Quick Question -- Quick Answer, Part Fifteen

Post » Fri May 27, 2011 4:39 am

I want to add some giant daedra to the game (too big to fit in an interior), but I want to add them to the LL1DaedricBeast100 leveled list which spawns both in exteriors as well as interiors, so I want to add a script to my giants that will cause them to check if they are in an interior, and if they are, replace themselves with another creature from the list (to take their place) and then disable themselves. Does this script look promising at all for what I want?

scriptname 0DaedricGiantScript

Begin OnLoad
if ( IsInInterior == 1 ) ;check to see if this creature spawned in an interior
PlaceAtMe LL1DaedricBeast100 ;place a replacement creature
Disable ;disable the giant
EndIf
End

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Emily Jones
 
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Post » Fri May 27, 2011 11:02 am

Is it possible to add another Music Type with folder to the game, in addition to the standard ones Default, Dungeon and Public? Or are these Music Types hard coded into the game? . . . I've looked around but can't seem to find anything in the CS which lets you add a new choice to the Music Type drop-down menu for cells and regions.


Have you tried making a new folder in your music directory? :shrug: That's all I can think of.

EDIT: Perhaps http://cs.elderscrolls.com/constwiki/index.php/StreamMusic help. You could make a quest script or something to handle the music.
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Alisha Clarke
 
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Post » Thu May 26, 2011 7:57 pm

Uglylyx, new folders unfortunately don't work. Thanks for the link though.

Edit: That's actually a really good page you found, as you can have it play specific files.
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JD FROM HELL
 
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Post » Fri May 27, 2011 10:34 am

Uglylyx, new folders unfortunately don't work. Thanks for the link though.

Edit: That's actually a really good page you found, as you can have it play specific files.


I'll have to keep that in mind if I ever need to make custom music.

EDIT: How can one make a flight spell? I know I can use player.tcl but then the player could go through the ground.
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Carlos Rojas
 
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Post » Thu May 26, 2011 8:25 pm

Do any NPC stats, other than disposition, effect how hard it is to persuade them.

Do any NPC stats effect their ability to detect you?
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Aliish Sheldonn
 
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Post » Fri May 27, 2011 11:48 am

Do any NPC stats, other than disposition, effect how hard it is to persuade them.

I would guess their own Speechcraft skill. But I don't know for sure.
Do any NPC stats effect their ability to detect you?

If you mean while you're in sneak mode, I've read from several sources that the NPCs own Sneak skill determines this. http://www.uesp.net/wiki/Oblivion_talk:Sneak#NPC_detection_factors
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Paul Rice
 
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Post » Thu May 26, 2011 11:21 pm

Ok so all i want to do is use the construction set to add 1 weapon to the game and use the files in the BSA folder for meshes for the graphics. I used OBMM to unpack the BSa file for meshes and saved it to my desktop. when i click on the button "add NIF file" i find the one i wand click it and it says "invalid directory". so my question is

do i have to save the folder in a certain place or am i just doing something wrong. I a complete begginer with mods/construction set stuff so any advice would be helpful

also what do i need to do for the add icon image
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Connie Thomas
 
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Post » Fri May 27, 2011 1:02 am

Ok so all i want to do is use the construction set to add 1 weapon to the game and use the files in the BSA folder for meshes for the graphics. I used OBMM to unpack the BSa file for meshes and saved it to my desktop. when i click on the button "add NIF file" i find the one i wand click it and it says "invalid directory". so my question is

do i have to save the folder in a certain place or am i just doing something wrong. I a complete begginer with mods/construction set stuff so any advice would be helpful

also what do i need to do for the add icon image


The .dds and _n.dds file need to be in the Oblivion\Data\textures folder and the mesh needs to be in the Oblivion\data\meshes folder not on the desktop ! (The game looks in its data folder for the files and will not allow you to use other folders (new sub folders are fine but it needs to be a sub folder of the Oblivion\Data folder for the CS or game to find it !)
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brian adkins
 
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Post » Fri May 27, 2011 1:42 am

ok i saved only the specific .NIF and the .dds file in the data folder but it still says invalid directory. I cant put them into the BSA folder.
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Bitter End
 
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Post » Fri May 27, 2011 7:43 am

If you just want to add a weapon using vanilla artwork to the game then the easiest way would be to just copy an existing one and add your custom properties to it. That way there's no need to mess with texture and model files.
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Sarah Knight
 
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Post » Fri May 27, 2011 8:12 am

I want to use the graphics files for the lowerclass pitcher
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CORY
 
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Post » Fri May 27, 2011 8:47 am

If you mean while you're in sneak mode, I've read from several sources that the NPCs own Sneak skill determines this. http://www.uesp.net/wiki/Oblivion_talk:Sneak#NPC_detection_factors


I think this is correct. The advanced sneak trainer Mariana asks you to pickpocket her and in the stats she is given a very high sneak score, so presumably this is meant to make the sneak challenge harder.

Ok so all i want to do is use the construction set to add 1 weapon to the game and use the files in the BSA folder for meshes for the graphics. I used OBMM to unpack the BSa file for meshes and saved it to my desktop. when i click on the button "add NIF file" i find the one i wand click it and it says "invalid directory". so my question is
do i have to save the folder in a certain place or am i just doing something wrong. I a complete begginer with mods/construction set stuff so any advice would be helpful
also what do i need to do for the add icon image


I unpacked my bsa to a spare folder. When I need an address for a vanilla item, I just make a matching directory in my data folder and drop in the item.
E.g. One you will often need is the folder--
Textures/Menus/Icons/
Which has all the icons for items and quests, etc.

Since you want the cheap pottery, just copy and paste the Meshes/Clutter/LowerClass/ to your data folder.
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jessica breen
 
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Post » Fri May 27, 2011 2:16 am

Is there any way to increase actor fade distance beyond the current max?
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Austin England
 
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Post » Thu May 26, 2011 11:18 pm

Is there any way to increase actor fade distance beyond the current max?


With the .ini I believe. I'm not sure what line might handle that though.
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Lloyd Muldowney
 
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Post » Fri May 27, 2011 12:06 am

Does Oblivion allow for overlapping UVs?
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Thema
 
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Post » Thu May 26, 2011 8:50 pm

Some quick questions to do with NPC AI

What does "Value" under the AI package menu stand for?
And does the NPC use waypoints to cross distances between x-markers?
And how do I change it's AI package to let it spawn when the PC leaves the area?
What does the regular x-marker do (not x-markerheading)? Is that just a spot for a NPC to go without standing in a certain direction?
When I make a new NPC by using an old one (which is also made by me) and change the time/duration within the AI package, the old NPC changes as well. How do I fix this?
Where are the AI packages stored?
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elliot mudd
 
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Post » Fri May 27, 2011 4:53 am

What does the regular x-marker do (not x-markerheading)? Is that just a spot for a NPC to go without standing in a certain direction?

I've used them a lot and, as far as I can tell, except for their looks in the CS, they are/behave exactly the same.
XMarkers also have a direction (Z angle) but, being symmetrical, it is not as obvious as the XMarkerHeading direction.
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Juanita Hernandez
 
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Post » Fri May 27, 2011 12:05 pm

Is there a setting in the CS that controls how close to the camera an object is dropped in the render window? I'm getting tired of always having to zoom way out to drag/add something, then zoom back in to place/adjust it so it doesn't get lost behind everything.
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Heather Stewart
 
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Post » Fri May 27, 2011 10:58 am

Do any NPC stats effect their ability to detect you?
http://cs.elderscrolls.com/constwiki/index.php/Category%3a%44etection

Is there any way to increase actor fade distance beyond the current max?
setNumericINISetting "fLODFadeOutMultActors:Graphics"
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chloe hampson
 
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Post » Fri May 27, 2011 3:13 am

I'm a little confused about the text on the Wiki page for the http://cs.elderscrolls.com/constwiki/index.php/Dispel.
To be more precise, this part:

If Dispel is acting as an active return statement in a ScriptEffectUpdate block placed before a ScriptEffectFinish block in a Magic Effect script, it will prevent the ScriptEffectFinish block from running and the Magic Effect script will run for the full Duration of the spell.


Does that mean a scripted spell with a duration of 20 seconds will run for 20 seconds even if a dispel is called inside the script? I want to have a scripted spell abort if certain conditions are met, no matter how much time the spell has left before it ends.
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Guy Pearce
 
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Post » Fri May 27, 2011 7:59 am

Does that mean a scripted spell with a duration of 20 seconds will run for 20 seconds even if a dispel is called inside the script? I want to have a scripted spell abort if certain conditions are met, no matter how much time the spell has left before it ends.
Nope. A dispel in an effect item of the same will dispel the spell immediately.
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Sasha Brown
 
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Post » Thu May 26, 2011 8:35 pm

About pictures in books, the wiki says:
The largest Image size possible is 444x650 pixels. Go over this and the book will crash when opened in game. However, this may be variable from person to person, some are getting it as high as 490x680 (and even 490x720 after the first page).


What's the determining factor for maximum width? I'd like to add a picture to a book with width as long as possible, but should I play it safe and just go with 444, or with the max width I've had the most success with (which is 480)?

EDIT: One more question: Anyone know if DDS Converter 2.1 supports batch processing?
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Adrian Morales
 
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Post » Fri May 27, 2011 1:44 am

Nope. A dispel in an effect item of the same will dispel the spell immediately.


Thanks. That is exactly what I need, and how I had expected it to work. Just that sentence on Wiki left me confused.
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Steven Hardman
 
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Post » Fri May 27, 2011 7:37 am

Hey,
I wish to make a giant skeleton for a 'museum' type exhibit in my The Imperial University Mod, however I am just wondering how do you make havoc items static. As you probably know simply adding a .nif as a static item in the CS still causes it to retain its havoc physics - is there someway of disabling them - perhaps on NIF scope?

Cheers,
Mark
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Tiffany Carter
 
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Post » Fri May 27, 2011 1:41 am

About pictures in books, the wiki says:


What's the determining factor for maximum width? I'd like to add a picture to a book with width as long as possible, but should I play it safe and just go with 444, or with the max width I've had the most success with (which is 480)?

EDIT: One more question: Anyone know if DDS Converter 2.1 supports batch processing?

You can control+click multiple images in DDS Converter and it will convert every image before closing.

Hey,
I wish to make a giant skeleton for a 'museum' type exhibit in my The Imperial University Mod, however I am just wondering how do you make havoc items static. As you probably know simply adding a .nif as a static item in the CS still causes it to retain its havoc physics - is there someway of disabling them - perhaps on NIF scope?

Cheers,
Mark


You can do this through nifskope. Someone posted this a long time ago, and I forgot who posted. I didn't come up with this:

Making a motionless mesh:

1. Load NIF into Nifskope.

2. Open:
NiNode
bhkCollisionObject

3. In the "block Details" of bhkCollisionObject:
Motion system ->change to MO_SYS_KEYFRAMED
Quality Type -->change to MO_QUAL_FIXED

Object will now be motionless in the game.

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Suzy Santana
 
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