Quick Questions -- Quick Answers, The 21st

Post » Thu May 19, 2011 6:37 pm

@Zantetsuken : http://cs.elderscrolls.com/constwiki/index.php/Talk:Cast
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Kim Bradley
 
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Joined: Sat Aug 18, 2007 6:00 am

Post » Fri May 20, 2011 5:35 am

Thanks a lot :P i had to create a work arround based on the hemophylic vamp disease: Instead of using cast on target i just used an addspell X and that spell drains x amount of health, fatigue and magika.

Thanks again :)
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Mason Nevitt
 
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Joined: Fri May 11, 2007 8:49 pm

Post » Fri May 20, 2011 12:54 am

Quick one :
myPersistentRef.GetContainer (or myRefVarSetToMyPersistentRef.GetContainer) does not seem to do anything (from neither a quest nor a spell script) - is there a valid syntax for this or GetContainer can only be run from the object script of myPersistentRef ?
:confused:
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DAVId Bryant
 
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Joined: Wed Nov 14, 2007 11:41 pm

Post » Fri May 20, 2011 5:02 am

Quick one :
myPersistentRef.GetContainer (or myRefVarSetToMyPersistentRef.GetContainer) does not seem to do anything (from neither a quest nor a spell script) - is there a valid syntax for this or GetContainer can only be run from the object script of myPersistentRef ?
:confused:

Referencing an non-dynamic item (persistent or not[I think]), either by its EditorID or by a ref var, is only possible while the item is in the world.
When the item is in a container or inventory, it cannot be referenced by external scripts.

So, you guessed it: GetContainer will only work when run from the object script itself.
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Siidney
 
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Post » Fri May 20, 2011 12:48 am

Is there a function that will determine if the player has an active magic effect shader that would be visible to an NPC? Other than just checking for all the possible magic effects in turn?
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Rob Davidson
 
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Post » Thu May 19, 2011 8:00 pm

Referencing an non-dynamic item (persistent or not[I think]), either by its EditorID or by a ref var, is only possible while the item is in the world.
When the item is in a container or inventory, it cannot be referenced by external scripts.

So, you guessed it: GetContainer will only work when run from the object script itself.
thanks ! if I think of a counter example I will post it :D
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Charlotte Henderson
 
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Post » Thu May 19, 2011 2:09 pm

Im in need of advice: It's kinda hard to formulated but those who know Region Editing should be able to answer this!

When Region Editing, when drag & dropping objects I want to be generated from Object Window to the Objects tab in the Region Editor-window, in Generated Objects window (the small white window that shows all objects that will be generated, and obviously where I'm dragging all objects I want to be generated) the space simply runs out! What I mean with "runs out" is that I can only add a certain amount of objects to be generated, so when the window is full i can't drag & drop new objects because it will just attach the new object to an already existing one, thus making the existing one Parent. Now the thing is I don't want the new object to be the Child Object, so how can I add objects even though the Generated Objects window is full without making them Child Objects?
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Laura Shipley
 
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Post » Thu May 19, 2011 3:01 pm

How can i play shaders on different parts of the body, like only on the face or on a leg?
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Stephanie I
 
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Post » Thu May 19, 2011 10:07 pm

how can I add objects even though the Generated Objects window is full without making them Child Objects?

Position the mouse cursor at the very bottom left corner. It has to be below and to the left of the text so that it doesn't highlight it.
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bimsy
 
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Post » Fri May 20, 2011 2:34 am

What tool would you recommend for removing an *.esp's dependancy on another *.esp?

Specifics: I was making a custom race with the RBP's esp active but I now want to remove that dependacy.

Thanks!

cc
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bonita mathews
 
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Post » Fri May 20, 2011 3:52 am

Is there a nice simple way to turn on and off the Nighteye and Detect Life shaders without having to remove the spells themselves?

I'm looking for a toggle for enchanted items, basically.

With Nighteye, I was wondering about using Scanti's Night eye shader switcher, but was wondering how you'd tell it to use no shader, or a blank shader for when you want night-eye turned off.

Detect Life I really don't know about, unless Scanti's plugin can be adapted to it.

As an alternative, can you Removespell a constant effect from an enchanted item?
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Shelby McDonald
 
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Post » Thu May 19, 2011 5:10 pm

I want to create a generic custom summon that can be used by any NPC (or spell casting creature). Getting them to cast it won't be a problem (I'll just give them a Begin OnStartCombat type script). I have the creatures I want to summon already made and placed in a Leveled List, I just need a script that can be used by multiple NPCs (and/or creatures) at the same time. I'm guessing I'll need to use PlaceAtMe after calling a visual effect and RemoveMe upon the death of the caster or the summon after calling another visual effect. I also need a variation of the script to summon three of these custom creatures at once: 1 to the right of the caster, 1 to the left and 1 directly in front. The only problem is, I don't know what these scripts should actually look like. Any help would be appreciated.
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Nick Tyler
 
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Post » Fri May 20, 2011 3:15 am

How can i play shaders on different parts of the body, like only on the face or on a leg?
Can't be done using effect shaders. One method would be to apply your particle effects and whatnot to a dummy mesh in NifSkope and equip it over the appropriate body part.

What tool would you recommend for removing an *.esp's dependancy on another *.esp?

Specifics: I was making a custom race with the RBP's esp active but I now want to remove that dependacy.
You can use TES4Gecko to do that.


Is there a nice simple way to turn on and off the Nighteye and Detect Life shaders without having to remove the spells themselves?

I'm looking for a toggle for enchanted items, basically.

With Nighteye, I was wondering about using Scanti's Night eye shader switcher, but was wondering how you'd tell it to use no shader, or a blank shader for when you want night-eye turned off.

Detect Life I really don't know about, unless Scanti's plugin can be adapted to it.

As an alternative, can you Removespell a constant effect from an enchanted item?
Detect life, perhaps but Nighteye gets a "No". The latter might be possible by temporarily playing a dummy particle shader on every target in the cell. I haven't looked into scanti's plugin, but if he lets you write your shader, you can use this:
texture thisframe;sampler smpThisFrame = sampler_state{texture = ;	AddressU = CLAMP;	AddressV = CLAMP;	MINFILTER = LINEAR;	MAGFILTER = LINEAR;};half4 dummy(float2 tex : TEXCOORD) : COLOR0{	return tex2D(smpThisFrame, tex);}technique t0{    pass p0	{		PixelShader = compile ps_2_0 dummy();	}}
That should, in effect, nullify the shader. Might require changes depending on the semantics the plugin exposes.
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cassy
 
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Post » Thu May 19, 2011 3:57 pm

When ever I try to retexture anything with a texture of my own when I load TES Construction Set the armor's
texture shows up but only at the shoulders and is strenched in random directions and on creatures it shows
up invisible.
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Becky Palmer
 
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Post » Thu May 19, 2011 4:05 pm

Position the mouse cursor at the very bottom left corner. It has to be below and to the left of the text so that it doesn't highlight it.

thanks!
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jessica robson
 
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Joined: Mon Oct 09, 2006 11:54 am

Post » Thu May 19, 2011 6:47 pm

How do you make a nif model unaffected by lighting, so that it is full bright always?

What is the command to play a .bik movie from a script, for example, onActivate?

Is there a way to declare the value of your short, long or float when you declare them so they are not 0 by default?
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Marilú
 
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Joined: Sat Oct 07, 2006 7:17 am

Post » Thu May 19, 2011 11:32 pm

What is the command to play a .bik movie from a script, for example, onActivate?

Is there a way to declare the value of your short, long or float when you declare them so they are not 0 by default?
http://cs.elderscrolls.com/constwiki/index.php/PlayBink.

Nope
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Liv Brown
 
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Post » Thu May 19, 2011 9:29 pm

Can someone write me a Script which them i can throw Weapons without spin around. Just fly. And a wall detector so that the thrown item don't fly through them?
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Leilene Nessel
 
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Joined: Sun Apr 15, 2007 2:11 am

Post » Fri May 20, 2011 4:46 am

Can someone write me a Script which them i can throw Weapons without spin around. Just fly. And a wall detector so that the thrown item don't fly through them?
It's highly unlikely that you'll find someone willing to do all the leg work that's required to pull off what you ask.
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Rusty Billiot
 
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Post » Thu May 19, 2011 7:53 pm

That's bad. Maybe some links to commands that required to make this Scripts?
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Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Fri May 20, 2011 3:37 am

Does anyone know of some kind of helmet tutorial?
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sally coker
 
Posts: 3349
Joined: Wed Jul 26, 2006 7:51 pm

Post » Fri May 20, 2011 2:29 am

When creating textures and applying them to anything when loaded in the tes construction set and oblivion are only at the shoulders and strench in random directions for armor of don't show up at all for anything else.
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Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Thu May 19, 2011 3:56 pm

How are you making the textures? Painting over the original ones in order to maintain the proper layout?

Also, what you are describing sounds more like a mesh problem, as though you are applying a mesh designed for NPCs or the Player to creatures like the Skeleton or Zombie.
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Emily Jones
 
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Joined: Mon Jul 17, 2006 3:33 pm

Post » Thu May 19, 2011 8:27 pm

I am using paint.net to load the textures and then adjusting the hue/saturation to make different versions of the current one.
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Oscar Vazquez
 
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Joined: Sun Sep 30, 2007 12:08 pm

Post » Thu May 19, 2011 10:52 pm

What DDS options are you choosing when you resave it?

This is new behaviour to me.
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marina
 
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Joined: Tue Mar 13, 2007 10:02 pm

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