[RELz] Oblivion Magic Extender v1.beta2

Post » Tue Feb 01, 2011 10:30 am

Oh! Speaking of summons, hopefully this is something triggered by the summon handler rather than a special case somewhere in the AI code... when a creature is summoned, it generally becomes a higher priority target than the player. There are some rather convoluted script work-arounds which can kind of take care of this, but as always a checkbox would be preferred!

I'll see what I can do. Unfortunately, I think this probably falls more under AI than magic, which isn't something I'm well equipped to investigate.

Also, somewhere there must be a piece of data attached to summon X, indicating that it belongs to caster Y. I've managed to extrapolate this data in a script by ref-walking every actor and checking for the associated active effect... but a GetSummoner command would be so much cleaner!

Hopefully this will pop out right about the time I figure out why summons don't cause savegame bloat. Be warned, though, I've seen nothing to indicate that such a 'my summoner' field exists. It's perfectly possible that the only link between an actor and their summon is the active effect itself.
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Rachel Tyson
 
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Post » Tue Feb 01, 2011 10:09 pm

Be warned, though, I've seen nothing to indicate that such a 'my summoner' field exists. It's perfectly possible that the only link between an actor and their summon is the active effect itself.

Well, when a summon dies, the effect is removed from the caster. This would seem to indicate a two-way connection. I suppose the effect could be polling each frame to see if its summon is still up... shame if so. Let me know what you find!
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Francesca
 
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Post » Tue Feb 01, 2011 6:49 pm

I suppose the effect could be polling each frame to see if its summon is still up... shame if so.

The ActiveEffect does indeed check every frame, and removes itself if the summoned actor ref is dead. This by itself isn't conclusive - it wouldn't be the first redundant or nonsensical thing in Oblivion - but it is very suggestive. Sorry :(
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Leticia Hernandez
 
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Post » Tue Feb 01, 2011 6:41 pm

Even if that is the case, it'll be alot faster and alot more efficient to do the ref-walking/active-effect stuff in C++ than in Oblivion scripting. :shrug:
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JeSsy ArEllano
 
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Post » Tue Feb 01, 2011 3:01 pm

Even if that is the case, it'll be alot faster and alot more efficient to do the ref-walking/active-effect stuff in C++ than in Oblivion scripting. :shrug:

Agreed, although it might actually be easier to just do it 'properly'. I'll put it on the to-do list (which is growing rather long, I'm afraid).
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Rude_Bitch_420
 
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Post » Wed Feb 02, 2011 2:01 am

hi!

i think i may installed OBME (and OBSE of course) correctly, i have the latest version of oblivion and CS but when i would use CS i can't see any difference...so how can i get that magic effects dialog where i can edit things like no magnitude, no duration, etc.?

i copied the contents of the archive's "Oblivion\" folder to the "Oblivion\" folder. should i copy somewhere that "source" folder too??
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alyssa ALYSSA
 
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Post » Tue Feb 01, 2011 11:36 am

i think i may installed OBME (and OBSE of course) correctly, i have the latest version of oblivion and CS but when i would use CS i can't see any difference

Are you starting the CS using obse_loader.exe?

The 'Source' folder is just for reference, and does not need to be extracted from the archive at all.
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Amy Masters
 
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Post » Tue Feb 01, 2011 11:20 pm

New beta release, http://www.gamesas.com/index.php?/topic/1107315-relz-oblivion-magic-extender-v1beta3
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Prohibited
 
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