Quick Questions -- Quick Answers, The 23rd

Post » Tue Mar 15, 2011 2:59 am

Is there an OBSE way to change the name of a faction? I've tried using SetNameEX and such, but still no dice.
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luis dejesus
 
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Post » Mon Mar 14, 2011 4:10 pm

How can I make a merchent that restocks his inventory every time I talk to him again?
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Nathan Maughan
 
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Post » Mon Mar 14, 2011 6:13 pm

Could you elaborate on that? Will the effects be dependable on the script and can't the effect be fired at once or...? I can't see the problem atm, ^_^

Player casts spell on target actor, target gets poisoned as if hit by a poisoned weapon. The problem is, poisons are potions, not spells. And the green 'poison' effect shader is automatically applied when the target is poisoned. I need to do this with a spell, if possible.

Is there an OBSE way to change the name of a faction? I've tried using SetNameEX and such, but still no dice.


You could use the CS to create a new faction with the name you want and use a script to switch the factions out as needed.
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A Dardzz
 
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Post » Mon Mar 14, 2011 1:50 pm

Player casts spell on target actor, target gets poisoned as if hit by a poisoned weapon. The problem is, poisons are potions, not spells. And the green 'poison' effect shader is automatically applied when the target is poisoned. I need to do this with a spell, if possible.


Of course, with http://cs.elderscrolls.com/constwiki/index.php/PlayMagicShaderVisuals/http://cs.elderscrolls.com/constwiki/index.php/StopMagicEffectVisuals effectPoison.
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Flutterby
 
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Post » Tue Mar 15, 2011 1:27 am

Of course, with http://cs.elderscrolls.com/constwiki/index.php/PlayMagicShaderVisuals/http://cs.elderscrolls.com/constwiki/index.php/StopMagicEffectVisuals effectPoison.

That's what I was about to suggest, in conjection with a damage heatlh spell.
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Bloomer
 
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Post » Mon Mar 14, 2011 5:06 pm

Of course, with http://cs.elderscrolls.com/constwiki/index.php/PlayMagicShaderVisuals/http://cs.elderscrolls.com/constwiki/index.php/StopMagicEffectVisuals effectPoison.

That's what I was about to suggest, in conjunction with a damage health spell.


Thing is, I intend for the added 'poison' to be random. Hmm...I guess I can make a number of Ability spells that mimic poisons, script them to play the poison shader, then remove themselves and stop the poison shader. Thanks guy! :foodndrink:
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DeeD
 
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Post » Tue Mar 15, 2011 3:52 am

Okay, new question: Is it possible to add effect shaders to static objects?

Edit: I'm specifically interested in adding the NPC Ghost shader some pieces of architecture.
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Ellie English
 
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Post » Mon Mar 14, 2011 9:48 pm

Hmm. I don't see why not, but I'm a layman here. If that doesn't work, you could always use the "mist/fog" shader.

Is there a way to keep an evil factioned NPC from going after other NPCs and go straight for the player?
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stevie trent
 
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Post » Mon Mar 14, 2011 9:18 pm

Hmm. I don't see why not, but I'm a layman here. If that doesn't work, you could always use the "mist/fog" shader.

Is there a way to keep an evil factioned NPC from going after other NPCs and go straight for the player?

Add another faction lowering his disposition towards the PC by say -100
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Isabell Hoffmann
 
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Post » Mon Mar 14, 2011 11:46 pm

Add another faction lowering his disposition towards the PC by say -100


And leave off the Evil check mark? But what if the player attacks the NPC with this faction before they see him? Would that count as a crime?

edit: Hmm, I just tried it to get them to stop, but they still go after other "friendly" NPCs and vice versa. I can't seem to get them to concentrate on the player only.
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Alba Casas
 
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Post » Mon Mar 14, 2011 6:15 pm

And leave off the Evil check mark? But what if the player attacks the NPC with this faction before they see him? Would that count as a crime?

That may very well count as a crime. Test it out with a sneak attack bow shot. If it does count as a crime, just select the 'evil' flag.

edit: Hmm, I just tried it to get them to stop, but they still go after other "friendly" NPCs and vice versa. I can't seem to get them to concentrate on the player only.

Try lowering their aggression a bit. Or, add a scripted token to their inventory that will cause them to attack the Player when in the same cell (use http://cs.elderscrolls.com/constwiki/index.php/GetInSameCell for this).
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Colton Idonthavealastna
 
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Post » Mon Mar 14, 2011 6:50 pm

That may very well count as a crime. Test it out with a sneak attack bow shot. If it does count as a crime, just select the 'evil' flag.


Try lowering their aggression a bit. Or, add a scripted token to their inventory that will cause them to attack the Player when in the same cell (use http://cs.elderscrolls.com/constwiki/index.php/GetInSameCell for this).
no crime == all factions on NPC are evil
Use startcombat player
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RaeAnne
 
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Post » Mon Mar 14, 2011 2:34 pm

Does anyone happen to know if there's an opposite to the ShowMap command? One where you can turn off a map marker that's already displayed?
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Marlo Stanfield
 
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Post » Mon Mar 14, 2011 7:21 pm

Does anyone happen to know if there's an opposite to the ShowMap command? One where you can turn off a map marker that's already displayed?

OBSE - SetMapMarkerVisible ?
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Guy Pearce
 
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Post » Mon Mar 14, 2011 10:43 pm

So not possible without OBSE? Ah well. I needed it for a mod that doesn't otherwise require OBSE and it's not important enough to worry about. Thanks anyway :)
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Dan Stevens
 
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Post » Mon Mar 14, 2011 9:36 pm

Is there anyone who can help me?

(see my question in post #125 in this thread)

Please?

Make a thread maybe and explain what you've done so far - not so easy for me
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luis ortiz
 
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Post » Mon Mar 14, 2011 9:53 pm

What is the difference between the leveled items in the CS that end in Lvl100 and just 100?

thanks in advance
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mike
 
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Post » Mon Mar 14, 2011 8:57 pm

What is the difference between the leveled items in the CS that end in Lvl100 and just 100?

thanks in advance

IIRC the lvl100 is 100% chance of an item AT the player's level, and the plain 100 gives 100% chance of an item UP TO the the player's level.(so quite likely below). So the lvl100 ones are appropriate for quest rewards, boss chests etc. and the plain version for regular containers.

You'd probably need to chase the chain of lists within lists to be sure, but I think that was how they're intended.
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josie treuberg
 
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Post » Tue Mar 15, 2011 12:33 am

What happens when a persistent reference (NPC) with the 'respawn' flag checked dies? Will it still be the same reference when it respawns? The reason I'm asking is that I have a NPC with AI packages that point to him and other persistent reference actors. I'm wondering whether the packages will still work like normal when one of the references they point to dies and respawns. For example if actor A has a follow package that points to actor B. If actor B dies and respawns will actor A follow the new actor B or will the reference be cleared and thus actor A will just stand around doing nothing despite the newly spawned actor B?
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Mylizards Dot com
 
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Post » Mon Mar 14, 2011 1:25 pm

What happens when a persistent reference (NPC) with the 'respawn' flag checked dies? Will it still be the same reference when it respawns? The reason I'm asking is that I have a NPC with AI packages that point to him and other persistent reference actors. I'm wondering whether the packages will still work like normal when one of the references they point to dies and respawns. For example if actor A has a follow package that points to actor B. If actor B dies and respawns will actor A follow the new actor B or will the reference be cleared and thus actor A will just stand around doing nothing despite the newly spawned actor B?
Interesting question - no I don't have an answer - I also wonder what will happen during the period A is err passed away but B has not taken his/her place - the reference will be valid all the time I guess
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Megan Stabler
 
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Post » Tue Mar 15, 2011 2:35 am

Ok, now this question has most likely been answered many times over but, What I am trying to do (and partially succeding at) is Making a Portable Altar of the Nine Divines that can be picked up and placed anywhere you want. I have the ALtar Part down fine, but I need to be able to pick it up in sneak mode. And i looked http://www.gamesas.com/index.php?/topic/1089090-how-to-add-an-item-to-inventory-when-in-sneak-only/page__p__15876516__hl__pick%20up__fromsearch__1&#entry15876516 at the 2nd post and so im using that with the AltarofAkatosh scirpt so it looks like this, and I know that I did somethign wrogn as this is my first script.

ScriptName PortableIdolofAkatoshbegin onactivate  if isactionref player ==1			if player.issneaking ==1			activate player			endifendifElseifshort doonceshort DayofLastUseref targetBegin OnActivateif IsActionRef player == 1	If Player.GetCrimeGold > 0 || GetPCInfamy > GetPCFame		MessageBox "Seek not the Dragon's blessing, sinner!"	elseif FameAkatosh == 0		MessageBox "Make a pilgrimage to a Wayshrine of Akatosh, and henceforth receive a blessing at Akatosh's holy altars."	elseif FameAkatosh > 0		if GetDayofWeek == DayofLastUse			MessageBox "You've already been blessed this day."		else			MessageBox "You make Father Akatosh proud!"			Cast AltarAkatosh Player			Set DayofLastUse to GetDayofWeek		endif	endifelse		set target to GetActionRef	Cast AltarAkatosh targetendifendbegin gamemodeif doonce == 0											;days are numbered 0-6 - prevents first visit on 0 day and being told you've used it today	set DayofLastUse to 10	set doonce to 1endifend


So if someone could explain to me how I can make this work, unless if by some obscure chance that its right.

Thanks,
DoK
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Love iz not
 
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Post » Tue Mar 15, 2011 4:08 am

@Demon of Kyber, untested :
Spoiler
ScriptName PortableIdolofAkatoshshort doonceshort DayofLastUseref targetbegin onactivateif doonce == 0				;days are numbered 0-6 - prevents first visit on 0 day and being told you've used it today	set DayofLastUse to 10	set doonce to 1endif if IsActionRef player == 1	if player.IsSneaking == 1		Activate player	elseif Player.GetCrimeGold > 0 || GetPCInfamy > GetPCFame		MessageBox "Seek not the Dragon's blessing, sinner!"	elseif FameAkatosh == 0		MessageBox "Make a pilgrimage to a Wayshrine of Akatosh, and henceforth receive a blessing at Akatosh's holy altars."	else		if GetDayofWeek == DayofLastUse			MessageBox "You've already been blessed this day."		else			MessageBox "You make Father Akatosh proud!"			Cast AltarAkatosh Player			Set DayofLastUse to GetDayofWeek		endif	endifelse		set target to GetActionRef	Cast AltarAkatosh targetendifend

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Chad Holloway
 
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Post » Mon Mar 14, 2011 11:48 pm

YES! It worked! Thank You Very Much Utumno. Have a Fallout Boy! :cryvaultboy: :shocking: :icecream: I will be realseign the mod with the next 3 days.
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Charlie Sarson
 
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Post » Tue Mar 15, 2011 3:38 am

I'm having a bit of trouble with both NifSkope and the CS. I recently had to get my hard drive replaced. Before I did, I backed up my Meshes and Textures folders so I could easily re-install mo mods. I've set up my file directory exactly the way it was on my old hard drive. However, Nifskope will not display the unpacked textures of some meshes and the CS keeps giving me the Missing Mesh icon even though the CS is pointing exactly where the required meshes are. How do I fix this?
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CxvIII
 
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Post » Tue Mar 15, 2011 4:42 am

Hey, how you guys create patches for "C&C - The Blackwood Company" and "Verona House"? I tried a couple of hints from "De-Isolation tuto" but I only get my CS crashing or a corrupted patch. =((
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JeSsy ArEllano
 
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