Quick Questions -- Quick Answers, The 21st

Post » Thu May 19, 2011 7:55 pm

Twentieth Thread : http://www.gamesas.com/index.php?/topic/1073222-quick-questions-quick-answers-the-twentieth/
Nineteenth Thread : http://www.gamesas....owtopic=1064593
Eighteenth Thread : http://www.gamesas....owtopic=1053177
Seventeenth Thread : http://www.gamesas....owtopic=1043373
Sixteenth Thread : http://www.gamesas....owtopic=1035831
Fifteenth Thread : http://www.gamesas....owtopic=1027524
Fourteenth Thread : http://www.gamesas....owtopic=1020604
Thirteenth Thread : http://www.gamesas....owtopic=1018432
Twelfth Thread : http://www.gamesas....owtopic=1008041
Eleventh Thread : http://www.gamesas....howtopic=996298
Tenth Thread : http://www.gamesas....howtopic=974783
Ninth Thread: http://www.gamesas....howtopic=957607
Eighth Thread: http://www.gamesas....howtopic=937577
Seventh Thread: http://www.gamesas....howtopic=912613
Sixth Thread: http://www.gamesas....howtopic=878165

Got a quick question? Post here for a quick response.
User avatar
Roy Harris
 
Posts: 3463
Joined: Tue Sep 11, 2007 8:58 pm

Post » Thu May 19, 2011 4:26 pm

Approximately how much maths can the game cope with in a single frame? Scripted that is. I am in the process of writing a scripted projectile physics simulation, and the maths is only a couple of trig functions and quite a lot of addition and multiplication (vector multiplication etc) in a single frame(on collision with an object). The script is not yet working, and I'm hoping that this isn't to do with the maths overloading the script.

Thanks :)
No straight figure for that but it should be able to simulate projectiles without hitches. There are a few released mods that do the same, in case you were wondering.
User avatar
Tiffany Carter
 
Posts: 3454
Joined: Wed Jul 19, 2006 4:05 am

Post » Thu May 19, 2011 4:02 pm

*Snip*
Sounds like you may only need to modify the cuirass a bit to do what you need.

I removed the sleeves from the armor mesh as suggested, but it only makes things worse: http://img532.imageshack.us/img532/3716/skelliarmortrouble.jpg
Now the armor stretches across the room. :laugh: (I may actually use that for a funny mod I have in mind) Is there any way to avoid this for a more serious mod?
User avatar
Sammi Jones
 
Posts: 3407
Joined: Thu Nov 23, 2006 7:59 am

Post » Fri May 20, 2011 2:33 am

You removed the sleeves, but did you remove the rigging to the skeleton's arms?

I'm not sure exactly how that works, but I'm pretty sure it's more than just deleting the sleeves themselves.
User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Thu May 19, 2011 2:07 pm

No straight figure for that but it should be able to simulate projectiles without hitches. There are a few released mods that do the same, in case you were wondering.


Ok, thanks. :) None that allow the scripted particle to bounce off other collision objects, at least that I know of... :P
User avatar
casey macmillan
 
Posts: 3474
Joined: Fri Feb 09, 2007 7:37 pm

Post » Thu May 19, 2011 7:53 pm

?How would I modify a Helmet, Cuirass, Greaves and Boots in NifSkope so they can be worn by a Skeleton without ?http://img694.imageshack.us/img694/7642/skeletonsmear.jpg happening?

Check windfall and moriacis (?) - they both have skeletons with armors. Check also the posts by saiden (storm) in http://www.silgrad.com/wbb2/thread.php?postid=99611#post99611 thread.
HTH
User avatar
StunnaLiike FiiFii
 
Posts: 3373
Joined: Tue Oct 31, 2006 2:30 am

Post » Fri May 20, 2011 2:39 am

A question about the Magnitude and Duration settings for Ingredients.

Do the Magnitude and Duration settings in the Effect field affect the effect durations when brewed into potion? Is the Durations setting a cap? I ask because in Vanilla Paralyze effects are very brief in poisons, and have a Duration setting of 2 in the CS, does this in fact just act as a sort of lock?

Looking through the CS at some vanilla and mod added ingredients shows a great deal of variance among the Magnitudes and Durations for same effects. Some are 0M 0D, some 5M 0D, 45M 1D, etc.

The only bit of related information I was able to find on the wiki concerns Restore Fatigue effects with Wortcraft. The example there is that Bread, which unlike most ingredients has a duration of 0 instead of 1 for it's Restore Fatigue effect restores 10FP instead of 5.

I'm knocking together a plugin to extend the idea of http://www.tesnexus.com/downloads/file.php?id=5065 to cover all Vanilla/SI, OOO, MMM and COBL ingredients for my own use and there just isn't any information available on the Magnitude and Duration settings.

Any insight regarding these settings would be much appreciated.
User avatar
Jacob Phillips
 
Posts: 3430
Joined: Tue Aug 14, 2007 9:46 am

Post » Fri May 20, 2011 1:34 am

A question about the Magnitude and Duration settings for Ingredients.

...
This http://cs.elderscrolls.com/constwiki/index.php/Category:Potion_Strength should help.
User avatar
Matt Terry
 
Posts: 3453
Joined: Sun May 13, 2007 10:58 am

Post » Thu May 19, 2011 4:08 pm

This http://cs.elderscrolls.com/constwiki/index.php/Category:Potion_Strength should help.


That did help, thank you, I admit I came across that page and just skimmed through it closing it out thinking it was relating solely to apparatus. :facepalm:
User avatar
Sarah Knight
 
Posts: 3416
Joined: Mon Jun 19, 2006 5:02 am

Post » Thu May 19, 2011 10:48 pm

Does the "coc" command work on NPCs, particularly when used in-game from the console?
User avatar
Rob
 
Posts: 3448
Joined: Fri Jul 13, 2007 12:26 am

Post » Fri May 20, 2011 4:24 am

Does the "coc" command work on NPCs, particularly when used in-game from the console?
Nope.
User avatar
Tiffany Castillo
 
Posts: 3429
Joined: Mon Oct 22, 2007 7:09 am

Post » Fri May 20, 2011 12:04 am

Is there any way to disable saving/quicksaving in a script? I've searched, but I can't find any functions/settings.

A workaround wouldn't be too hard, but it's not preferable.
User avatar
Kelsey Hall
 
Posts: 3355
Joined: Sat Dec 16, 2006 8:10 pm

Post » Fri May 20, 2011 1:57 am

You removed the sleeves, but did you remove the rigging to the skeleton's arms?

I'm not sure exactly how that works, but I'm pretty sure it's more than just deleting the sleeves themselves.

Tried removing the rigging, but I got a CTD as soon as I entered the cell with the skeleton in it. The CS also crashes now when I try to "preview" the skeleton that's supposed to be wearing the cuirass.

Check windfall and moriacis (?) - they both have skeletons with armors. Check also the posts by saiden (storm) in http://www.silgrad.com/wbb2/thread.php?postid=99611#post99611 thread.
HTH

Tried following the instructions there, but the CS either crashed or gave about 300 warnings every time I tried something.
Any other ideas? I do appreciate the help. :D
User avatar
Kate Murrell
 
Posts: 3537
Joined: Mon Oct 16, 2006 4:02 am

Post » Fri May 20, 2011 1:12 am

Is there any way to disable saving/quicksaving in a script? I've searched, but I can't find any functions/settings.

A workaround wouldn't be too hard, but it's not preferable.
Use DisableControl.
User avatar
Kate Norris
 
Posts: 3373
Joined: Mon Nov 27, 2006 6:12 pm

Post » Thu May 19, 2011 9:17 pm

Ah, of course. That'd get rid of quicksaving.

It wouldn't stop the player from saving using the regular method though. I guess I'll have to come up with a workaround then.
User avatar
Luis Longoria
 
Posts: 3323
Joined: Fri Sep 07, 2007 1:21 am

Post » Thu May 19, 2011 10:02 pm

If you want to be evil, make a mod that checks where you are when you load a save. Anywhere but a safe location and the Player drops dead immediately.
User avatar
Jessie Rae Brouillette
 
Posts: 3469
Joined: Mon Dec 11, 2006 9:50 am

Post » Fri May 20, 2011 2:55 am

Ha ha ha, that'll teach 'em. :P
User avatar
laila hassan
 
Posts: 3476
Joined: Mon Oct 09, 2006 2:53 pm

Post » Fri May 20, 2011 3:05 am

Tried following the instructions there, but the CS either crashed or gave about 300 warnings every time I tried something.
Any other ideas? I do appreciate the help. :D

Do have a look at Windfall - they have some skeletons with armor - the helmet part will be more difficult though I guess. Nifskope is not my strong point as you can see in my signature lol .(the help link)
User avatar
Lily
 
Posts: 3357
Joined: Mon Aug 28, 2006 10:32 am

Post » Thu May 19, 2011 10:00 pm

Do have a look at Windfall - they have some skeletons with armor - the helmet part will be more difficult though I guess. Nifskope is not my strong point as you can see in my signature lol .(the help link)

Thanks! I'll look into Windfall and see what I can figure out. One thing I thought about was trying to combine the armor pieces I want to use with the Skellie.NIF the way JGreybear did for his Ayleidoon Karan mod. The only thing I'd need to do to avoid that weird distortion effect is figure out how to keep the skeleton's arms from falling off when it "dies". Anyone know how to do that?
User avatar
Sheila Reyes
 
Posts: 3386
Joined: Thu Dec 28, 2006 7:40 am

Post » Thu May 19, 2011 7:29 pm

Okay, I've just added the MDSaddlebags mod, but I'm using FCOM with MMM and Slof's horses that include Saddlebag models already.

There should be a simple way to alter the nifs that come with MDSaddlebags to make them invisible, right?

Do I make an invisible texture and point the nif toward that, or was there some simpler trick?
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Thu May 19, 2011 7:02 pm

I'm pretty sure elements aren't passed by reference when moved from an array to a string var, so your first line of code should do.
Ok how would one go about destroying a string array element :
let n[0] := sv_Destruct 
gives an error, set is out of question and
let str := n[0]sv_Destruct str
won't work (see quotation) - right ? Would :
let n[0] := strsv_Destruct str
work ? Would it work without sv_Destruct str if str == 0 to begin with (not legal with normal string vars) ?
:confused:
User avatar
Averielle Garcia
 
Posts: 3491
Joined: Fri Aug 24, 2007 3:41 pm

Post » Fri May 20, 2011 4:26 am

Is there a function that returns a string containing the name of a cell? If I'm not mistaken, GetName will only work on objects or references.
User avatar
roxanna matoorah
 
Posts: 3368
Joined: Fri Oct 13, 2006 6:01 am

Post » Thu May 19, 2011 1:51 pm

Ok how would one go about destroying a string array element :
ar_Erase aArray sIndexOfElement. Strings stored inside arrays are automatically cleaned up by OBSE's collector.
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Thu May 19, 2011 4:25 pm

ar_Erase aArray sIndexOfElement. Strings stored inside arrays are automatically cleaned up by OBSE's collector.

Thanks indeed :)
User avatar
LuBiE LoU
 
Posts: 3391
Joined: Sun Jun 18, 2006 4:43 pm

Post » Thu May 19, 2011 6:58 pm

Is there a function that returns a string containing the name of a cell? If I'm not mistaken, GetName will only work on objects or references.
GetParentCell - returns the objectID of the parent cell of the calling reference
Then use GetName.
Will work probably - let us know :)

btw interior or exterior cell ? what is the return value in exteriors ? http://obse.silverlock.org/obse_command_doc.html
User avatar
Jessica Nash
 
Posts: 3424
Joined: Tue Dec 19, 2006 10:18 pm

Next

Return to IV - Oblivion