Quick Questions -- Quick Answers, The 27th

Post » Sat Feb 19, 2011 5:33 am

Okay, I have a new problem. My CS just completely quit working. When I try to start it, it begins to load and then stops responding. It just sits there using half my RAM. I have to use Process Explorer to shut it down. I've tried uninstalling/reinstalling and rebooting my PC to no avail. Any idea how I can get it working again?
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kirsty williams
 
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Post » Sat Feb 19, 2011 9:45 am

Have you tried deleting the CS ini? Maybe getting the CS to regen the ini will fix things up. You'd think uninstalling would remove the ini, but maybe not...
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mishionary
 
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Post » Sat Feb 19, 2011 4:41 am

I am making a small mod and had to create a few new objects for specific instances. I unbatched the .bsa file to get at some meshes and moved those into my data\meshes folder. When I put the download .zip file online, will I have to include the meshes that I used, if they are from the vanilla .bsa file?
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Monika
 
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Post » Sat Feb 19, 2011 12:13 am

Have you tried deleting the CS ini? Maybe getting the CS to regen the ini will fix things up. You'd think uninstalling would remove the ini, but maybe not...

I'll try that. Just curious, but could this kind of thing be cause by a corrupt .esm? I've been working on a mod and used TES4Gecko to split it into an .esm and an .esp.

I am making a small mod and had to create a few new objects for specific instances. I unbatched the .bsa file to get at some meshes and moved those into my data\meshes folder. When I put the download .zip file online, will I have to include the meshes that I used, if they are from the vanilla .bsa file?

As long as the meshes you extracted are in the same order they were in the .esp, then no. For instance, if you use the WelkyndItem01.nif and put it in Data/Meshes/Dungeons/AyleidRuind/Interior, you will not need to include it it the download file.
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Cody Banks
 
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Post » Fri Feb 18, 2011 9:57 pm

I'll try that. Just curious, but could this kind of thing be cause by a corrupt .esm? I've been working on a mod and used TES4Gecko to split it into an .esm and an .esp.



I'd imagine that would be a possibility. I'm not sure because I don't know how much of your plugin list the CS reads when it first opens. I had the impression from your description that the CS wasn't opening at all. If you are saying it opens but hangs when it's trying to load the plugins, then I'd definitely say it's an issue with a plugin that it doesn't like.
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Kate Murrell
 
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Post » Sat Feb 19, 2011 7:45 am

I had the impression from your description that the CS wasn't opening at all.

It wasn't. I would double-click on the Desktop shortcut and it would start to open, then lock up completely while still using half my RAM. The odd thing is that the CS started working again after I deleted the .esm I created. It seems a corrupt .esm will prevent the CS from starting up, even if it isn't loaded. Odd.
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Sheila Reyes
 
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Post » Fri Feb 18, 2011 9:52 pm

Another Noob question here, but whilst creating a key, I can't find the .NIF or .dds files for the icon and actual item.
Where can I find them? When I check the other keys in the game, the files are 'clutter\key\key'
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Albert Wesker
 
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Post » Fri Feb 18, 2011 6:51 pm

Another Noob question here, but whilst creating a key, I can't find the .NIF or .dds files for the icon and actual item.
Where can I find them? When I check the other keys in the game, the files are 'clutter\key\key'


They are packed inside the game's mesh and texture bsa files.

You can extract them if you want with a utility called BSA Commander or you can use OBMM's bsa browser.

Alternately, you can duplicate an existing key that already uses the mesh & icon you want, and customize the duplicate.

Or you can use any mesh and icon as dummies - put them where the key mesh and icon go, browse to them in the CS, save your object. You must remember to remove the dummies before you try to place your object in the world, however.

I recommend option #2 for the least amount of work.
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Sudah mati ini Keparat
 
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Post » Sat Feb 19, 2011 12:15 am

I'm trying to create a weaponsmith's house right now and I know how to place singular arrows and I have seen quivers of arrows in other places in Oblivion (e.g. Cloud Ruler Temple), but I cannot figure out how to place a quiver of, say, 25 arrows myself. To clarify, I am trying to place a quiver of arrows (like when you drop more than 5 arrows in a clump), not a quiver-shaped container with arrows in it Nehrim-style. Could you help me out?
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Del Arte
 
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Post » Sat Feb 19, 2011 7:19 am

I'm trying to create a weaponsmith's house right now and I know how to place singular arrows and I have seen quivers of arrows in other places in Oblivion (e.g. Cloud Ruler Temple), but I cannot figure out how to place a quiver of, say, 25 arrows myself. To clarify, I am trying to place a quiver of arrows (like when you drop more than 5 arrows in a clump), not a quiver-shaped container with arrows in it Nehrim-style. Could you help me out?

What you need to do is drop on arrow into the cell and double-click on it. In the window tat opens, look for a tab labeled 'Extra'. Click on that tab and fill in the quantity you want in the box labeled 'Count'. It won't look like a quiver until after you save and close the mod, but it will be a quiver in game.
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Tarka
 
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Post » Sat Feb 19, 2011 12:57 am

What you need to do is drop on arrow into the cell and double-click on it. In the window tat opens, look for a tab labeled 'Extra'. Click on that tab and fill in the quantity you want in the box labeled 'Count'. It won't look like a quiver until after you save and close the mod, but it will be a quiver in game.


Thanks! It worked like a charm!
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matt
 
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Post » Sat Feb 19, 2011 7:42 am

As a complete noob, i thank you in advance for your patience.

This is the first time i have discovered this kind of mod software, so i am utterly clueless: Does this "create-it-yourself" awesomeness work for the PS3 version of the game, or only the PC version? (Obviously i have the PS3 one.)

If it does work for the PS3, how does one transfer their mods from their pc to their PS3?

Thanks again
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Trey Johnson
 
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Post » Fri Feb 18, 2011 7:47 pm

Mods are only for the PC version. :)
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Beast Attire
 
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Post » Sat Feb 19, 2011 8:27 am

Mods are only for the PC version. :)



'weeps' i'm going to have to get the PC version, there's no help for it--now that i know i am missing out on UNICORNS!


thanks ;)
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kirsty williams
 
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Post » Fri Feb 18, 2011 9:16 pm

'weeps' i'm going to have to get the PC version, there's no help for it--now that i know i am missing out on UNICORNS!


Welcome to the Dark Side. :mohawk:
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Tamara Dost
 
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Post » Sat Feb 19, 2011 5:26 am

Can I use format specifiers in a string and display them with "MessageBox $msg" if I save the string in a "String_Var Msg" ??

For Example:
let msg := "Your choosed Button is " + %k, KeyVarMessageBox $msg


Will it work? Or how should I do it?

Thanks and greetings,
SirTroy
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Tanika O'Connell
 
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Post » Sat Feb 19, 2011 1:13 am

Can I use format specifiers in a string and display them with "MessageBox $msg" if I save the string in a "String_Var Msg" ??

For Example:
let msg := "Your choosed Button is " + %k, KeyVarMessageBox $msg


Will it work? Or how should I do it?

Thanks and greetings,
SirTroy

Yes you can ::Obama.gif::

Is there some way to differentiate in a OnHit block between a melee hit and a spell hit? I can't believe it actually runs true for both!
Edit: it just flashed me, use IsAttacking == 1 && IsCasting == 0, I'm sooo clever... well, just a little bit...
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Amanda Leis
 
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Post » Fri Feb 18, 2011 6:29 pm

help my cs isnt working it says the oblivion esm it a newer version that this exe cant run
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Amie Mccubbing
 
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Post » Sat Feb 19, 2011 3:28 am

help my cs isnt working it says the oblivion esm it a newer version that this exe cant run

You need the 1.2 version of the CS. http://cs.elderscrolls.com/constwiki/index.php/The_Elder_Scrolls_Construction_Set
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Kirsty Collins
 
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Post » Sat Feb 19, 2011 4:45 am

Two quick questions

1. How can I make a static readable object. Like the Wanted Poster for the Grey Fox in the Imperial City. I want it to be readable, but not able to be picked up or affected by physics.

2. Can I make the player more talkative? In the Voices folder there are a lot of good battle cries. How can I make the player use these more than just power attack screams and hit groans?

Thanks in advance.
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Cassie Boyle
 
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Post » Fri Feb 18, 2011 11:52 pm

'weeps' i'm going to have to get the PC version, there's no help for it--now that i know i am missing out on UNICORNS!


thanks ;)

You might as well get a new PC too, you are gonna need it if you plan to run oblivion with decent graphics. I'm assuming that since you have a PS3 your current computer is little more than an email reading machine.
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Frank Firefly
 
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Post » Fri Feb 18, 2011 10:44 pm

Is there a way to prevent a spell from casting once it's been activated..thats not the word, once it's been "cast" ?


I have lets say a fireball spell. It is set as a lesser power. Before the fire damage effect I have a script effect that checks for a quest variable. I want to be able to abort the fireball from casting if the variable has a certain value.
I tried silencing the player, since the script effect is executed first it should in theory work, however, in game the fireball is cast and then the player is silenced, not the other way around. :mad:

anyone have a suggestion?
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Louise Dennis
 
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Post » Sat Feb 19, 2011 2:55 am

Is there a way to prevent a spell from casting once it's been activated..thats not the word, once it's been "cast" ?


I have lets say a fireball spell. It is set as a lesser power. Before the fire damage effect I have a script effect that checks for a quest variable. I want to be able to abort the fireball from casting if the variable has a certain value.
I tried silencing the player, since the script effect is executed first it should in theory work, however, in game the fireball is cast and then the player is silenced, not the other way around. :mad:

anyone have a suggestion?


Spells are instant cast, so you can't "interrupt" them. But here's what I would do:

1) Put a script effect on the spell the player casts that checks for your variable, and plays the fire damage effect on the player if the cast is meant to fail.

2) If the cast doesn't fail, move an activator to the player, and have it cast the targeted fire spell at the player's crosshair target.


Two quick questions

1. How can I make a static readable object. Like the Wanted Poster for the Grey Fox in the Imperial City. I want it to be readable, but not able to be picked up or affected by physics.


You need to edit the model in Nifskope to make it truly static.

How To Make An Object Static

(Note: I don't remember where I found this, kudos to whoever wrote it!)


If it is really a static apple that you want, I mean, a static like a wall, you can do the following:
go for NifSkope 1.0.16 and load apple NIF file
in Block List expand all nodes
search for: 4 bhkRigidBody and left click on it
press F3 or go to menu View -> Block Details
in Block Details search for "Motion System" and change it to MO_SYS_FIXED
in Block Details search for "Quality Type" and change it to MO_QUAL_FIXED
(not necessary) in Block Details search for "Layer" and change it OL_STATIC
(not necessary) in Block Details search for "Layer Copy" and change it to OL_STATIC
save the NIF file in Oblivion\Data\meshes\your_mod_name (or sth like that) and close the NifSkope
open CS, load your plugin, Make a new static and as a model choose the NIF file that was just created in NifSkope

"Not necessary" steps are only for a proper color of a layer, that can be seen in CS and in game, when you toggle collision geometry. Now you should have a static apple.

For more details on adding your new Object to the CS, there's a tutorial http://cs.elderscrolls.com/constwiki/index.php/How_to_use_custom_resources. Make sure you add it as a Book object so that it remains readable, and check the "Cannot be taken" box in the CS.

2. Can I make the player more talkative? In the Voices folder there are a lot of good battle cries. How can I make the player use these more than just power attack screams and hit groans?


Double-click on the Player NPC, and click the Dialogue button. From the Dialogue window, click the Combat button at the top. Here is where you would add new dialogue records for this purpose. Check the CS Wiki for tutorials on editing dialogue if you've never done it before - it can be complicated and troublesome on a bad day.
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Nick Tyler
 
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Post » Sat Feb 19, 2011 5:37 am

Hello. I am trying to create a mod which would allow you to climb up the Imperial Palace, and exit at the top. I made all the doors, etc.
However, when I exit at the top of the tower, I fall down, the tower isn't solid. So my question is, how do I make the tower solid and walkable?
I excuse myself for being a noob, I just started doing this. Thanks!
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Eoh
 
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Post » Sat Feb 19, 2011 8:25 am

Hello. I am trying to create a mod which would allow you to climb up the Imperial Palace, and exit at the top. I made all the doors, etc.
However, when I exit at the top of the tower, I fall down, the tower isn't solid. So my question is, how do I make the tower solid and walkable?
I excuse myself for being a noob, I just started doing this. Thanks!


Unless you are handy with 3d modeling and use that skill to add collision, I would just place collision boxes where you need them (CollisionBox01, under Statics, in the CS). You can scale them to any size you need, and overlap them if needed, to achieve any shape/size of invisible collision.
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lisa nuttall
 
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