[RELz] - QQuix Conceptuals

Post » Wed Mar 30, 2011 10:01 am

Not quite.
You remember right, but I use the percentage only on the 'distance to travel'.
When a Clear weather (wind = 0.1) switches to thunderstorm (wind = .32), I am at 0.1 and have .22 units to 'travel'.
The wind speed I will use will be 0.1 + (.22 * Percent). The percent will start at zero, so I wont add anything, at first.
As the transition progresses, the result will be 0.1 > 0.11 > 0.12 > -. . . > 0.30 > 0.31 > 0.32

On the way down, the 'distance to travel' is negative, therefore the sign is inverted.
If it changes back to Clear, the formula would be .32 + (-.22 * percent), which will slowly take me down to 0.1.
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Claire Jackson
 
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Post » Wed Mar 30, 2011 12:59 am

yes, this would work. but if you use:
let vWindSpeed := vWindSpeedPrev + (vWindSpeedtarget - vWindSpeedPrev ) * GetCurrentWeatherPercent
you will actually get (.32 + -.22) * percent.

+ has precedence over * in oblivion, like || over &&...
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NEGRO
 
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Post » Wed Mar 30, 2011 8:28 am

Multiplication and division take precedence. Addition and subtraction come next. ( 2 + 2 * 2 = 2 + 4 = 6 )

That is why I have the subtraction within parentheses: so it is done first. Then the multiplication, then the addition.

The OBSE doc has a table with operator precedences (although the || and && are swapped . . . || has higher precedence, as you said.)
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The Time Car
 
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Post » Wed Mar 30, 2011 4:51 am

Having an issue with Rock Your Ship v3.01

At the Anvil Docks with Better Cities installed I receive an EXTREME FPS hit that happens after about 30 seconds of wandering in this area.
I get like 1 FPS ! LOL!
Haven't tried other ports yet, but after enabling and disabling this mod a few times, I am certain that it is causing the issue. I also haven't tried
without Better Cities installed yet either.

When I select mods to merge for my bashed patch, I included yours. Although, I don't think that would make a difference since there aren't any bash tags
associated with your mod.

The only other mod I can think of that can sometimes cause a simlar but less extreme effect is when Deadly Reflexes runs in slowmo temporarily.
Purhaps the combination of your mod with DR could be an issues? I didn't experience these issues with version 2 of Rock Your Ship, but I also didn't have DR installed either.
I'll play around with it a bit more, but just wanted to let you know.

Such a wonderful mod!
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SUck MYdIck
 
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Post » Wed Mar 30, 2011 4:11 am

If you are talking about ONE hit, that is me, all right.

This will happen once per port when the script scans the area looking for ships. It is a heavy script and takes about 1 second.
It is most noticeable in Anvil, as you usually approach the crate by foot.
It will happen in the Waterfront also, less noticeable if you fast travel.
Since it is a once-in-a-lifetime kind of thing, I decided to do it all at once. Forgot to mention it in the readme.

It happens also when you activate the Portable Breeze crate, but since you are activating it, it should not feel as bad as getting hit when you are wandering around

Is it too bad? Should I remove the auto-start and force the player to activate the crates in Anvil and Waterfront also?

If this is not what you are talking about, all I can say is that rocking ships does add to the CPU usage and may push some players beyond some kind of threshold, I suppose.

I uploaded 3.02 yesterday (forgot to add the meshes to 3.01 file)
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Lori Joe
 
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Post » Wed Mar 30, 2011 12:13 pm

If you are talking about ONE hit, that is me, all right.


yes your description sounds right.

So the scripts enable themselves automatically then? I'm fine with that now that I know, although I could see how others would easily mistake this 1 hit behaviour as a bug that would either make them think there computer is about the freeze or crash, or perhaps make them End the Oblivoin.exe task all together which is eventually what I did. Based on that, if you could make it a manual activation that would be best IMO. As long as it is defined in the readme somewhere.

The second time I experienced the slow down I waited for about a minute or two to see if it would speed back up. It did for speed back up for about 15 seconds, but then went back into the 1 FPS deal. So, not sure why it would re-trigger.

I can do some more testing on it to give you some better feedback. Before your response, I just thought it was a HUGE bug, but if the scripts are doing an initiating process, I can live with that.
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Danial Zachery
 
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Post » Wed Mar 30, 2011 9:40 am

That does not sound right.

I meant the initialization is long but it is done in one single frame!
When you first come from the gate after installing the mod, when you are somewhere by the Flowing Bowl door, the initialization will trigger, the game will freeze for 1-2 seconds and that is it! No more initialization ever.

After that is just the normal rocking script, which may or may not be the cause of your lag.
If it is the culprit, it wont get any better (or worse) as time goes by.
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Sian Ennis
 
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Post » Wed Mar 30, 2011 2:16 am

That does not sound right.

I meant the initialization is long but it is done in one single frame!
When you first come from the gate after installing the mod, when you are somewhere by the Flowing Bowl door, the initialization will trigger, the game will freeze for 1-2 seconds and that is it! No more initialization ever.

After that is just the normal rocking script, which may or may not be the cause of your lag.
If it is the culprit, it wont get any better (or worse) as time goes by.


Ok, I see what you're say about a single frame initialization. I noticed it right at the point where the screenshot was taken below. It was a slight stutter and immediately after I saw the ships start to rock up an down, but then only a second or two later the sever lag took place. Again, it's as if my frame rate drops to 1 frame or less. I can get video of it as well if needed.

Here is a http://img38.imagefra.me/img/img38/2/2/10/far327/f_13t1pwkp5clm_630e11f.png of an error message that popped up after waiting for the lag to end. I waited about 5 minutes before the error message appeared.

I'll try loading the mod after my bashed patch next to see if I get different results. This time I'll open the game in a window so I can watch the CPU usage.

Active Mod Files:00  Oblivion.esm01  Morrowind_ob.esm02  Tribunal_ob.esm03  Bloodmoon_ob.esm04  All Natural Base.esm  [Version 0.9.8]05  Francesco's Leveled Creatures-Items Mod.esm06  Francesco's Optional New Items Add-On.esm07  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]08  Mart's Monster Mod.esm  [Version 3.7b3p3]09  FCOM_Convergence.esm  [Version 0.9.9MB3]0A  Armamentarium.esm  [Version 1.35]0B  Artifacts.esm0C  Better Cities Resources.esm0D  HorseCombatMaster.esm0E  Colourwheels sixy Female NPCs.esp0F  Unofficial Oblivion Patch.esp  [Version 3.2.4]10  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  MOBS SI.esp  [Version 1.2.2a]13  Better Cities .esp14  Francesco's Optional Chance of Stronger Bosses.esp15  Francesco's Optional Chance of Stronger Enemies.esp16  Francesco's Optional Chance of More Enemies.esp17  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]18  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]19  All Natural - Real Lights.esp  [Version 0.9.8]1A  All Natural.esp  [Version 0.9.8]1B  All Natural - SI.esp  [Version 0.9.8]++  All Natural - EW + NW + AWS.esp  [Version 0.9.6]1C  Enhanced Water v2.0 HDMI.esp++  dist_trees_x1_5.esp1D  RAEVWD New Sheoth.esp  [Version 1.5]1E  DLCHorseArmor.esp1F  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]20  DLCOrrery.esp21  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]22  DLCVileLair.esp23  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]24  DLCMehrunesRazor.esp25  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]26  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp++  ArtifactsFemaleArmor.esp27  XiaNewAmuletsV1.esp28  Armamentium female.esp29  Colourwheels sixy Stock Armor & Clothing Replacer.esp2A  Colourwheels sixy SI Armor & Clothing Replacer.esp2B  ColourKnights.esp2C  DLCThievesDen.esp2D  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]2E  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]2F  Slof's Oblivion Robe Trader.esp30  Bob's Armory Oblivion.esp31  FCOM_BobsArmory.esp  [Version 0.9.9]32  Oblivion WarCry EV.esp33  FCOM_WarCry.esp  [Version 0.9.9MB3]34  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO_XiaNewAmulets Addon.esp  [Version 0.5]++  ArmamentariumLLVendors.esp  [Version 1.35]35  ArmamentariumArtifacts.esp  [Version 1.35]36  OBSE-Storms & Sound SI.esp37  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]38  FCOM_RealSwords.esp  [Version 0.9.9]39  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]3A  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]3B  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]3C  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]3D  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]3E  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]3F  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]40  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]41  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  Fransfemale.esp++  EVE_StockEquipmentReplacer4FCOM.esp42  CNME v1.4.esp43  CNME Bloodmoon v1.0.esp44  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]45  DLCBattlehornCastle.esp46  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]47  DLCFrostcrag.esp48  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]49  Knights.esp4A  Knights - Unofficial Patch.esp  [Version 1.0.9]++  EVE_KnightsoftheNine.esp4B  SM Plugin Refurbish(Merged).esp  [Version 1.21]++  DLC_MOBS.esp++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]4C  xuldarkforest.esp  [Version 1.0.3]4D  xulStendarrValley.esp  [Version 1.2.1]4E  xulTheHeath.esp4F  MMMMWL-TheHeath patch.esp50  XulEntiusGorge.esp51  xulFallenleafEverglade.esp  [Version 1.3.1]52  xulColovianHighlands_EV.esp  [Version 1.2.1]53  xulChorrolHinterland.esp  [Version 1.2.2]54  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.3]55  xulBravilBarrowfields.esp  [Version 1.3.2]56  xulLushWoodlands.esp  [Version 1.3]57  xulAncientYews.esp  [Version 1.4.2]58  xulAncientRedwoods.esp  [Version 1.6]59  xulCloudtopMountains.esp  [Version 1.0.3]5A  xulArriusCreek.esp  [Version 1.1.3]5B  xulPatch_AY_AC.esp  [Version 1.1]5C  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]5D  MMMMWL-RollingHills patch.esp5E  xulPantherRiver.esp5F  xulRiverEthe.esp  [Version 1.0.2]60  xulBrenaRiverRavine.esp  [Version 1.0.2]61  xulImperialIsle.esp  [Version 1.6.3]62  xulBlackwoodForest.esp63  xulCheydinhalFalls.esp  [Version 1.0.1]64  xulAspenWood.esp  [Version 1.0.1]65  RingOfWings_Wingless.esp66  Enhanced Vegetation [150%].esp67  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp68  DeadlyReflex 5 - Combat Moves.esp++  Slof's Oblivion Better Beasts.esp69  xeoex.esp6A  Morroblivion eye fixes.esp6B  Better Cities Full.esp6C  Better Cities - Unique Landscape Barrowfields.esp6D  Better Cities - Unique Landscape Chorrol Hinterland.esp6E  Better Cities - Unique Landscape Cheydinhal Falls.esp6F  Better Cities - No LEYAWIIN Flooding.esp70  Better Imperial City.esp71  Better Imperial City FPS Patch.esp72  Better Cities Full FPS Patch.esp73  QQuix - Rock, rock, rock your ship - V3.esp++  CoreRandmonClothing4Npcs.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.8]74  Knight of Skeleton.esp75  meat crusher.esp76  Bashed Patch, 0.esp77  FormID Finder4.esp78  Streamline 3.1.esp79  RedDelPCB.esp

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Vahpie
 
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Post » Wed Mar 30, 2011 4:05 am

Well, it still ended up lagging even with the mod loaded after my bashed patch. Although, it wasn't immediate this time.
This time I walked to the same spot in that screenshot, noticed the script initiate, watched to boats rock and this time I was able to
run to the end of the pier towards Castle Anvil. Then turned around but this time once I reached the Floating Bowl the lag hit
I tried to enter the floating bowl after waiting about 30 seconds for the lag to go away. During the loading screen to the Floating Bowl I CTD.

Sorry man, Maybe I should try the mod and add mods to my load order until I experience this issue again.

EDIT
- Mod is stable with Vanilla install. Portable breeze and heavy barrels have missing meshes though.
After reloading my mods, I've narrowed down the issue to Better Cities. The issue no longer exists once
Better Cities is removed from my active mods.

Hope this helps for future releases.
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marina
 
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Post » Wed Mar 30, 2011 4:10 am

First thanks for the report. I will add a note to the readme in the next version.

Second, yes, the meshes are missing in v3.01. I uploaded v3.02 a couple of days ago, fixing that.

Third, to the point:

On one hand, your description did not point to this mod, as, once the ships start rocking, the scripts do exactly the same thing every frame and could not, directly, cause ups-and-downs in the FPS.

On the other hand, I would say that it is still not ruled out, because, removing BC, you remove a number of ships also, so the CPU usage for rocking the ships goes down proportionally.

Does the lag occur with BC active and this mod removed?

Maybe with both mods active, their combined resource usage adds up to something the game cant handle.

One test you could do, if you want to keep both mods active, is picking up the Portable Breeze crate to stop the rocking script and see what happens to the FPS. Drop the crate again and activate it to start the rocking and see what happens.
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Greg Cavaliere
 
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Post » Tue Mar 29, 2011 11:55 pm

Multiplication and division take precedence. Addition and subtraction come next. ( 2 + 2 * 2 = 2 + 4 = 6 )


ok, sorry. i actually never tested this. but on this page it is stated wrong then (if i understand it right): http://cs.elderscrolls.com/constwiki/index.php/If

'In Common operator notation involving "normal" algebra or boolean algebra, "*" ("&&") is always evaluated before "+" ("||"), it has a higher precedence number than the "+" operator. For example, 3?4+5 = ((3?4)+5), not (3?(4+5)). However, this is not the case with Oblivion's scripting language, since OR ("||") has a higher precedence than AND ("&&")'
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Alisia Lisha
 
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Post » Wed Mar 30, 2011 1:45 pm

Yes, the text is misleading.

I suppose it meant to point out that the || and && do not follow 'normal' precedence, but kind of implies that the arithmetic operations are reversed too.

I rephrased it to:

"In Common operator notation involving "normal" algebra or boolean algebra, "*" ("&&") is always evaluated before "+" ("||"), it has a higher precedence number than the "+" operator. For example, 3?4+5 = ((3?4)+5), not (3?(4+5)). Oblivion's scripting language keeps the normal precedence for arithmetic operations, but OR ("||") has a higher precedence than AND ("&&")."
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Tracey Duncan
 
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Post » Wed Mar 30, 2011 9:42 am

thank you! so it's still swapped in the OBSE docs. but i won't tell them. i'm embarassed enough for trying to teach you... i hope you will forgive me...? :)
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Matt Terry
 
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Post » Wed Mar 30, 2011 10:11 am

Don't be!
Besides, you could be right and I would have one less bug in the code.

I guess the OBSE doc followed the "normal" precedence for || and &&, then. I will PM scruggsy.
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Chavala
 
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Post » Wed Mar 30, 2011 12:35 pm

Thanks, I'll try your suggestions tonight. To help give you additional insight, using BC by itself doesn't cause the lag to my system. My computer is actually pretty highend, so I would be surprised if my computer was reaching limits. Keep in mind that version 2 worked fine with BC loaded with it.
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Chrissie Pillinger
 
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Post » Wed Mar 30, 2011 5:57 am

I downloaded the latest version of Rock Your Ship. v3.02
(Sorry, I forgot to get this version last night.

Ok a few things I found out...

I tested the game in window mode while watching the memory load of Oblivion.exe
My total system memory never exceeded 67%, so I wasn't exceeding my available memory. My CPU never reached above 85% with or without Rock Ships loaded.
The game seems to start to lag around 1.7gb for some reason.

*Tests (excluding test#4) below include the load order I posted previously. I mentioned the mods below as mods that seem to affect your mod specifically.

Test #1 - Better Cities v4.4.2 with Rock Ships v3.02 - The lag began about 2 or 3 minutes after initializing the rock ships script in Anvil. Picking up the portable breeze crate immediately stopped the lag.

Test #2 - Better Cities v4.4.2 with Rock Ships v3.02 - The lag began about 2 or 3 minutes after initializing the rock ships script in Anvil. Purging Cell Buffer in the console immediately stopped the lag. Rock ship script continued but eventually hit the lag again within about 30 seconds. Trying the PCB command in console didn't fix the lag the second time.

Test #3 - Better Cities v4.4.2 with Rock Ships v3.02 and Streamline 3.1.1 beta. Tested in Anvil docks for 20 minutes. Experienced no lag during this test.

Enabling streamline FPS smoothing kept it stable. This may indicate that Streamline is able to keep the memory usage under control with it's FPS smoothing and purge cache features.

Going to test with Vanilla one more time to get a better idea how much memory Rock Ships is using by itself.

Test #4 - Vanilla Oblivion with Rock Ships v3.02 - (Test in Anvil docks for 1 hour or so) Before reaching the script initiation marker, (Floating Bowl) I made sure Oblivion.exe memory usage was stable and not increasing. After walking past the script initiation marker I watched the Oblivion.exe memory usage climb from 640mb to
1.7gb after about an hour. At which point my computer experienced BSOD.

Not sure if your mod should constantly fill up memory this way. Granted most players would be changing cells during this time, so it's safe to say a crash in a Vanilla game with your mod loaded would be pretty rare. However, with a heavily modded game where memory is filled up much faster do to how much data is being loaded on screen etc, it's safe to say that Rock Ships may push a heavily modded game past the tipping point in a low amount of time. Especially since Better Cities is probably tripling or quadrupling the amount of scripts running.

I'm not really blaming your mod at this point. I'm actually starting to think there may be a limitation with Oblivion's engine with how it handles memory. I suppose this is why cell buffer purging is needed.
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Stephanie Kemp
 
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Post » Wed Mar 30, 2011 4:23 am

Thanks for the detailed report and your time.

It certainly looks like I have a memory leak there, somewhere, as the mod is not supposed to use more memory over time (as in Test@4).

From your description, the first PCB and Streamline released some memory and it alleviated the lag temporarily. A second PCB should not help, as the cell buffers are already empty and there is nothing to purge.

I will investigate this and post back my findings.

[EDIT] Found it and reported it to the OBSE team for anolysis. I will work on a workaround and upload it as v3.1
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Micah Judaeah
 
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Post » Wed Mar 30, 2011 1:35 pm

[EDIT] Found it and reported it to the OBSE team for anolysis. I will work on a workaround and upload it as v3.1

Great news!!! I'm actually re-building my mod order to suit the mod. I'll be happy to test once you release it!
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Anna Beattie
 
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Post » Wed Mar 30, 2011 2:18 pm

It turned out that after implementing a workaround for what I've found, there is still some memory leak and this one seems hard to find. If I cant find it in a couple of days, I will upload it as is.
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Flesh Tunnel
 
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Post » Wed Mar 30, 2011 12:14 pm

It turned out that after implementing a workaround for what I've found, there is still some memory leak and this one seems hard to find. If I cant find it in a couple of days, I will upload it as is.


I wish I knew how to look for that sort of stuff. Good luck! Hoping for the best.
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David Chambers
 
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Post » Wed Mar 30, 2011 4:48 am

It turned out that after implementing a workaround for what I've found, there is still some memory leak and this one seems hard to find. If I cant find it in a couple of days, I will upload it as is.

Identified and fixed for 0018 final.
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noa zarfati
 
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Post » Wed Mar 30, 2011 2:24 pm

New one added to the set (also included in the first post):

==================================
QQuix Conceptual - Wagon away
Aug/2010 - V1
==================================

This is a proof of concept mod with scripts to make a horse pull a cart or wagon.

It is intended for modders/modelers that want to add a horse wagon/cart to their mods.

The script has (1) the math to position the cart and its cargo as the horse moves, (2) the code to 'solidify' the cart and cargo when the horse stops and (3) the code to solve the problem of the moving external door, if the wagon has an interior.

As a proof of concept, the esp includes the basic script. Modders need to adapt it to their own scenarios, like how the horse starts/stops moving, when/how to trigger particular animations, etc.

There is no ReadMe. The script is fairly commented.

http://www.youtube.com/watch?v=BW47-kDtue0
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Alycia Leann grace
 
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Post » Wed Mar 30, 2011 5:04 am

I've been using this for a while. Since somebody showed interest recently, I decide to share.

Short description (also added to the first post):

==============================================
QQuix Conceptual - Show EditorIDs in game
Nov/2010 - V1
==================================

This is a very simple mod to print to the console the FormID and the EditorID of the object at the crosshair.

It is mostly a function that receives a reference argument, gets its base object and returns its EditorID. The EditoID is retrieved from a Pluggy INI file (included). The INI file contains 42,000+ entries covering every vanilla object that has an EditoID, including shaders, classes, factions, etc.

For demo purposes, there is a quest that gets the reference at the crosshair, passes it to the function and prints the returned EditorID. It also shows the EditorID in a message at the top of the screen (subject to the Message limitations)

The Pluggy INI file goes to "My Documents\My Games\Oblivion\Pluggy\User Files"

Helped me a lot during my never ending debugging sessions.

There is no ReadMe. The script is fairly commented.
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Kat Lehmann
 
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Post » Tue Mar 29, 2011 11:14 pm

A new, quick one:

==================================
QQuix Conceptual - Ship Travel
Nov/2010 - V1
==================================
This is a single-script mod to add a Morrowind style ship travel to a mod.

This mod was developed based on a request from thekarithian for his Mesogea project.

The mod uses two static ships placed at the two boarding docks and one ship at high sea. A quest script enables one of them at a time, simulating the travel.

Ships will only arrive and depart if the player is not near or if the player is in the ship cabin.

There is no ReadMe. The script is fairly commented, including the required setup.
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Kate Murrell
 
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Post » Wed Mar 30, 2011 10:57 am

Hey QQuix, on your rocking boats mod I left a comment but it'll be easier to ask here.

In the comments section on Tesnexus someone mentioned a CTD when going to the Thieve's Den. Did you ever fix this?
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Jaki Birch
 
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