Quick Questions -- Quick Answers, The 28th

Post » Sat Feb 19, 2011 7:28 am

Two questions, neither of them very quick.

1. Similar to "Toggleable Quantity Prompt", is there a mod that allows me to pick up whole piles of ingredients that I drop on the floor without, as with scrolls, the game asking me "how many" I want to pick up?

2. Someone asked me the other day if it were possible to alter the script for the http://www.uesp.net/wiki/Oblivion:Dark_Minion so that you could send him on a "continuous quest" to kill for you, with a 100% success rate, until you ordered him to cease his activities & take a break. How much would the script have to be altered?
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NAtIVe GOddess
 
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Post » Sat Feb 19, 2011 11:59 am

Hey, so I made a new location mod with the CS, and I want to upload it to the TES Nexus. However, I have no idea what the CS has done with it. Oblivion and the CS have no problems opening the file, but it doesn't seem to be in the data folder! I even tried saving a new esp and I can see it in my data folder in the save file window, but I can't access it (except in the CS). All my files also have a lock in front of the default icon (but so can some esps I downloaded, and I can see them. I tried copying it from there but it says it no longer exists in that location. Same as when I get (the shortcut to it) from a search in the start menu. What do I do to get it?
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Chad Holloway
 
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Post » Fri Feb 18, 2011 9:44 pm

Hey, so I made a new location mod with the CS, and I want to upload it to the TES Nexus. However, I have no idea what the CS has done with it. Oblivion and the CS have no problems opening the file, but it doesn't seem to be in the data folder! I even tried saving a new esp and I can see it in my data folder in the save file window, but I can't access it (except in the CS). All my files also have a lock in front of the default icon (but so can some esps I downloaded, and I can see them. I tried copying it from there but it says it no longer exists in that location. Same as when I get (the shortcut to it) from a search in the start menu. What do I do to get it?


Sounds like you are using win7 or Vista and installed the game to the default C:\program files\ folder ! Starting with VISTA MS increased the security level of that dolder and does not allow users to write changes to it - instead the files are redirected to a user specific virtual folder (this was done to keep virii or other users from changing your program files) - use search to find "*.esp" once it finds them go to that folder and that is where the files actually are saved. ---- If you are going to continue modding it would be a good idea to uninstall and reinstall the game to some other folder (ie. C:\Games\ or similar) to avoid this problem !)
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pinar
 
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Post » Sat Feb 19, 2011 5:50 am

Thankyou. I have found where the esps are. Will I have to put all my ESPs somewhere safe then when reinstalling?

Another problem. How do I create waterfalls?
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Benjamin Holz
 
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Post » Sat Feb 19, 2011 2:27 am

New to looking at wilderness cells in the CS and currently looking at IP Prison, wilderness 10, 20 area. Is there a way to make the cell list Objects as normal indoor cells list objects? Basically I'm looking at the IP Prison Sewer Exit from the beginning of the game, but all I see it a flat map and pink water. I would like to see the area populated with the normal objects seen in game once you exit the sewer.

Secondly I tried to put a custom horse on the steps of the Imperial Prison outside right before the bridge you cross to get to Market District. Once I exited the Sewers ran there and the horse wasn't there, does he just not like me so he ran away or is there a technical reason? ;)


Thanks for this thread and any help.
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NAtIVe GOddess
 
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Post » Sat Feb 19, 2011 12:03 pm

New to looking at wilderness cells in the CS and currently looking at IP Prison, wilderness 10, 20 area. Is there a way to make the cell list Objects as normal indoor cells list objects? Basically I'm looking at the IP Prison Sewer Exit from the beginning of the game, but all I see it a flat map and pink water. I would like to see the area populated with the normal objects seen in game once you exit the sewer.

Whenever you click (or double-click) on a cell in the Cell View window, a list of objects in it appears on the right. If you double-click on one of these, the Render Window will center on it. For the IC Prison exit, scroll down the list until you find CharGenExitRef. Double-clicking on that will center the Render Window on the exit to the starting dungeon.


Secondly I tried to put a custom horse on the steps of the Imperial Prison outside right before the bridge you cross to get to Market District. Once I exited the Sewers ran there and the horse wasn't there, does he just not like me so he ran away or is there a technical reason? ;)

If you just copied an existing horse, it's AI is probably the culprit here. Open your horse in the CS, remove any AI packages it has and see if he still runs off without you in game.
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Eilidh Brian
 
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Post » Sat Feb 19, 2011 12:47 am

Thanks The Vyper.

Yes Objects normally appear for me when looking/clicking Cells, however clicking on http://img718.imageshack.us/f/tescsoblivionwilderness.jpg/. The Objects display fine in Interiors and some Named Outdoor Cells, such as ICImperialLegionHQExit01, list 25 Objects.

Since placing the Horse on the steps of ICImperialLegionHQExit01 didn't work, was going to place it on the small wooden Dock outside the PrisonSewerExit, but can't get the area to render to even see the Exit, Dock or anything. I checked this with and without my esp loaded, even looking at the base Oblivion.esm alone there seems to be no Rendering of Wilderness zones like 10, 20.

On the horse at first I didn't have any AI settings as I tried to make one from scratch, so that's probably why he doesn't Stay or Travel with me. Does SetOwernship add the horse to the list of PC Owned Horses or maybe I need to also need to "Set Horses.Own(Horse Name Here)"? Maybe I'll start over and copy one as you mentioned, just deleting the Stable Purchase and some AI scripts.


Thanks for any help.
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Alycia Leann grace
 
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Post » Sat Feb 19, 2011 9:48 am

Thanks The Vyper.

Yes Objects normally appear for me when looking/clicking Cells, however clicking on http://img718.imageshack.us/f/tescsoblivionwilderness.jpg/. The Objects display fine in Interiors and some Named Outdoor Cells, such as ICImperialLegionHQExit01, list 25 Objects.

:blink: I've never run into that issue before. Whenever I try to load those cells (or any other Tamriel Worldspace cell) they load fine. Odd. What operating system do you have?

On the horse at first I didn't have any AI settings as I tried to make one from scratch, so that's probably why he doesn't Stay or Travel with me. Does SetOwernship add the horse to the list of PC Owned Horses or maybe I need to also need to "Set Horses.Own(Horse Name Here)"? Maybe I'll start over and copy one as you mentioned, just deleting the Stable Purchase and some AI scripts.


Thanks for any help.

If you make one from scratch, make sure to add the HorsePCStandStill and/or HorsePCStay package(s) to its AI. You should also add the PlayerFaction and/or HorsePC faction to its Faction tab.
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TWITTER.COM
 
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Post » Sat Feb 19, 2011 5:14 am

Yes Objects normally appear for me when looking/clicking Cells, however clicking on http://img718.imageshack.us/f/tescsoblivionwilderness.jpg/. The Objects display fine in Interiors and some Named Outdoor Cells, such as ICImperialLegionHQExit01, list 25 Objects.

Notice that you are not in Tamriel worldspace.
You are in ICImperialPrisonDistrict worldspace (top dropdown box of the Cell View window)

ICImperialPrisonDistrict, as any other city worldspaces, don't have anything outside the walls.
In game, when you exit thru a city gate (or the sewer exit), you are teleported to the Tamriel worldspace.

Probably this is also the issue with the horse. You have to place it in the Tamriel worldspace.
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Casey
 
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Post » Sat Feb 19, 2011 11:35 am

Thanks The Vyper, I was making the AI from scratch setting line by line. Duh, forgot about the AI packages, it's been awhile since I played or tried to edit. :whistling:


Excellent call QQuix, as I wasn't in Tamriel World Space, thanks! :celebration:
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Christie Mitchell
 
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Post » Sat Feb 19, 2011 11:39 am

Is it possible to disable splash screen on CS startup?


Repeating and modifying: disable or replace the image?
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Sara Johanna Scenariste
 
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Post » Fri Feb 18, 2011 8:34 pm

Head is turned on sideways... Is there an Update Facegen Model Availibly somewhere in the Cs?
Edit: Also an easier question, does offset for a npc/creatures level mean how much higher levels it is than the Pc, or its starting level for a creature that is set to change to pcleveloffset?
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Lynette Wilson
 
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Post » Fri Feb 18, 2011 11:10 pm

Edit: Also an easier question, does offset for a npc/creatures level mean how much higher levels it is than the Pc, or its starting level for a creature that is set to change to pcleveloffset?

It depends on whether or not the PC Level Offset box is checked.
If unchecked: it's the actor's level.
If checked: it's the offset used to calculate the actor's level based on the PC's level, e.g. if it's set to -5 then the actor will always be 5 levels lower than the player (unless you've also set min/max levels for it).
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zoe
 
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Post » Sat Feb 19, 2011 10:36 am

I'vestarted getting into making NPCs for my town. I have created a basic AI set for one wood elf, and it seems to work reasonably well (though he does walk far away at around 8:00 for some reason even though I've set him a small area to wander in, lol). However, there are a few issues. I made him a key to unlock and lock his house, and I've set him in the AI to unlock it at the beginning end and arriving at location of a certain package (just to be sure it would work) but still it isn't working. The door is always locked to me and it's owned and therefore illegal to open it. I removed the key on the door so I can go in now. How do I fix this? And another thing, with or without the key, if I go in the house one day, leave and wait for him to come outside the next morning, he will start following me and telling me he needs to lock up! This stops when I go back in his house and leave again. Could someone please help with this?
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Lil'.KiiDD
 
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Post » Fri Feb 18, 2011 8:59 pm

I'vestarted getting into making NPCs for my town. I have created a basic AI set for one wood elf, and it seems to work reasonably well (though he does walk far away at around 8:00 for some reason even though I've set him a small area to wander in, lol). However, there are a few issues. I made him a key to unlock and lock his house, and I've set him in the AI to unlock it at the beginning end and arriving at location of a certain package (just to be sure it would work) but still it isn't working. The door is always locked to me and it's owned and therefore illegal to open it. I removed the key on the door so I can go in now. How do I fix this? And another thing, with or without the key, if I go in the house one day, leave and wait for him to come outside the next morning, he will start following me and telling me he needs to lock up! This stops when I go back in his house and leave again. Could someone please help with this?

Uncheck the box marked "Continue if PC Near" on any of his packages.
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Ana Torrecilla Cabeza
 
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Post » Fri Feb 18, 2011 11:29 pm

If a spell is cast on a target but the target does not have the spell available to cast themselves, does that count as them having the spell?

For example, if I wanted to check if the player has a spell effect cast on them but the player did not have the spell, could I remove the spell effect using RemoveSpell?
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Tamara Dost
 
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Post » Sat Feb 19, 2011 12:55 am

Uncheck the box marked "Continue if PC Near" on any of his packages.

And that will solve all the problems?

EDIT: Got it to work, but now he isn't wandering properly. He goes to the place where he should start wandering, walks a little in one direction, stops and never wanders again til he does the same thing the next day.

REEDIT: Okay, I think that was just chance that he was staying still, he was moving last time I checked. But new question: Can I get someone to move around while they are working? I have a farmer hoeing a field, but they just stay in the same spot all day. I tried putting a wander action at the same time, but it overrides it and he won't do any hoeing at all.
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Paula Rose
 
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Post » Sat Feb 19, 2011 9:05 am

If a spell is cast on a target but the target does not have the spell available to cast themselves, does that count as them having the spell?

For example, if I wanted to check if the player has a spell effect cast on them but the player did not have the spell, could I remove the spell effect using RemoveSpell?


No. This only removes spells from the actor's spellbook. You need to use the function Dispel to remove an active spell effect from a target.

Edit: http://cs.elderscrolls.com/constwiki/index.php/Dispel at the CS Wiki.
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steve brewin
 
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Post » Sat Feb 19, 2011 6:49 am

No. This only removes spells from the actor's spellbook. You need to use the function Dispel to remove an active spell effect from a target.

Edit: http://cs.elderscrolls.com/constwiki/index.php/Dispel at the CS Wiki.


*facepalms* I have no idea how I missed this.
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Sarah Evason
 
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Post » Sat Feb 19, 2011 1:53 am

Blender question: How to enable 'paint through' when doing weight painting?
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Rebecca Clare Smith
 
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Post » Sat Feb 19, 2011 10:29 am

Here's a question you've never heard before! :biggrin: When you're over-encumbered and can't move, you will still slide around a little bit when an enemy hits you. Any way to prevent that? I'm trying to turn my over-encumbered Player into a totally immovable object.
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Channing
 
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Post » Sat Feb 19, 2011 7:04 am

Here's a question you've never heard before! :biggrin: When you're over-encumbered and can't move, you will still slide around a little bit when an enemy hits you. Any way to prevent that? I'm trying to turn my over-encumbered Player into a totally immovable object.


You could try recording the Player's X,Y and Z Co-ordinates, then updating every frame whilst they are over-encumnered.

The commands are:
Player.GetPos X/Y/Z
Player.SetPos X/Y/Z
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Roddy
 
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Post » Sat Feb 19, 2011 7:47 am

You could try recording the Player's X,Y and Z Co-ordinates, then updating every frame whilst they are over-encumnered.

The commands are:
Player.GetPos X/Y/Z
Player.SetPos X/Y/Z


Sweet - sounds like it would work - thanks!
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Naughty not Nice
 
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Post » Sat Feb 19, 2011 3:46 am

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.
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Karen anwyn Green
 
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Post » Sat Feb 19, 2011 11:11 am

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.


This seems to happen a lot with the Official DLC -- one thing I read, which seemed to work reasonably often, was to load the .esp (after making it a .esm), and edit the landscape somewhere-- just raising the land slightly is usually enough. Generally, it will let you save then-- apparently, it's something about having a certain record in the file. You can try doing that first, then saving-- once it saves once, you're usually OK :)

Generally, I found Cheydinhal was best for making it work-- but supposedly different places will, too.

This also touches upon it lightly:
http://cs.elderscrolls.com/constwiki/index.php/CS_Crashes#When_saving_a_plugin_file_for_the_first_time

When trying to save a plugin file for the first time the CS can crash. To avoid this, save before you edit anything or open up the Render Window. Also, if you've already run into this problem, use a different file name (there are some temp files that may cause problems) and change the name in Windows Explorer afterwards.
If the Render Window automatically opens when you start the CS, you can stop it by marking "Skip Initial Cell Load" under Preferences->Misc.

If all else fails, edit the land height of an exterior cell. It doesn't matter how much, or where. The mod should be cleaned later, to remove the unnecessary data.

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Margarita Diaz
 
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