Objects that are easy to get stuck and glitched on . ..

Post » Wed May 02, 2012 7:36 pm

So, I don't know about you but I am curious if there is their a way around that? I've notice really sharp edged models tend to attract and trap you when you venture too close or get trapped between such objects.

Usually you'll have to rigorously jump around further glitching until you managed to get free or your permanently stuck and will have to reload to your last save or auto save.

Has anyone else come across this with the vanilla game or player mods? If so, I think a solution to that would be shrinking the size of the invisible barrier's in the CS and forming it around the base of these objects that cause you glitch stick to them.

Anyone think that is a plausible idea? Or is there an easier one?
User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

Post » Thu May 03, 2012 8:27 am

yes - tcl
User avatar
Brad Johnson
 
Posts: 3361
Joined: Thu May 24, 2007 7:19 pm

Post » Thu May 03, 2012 2:46 am

And what is TCL?
User avatar
Anne marie
 
Posts: 3454
Joined: Tue Jul 11, 2006 1:05 pm

Post » Wed May 02, 2012 8:40 pm

Type TCL in the console and it will turn collision off so you can move your character out of the trap.
User avatar
jasminĪµ
 
Posts: 3511
Joined: Mon Jan 29, 2007 4:12 am

Post » Thu May 03, 2012 4:28 am

Well; I understand that now; but that seems rather bothersome. What about something someone can do, to completely eradicate the issue?


where it's a mod or something. For instance, there are certain roots in my mod that will get you glitch stuck against them. Would Surrounding them with an invisible barrier fix that?
User avatar
Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

Post » Thu May 03, 2012 3:22 am

For instance, there are certain roots in my mod that will get you glitch stuck against them. Would Surrounding them with an invisible barrier fix that?

Use Editor Boxes. In the CS, they're blue rectangular boxes, but in-game, they're invisible. They're statics, so creatures/NPCs/the PC can't pass through theme, which can be useful for keeping them from getting stuck or beyond a certain point.
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Thu May 03, 2012 2:26 am

that's what I was talking about; ok. Good. so that does work. ^_^
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Thu May 03, 2012 4:21 am

After playtesting black moss, I'm assuming Esoptros was asking how make certain objects which may have a big leaf or something that shoots across the path changed so that it does not have collision. It appears that some flora can be walked through, and others cannot.
User avatar
c.o.s.m.o
 
Posts: 3419
Joined: Sat Aug 12, 2006 9:21 am

Post » Thu May 03, 2012 6:37 am

That and how to prevent other objects from svcking you in and glitching and trapping you. :P Like you experienced with some things.
User avatar
Samantha Pattison
 
Posts: 3407
Joined: Sat Oct 28, 2006 8:19 pm

Post » Thu May 03, 2012 5:27 am

better fix the .nif collision (e.g. with nifskope)
[edit]clarification: spiked objects probably need a more simple colllision mesh (under RootCollisionNode), not-so-spiked objects can do the same or just use the NCO NiStringExtraData (no collision) on non-colliding mesh parts. Trees/flora in the Meshes\f folder are usually good examples.
User avatar
Stat Wrecker
 
Posts: 3511
Joined: Mon Sep 24, 2007 6:14 am

Post » Thu May 03, 2012 6:08 am

Is it possible to make certain exterior locations have a constant nightfall? Or possible to darken the exterior?

Because for my Black Moss mod, the way its set up is the trees above it almost block off the entire sky, so I trying to get a dark, Swampy, jungly feel to this part, and add the lighting where the city is specifically to be darker. [imitating shadows and lack of sun]
User avatar
Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

Post » Thu May 03, 2012 8:32 am

Is it possible to make certain exterior locations have a constant nightfall? Or possible to darken the exterior?

Because for my Black Moss mod, the way its set up is the trees above it almost block off the entire sky, so I trying to get a dark, Swampy, jungly feel to this part, and add the lighting where the city is specifically to be darker. [imitating shadows and lack of sun]
There is a way to put in darkness "lights", instead of light, they put out dark. I believe you take a white light and then invert the output; I do not entirely remember off hand though.
User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Thu May 03, 2012 10:25 am

Oh, ok! thank you.
User avatar
Your Mum
 
Posts: 3434
Joined: Sun Jun 25, 2006 6:23 pm

Post » Thu May 03, 2012 1:34 am

Back in the day, with an unpatched Morrowind, you would get stuck occasionally. There was a console command for that, "fixme", I used it a lot. Another one is "ra", to rest actors who are swimming in wrong places.
User avatar
Sabrina Steige
 
Posts: 3396
Joined: Mon Aug 20, 2007 9:51 pm

Post » Thu May 03, 2012 3:56 am

but that seems rather bothersome

How on Earth is that more bothersome than tracking out whole bunch of models, opening each individually in a 3rd party program, editting each model's collision mesh and uploading it on the net? :rofl:

If it's such a problem opening the console twice and moving in between you can also type in "fixme", that way you only have to open and close the console once. Or is that too much text? :tongue:

There is a way to put in darkness "lights", instead of light, they put out dark. I believe you take a white light and then invert the output; I do not entirely remember off hand though.

Yep, set it to white and check invert. That's not very plausible, however, as you need quite a lot of dark "lights" to darken the place normally, cause 1 big light will make it to dark. Then you have to add more lights for good atmosphere (torches, candles, bonefires and whatnot) and objects have limited number in how much lights can affect them, you'd end up with bunch of lights not working.

I suggest making your place in interior and using ambient, fog and those settings for darkening the area- that way you can use more object lights. If terrain is absolutely essential I recommend you to grab one of those nifty tools that can export terrain cells into mesh objects, and put those together for terrain. I can't remember the name of the tool though.
User avatar
Adrian Morales
 
Posts: 3474
Joined: Fri Aug 10, 2007 3:19 am

Post » Wed May 02, 2012 9:41 pm

How on Earth is that more bothersome than tracking out whole bunch of models, opening each individually in a 3rd party program, editting each model's collision mesh and uploading it on the net? :rofl:

If it's such a problem opening the console twice and moving in between you can also type in "fixme", that way you only have to open and close the console once. Or is that too much text? :tongue:

Seems perfectly understandable to me that if one is making a mod and the player needs to use tcl on a regular basis to get through it, that this would be considered bothersome. The goal would be to edit the mod so that objects are placed and designed in a such a way that a player's regular movement would not be blocked. He has made it pretty clear that he is having an issue with this in his mod - there is no call to belittle him. :nono:
User avatar
..xX Vin Xx..
 
Posts: 3531
Joined: Sun Jun 18, 2006 6:33 pm

Post » Thu May 03, 2012 4:09 am

Seems perfectly understandable to me that if one is making a mod and the player needs to use tcl on a regular basis to get through it, that this would be considered bothersome. The goal would be to edit the mod so that objects are placed and designed in a such a way that a player's regular movement would not be blocked. He has made it pretty clear that he is having an issue with this in his mod - there is no call to belittle him. :nono:

Thank you! My point exactly!
User avatar
Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

Post » Thu May 03, 2012 7:12 am

I am curious, is it possible to change the laws of the guards slightly? Like for instance, The Guard's always say they are of the imperial law, I want that different.

As for the Guards I have, I plan on making it where you commit a crime and you get tortured rather then arrested, and then you'll be released with some health missing. [you could buy off the guards or refuse to yield which leads to combat].

And like for instance I'd like them to say they are of Argonian Law or Black-Moss law rather then imperial law. How would I go about doing this?
User avatar
Wayne Cole
 
Posts: 3369
Joined: Sat May 26, 2007 5:22 am

Post » Wed May 02, 2012 7:52 pm

Seems perfectly understandable to me that if one is making a mod and the player needs to use tcl on a regular basis to get through it, that this would be considered bothersome. The goal would be to edit the mod so that objects are placed and designed in a such a way that a player's regular movement would not be blocked. He has made it pretty clear that he is having an issue with this in his mod - there is no call to belittle him. :nono:

Has anyone else come across this with the vanilla game or player mods?

Considering this is the only place OP mentions the word "mod", it's not clear at all that issue is with his own mod. From 1st few posts it only looked like it's a case of ignorant poster- we have those lately so I'm used to it.
Since I have been proved wrong, my apology to you EsoptrosOer.

I am curious, is it possible to change the laws of the guards slightly? Like for instance, The Guard's always say they are of the imperial law, I want that different.

As for the Guards I have, I plan on making it where you commit a crime and you get tortured rather then arrested, and then you'll be released with some health missing. [you could buy off the guards or refuse to yield which leads to combat].

And like for instance I'd like them to say they are of Argonian Law or Black-Moss law rather then imperial law. How would I go about doing this?

You should look into dialogue guides, those are posted a lot lately. One thing to note however is when making your guard NPC to either not set his alarm to 100 or not setting his class to "Guard". That is the combination that triggers hard coded (at least I think it's hard coded) sequence of chasing down the player and using the guard greeting offering you to pay, serve time or resist arrest. Covering all that dialogue would need for above would be too long, but along with a guide- in short you need to have a greeting saying they belong to your Argonian/Black Moss law and filtering it only to IDs of those guards. For crime part make it also a greeting but with a condition where player has certain amount of bounty on his head.

As for tutorials I never really used any so I can't offer good diversity in those, but this is one that I know of, hope it'll cover all you need.
http://www.calislahn.com/elder-scrolls/tutorials/

Getting a player to be teleported at an exit of a torturing chamber with damaged health requires scripting which is a whole different story from dialogue creation so either check Morrowind Scripting for Dummies, or make a new topic in CS section for faster help.
User avatar
Jose ordaz
 
Posts: 3552
Joined: Mon Aug 27, 2007 10:14 pm

Post » Thu May 03, 2012 10:00 am

Considering this is the only place OP mentions the word "mod", it's not clear at all that issue is with his own mod. From 1st few posts it only looked like it's a case of ignorant poster- we have those lately so I'm used to it.
Since I have been proved wrong, my apology to you EsoptrosOer.



You should look into dialogue guides, those are posted a lot lately. One thing to note however is when making your guard NPC to either not set his alarm to 100 or not setting his class to "Guard". That is the combination that triggers hard coded (at least I think it's hard coded) sequence of chasing down the player and using the guard greeting offering you to pay, serve time or resist arrest. Covering all that dialogue would need for above would be too long, but along with a guide- in short you need to have a greeting saying they belong to your Argonian/Black Moss law and filtering it only to IDs of those guards. For crime part make it also a greeting but with a condition where player has certain amount of bounty on his head.

As for tutorials I never really used any so I can't offer good diversity in those, but this is one that I know of, hope it'll cover all you need.
http://www.calislahn.com/elder-scrolls/tutorials/

Getting a player to be teleported at an exit of a torturing chamber with damaged health requires scripting which is a whole different story from dialogue creation so either check Morrowind Scripting for Dummies, or make a new topic in CS section for faster help.

thank you very much; plus must I add, ignorant only means you do not know, to lack the knowledge of "pertaining to a subject." So yes, I am ignorant to some of the understandings. However, what I am not is stupid. [Not saying you called me stupid]. And when I state something, I usually try to partially understand that which I am stating before doing so.
User avatar
Harinder Ghag
 
Posts: 3405
Joined: Wed Jan 17, 2007 11:26 am


Return to III - Morrowind