Quick Question -- Quick Answer, Part Fourteen

Post » Fri May 27, 2011 3:34 am

Thirteenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1018432
Twelfth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1008041
Eleventh Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=996298
Tenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=974783
Ninth Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=957607
Eighth Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=937577
Seventh Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=912613
Sixth Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=878165

Got a quick question? Post here for a quick response.
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Gwen
 
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Post » Fri May 27, 2011 2:41 am

NPC Dialogue question:
I have a brand new NPC with brand new dialogue I'm writing. I made a new topic and two lines of response "info" for it. Under the column # Reponse, they are both labled 1. How do I change the number of one of them to 2?

Also, several different pages on the CS wiki say that you can change the order of your responses around by highlighting one and using the keyboard arrow keys to move up or down in the list. But my arrow keys only move the scrollbar left and right, or move the dotted select box up and down. I've tried turning scroll lock on and holding the ctrl key as well, but nothing works. How else can I rearrange my responses for a topic?
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Hayley O'Gara
 
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Post » Fri May 27, 2011 2:22 am

NPC Dialogue question:
I have a brand new NPC with brand new dialogue I'm writing. I made a new topic and two lines of response "info" for it. Under the column # Reponse, they are both labled 1. How do I change the number of one of them to 2?

You actually have two separate items. That column shows the number of responses in each (one line) and has nothing to do with order, it's not a label, it's a count.
You'll probably want to copy the second one, paste it into the first (which will put it at the end, regardless of what you do, so that's why you do it this way round) and then delete the second entry.
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Philip Rua
 
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Post » Thu May 26, 2011 9:04 pm

does no one know if i need to duplicate things from modders resources just as i would from another persons mod?
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Deon Knight
 
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Post » Fri May 27, 2011 8:41 am

does no one know if i need to duplicate things from modders resources just as i would from another persons mod?


Yes, you do.
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KIng James
 
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Post » Fri May 27, 2011 9:20 am

ok thankyou khettienna

now does anyone know what happens when i use a modder resource in this way and then upload the finished mod for others to download. do they need to seek out the same mod resource i had used and download it too as a master file recquirement just as they would if i used another poersons mod in my own mod?
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KU Fint
 
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Post » Thu May 26, 2011 7:44 pm

Ok so I've going http://cs.elderscrolls.com/constwiki/index.php/Making_Ridable_Creatures this tutorial for making a ridable creature. I'm at the point of adding proper riding animations and it's all going well, I've followed every instruction to the letter. But whenever I use the new forward.kf or backward.kf the player either A: bobs in an out of the cat or B: The screen get molested with blue + white triangles that spread out from the crosshair.

Anyone know how to fix this?
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Trevi
 
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Post » Thu May 26, 2011 8:20 pm

I am wondering when variables are reset. But I think I need to describe what I am working on in order to clarify the context of my question.

Basically I have an activator (using one of the static banner post meshes) that will determine which one of two different castle banners will be enabled outside of various homes on my island landmass. These banners will be representing which of two warring factions current control the house on which a banner is displayed. For the script I will be using I need to allow the player to be able to use the activator during times when they are wearing the attire belonging to one of the factions, and that is why I am wondering how often variables are reset. I don't want the player to be able to spam use the activator and switch banners over and over. So obviously I'll need to put a "doonce" type of check in the script. But if the player does use the activator, and therefore satisfy the "doonce" condition, at what point does "doonce" become reset so that the activator can be used again? I've looked at a number of posts regarding variables resetting and come away without a clear answer. So hopefully someone can help me out in this thread. :)

I'm assuming that the reset likely takes place either when the player exits the cell in which the activator is located, or when the cell reloads after the 3 day respawn takes place. But I'm no expert, so I could very well be completely wrong. :)

Thanks in advance!
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Robyn Lena
 
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Post » Fri May 27, 2011 12:52 am

Noob question:

I can't find "Ale" in the object window.
I looked in the items/MiscItems section, but its not there
Any ideas?
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Austin Suggs
 
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Post » Fri May 27, 2011 10:13 am

Noob question:

I can't find "Ale" in the object window.
I looked in the items/MiscItems section, but its not there
Any ideas?


Assuming you're wanting the drinkable version of ale, you can find it under Magic>Potion>Clutter. It should be right up at the top of that Clutter list as DrinkAle.
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Love iz not
 
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Post » Thu May 26, 2011 8:15 pm

Assuming you're wanting the drinkable version of ale, you can find it under Magic>Potion>Clutter. It should be right up at the top of that Clutter list as DrinkAle.


Oh, thanks
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Jade Payton
 
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Post » Fri May 27, 2011 2:37 am

Got a few questions, made an item but can't seem to add it to inventory only into the world. Tried dropping one on the ground, using player.additem of the number in the console I see when selected and also the FormID, I keep getting a message saying, not a valid item/number.

Do I need a script or is there a way to add House Fast Travel Point to the map? I tried typing HouseICTravelMarker.Enable in the console, with no luck or would this work as a script?

ScriptName HouseMapPointsScriptbegin gamemodeIf GetStage HouseBravil >= 10	HouseBravilTravelMarker.EnableendifIf GetStage HouseBruma >= 10	HouseBrumaTravelMarker.EnableendifIf GetStage HouseCheydinhal>= 10	HouseCheydinhalTravelMarker.EnableendifIf GetStage HouseChorrol >= 10	HouseChorrolTravelMarker.EnableendifIf GetStage HouseImperialCity >= 10	HouseICTravelMarker.EnableendifIf GetStage MS02 >= 30	HouseAnvilTravelMarker.EnableendifIf GetStage HouseSkingrad >= 10	HouseSkingradTravelMarker.EnableendifIf GetStage HouseLeyawiin >= 10	HouseLeyawiinTravelMarker.Enableendifend



Thanks for any tips. :)
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Dylan Markese
 
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Post » Fri May 27, 2011 9:49 am

Does anybody know the name of the male body textures? I'm using the OBMM bsa browser but there are hundreds and I have no idea what I'm looking for?
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Meghan Terry
 
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Post » Fri May 27, 2011 12:07 pm

Got a few questions, made an item but can't seem to add it to inventory only into the world. Tried dropping one on the ground, using player.additem of the number in the console I see when selected and also the FormID, I keep getting a message saying, not a valid item/number.

Do I need a script or is there a way to add House Fast Travel Point to the map? I tried typing HouseICTravelMarker.Enable in the console, with no luck or would this work as a script?

*snip*


To add items to a container, you have to edit the container's base (meaning all instances of this container in the world will reflect this change, so make your own containers pretty please). Once you have the edit base window open, you will see the container's starting inventory. You can drap and drop items from the item list into it, and then delete or adjust qty afterwards to suit your tastes.

To add fast travel points anywhere, you need to add a MapMarker, which can be found under Statics. Checking or unchecking the boxes "visible" and "can travel to" will determine if the player can automatically see and/or travel to it without having discovered it first.

Does anybody know the name of the male body textures? I'm using the OBMM bsa browser but there are hundreds and I have no idea what I'm looking for?


Look in ~Textures\Characters\Imperial\male\. Non-beast races all use those textures as far as I know by default.
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JD FROM HELL
 
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Post » Thu May 26, 2011 8:04 pm

I am wondering when variables are reset. But I think I need to describe what I am working on in order to clarify the context of my question.

Basically I have an activator (using one of the static banner post meshes) that will determine which one of two different castle banners will be enabled outside of various homes on my island landmass. These banners will be representing which of two warring factions current control the house on which a banner is displayed. For the script I will be using I need to allow the player to be able to use the activator during times when they are wearing the attire belonging to one of the factions, and that is why I am wondering how often variables are reset. I don't want the player to be able to spam use the activator and switch banners over and over. So obviously I'll need to put a "doonce" type of check in the script. But if the player does use the activator, and therefore satisfy the "doonce" condition, at what point does "doonce" become reset so that the activator can be used again? I've looked at a number of posts regarding variables resetting and come away without a clear answer. So hopefully someone can help me out in this thread. :)

I'm assuming that the reset likely takes place either when the player exits the cell in which the activator is located, or when the cell reloads after the 3 day respawn takes place. But I'm no expert, so I could very well be completely wrong. :)

Thanks in advance!

Variables are never reset.
A typical DoOnce is more like a DoOnceInALifetime condition.

In your scenario, you have to change the DoOnce condition in such a way that the following code runs under certain conditions (typically some time related condition).

Example: if you want the activator to react only once a day, you could save the global variable http://cs.elderscrolls.com/constwiki/index.php/Special_variables when the code runs and only allow it to run again if the present GameDaysPassed is higher that the saved one.

Of course, variables may seem to reset if an object is replaced by a new, similar one, but these are special situations.
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suniti
 
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Post » Fri May 27, 2011 1:50 am

Ok so I've going http://cs.elderscrolls.com/constwiki/index.php/Making_Ridable_Creatures this tutorial for making a ridable creature. I'm at the point of adding proper riding animations and it's all going well, I've followed every instruction to the letter. But whenever I use the new forward.kf or backward.kf the player either A: bobs in an out of the cat or B: The screen get molested with blue + white triangles that spread out from the crosshair.

Anyone know how to fix this?

I had the same problem (A) doing a ridable bear. The kf conversion process has a glitch that is consistent, and you can't fix it by trying again. The only recourse is to edit the resulting file and adjust the relevant keyframe, if you can track it down. You may have to take the animation in and out of a modelling tool like Blender to do so. I didn't get that far, as I was using it as a NPC mount and could just set "run all the time" anyway.
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carrie roche
 
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Post » Fri May 27, 2011 6:53 am

I had the same problem (A) doing a ridable bear. The kf conversion process has a glitch that is consistent, and you can't fix it by trying again. The only recourse is to edit the resulting file and adjust the relevant keyframe, if you can track it down. You may have to take the animation in and out of a modelling tool like Blender to do so. I didn't get that far, as I was using it as a NPC mount and could just set "run all the time" anyway.


I guess they don't like non-horse mounts :P
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Glu Glu
 
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Post » Thu May 26, 2011 8:48 pm

Got a few questions, made an item but can't seem to add it to inventory only into the world. Tried dropping one on the ground, using player.additem of the number in the console I see when selected and also the FormID, I keep getting a message saying, not a valid item/number.

The "not a valid number" message usually means you forgot the count. it's not
player.additem xxxxxxxx
but
player.additem xxxxxxxx 1
to give them one of the item. If it wasn't done this way, giving someone enough gold to buy a house would get very tedious!
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Trevi
 
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Post » Thu May 26, 2011 7:44 pm

Variables are never reset.
A typical DoOnce is more like a DoOnceInALifetime condition.

In your scenario, you have to change the DoOnce condition in such a way that the following code runs under certain conditions (typically some time related condition).

Example: if you want the activator to react only once a day, you could save the global variable http://cs.elderscrolls.com/constwiki/index.php/Special_variables when the code runs and only allow it to run again if the present GameDaysPassed is higher that the saved one.

Of course, variables may seem to reset if an object is replaced by a new, similar one, but these are special situations.


Thanks, QQuix. That was what I was hoping to learn.
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Jacob Phillips
 
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Post » Fri May 27, 2011 4:55 am

Variables are never reset.
IIRC, they get reset if their parent object finds itself in a cell reset and isn't persistent.
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kennedy
 
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Post » Fri May 27, 2011 5:06 am

Is there anyway to make unlimited tail slots? I know there's mods that make mod ring slots but I'd like the same thing for the tail.
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herrade
 
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Post » Fri May 27, 2011 4:22 am

Is there anyway to make unlimited tail slots? I know there's mods that make mod ring slots but I'd like the same thing for the tail.
No. The unlimited ring slot mod just removes the biped slots for all rings. The actual number of usable body slots is hardcoded.
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no_excuse
 
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Post » Fri May 27, 2011 4:05 am

No. The unlimited ring slot mod just removes the biped slots for all rings. The actual number of usable body slots is hardcoded.


Oh so rings aren't affected by biped slots?
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Emily Rose
 
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Post » Thu May 26, 2011 9:49 pm

Oh so rings aren't affected by biped slots?
Don't exactly understand what you mean, but any slot-required item can have zero slots. It's allowed with the only caveat being the CS annoying you at loading.
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Nadia Nad
 
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Post » Fri May 27, 2011 9:09 am

Don't exactly understand what you mean, but any slot-required item can have zero slots. It's allowed with the only caveat being the CS annoying you at loading.


Really? Every time I try to create an item with no biped slot it won't let me.
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Jessie Rae Brouillette
 
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