Quick Questions -- Quick Answers, The 25th

Post » Tue May 17, 2011 12:08 pm

No. But don't delete it. Disable it instead and make the z coordinate -30000. There are problems associated with deleting objects and other mods trying to use those objects. In your case, it probably wouldn't matter. You certainly should load your mod near last to avoid another mod overwriting yours.

It would probably be better to move it, incase people want to 100% the game or are inside the oblivion gate when they first load your mod.
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Louise
 
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Post » Tue May 17, 2011 12:29 pm

A question about normal maps. Is it possible to use the same normal map for multiple objects without having to copy/rename it? For instance, say I have five Glass Katanas of different colors. If I name the main textures:

GlassKatana_Green
GlassKatana_Blue
GlassKatana_Red
GlassKatana_Orange
GlassKatana_Black

would they all use GlassKatana_n for their normal map?
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Ria dell
 
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Post » Tue May 17, 2011 12:40 pm

A question about normal maps. Is it possible to use the same normal map for multiple objects without having to copy/rename it? For instance, say I have five Glass Katanas of different colors. If I name the main textures:

GlassKatana_Green
GlassKatana_Blue
GlassKatana_Red
GlassKatana_Orange
GlassKatana_Black

would they all use GlassKatana_n for their normal map?


Yes.

I think that it's not good to call the texture GlassKatana_Green because I recall some discussion that the game mistakes it as a _g file. Someone, please confirm or correct me if I'm mistaken.

It would probably be better to move it, incase people want to 100% the game or are inside the oblivion gate when they first load your mod.

They can exit by picking up the sigil stone.
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lauraa
 
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Post » Tue May 17, 2011 1:45 am

First-- thanks for the responses. I'm looking for some clarification now.....

The potential for conflict with this particular mod is the same as for any house mod, correct? That is-- it hinges on another mod referencing that cell-- there's no specific issue because one of the things that's been altered is the placement (or existence) of a random gate, correct?

If I move the gate (wait a minute-- I keep referring to it as a gate while it's obviously not one-- is it more accurate to think of it as a spawn point?)-- if I move it, then I'll need to also move all of the things associated with it, right? Daedra and plant spawn points, map marker, the exit position and so on....

And if I do move it, I'm best off to keep it in that cell, so that I only reference one cell with my own mod rather than two, right?

TIA
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Sophie Louise Edge
 
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Post » Tue May 17, 2011 10:28 am

Yes.

I think that it's not good to call the texture GlassKatana_Green because I recall some discussion that the game mistakes it as a _g file. Someone, please confirm or correct me if I'm mistaken.

Thanks. :D I can rename the green one easily enough, so that won't be a problem.

They can exit by picking up the sigil stone.

It's not a matter of how they exit, but where they end up when they do. IIRC, where you end up depends on where the gate is placed. If that's the case, putting the gate at -3000 means the Player will appear there after closing the gate. I could be wrong, though.
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LuCY sCoTT
 
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Post » Tue May 17, 2011 11:12 am

First-- thanks for the responses. I'm looking for some clarification now.....

The potential for conflict with this particular mod is the same as for any house mod, correct? That is-- it hinges on another mod referencing that cell-- there's no specific issue because one of the things that's been altered is the placement (or existence) of a random gate, correct?

If I move the gate (wait a minute-- I keep referring to it as a gate while it's obviously not one-- is it more accurate to think of it as a spawn point?)-- if I move it, then I'll need to also move all of the things associated with it, right? Daedra and plant spawn points, map marker, the exit position and so on....

And if I do move it, I'm best off to keep it in that cell, so that I only reference one cell with my own mod rather than two, right?

TIA

It is possible for two house mods to work together if they are on the same cell, as long as they do not alter the landscape too much, although if they do the only problem will be a few land-tears. There may be some minor incompatabilities caused by moving the gate, for example if a mod added a daedric creature outside the gate it would now appear by your house. In addition, a different house mod might suddenly have a daedric gate inside or right next to it. However, the chances of both of these are both very slim. Unless you're working in a very mod-popular area (like Weye) I think making your mod good is more important than avoiding incompatabilities at all cost, as there is plenty of space in Cyrodiil and it seems unlikely that someone would get two house mods very close to each other. For that reason I would move the gate as far away as you need to make it, but you will need to move all the plants, creatures and exit points assosiated with it.
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Kara Payne
 
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Post » Tue May 17, 2011 1:22 am

I have a Question.

how do you get a door to teleport you to a non-door marker? (i.e Door A teleports to marker B in the fields somewhere of my choosing). and if thats not possible then how do i destroy a door marker once i teleport to it? (i.e i travel through the door but i only want to use it ONCE and be unable to come from where i came)

I need answers Plz,thanks :)
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Rudy Paint fingers
 
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Post » Tue May 17, 2011 3:20 am

I have a Question.

how do you get a door to teleport you to a non-door marker? (i.e Door A teleports to marker B in the fields somewhere of my choosing). and if thats not possible then how do i destroy a door marker once i teleport to it? (i.e i travel through the door but i only want to use it ONCE and be unable to come from where i came)

I need answers Plz,thanks :)

The easiest way do do this is to place a door where you want to end up, link it to the door at the starting location and then move the destination door below the ground so it can't be accessed. As long as the teleport marker is where you want to end up, it doesn't matter where the door is.
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Carlitos Avila
 
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Post » Tue May 17, 2011 2:31 pm

Okay, I've run into an odd problem. I've taken a set of armor and made it into one mesh. I've placed it in the inventory of an NPC with no problems. I then decided to make it into an article of Clothing with a Shield enchantment on it. When my NPC un-equips and re-equips this clothing version, her entire body disappears.

http://a.imageshack.us/img265/2208/wtfarmorissue01.jpg <--- This is good. Just what I want.

http://a.imageshack.us/img138/2069/wtfarmorissue02.jpg <--- This is not so good. Definitely not what I want.

The textures all have NormalMaps. Does anybody know what's causing this...odd anomaly?

Edit: This problem only occurs with the clothing version. The armor version works fine. The odd part is that both versions use the same mesh. Any ideas?
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Star Dunkels Macmillan
 
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Post » Tue May 17, 2011 7:19 am

hi!

i create an unleveled creatures plugin only for cyrodiil. then i create a separate unleveled creatures plugin only for SI. will they be compatible? i mean, if i edit "leveled creatures" in CS, then i edit the same "leveled creature" but this time another lists in it (only SI lists), and load one after the other, will they work?

i know it should be a basic knowledge if i want to edit leveled lists :D but i'm not sure anyway.

thx in advance!
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Nomee
 
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Post » Tue May 17, 2011 12:27 pm

I have Another Question.

I created a script that allows me to select my race,birthsign,class, etc when i activate a scroll. The script works and displays my messagebox with buttons below, but the problem is when i do select a button (i.e "race" brings up the Creation menu) and i press "done" it imediatly sends me back in the game without presenting me with the message box again. so how do i script it to take me back to that Dialoge box when i press "done"?

here is my script, tell me where i went wrong.
scn aaaImigrantformsint state 0int state 1int button 1int button 2int button 3begin OnActivateif state == 0		Messagebox "so you've arrived in the new world and your ready to embark on your quest, but first you must complete this Resume", "Edit Race", "Edit class", "Edit Birthisgn", "Finished" set state to 1endifendBegin Gamemodeset button to getbuttonpressedif button > - 1	if button == 0		showracemenu		set state to 0elseif button == 1		showbirthsignmenu		set state to 0elseif button == 2		showclassmenu		set state to 0elseendifendifend

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Jessica White
 
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Post » Tue May 17, 2011 2:19 am

Check out the script in http://tesnexus.com/downloads/file.php?id=11495 It uses a scroll for the character creation process in much the way you want yours to.
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Liv Brown
 
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Post » Tue May 17, 2011 7:39 am

Check out the script in http://tesnexus.com/downloads/file.php?id=11495 It uses a scroll for the character creation process in much the way you want yours to.

Yes, that is infact the mod im basing my script on, but im having difficulty getting the menu to reapear once i press "done" in one of the Creation boxes, so whats the code to bring the menu back up ?
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Glu Glu
 
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Post » Tue May 17, 2011 12:50 am

Is there any way to prevent NPCs from defaulting to the normal scale when they die?

I have a race that's... about 8 feet tall, and they're pretty wide, but when they die or are knocked unconscious they become the default size. :(
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Your Mum
 
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Post » Tue May 17, 2011 12:36 pm

Yes, that is infact the mod im basing my script on, but im having difficulty getting the menu to reapear once i press "done" in one of the Creation boxes, so whats the code to bring the menu back up ?

did your script even compile ? here is a working version (untested) :
Spoiler
scn aaaImigrantformsshort stateshort button; you had a mess here !begin OnActivate	if state == 0		Messagebox "so you've arrived in the new world and your ready to embark on your quest, but first you must complete this Resume", "Edit Race", "Edit class", "Edit Birthisgn", "Finished"		set state to 1		set button to -1	endifendBegin Gamemode	set button to getbuttonpressed	if button > - 1		if button == 0			showracemenu		elseif button == 1			showbirthsignmenu		elseif button == 2			showclassmenu		; else what ?		endif		set state to 0	endifendBegin MenuMode	; if the menu is from a scroll in inventory you are in menu mode when menu exits and button is captured	set button to getbuttonpressed	if button > - 1		if button == 0			showracemenu		elseif button == 1			showbirthsignmenu		elseif button == 2			showclassmenu		endif		set state to 0	endifend

Read the messagebox tutorial in the cs wiki
EDIT : you want the menu to reappear when you close any of the class/birthsign/race menus and go away when you press finished ? Then :
Spoiler
scn aaaImigrantformsshort stateshort button; you had a mess here !begin OnActivate	if state == 0		Messagebox "so you've arrived in the new world and your ready to embark on your quest, but first you must complete this Resume", "Edit Race", "Edit class", "Edit Birthisgn", "Finished"		set state to 1		set button to -1	; just in case	endifendBegin Gamemodeif state == 1	set button to getbuttonpressed	if button > - 1		if button == 0			showracemenu		elseif button == 1			showbirthsignmenu		elseif button == 2			showclassmenu		; else what ?		endif		set state to 0	endifelseif state == 2	set state to 0	Activate player, 1endifendBegin MenuMode 1029	set state to 2	returnendBegin MenuMode 1030	set state to 2	returnendBegin MenuMode 1036	set state to 2	returnendBegin MenuMode	; if the menu is from a scroll you are in menu mode when menu exits and button is capturedif state == 1	set button to getbuttonpressed	if button > - 1		if button == 0			showracemenu		elseif button == 1			showbirthsignmenu		elseif button == 2			showclassmenu		endif		set state to 0	endifelseif state == 2	set state to 0	Activate player, 1endifend


Is there any way to prevent NPCs from defaulting to the normal scale when they die?

I have a race that's... about 8 feet tall, and they're pretty wide, but when they die or are knocked unconscious they become the default size. :(

Maybe SetSize ?
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Charlotte Lloyd-Jones
 
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Post » Tue May 17, 2011 3:22 pm

Still wondering about this one:

I've taken a set of armor and made it into one mesh. I've placed it in the inventory of an NPC with no problems. I then decided to make it into an article of Clothing with a Shield enchantment on it. The clothing version uses the exact same mesh as the armor version. When my NPC un-equips and re-equips this clothing version, her entire body disappears.

http://a.imageshack.us/img265/2208/wtfarmorissue01.jpg

http://a.imageshack.us/img138/2069/wtfarmorissue02.jpg

This problem only occurs with the clothing version. The armor version works fine. The textures all have NormalMaps. Does anybody know what's causing this...odd anomaly? Any ideas?
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Jessica White
 
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Post » Tue May 17, 2011 6:30 am

Still wondering about this one:

I've taken a set of armor and made it into one mesh. I've placed it in the inventory of an NPC with no problems. I then decided to make it into an article of Clothing with a Shield enchantment on it. The clothing version uses the exact same mesh as the armor version. When my NPC un-equips and re-equips this clothing version, her entire body disappears.

http://a.imageshack.us/img265/2208/wtfarmorissue01.jpg

http://a.imageshack.us/img138/2069/wtfarmorissue02.jpg

This problem only occurs with the clothing version. The armor version works fine. The textures all have NormalMaps. Does anybody know what's causing this...odd anomaly? Any ideas?

Is there any script on the item (especially with an OnEquip block)?
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Zoe Ratcliffe
 
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Post » Tue May 17, 2011 8:25 am

Is there any script on the item (especially with an OnEquip block)?

Nope, just a Shield enchantment. It's got me totally stumped (and my mod stalled).
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Tracey Duncan
 
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Post » Tue May 17, 2011 1:49 am

Maybe SetSize ?

:shrug: Didn't work... :(

The people go flying into the air when they're knocked out or die.
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Glu Glu
 
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Post » Tue May 17, 2011 9:08 am

Hello, I'm wondering if there is a function to save/set the progress to the next level. I've looked through the function list several times now but haven't seen anything that would help.
I'm trying to make a script so that on all the data that is changed by changing your race through showracemenu is saved and reentered upon exit. I have everything done and working except for the level progress.
Alternately a method to call showracemenu or change player race that does not reset skills and everything would be useful. If this is not the right place to pose this question, I apologize.
Thanks.

Edit: Nevermind, figured it out.
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Amiee Kent
 
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Post » Tue May 17, 2011 11:05 am

Does merging plugins create any problems, or do it have any downsides.
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..xX Vin Xx..
 
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Post » Tue May 17, 2011 1:23 pm

Does merging plugins create any problems, or do it have any downsides.


Sometimes.
Generally, do not merge quest mods if you have started the quest. You'll lose whatever progress you have gained.
Personally, I do not merge mods that have voices. Not that it can't be done, it's just that there is no chance to screw something up.
Never, I repeat NEVER, merge FCOM or MMM or OOO mods.
The people that manage these would have done so if it were practical.

The best thing to do is get and learn TES4Edit. With it you can see exactly what mod would add what record to your merged mod. If there are no conflicting records, it's pretty much safe.

If you are careful about what mods you merge, there is no downside.
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Nikki Morse
 
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Post » Tue May 17, 2011 1:26 pm

Is there any tool that can dump the content of an esp file to a text file (or similar) in relatively readable format. Specifically, I need to be able to dump the formId (and hopefully editor id), z,y,z position and rotation of map markers. I know that Wrye Bash has export functions, but none of them export map marker data.
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Peter P Canning
 
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Post » Tue May 17, 2011 12:18 am

:shrug: Didn't work... :(

The people go flying into the air when they're knocked out or die.
I meant setsize OnDeath - once - just a wild guess though
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Scott
 
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Post » Tue May 17, 2011 4:43 am

Sometimes.
Generally, do not merge quest mods if you have started the quest. You'll lose whatever progress you have gained.
Personally, I do not merge mods that have voices. Not that it can't be done, it's just that there is no chance to screw something up.
Never, I repeat NEVER, merge FCOM or MMM or OOO mods.
The people that manage these would have done so if it were practical.

The best thing to do is get and learn TES4Edit. With it you can see exactly what mod would add what record to your merged mod. If there are no conflicting records, it's pretty much safe.

If you are careful about what mods you merge, there is no downside.


So if I'm just merging a esp with a worldspace to another esp with quests, worldspaces and such, it won't create problems?
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Andrea Pratt
 
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