Quick Questions -- Quick Answers, The 28th

Post » Sat Feb 19, 2011 4:31 am

Thanks :) that did it.
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Roberto Gaeta
 
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Post » Fri Feb 18, 2011 11:54 pm

What determines the sounds that the knights of order make? I created a summon using OBME of them and they are using imperial sounds outside out SI. I assume this because of the special dialog condition for it. Is there a way to set it to work for both for the knights?
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Gemma Woods Illustration
 
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Post » Sat Feb 19, 2011 5:08 am

Repeating and modifying: disable or replace the image?
Use any PE resource modifying tool to replace the splash screen image in the BITMAP resource segment.

How does one make mods for KOTN? When I load it with the CS it goes into crash overdrive from just random crashes to crashes when I edited a cell or worldspace to crashes when I try to save it as a new esp.
Does CSE help with any of those crashes ?
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Charlotte Lloyd-Jones
 
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Post » Sat Feb 19, 2011 3:03 am

Does CSE help with any of those crashes ?


I was not able to use CSE since I was using OBME. They don't play nice it seems.
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Danger Mouse
 
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Post » Sat Feb 19, 2011 1:27 am

Use any PE resource modifying tool to replace the splash screen image in the BITMAP resource segment.

:wacko: What?

Edit: Google is my friend. :)
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Emily Jeffs
 
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Post » Fri Feb 18, 2011 11:49 pm

What determines the sounds that the knights of order make? I created a summon using OBME of them and they are using imperial sounds outside out SI. I assume this because of the special dialog condition for it. Is there a way to set it to work for both for the knights?


I solved this myself, but I want to know if what I did was a good idea... After figuring out that all dialog in the game is set using quests, I found the quest that gives the Knights their sounds "SENQDGeneric" and removed the "GetPlayerInSEWorld" condition from it. My question is, how will removing that condition effect stuff outside of SI? I looked it over and the rest of the dialog in the quest seems to be all conditioned to specific NPCs and factions in SI so it would not show up outside of SI at all. But, I want to be sure of this. Could anyone with more knowledge confirm this for me?

It seems that another beneficial side effect to this is that summoned Golden Saints and Dark Seducers outside SI will now have voices as well.
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GabiiE Liiziiouz
 
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Post » Sat Feb 19, 2011 5:58 am

Is there a way to apply blood effects to an Actor? Without hitting them of course :happy:


Thought I'd bump this question. :)
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Celestine Stardust
 
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Post » Sat Feb 19, 2011 2:43 am

Having issues with SpecialIdle. I have a custom animal with it's own SpecialIdle, and I've successfully made it so this animation plays on demand using the method of giving it a token, and setting the animation condition so it has to have this token to play (and then removing the token when I'm done). But this special idle plays other times as well when I don't want it to, like when the animal (a mount) is activated. How can I prevent it from playing except when I want it to?
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djimi
 
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Post » Fri Feb 18, 2011 9:52 pm

There are a ton of game settings to edit in the CS and the Wiki only covers a scant few (Movement, HtH, and Fatigue).

I'm wondering if anyone knows of a different, more complete and comprehensive source of information regarding the individual game settings? Thanks.

EDIT: Sorry, google brought up more hits for game settings on the wiki than its own search did. So I'd say there is documentation on about half the settings. Still like to see more info on the rest of them though if anyone knows of other sources. Some of them are pretty self-explanatory, but others just....wut?
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Kim Bradley
 
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Post » Sat Feb 19, 2011 7:33 am

In the AddActorValue documentation it says I can use the actor values I create as the major resistance of a magic effect if I have obme installed. I have OBME installed and cannot figure out how I would go about doing this.
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Yama Pi
 
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Post » Sat Feb 19, 2011 6:17 am

I have an issue in my quest. I made a GameMode script that checks if the quest stage is at a point, and all 5 enemies are dead.

	if (getstage DrTrDark01 == 5) && (DrTrUndercroftGhoul1.getdead == 1) && (DrTrUndercroftGhoul2.getdead == 1)	&& (DrTrUndercroftGhoul3.getdead == 1) && (DrTrUndercroftGhoul4.getdead == 1) && (DrTrUndercroftScamp1.getdead == 1)	&& (DrTrUndercroftScamp2.getdead == 1)		setstage DrTrDark01 10	endif


It usually works right, but occasionally it will trigger when 1 is still alive. Other than the different Persistent Refs, all Ghouls are identical and both scamps are identical.
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Travis
 
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Post » Sat Feb 19, 2011 10:11 am

I have made new door in Blender. Exported it as Animated Static. Then I made animation for opening and exported it and same for closing.
Then in Nifskope I have attached the animations.

Works fine except for one annoying thing: no matter which sound I put for door, it remains silent in game. Even if I just edit some existing animated door and exchange mesh.

Anyone knows how to fix it?
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TASTY TRACY
 
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Post » Sat Feb 19, 2011 10:25 am

I have made new door in Blender. Exported it as Animated Static. Then I made animation for opening and exported it and same for closing.
Then in Nifskope I have attached the animations.

Works fine except for one annoying thing: no matter which sound I put for door, it remains silent in game. Even if I just edit some existing animated door and exchange mesh.

Anyone knows how to fix it?

Not the detail, but I do know that the animation needs to generate the sync events that determine when the sound plays. E.g. the slam is at the end of the close animation, not the beginning. It's not just a case of the sound and animation being the same length, and using the start as the only key, although it could probably be done that way. Footstep sounds are sync'ed to the walk/run animations the same way, so there may be something about it in write-ups on creature/actor animation.
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CYCO JO-NATE
 
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Post » Sat Feb 19, 2011 6:27 am

Huh? :confused:
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Jinx Sykes
 
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Post » Sat Feb 19, 2011 6:05 am

I haven't done it for Oblivion, or with Blender, but the basic idea is that keyframes are tagged in the editor with event labels for such things as firing a spell effect or emitting a sound. E.g. when a staff is used to cast a spell, when in the animation the spell build-up starts, when the spell fires, etc. The points in a walk loop when the foot lands would be used to trigger the footstep sounds.

"The NiTextKeyExtraData contains the text animation keys. They are used to mark sounds and other events in the animation sequence " is a quote from the NifTools forums. I don't know how to set them in Blender, but perhaps someone else does?
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Dagan Wilkin
 
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Post » Sat Feb 19, 2011 8:49 am

Thanks Ghastley, I found that in Nifskope and compared to vanilla farm fence gate. Now to check if it works.

Edit: it does.
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MatthewJontully
 
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Post » Sat Feb 19, 2011 5:47 am

Can I use nested while loops?
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SUck MYdIck
 
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Post » Fri Feb 18, 2011 8:28 pm

Yes, provided you use different control vars (or you really know what you are doing, if you use the same one)
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Stace
 
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Post » Sat Feb 19, 2011 5:22 am

Yes, provided you use different control vars (or you really know what you are doing, if you use the same one)


Thank you. (and good advice by the way...... don't ask me how I know....)

Got it up and running, and working as I want it to. :D
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dell
 
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Post » Fri Feb 18, 2011 10:35 pm

What is a persistent reference?

I know sometimes things don't work if that box isn't checked... but I don't know why, and I want to make sure I know so I can utilize it to its full potential.
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Eddie Howe
 
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Post » Sat Feb 19, 2011 12:38 am

What is a persistent reference?

I know sometimes things don't work if that box isn't checked... but I don't know why, and I want to make sure I know so I can utilize it to its full potential.


A persistent reference is a reference that needs to be manipulated or accessed somehow when the cell you put it in isn't loaded. For example, if you write any kind of script that refers to it, then it has to be a persistent reference. Say your reference is a wolf. If you just want to place the wolf in a cell and have it be a normal encounter with nothing special, then it doesn't need to be persistent. But, if you only want the wolf to appear if certain conditions are set, like a Go Kill This Wolf Quest that includes a script to enable it, like MyWolfReference.Enable, then it must be persistent.

... btw you should probably only make it persistent if it needs to be.
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CxvIII
 
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Post » Sat Feb 19, 2011 10:59 am

what are the names of the in-game sounds abbreviations.
I need to use the playSound command, but to do so I must specify the the name of the sound in oblivion jargon, e.g SPLIllusionCast

Is there a list with these names anywhere?

thanks.
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jessica sonny
 
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Post » Sat Feb 19, 2011 4:07 am

The sounds used for this function are defined in the Object Window under Miscellaneous/Sounds. from the wiki. Can't find a list though......
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Anthony Santillan
 
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Post » Fri Feb 18, 2011 8:10 pm

To get the list, go to the CS menu >> File >> Export >> Form Component Data for all non-World Forms
The created file is a tab-delimited text file with all sorts of EditorIDs, FormIDs etc
You can open in Excel, sort it by the first column and then you have the 1152 'SOUN' entries together. (too big to post here, I suppose)
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Harry-James Payne
 
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Post » Sat Feb 19, 2011 11:38 am

To get the list, go to the CS menu >> File >> Export >> Form Component Data for all non-World Forms
The created file is a tab-delimited text file with all sorts of EditorIDs, FormIDs etc
You can open in Excel, sort it by the first column and then you have the 1152 'SOUN' entries together. (too big to post here, I suppose)


Thank you!!
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QuinDINGDONGcey
 
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