Nine (no resources are used).

The armor stand can be placed into the player's inventory for transport by entering sneak mode and activating while empty. When dropped, it will automatically orient itself in front of and facing the player.

The armor stand is fully havoked, and can be moved with the grab key when empty in order to ensure optimal placement.

The armor stand will display the armor in the same gender form as the player by default, but comes with an option to reverse the gender form displayed at the player's request. Enter sneak mode and activate the stand while some armor is displayed in order to access the menu.

The armor stand has two positions available for display of the helmet to compensate for differing helmet models. Enter sneak mode and activate while the helmet is displayed in order to access the menu.

The armor stand will only allow one of each type of armor to be placed in the container at a time. In order to place a new item, remove the existing item first.


1.4 Features added to the Modder's Resource Edition
The armor stand will automatically display any armor placed within the container in the Construction set or by script. It will allow armor to be locked in a container and require a key to access, while still being on display to the player. In this way it is suitable for use in quests where armor is the reward for completion. Placing items in the container in the CS or by a script bypasses the item restrictions, so multiple armors as well as weapons, shields, clothing and miscellaneous items can be contained in the chest in this way.

Four unplayable token items have been defined in the scripts and included in the enclosed ESP file. They can be placed into the container to activate the stand's special options for armor that is placed in the container by script or in the CS:

* Armor Stand Force Alternate Helmet Position Token - Forces the stand to display the helmet in the alternate position. Use if the helmet you wish to display is not correctly positioned with the default setting. Can be overriden by the menu option. Token is removed automatically when no helmet is present in the container.

* Armor Stand Force Female Token - Forces the stand to display the armor using the female model regardless of the gender of the player. Use when a story element requires the armor displayed to be suitable for a female. Can be overridden by the menu option. Token is removed automatically when no armor is present in the container.

*Armor Stand Force Male Token - Forces the stand to display the armor using the male model regardless of the gender of the player. Use when a story element requires the armor displayed to be suitable for a male. Can be overridden by the menu option. Token is removed automatically when no armor is present in the container.

* Armor Stand Force Static Token - Special token to fix the armor stand in a permanent position. Placing this token in the stand will prevent it from being added to the player's inventory, or moved with the grab key. This token is never removed from the container and cannot be removed by the player through normal means. Use if you do not want the player to be able to move the stand in any way.


Links to some images:
http://www.tesnexus.com/downloads/images/27578-1-1255124831.jpg
http://www.tesnexus.com/downloads/images/27578-2-1255124831.jpg
http://www.tesnexus.com/downloads/images/thumbs/27578-3-1255124831.jpg
http://www.tesnexus.com/downloads/images/27578-4-1255124831.jpg
http://www.tesnexus.com/downloads/images/27578-5-1255124832.jpg

This package includes the resources, generic template scripts as text files and two ESP files. One contains only the necessary items so that you can copy them into your mod. The other is a demonstration file that places four of the stands in the Testinghall. One of the placed stands uses the male override token and alternate helmet position token, one use the female override token, one uses the Force Static token and the fourth is completely empty.

Instructions for using this resource in your mods is included in the readme. Let me know if anything doesn't make sense.

I'm a bit over-tired right now, but if I missed anything or need to explain anything please let me know.

One last thing: Holy Moley, Batman. Three downloads at TESNexus before I finished typing out this post.
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+++CAZZY
 
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Post » Sat Feb 19, 2011 9:00 am

nicely done.
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N3T4
 
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Post » Sat Feb 19, 2011 1:53 am

Well done. :goodjob: Perhaps at some point we could pursue the method I described earlier.
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Zach Hunter
 
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Post » Sat Feb 19, 2011 6:10 am

Well done. :goodjob: Perhaps at some point we could pursue the method I described earlier.
I'm hoping so, but honestly I'd need some time to discuss the idea with someone who's thought it through already. I think I'm missing something fundamental in what you described.
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[ becca ]
 
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Post » Sat Feb 19, 2011 1:02 pm

I'm hoping so, but honestly I'd need some time to discuss the idea with someone who's thought it through already. I think I'm missing something fundamental in what you described.


Ok
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Monika Krzyzak
 
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Post » Sat Feb 19, 2011 5:17 am

Really awesome to see you got it working. I hopppe you can figure out a way to make the skin disappear though.
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DeeD
 
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Post » Sat Feb 19, 2011 7:24 am

Congradulations :tops:
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Gen Daley
 
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Post » Sat Feb 19, 2011 2:12 am

Really awesome to see you got it working. I hopppe you can figure out a way to make the skin disappear though.
With any luck, DragoonWraith's work on NifScript will allow a more advanced version of the stand to be made. Removing the "skin" portion should be doable, and I'm hoping it will also enable me to add weapons, shields other items to the stand as well.

I'm currently working on the player's version of the mod, with 60 (actually 61 because I forgot to count zero) stands available from merchants.
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Ebou Suso
 
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Post » Fri Feb 18, 2011 9:28 pm

Congratulations! :twirl:

From [WIPZ] thread:

If you mean that it won't work with stacked items, that's not an issue currently. Each armor stand will have a unique inventory item, so they won't stack in your inventory anyway.
That is exactly what I meant. I think it is fantastic that yours will be unique in that way, this is fabulous!

The Elven Helmet displays at the default position, the Chainmail helmet displays at the "feet" (by that I mean that its model is rigged to the feet, shoulder, spine and head). If you put an Elven Helmet in the stand it will display correctly. Switch it to a Chainmail Helmet and the Chainmail Helmet will be floating several feet above the stand.
Ah, I see. I only had available to me at the moment a leather helmet and a leather "hood." I'll have to find a Chainmail Helmet so I can see it display at the feet properly.

Shields aren't implemented.
I remember that now. :facepalm:

A better option will be if NifScript is able to strip the collision information out of the model file. I'm already hopeful that it can be used to remove the "skin" portions of the armors that display skin, so if that feature can be included and adapted to collision then it will allow a much more advanced version of the stand that can display anything.
This. I am really looking forward to your advances with the stand.

Fantastic stuff Showler! Thank you so very much. :thumbsup:
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Jennifer May
 
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Post » Sat Feb 19, 2011 9:23 am

Okay, after an extra week of work (and some new bugs found that will soon require an update to the modders resource) I think the players version of this is ready.

Before I upload it to TESNexus and PES, though, I thought I'd offer a preview here and see if I can get some opinions. Besides, I haven't typed up the readme yet.

Here's the link to the file: http://www.4shared.com/file/140946799/1d610715/Universal_Armor_Stands_v1-0.html

Here are the basics, and a few questions:

The stands are designed as containers. They will display on their outside any body type armors placed within (Helmet, Cuirass, Gauntlets, Boots and Greaves or any combo armors of these). When empty they are havoked and can be moved around with the grab key. When an item is placed in them, they become static.

Enter sneak mode and activate to use a couple of different functions: When empty this will pick up the stand and put it in your inventory. It can then by dropped by either of the usual methods. When full, sneaking will activate a menu that allows you to choose the display gender of the armor, or to move the helmet to an alternate position (if it displays above the stand or at the "feet" of the stand.

The stands can be purchased from any armorsmith (defined as someone who sells armor, misc items and offers repairs). The method of adding the stands to the merchants will anolyze the person you are talking to, and if they are an armorsmith will move a chest to below the Player and set ownership to the merchant. There are six stands in the chest to begin with, and five more are added each time the number drops below two (unless you try to buy from the same merchant twice on the same day). Numbers available should vary from two to six, with a total of sixty-one stands available.

I'd like to know how well the system with the merchants works. The quest only runs every three seconds in the dialog menu, so you may have to wait a moment before hitting the barter button.

I'd also like to know if anyone finds any other bugs. I think I've got everything, but Oblivion is unpredictable.
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Dona BlackHeart
 
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Post » Sat Feb 19, 2011 12:25 pm

After fixing some errors and adding a couple of new features, the new version is up and the links should be working again.

Thanks for your patience and I apologize if it caused anyone any problems.

If you used the previous version, you'll need to replace all the scripts with the new versions. Sorry for how tedious that is.
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Peter P Canning
 
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Post » Sat Feb 19, 2011 6:02 am

Love the mod but I found there are problems with your scripts at least those upoloaded on TesNexus
on the quest script I have the following message
unknown variable or function "removeitemns" I guess the ns should not be here...
then I have
unknown variable or function "getparentcell" I guess the set "yourcurrentcell" to player.getparentcell should be mofified here
then I have
Syntax Error. Missing expression in set command so I guess that refers to the set "yourcurrentcell"

I got problem in this script but also in the container script

Need you help here. what do I do wrong?
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P PoLlo
 
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Post » Fri Feb 18, 2011 10:03 pm

MasterAub -

You need to have OBSE installed for this mod to work then you won't have such problems with these scripts.
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Nuno Castro
 
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Post » Sat Feb 19, 2011 4:37 am

Guilt at not updating this yet: Rising.


Especially since the OBSE geniuses are talking about a reset 3d state command for v19.
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Jesus Lopez
 
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Post » Sat Feb 19, 2011 12:14 am

MasterAub -

You need to have OBSE installed for this mod to work then you won't have such problems with these scripts.

thanks trollf, I have obse installed already (I am running the latest version of it v18 I think) do I need to do a manip to have the CS integrate any OBSE running script mod?

Ok I've just seen showler's post...I guess I need to wait... :unsure:
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ZANEY82
 
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Post » Sat Feb 19, 2011 1:00 am

No need to wait, but if you're using the CS with OBSE you need to launch it with the OBSE loader. "obse_loader.exe -editor" in the shortcut.

It is functional now, it's just that there's a bunch of new things I could do now and I need to get around to working on it again.
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P PoLlo
 
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Post » Fri Feb 18, 2011 10:06 pm

No need to wait, but if you're using the CS with OBSE you need to launch it with the OBSE loader. "obse_loader.exe -editor" in the shortcut.

It is functional now, it's just that there's a bunch of new things I could do now and I need to get around to working on it again.



It works just fine now
Again thank you guys...thank you for your patience and help and for making those great ressources...
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Love iz not
 
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Post » Sat Feb 19, 2011 7:40 am

What is supposed to improve over the other mannequin mod? I dont get it :ph34r:
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Ice Fire
 
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Post » Sat Feb 19, 2011 4:11 am

It's not an "improvement", really. Just a different approach.

It's not a creature, so it doesn't have some of the annoyances of the mannequin mod, it's a display stand like the one from the Knights of the Nine mod, except functional with any armor instead of only the single set from that mod.

It will be expanded to include displaying weapons as well, but that's one of the things I need to update still.

To a great extent it was an experiment to see if I could do it. Whether you like it or not is up to you.
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Chantel Hopkin
 
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Post » Sat Feb 19, 2011 3:48 am

I see. Nice work. Thanks for clarifying.

About the locked stands, will you provide locking in the game or is it for CS only?
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Tyrone Haywood
 
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Post » Fri Feb 18, 2011 9:39 pm

The only ones that are in the "players" version of the mod have no locks. Didn't think they needed it, but it's easy to add a lock and key to one. Just thought that would only be useful for someone placing them directly in a mod as a "reward chest".
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StunnaLiike FiiFii
 
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Post » Sat Feb 19, 2011 1:52 am

I've encounter another problem...

I build a training room in which I placed 10 armor stands
That means ten misc item armor stands, 10 armor stand containers and 10 quests obviously their ids are numbered from 0001 to 0010 (for each of the 3 scripts, the quests, the armor stands miscitems and the armor stands countainer's scripts)
When I entered the room the armor stand works perfectly...at least the first one I choose (whatever the one I picked)...however upon using the second one I can no longer go into my inventory due to the fact that the left click of my mouse is no longer working!!! :rolleyes: and in order to quit the armor stand's inventory I need to use the tab key. Leaving me with a misfunctioning mouse.

Any idea what I do wrong???

PS: the ids I used don't match the exact name of my mod but they match the scripts...that's for sure...
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Neil
 
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