Quick Questions -- Quick Answers, The Eighteenth

Post » Thu May 26, 2011 9:53 pm

Is there no equivalent of setIgnorefriendlyhits but for hits in general?
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Taylor Thompson
 
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Post » Fri May 27, 2011 1:03 am

Is there no equivalent of setIgnorefriendlyhits but for hits in general?
0 aggression.
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Manuela Ribeiro Pereira
 
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Post » Thu May 26, 2011 11:42 pm

0 aggression.

Or 0 speed. That might work too.
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Milagros Osorio
 
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Post » Fri May 27, 2011 3:40 am

Or 0 speed. That might work too.
Wouldn't be what you want it to, as the actor will still enter combat normally ( and punch you when in proximity ).
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Eduardo Rosas
 
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Post » Fri May 27, 2011 9:55 am

I'd like to set up an group AI packages for a weekly execution. I need to have the captain of the guard go to the jail, escort the prisoner to the platform and attack the prisoner. I'm going to give the prisoner a health of like 5 so he dies in one hit.

I'm just wondering what I should have in mind beginning that and what I might need to do to make it work.
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Julie Ann
 
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Post » Thu May 26, 2011 11:55 pm

Can you add new fonts and use them on the book?
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Erin S
 
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Post » Fri May 27, 2011 11:23 am

I don't think so. Book text uses one of the 5 font types the game uses. You may change the one books use, but that'll probably end up changing the font for other UI elements as well.
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Emmi Coolahan
 
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Post » Fri May 27, 2011 7:20 am

I'm looking for input on this guard armour. I'd just like to know what you guys think. I've uploaded a nifskope render,

http://img109.imageshack.us/img109/1669/guardarmourrender.jpg
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Laura-Jayne Lee
 
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Post » Fri May 27, 2011 7:19 am

I'm looking for input on this guard armour. I'd just like to know what you guys think. I've uploaded a nifskope render,

http://img109.imageshack.us/img109/1669/guardarmourrender.jpg

Very cool. Is there a matching shield or helmet too?
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Janette Segura
 
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Post » Fri May 27, 2011 3:19 am

Very cool. Is there a matching shield or helmet too?


Helm yes. I'm not sure if I'm even going to make a shield for it though.
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Trent Theriot
 
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Post » Fri May 27, 2011 8:42 am

i placed a new creature in my cell. now i'm want to select it as a parent ref for a triggzone but it's not letting me...any ideas as to why? the other creatures work fine, just not the latest for some reason.
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Oyuki Manson Lavey
 
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Post » Fri May 27, 2011 12:41 pm

Is it a persistent reference?
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Lewis Morel
 
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Post » Fri May 27, 2011 5:13 am

Is it a persistent reference?

:facepalm: :embarrass:
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Shelby McDonald
 
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Post » Fri May 27, 2011 11:46 am

:lmao: Way to go! :P
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Campbell
 
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Post » Fri May 27, 2011 2:37 am

Could someone supply me with a script for a TrigZone which unequips a torch and also dispells a Light and Night Eye spells (non-armor). Would it also be possible that whenever the PC equips a torch or uses a spell, that those will also get unequiped/dispelled? Thanks :)
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Chris Ellis
 
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Post » Thu May 26, 2011 11:22 pm

Begin OnTrigger Player

if player.hasmagiceffect *LightID*
dispelallspells
endif

if player.hasmagiceffect *NighteyeID*
dispelallspells
endif

if player.istorchout
player.unequip *TorchID*
endif

End




(Insert the correct IDs!)
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Elisha KIng
 
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Post » Fri May 27, 2011 10:22 am

Begin OnTrigger Player

if player.hasmagiceffect *LightID*
dispelallspells
endif

if player.hasmagiceffect *NighteyeID*
dispelallspells
endif

if player.istorchout
player.unequip *TorchID*
endif

End


(Insert the correct IDs!)

Since there are multiple Light and Nighteye spells, would I have to do a separate scriptblock for each?
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Natasha Callaghan
 
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Post » Fri May 27, 2011 12:47 am

I could use some help here:
I am using the AnvilLCHouse03SecondFloor interior and the mesh has a problem that I don't have the modeling skills to fix:

The upper floor corridor has 2 levels connected by 3 steps. At the top of the steps there is a wooden frame.

The problem is that both PC and NPC, sometimes, can't go thru this doorway.
Quite frequently (~10%) PC/NPCs get stuck, walking in the same place as if there was an invisible wall there.

I suppose it is because the top of the frame is not high enough to allow NPCs to pass freely underneath.
I also suppose that removing the collision from the top should solve it.

So, my question is if someone could give me some instructions-for-dummies on how to remove that piece of collision with NifScope.

I know how to enter and exit NifScope, and I tried to figure it out, but, the whole mesh collision seems to be a single block and I don't know how to delete just one part of it.

PS. It could also be that the top step is too high for NPCs to climb, but I don't think so because, when the player gets stuck, jumping does not solve it.

PS2. It is fair to mention that this is an advlt mod, so (and I don't know how to phrase it nicely, the way I would like to) don't help if you don't feel comfortable with your name in the credits.
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Invasion's
 
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Post » Fri May 27, 2011 12:22 pm

Since there are multiple Light and Nighteye spells, would I have to do a separate scriptblock for each?


No it's the effect itself, if it said spell then that would be the case. But for this you just need to use the CS ID for the two effects and it checks if the player has any spells with those effects.
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Jimmie Allen
 
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Post » Fri May 27, 2011 5:26 am

Hello, fellow modders.

1. How can I find out in a script wether an NPC is moving or is stationary? OBSE had an IsMoving function in v0015, but it seems it has been removed in favour of multiple IsMovingForward/Backward/Sideways/Turning functions. Do I now have to call every single one of them, to make sure the NPC is not moving, or is there a simpler way?

2. What should I start studying to be able to make new menus (like sleep/wait menu, inventory menu etc.) in Oblivion, with new buttons, functionality and so on? Darnified UI and Oblivion XP does this, for example.
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NAkeshIa BENNETT
 
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Post » Fri May 27, 2011 4:33 am

I have two questions related to a mod update I'm working on:

1. Does using a Lesser Power spell advance your skill level in the related school? For instance, will using Blessed Word (Turn Undead 100 pts for 30 sec on Target) increase your Conjuration skill?

2. Merchants can't sell Greater Power spells. Can they sell Lesser Power spells?
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Hayley O'Gara
 
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Post » Fri May 27, 2011 4:14 am

1. Does using a Lesser Power spell advance your skill level in the related school? For instance, will using Blessed Word (Turn Undead 100 pts for 30 sec on Target) increase your Conjuration skill?


Doesn't seem so. I tried casting Blessing of the Eight, which is a Lesser Power Shield spell on touch - and it doesn't advance Alteration (or anything else).
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Philip Rua
 
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Post » Thu May 26, 2011 10:55 pm

OK, so I have multiple iterations of the same script that get added to actors under certain circumstances. Now I need to get a variable in a script from a certain actor. Could I just use SomeActor.SomeVariable or how would I do that? I tried something like this before and it didn't work, so I'm curious.

Also, the wiki says that it's not possible to use items in inventory as references for a function. However, I've been doing this for some time without problems. Would anyone care to explain?
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Deon Knight
 
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Post » Fri May 27, 2011 10:32 am

Also, the wiki says that it's not possible to use items in inventory as references for a function. However, I've been doing this for some time without problems. Would anyone care to explain?


I don't think items that are in an inventory/container even have references in the game. You are probably using their Obejct FormIDs (that is what the function GetInventoryObject returns).

EDIT: About your first question, I think you need to use SomeScript.SomeVariable, but I may be wrong...
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KIng James
 
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Post » Fri May 27, 2011 11:12 am

Also, the wiki says that it's not possible to use items in inventory as references for a function. However, I've been doing this for some time without problems. Would anyone care to explain?

The term reference may point to two seperate things, a reference variable or a reference of a base object that exists in the world. A short explaination is on http://cs.elderscrolls.com/constwiki/index.php/Base_Objects_vs_References or a http://cs.elderscrolls.com/constwiki/index.php/Modding_Terminology#Object_vs._Object (scroll down to the rest of the info).
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KU Fint
 
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