Quick Questions -- Quick Answers, The 26th

Post » Wed Sep 22, 2010 11:11 pm

I've created a new object in the construction set, given it the meshes of the red silk robe (the biped model and the world model) and a different icon as I didn't really want to go hunting for the icon myself.
However, when I added the object to a container (making sure I didn't change all containers of that type) but when I tried looking for it in game I couldn't find the object.
Is there something I'm doing wrong?
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Tiffany Carter
 
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Post » Wed Sep 22, 2010 10:52 pm

I've created a new object in the construction set, given it the meshes of the red silk robe (the biped model and the world model) and a different icon as I didn't really want to go hunting for the icon myself.
However, when I added the object to a container (making sure I didn't change all containers of that type) but when I tried looking for it in game I couldn't find the object.
Is there something I'm doing wrong?

Are your construction set and Oblivion exe patched with the most patch?
Did you add the item to an existing container?
If so, have you ever looked in that container before in the same save?
(Probably pretty stupid this one) is playable ticked in the items properties window?
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Sammi Jones
 
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Post » Thu Sep 23, 2010 9:28 am

Are your construction set and Oblivion exe patched with the most patch?
Yep.
Did you add the item to an existing container?
Yes. It's one of the barrels in the waterfront's abandoned shack.
If so, have you ever looked in that container before in the same save?
Yes, and there was just default barrel junk. I even checked on a different character, and it wasn't there on that one either.
(Probably pretty stupid this one) is playable ticked in the items properties window?
It's ticked.

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chloe hampson
 
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Post » Wed Sep 22, 2010 9:06 pm

Would http://img183.imageshack.us/i/constscr3.png/ help at all?

It's a screenshot of the construction set, with the information on the clothing and the container I put it in.
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casey macmillan
 
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Post » Thu Sep 23, 2010 2:56 am

If so, have you ever looked in that container before in the same save?
Yes, and there was just default barrel junk. I even checked on a different character, and it wasn't there on that one either.


The reason he asked this is because if you have looked in the barrel before activating the mod - the barrel contents will be saved in your save game and will not load the new inventory until the barrel respawns -- try loading the save go somewhere else for several days ( 3 days if using the default respawn time) and then go back and check the contents
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StunnaLiike FiiFii
 
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Post » Thu Sep 23, 2010 9:47 am

The reason he asked this is because if you have looked in the barrel before activating the mod - the barrel contents will be saved in your save game and will not load the new inventory until the barrel respawns -- try loading the save go somewhere else for several days ( 3 days if using the default respawn time) and then go back and check the contents


I'd never looked in that barrel before then.
And on my other character, I'd barely made it out of the sewers. I'd definitely not looked then on that one.
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Jacob Phillips
 
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Post » Thu Sep 23, 2010 8:47 am

Just try it in a new barrel. Stick one outside the house or something. Just be sure to make a new ID when you make this barrel.
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Matt Terry
 
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Post » Wed Sep 22, 2010 11:26 pm

Can someone remind me what it means when a piece of clothing or armor you're wearing just seems to stretch off into the distance in game?
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Sarah Knight
 
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Post » Thu Sep 23, 2010 6:11 am

Can someone remind me what it means when a piece of clothing or armor you're wearing just seems to stretch off into the distance in game?

That's usually caused by a missing NormalMap.
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Rob
 
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Post » Thu Sep 23, 2010 11:51 am

Just try it in a new barrel. Stick one outside the house or something. Just be sure to make a new ID when you make this barrel.


Made a new barrel and a new ID. It's still not there :banghead:
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Tiffany Castillo
 
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Post » Thu Sep 23, 2010 7:36 am

... when I added the object to a container (making sure I didn't change all containers of that type) ...

How did you do this?
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Kelsey Hall
 
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Post » Thu Sep 23, 2010 9:34 am

Made a new barrel and a new ID. It's still not there :banghead:

Odd. Is barrel there or not? If the barrels not there you haven't activated it or patched your games, but if the item's not there I really don't know.

How did you do this?

Find a normal barrel, add whatever you want but before clicking okay give it a new name, and when you click okay click yes to the box that appears asking if you want to make a new ID. This new ID will contain your stuff and nothing else, and you can drop that into the game.
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Kate Murrell
 
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Post » Thu Sep 23, 2010 8:54 am

Find a normal barrel, add whatever you want but before clicking okay give it a new name, and when you click okay click yes to the box that appears asking if you want to make a new ID. This new ID will contain your stuff and nothing else, and you can drop that into the game.


Ooops My question was not well writen.

I was asking Soulwithlife how s-he did it because, as you, I suspect the problem might be with the way s-he created of the container.
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Kate Norris
 
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Post » Thu Sep 23, 2010 5:03 am

Odd. Is barrel there or not? If the barrels not there you haven't activated it or patched your games, but if the item's not there I really don't know.


No no, the barrel is there. It's just the item isn't in it :shrug:

Ooops My question was not well writen.

I was asking Soulwithlife how s-he did it because, as you, I suspect the problem might be with the way s-he created of the container.


I looked at how to do it http://cs.elderscrolls.com/constwiki/index.php/A_beginner%27s_guide%2C_lesson_2_-_Creating_a_room#Containers.
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Luis Longoria
 
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Post » Thu Sep 23, 2010 5:53 am

If I wanted to trigger the NPC Vampire greetings (you know: Get back you filthy beast!) in a mod of mine even though the player is not a vampire, could I still use (piggyback) the vanilla Vampire quest greetings, say by way of a quest variable...Or do I have to make a whole new quest and add the greetings in myself and filter them for the NPCs?

Dialogue is the one CS component I have never understood. So that's why I'm asking. I'm hoping there's a clean, quick way I can do this.

Thanks.
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Jessie Rae Brouillette
 
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Post » Thu Sep 23, 2010 10:51 am

How do I find newly added cells, such as those from Tamriel Heightmaps in the CS without having to manually searching and clicking true the list? For instance Cyrodill has a great gridmap available on nexus which has been a great help to me. But for the other provinces I don't have a clue how to find an island like Stros M'kai or a city location like necrom.
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laila hassan
 
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Post » Thu Sep 23, 2010 11:05 am

How can I make the constructionset load my mod as active on startup from a shortcut?
I looked at the constructionset.ini, but nothing jumped out at me.
And it's not listed on the Useful settings in ConstructionSet.ini page.
I googled "constructionset.ini", "constructionset startup", "constructionset command line", etc.
I also checked the CSWiki for the same types of things. I must have missed something.
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Lily
 
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Post » Thu Sep 23, 2010 6:05 am

Hi all,

I'm building a dungeon and have some probably simple questions.


I want to clutter a room with dead bodies, simulating the aftermath of a battle. How do I:

1) Place *dead* generic-ish NPCs with the *equipped* gear of my choice?
2) Set the dead guys' equipment to unplayable, so that the player can't get rich off it?


I'd like to "pose" a few of them in a fashion indicating their dramatic deaths.

3) Can the corpses be set as static until the player interacts with them, or just static? Or do I just have to set them in stable positions?
4) Can normally havoked, mobile objects (such as weapons) be set as statics (so I can use them in a purely decorative fashion) through the CS? Think "the sword in the stone".


And two FX questions:

5) Lights have a "scale" parameter, like statics etc., but it doesn't seem to affect radius or brightness. Does it do anything?
6) Does enabling shadow-casting on statics like large rocks eat FPS badly?


Thanks,
Asterai
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Sheila Reyes
 
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Post » Thu Sep 23, 2010 3:37 am

How do I:

1) Place *dead* generic-ish NPCs with the *equipped* gear of my choice?

Make the NPCs, set their health to 0 and place whatever equipment you want them wearing into their inventories. Then drag them into the render window.

2) Set the dead guys' equipment to unplayable, so that the player can't get rich off it?

You'll need to make "new" versions of the armor/clothing for them in the CS (change the editor ID and select "yes" when asked if you want to create a new FormID) and check the "Unplayable" flag.

3) Can the corpses be set as static until the player interacts with them, or just static? Or do I just have to set them in stable positions?

You can't set them as static, but you can position them as desired.
First, place a "corpse" in the cell you want it in. Next, select the "corpse" and click the Havok button. http://cs.elderscrolls.com/constwiki/images/0/04/Tut_img_11.jpg This will cause the "corpse" to collapse. You can then hold the Ctrl & Alt buttons and select parts of the body to move around. This take a bit of practice and can get quite frustrating. press the F4 button to view the Collision Geometry and make it easier to see where to grip the body parts. Note: if you're viewing the body through another object (such as the "back" side of a wall, floor or ceiling) you won't be able to select a body part to move. Zoom in close.

4) Can normally havoked, mobile objects (such as weapons) be set as statics (so I can use them in a purely decorative fashion) through the CS? Think "the sword in the stone".

You'll have to use NifSkope for that, and you won't be able to interact with the static versions.
Open the mesh in NifSkop and expand the bhkCollisionObject node, then click on bhkRigidBody. In the Block Details window, make the following changes:
Change Layer to OL_STATIC
Change Collision Response? to RESPONSE_NONE
Change Layer Copy to OL_STATIC
Change Motion System to MO_SYS_FIXED
Change Quality Type to MO_QUAL_FIXED

Then save the mesh under a new name and you've got your decorative static weapon.

5) Lights have a "scale" parameter, like statics etc., but it doesn't seem to affect radius or brightness. Does it do anything?

Not that I know of. The only way I know of to make a "Light" object affect a larger are is to modify the Radius setting for it in the CS.

6) Does enabling shadow-casting on statics like large rocks eat FPS badly?

That would depend in the computer.
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how solid
 
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Post » Thu Sep 23, 2010 3:16 am

Is there a way to open books remotely with a script? :unsure:

Like using a scripted item in your inventory, which could activate specific books even tough they would be left in a bookshelf at home - a kind of carryable library thing, without the need to actually have the books with you. Books in a portable container or any such kind of workaround stuff is not an option for me.
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Averielle Garcia
 
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Post » Thu Sep 23, 2010 12:45 pm

bookRef.activate player ought to work, but it requires that the bookRef is either a persistent reference or is currently loaded (e.g. in the same cell as the player).
If you don't have a persistent reference to the book you want to activate you can add to your mod a single dummy book with no text and place a persistent reference to it somewhere in the gameworld. Make sure you set the "can't be taken" flag for the dummy book. When you want to remotely read a particular book you'd do something like:
string_var textshort isScrolllet text := getDescription bookYouWantToRead ; get the text for the base book object you want to readdummyBookRef.setDescription text ; make the dummy book have the same textlet isScroll := GetBookIsScroll bookYouWantToReaddummyBookRef.setBookIsScroll isScroll ; make the dummy book match the target book's typedummyBookRef.Activate player ; open the dummy book, which to the player should look just like the ordinary book

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roxanna matoorah
 
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Post » Wed Sep 22, 2010 10:15 pm

The persistent reference way should work for me quite well, I'll give it a try right away. Thanks! I am thinking about some in game information about objects, or certain alchemical formulas, simply like those info in Baldur's Gate or other RPGs.

About the dummy book script - is this with or without OBSE? And would it work with pictures in the books as well?
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Calum Campbell
 
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Post » Thu Sep 23, 2010 12:53 am

It requires OBSE, and images should work fine.
Without OBSE you would have to mess around with PlaceAtMe, waiting for the placed reference to finish being initialized, and destroying it when you're done.
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LuBiE LoU
 
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Post » Thu Sep 23, 2010 3:31 am

Is there a function that identifies when an actor or the player spills blood. IE:

if (player.isBloodSpatter)
do something
endif


Thanks.
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Jessica Nash
 
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Post » Thu Sep 23, 2010 1:54 pm

Hey everyone, quick question. I'm trying to get the ref of a summon and determine if it is a Daedra or not. I was able to do this with OBSE and I thought I could just use the GetCreatureType function to determine whether the summon was a Daedra. However, GetCreatureType is always returning 0 on the summons. It did so when I summoned a Scamp and a Skeleton, even though these have their creature type set to Daedra and Undead in the CS and should therefore return 1 and 2, respectively. But it's always returning 0, for creature. So does something get messed up when you summon them?

Thanks for any help.
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Gaelle Courant
 
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