Quick Questions -- Quick Answers, The 25th

Post » Tue May 17, 2011 11:56 am

Thanks for the fast anwser, Vyper!
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x_JeNnY_x
 
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Post » Tue May 17, 2011 9:39 am

EDIT: Whoops, that was a stupid mistake...


nevermind
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Suzie Dalziel
 
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Post » Tue May 17, 2011 6:41 am

I have a small technical issue. I'm working on a mod with three others where we're adding to the number of Amber and Madness weapons that can be purchased. I've got most parts of the mod finished up, but I'm having trouble with the Amber Materials List and Madness Ore Materials List. (These are the documents that Cutter and Dumag gro Bonk give you when you first visit them, describing what weapons and armor are available. They also hang on the wall in the two Smithys.) I edited the text of these documents to reflect the new weapons, but that new text doesn't seem to be used, at least by the posters hanging in their stores. (I haven't checked if the versions you're handed are working.)

Any ideas as to why?
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Lucie H
 
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Post » Tue May 17, 2011 12:25 am

This is without actually looking in the CS, but I'd expect the "book" and the "static" to be separate items that both need changing, with no shared components. You may need to paste the revised text into the text tool of your image software to make a texture out of it.
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Sandeep Khatkar
 
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Post » Tue May 17, 2011 1:16 pm

What ghastly said - the actual graphic isn't going to update unless you have someone edit the texture file for it. The text will update though, and you should see that if you click on the in-game objects to read them.

A quicky of my own if someone knows. What's "SAR" do?

Begin OnLoadSAR 1PMS effectAtronachFrostEnd


It's from the DiveRockHorrorScript fix in the UOP, but the CS wiki can't find a single reference to what SAR is.
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+++CAZZY
 
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Post » Tue May 17, 2011 9:17 am

A quicky of my own if someone knows. What's "SAR" do?


http://cs.elderscrolls.com/constwiki/index.php/SetActorRefraction
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Emily Jones
 
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Post » Tue May 17, 2011 10:52 am

Is there any way to test if something is null? I don't mean zero, I mean undefined. I think I read somewhere that the CS doesn't have the concept of null, but I'm not sure. Also, I'm using OBSE, if that matters.
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Zualett
 
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Post » Tue May 17, 2011 3:25 pm

What ghastly said - the actual graphic isn't going to update unless you have someone edit the texture file for it. The text will update though, and you should see that if you click on the in-game objects to read them.


Thanks ghastly and Arthmoor for the help! However, the item at issue is not graphical - rather, when I activate the poster in-game to read the poster's text (just like someone might activate a book to read it), the modded text I have defined is not used.

In other words:
I modded the text for SE30AmberList (I think that's its name). When I activate the poster in The Missing Paudron, it brings up the SE30AmberList text in a scroll format. (I did check to ensure I was modding the correct item.) Unfortunately, my modded text is not being used. My concern is not with the poster's graphics.
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Quick draw II
 
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Post » Tue May 17, 2011 11:59 am

guys, i still don't know the way how to place costum made NPCs in the world in CS? i know it sounds lame, but unfortunately i couldn't get a useful, clear answer. how can i put a new NPC to a specific location (eg near to an inn)?

thx in advance!
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gemma king
 
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Post » Tue May 17, 2011 2:39 pm

guys, i still don't know the way how to place costum made NPCs in the world in CS? i know it sounds lame, but unfortunately i couldn't get a useful, clear answer. how can i put a new NPC to a specific location (eg near to an inn)?

thx in advance!

Scroll through the Cell List until you come across the cell you want the NPC in, then load it. Then find your NPC in the Object Window and drag him/her into the Render Window and position him/her as desired.
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Mike Plumley
 
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Post » Tue May 17, 2011 12:27 pm

Is there any way to test if something is null? I don't mean zero, I mean undefined. I think I read somewhere that the CS doesn't have the concept of null, but I'm not sure. Also, I'm using OBSE, if that matters.

For most variables, null is meaningless. All the default types (ref, short, long, float) are automatically initialised to 0. For ref variables, 0 is equivalent to a null, but for the others it is simply the default value. OBSE String_Vars also have a null value equivalent of 0.

Only for Array_Vars do we have an actual null, which can be tested for using Ar_Null.

To be pedantic, by the way, you don't mean "undefined" but "uninitialised" - the definition is the bit at the top of the script. In the Oblivion scripting engine, initialising takes place the first time a variable is defined in a save game. The only way to check if you haven't yet assigned a value to it is to have another variable which you set the first time you set the first variable.
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Reanan-Marie Olsen
 
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Post » Tue May 17, 2011 2:49 am

Scroll through the Cell List until you come across the cell you want the NPC in, then load it. Then find your NPC in the Object Window and drag him/her into the Render Window and position him/her as desired.

thank you. a bit clearer.

however, is it normal when i move the npc from object window to the render window, i get a giant npc in the render window?
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Fam Mughal
 
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Post » Tue May 17, 2011 8:06 am

thank you. a bit clearer.

however, is it normal when i move the npc from object window to the render window, i get a giant npc in the render window?


DId you lower them to the land\floor level - when first dragged into the window they will be close to your view and quite a bit above the ground level thus appearing larger (press F to drop them to floor level )
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Dean Brown
 
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Post » Tue May 17, 2011 9:04 am

DId you lower them to the land\floor level - when first dragged into the window they will be close to your view and quite a bit above the ground level thus appearing larger (press F to drop them to floor level )

thank you, i'll try it!
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Imy Davies
 
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Post » Tue May 17, 2011 11:26 am

Two quick questions for someone making a Total Conversion.

1: How do I change the color of the text in all menus, loading screens etc.
2: How do I substitute the default Kingthings_regular.fnt font, to Arial, for example, and maintain the size and positions of the original text? What I mean is, I tried to change it, but maybe I got the size wrong, because the text didn't quite fit in the little boxes in the menus anymore, so how do I do it right?
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sally coker
 
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Post » Tue May 17, 2011 12:36 pm

New Thread : http://www.gamesas.com/index.php?/topic/1120469-quick-questions-quick-answers-the-26th/
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Timara White
 
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