Quick Questions -- Quick Answers, The Nineteenth

Post » Fri May 27, 2011 6:36 am

Eighteenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1053177
Seventeenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1043373
Sixteenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1035831
Fifteenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1027524
Fourteenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1020604
Thirteenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1018432
Twelfth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1008041
Eleventh Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=996298
Tenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=974783
Ninth Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=957607
Eighth Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=937577
Seventh Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=912613
Sixth Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=878165

Got a quick question? Post here for a quick response.
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Killah Bee
 
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Post » Fri May 27, 2011 6:40 am

Guess I'll inaugurate this one. Hopefully this is a quick question.

I've got an interior cell with four ambient sounds running - an AMBWaterfallSmallLP, the version of same attached to LandscapeWaterfall02, and a pair of AMBNirnRootLPs. Over the course of some scripted events, I fire off a few shock spells, and run an animation that I'm pretty sure is the Paradise portal. That all works fine, but after it does, all the ambient sounds stop playing until I change cells. I also have equivilents to the enchanting/spellmaking altars in there, and same thing with those - I use them, ambient sounds stop. Yet all other sound works - I splash in the water, cast spells, etc fine.

I figure it's one of two things:

1. My sound card svcks.

2. Some crazy bug somewhere.

Assuming it's #2, is there any kind of fix beyond going to another cell and coming back?
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Louise Dennis
 
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Post » Fri May 27, 2011 11:47 am

I believe an actor can only have one package target at a time. The above functions were written to be used with the player, in all probability. Has getFollowers ever returned the same reference when called on 2 different actors ?

btw, new thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1064593
No never, not that I expected it. My main concern was if http://cs.elderscrolls.com/constwiki/index.php/GetCurrentAIPackage and/or http://cs.elderscrolls.com/constwiki/index.php/GetCurrentAIProcedure would return true for certain stages of other package types, I dunno, like ambush or something. I guess the only reason it may cause problems (a bit of an overstatement, more like an annoyance) is if GetFollowers does not include then, causing my script to not detect them properly. Now that I'm typing it all out I'm beginning to think I'm just dealing with a theoretical problem. :P Thanks for the anwser nonetheless.

-kyoma
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Jessica Stokes
 
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Post » Fri May 27, 2011 12:15 pm

No never, not that I expected it. My main concern was if http://cs.elderscrolls.com/constwiki/index.php/GetCurrentAIPackage and/or http://cs.elderscrolls.com/constwiki/index.php/GetCurrentAIProcedure would return true for certain stages of other package types, I dunno, like ambush or something.
getCurrentAIProcedure is the one that might return different values for different stages, not getCurrentAIPackage. If your actor is following someone using a follow AI package, getCurrentAIPackage will always return 1.
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gemma
 
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Post » Thu May 26, 2011 10:21 pm

Guess I'll inaugurate this one. Hopefully this is a quick question.

I've got an interior cell with four ambient sounds running - an AMBWaterfallSmallLP, the version of same attached to LandscapeWaterfall02, and a pair of AMBNirnRootLPs. Over the course of some scripted events, I fire off a few shock spells, and run an animation that I'm pretty sure is the Paradise portal. That all works fine, but after it does, all the ambient sounds stop playing until I change cells. I also have equivilents to the enchanting/spellmaking altars in there, and same thing with those - I use them, ambient sounds stop. Yet all other sound works - I splash in the water, cast spells, etc fine.

Same here. This cropped up for me while testing my summoning mod and casting the spell many times in sequence... It eventually stopped playing the casting sound until I changed cells... It seemed like it happened when the menu sounds played before the spell cast sound was finished, pausing its playback while navigating.
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kirsty williams
 
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Post » Fri May 27, 2011 4:30 am

2. Some crazy bug somewhere.


Same here.


I seem to recall Phitt having said something about what happens when the game is playing too many sounds at once and this sounds about right. He was talking about sticking too many torches or other light sources in a cell with ambient sound generators on them, but it doesn't sound like you guys are doing that. There's been scattered reports from UL users who have the same waterfall sound issue happen if they open their menu while the sound is still playing. Then everything goes dead until they cross a cell boundary. With an interior there's no boundary to cross except to exit and come back. I don't know if there's anything that can be done about it.
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Nichola Haynes
 
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Post » Thu May 26, 2011 10:39 pm

How do i make a Magic Script use the "Target" refference?

begin ScriptEffectStart	 target killend


That obviously WONT work... but that's what i want to know.
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XPidgex Jefferson
 
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Post » Fri May 27, 2011 6:40 am

How do i make a Magic Script use the "Target" refference?

begin ScriptEffectStart	 target killend


That obviously WONT work... but that's what i want to know.
Using the correct syntax will help.

RefID.Kill MurdererRefID (optional)

so e.g.
scn myabsoluteoverpoweredkillerscriptref meBegin ScriptEffectStartset me to getselfme.kill playerEnd


This will cause the actor hit by the spell to be killed by the player. (Of course in this example the ref stuff wouldn't need to be used, but this is only an example ;).)
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Melanie
 
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Post » Fri May 27, 2011 2:50 am

I don't know if there's anything that can be done about it.


Oh well. One more thing to sigh in frustration at, I suppose.

Something else I've been wondering for a while, and haven't really found an answer for: Previewing .kf animations in the CS. In theory, there's a way to do it. Pop open an actor, go to animation, click full body preview, and if you want to see idles pop that menu open and go find the one you want, watch them make funky motions over and over. Great. In practice, this apparently works not so well - usually the head is dislocated from the body, everything is distorted, and various other things, except by chance if it works perfectly.

So the question: Is there a trick to making this thing work well? Failing that, a reasonably true to life way to view animations? I don't really need to edit them, just remind myself from time to time what they look like playing.
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meghan lock
 
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Post » Fri May 27, 2011 6:04 am

Oh well. One more thing to sigh in frustration at, I suppose.

Something else I've been wondering for a while, and haven't really found an answer for: Previewing .kf animations in the CS. In theory, there's a way to do it. Pop open an actor, go to animation, click full body preview, and if you want to see idles pop that menu open and go find the one you want, watch them make funky motions over and over. Great. In practice, this apparently works not so well - usually the head is dislocated from the body, everything is distorted, and various other things, except by chance if it works perfectly.
That method works flawlessly for me. Your issues probably have something to do with the animations themselves.
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Kelli Wolfe
 
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Post » Fri May 27, 2011 1:05 pm

Out of curiosity, you don't happen to have the "first" CS 1.2 release? The one that was quickly taken down and replaced with a "second" CS 1.2 release?

Reason I ask is because the error you're describing was one of the errors very prominent in the "first" CS 1.2 release (where the preview windows was one big mess). Haven't had it once with the "second" release.
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Dan Scott
 
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Post » Fri May 27, 2011 8:13 am

That method works flawlessly for me. Your issues probably have something to do with the animations themselves.


Er, ok. I'll bite. I've had this particular issue (using the latest CS, all animations/textures/whatever unpacked from the BSAs) for something like 3 years now, over multiple computers and umpteen Oblivion installs. I'm puzzled. What on earth am I doing wrong here?

[edit] bg2408 - Good question. I might. I'll go check that out right now, thanks. [/edit]

[more edit] Yeah, that was the problem. Somehow had the buggy CS version. Doh! Thanks for the help. [/edit]
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Jenna Fields
 
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Post » Thu May 26, 2011 9:39 pm

http://img63.imageshack.us/img63/348/idles.jpg

That conflict listed there. Is that actually going to be an issue or is it safe to ignore?
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Zoe Ratcliffe
 
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Post » Fri May 27, 2011 7:43 am

[edit] bg2408 - Good question. I might. I'll go check that out right now, thanks. [/edit]

[more edit] Yeah, that was the problem. Somehow had the buggy CS version. Doh! Thanks for the help. [/edit]
Glad that I could help... speaking about obscure bugs. You got to had the "first" CS 1.2 release to know, and few had it... what a luck for them :ahhh:.


http://img63.imageshack.us/img63/348/idles.jpg

That conflict listed there. Is that actually going to be an issue or is it safe to ignore?

Good question. In my experience virtually all* mods adding new anims have entries like these, without causing issues. I think Oblivion sorts out the animation tree itself when loading the game, similar as it does with existing dialog topics (which have a similar entry, "belongs to quests...").

However a potential problem I see here could be for users that don't have Shivering Isles. SEAnims doesn't exist in non-SI Oblivion.esm, and I have absolutely no idea how Oblivion would deal with that. Oblivion is kind of inconsistent in that regard.

* = I clean out stuff like this in my mods, which makes them likely the only ones not falling under this rule. The CS complains about that once after cleaning it out.
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Russell Davies
 
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Post » Fri May 27, 2011 11:51 am

Sort of answered my own question. Dwip's new prayer idles mod gave me something I could more readily bounce around the load order and it didn't matter where I put it, it still worked. So it looks like its safe to ignore. The only issue is what happens on a non-SI install. That's not something I can readily test.
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Kirsty Wood
 
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Post » Fri May 27, 2011 9:05 am

Is there anyway to make an ability have a 0.25 regeneration effect? I wanted my nord to have a really slight regeneration effect and 1 is too overpowered at the lower levels. All I'm doing is adding an ability to Nords with the effect, but the CS doesn't let you use decimal values. Any way to get around that?

Ravin

edit: Also, if I add the ability through the CS to the race, how would I go about making it show up on already existing characters?
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Andrew Perry
 
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Post » Fri May 27, 2011 2:05 am

Glad that I could help... speaking about obscure bugs. You got to had the "first" CS 1.2 release to know, and few had it... what a luck for them .


I feel so...special...sort of.

However a potential problem I see here could be for users that don't have Shivering Isles. SEAnims doesn't exist in non-SI Oblivion.esm, and I have absolutely no idea how Oblivion would deal with that. Oblivion is kind of inconsistent in that regard.


I just got somebody to test this out with vanilla Oblivion and my prayer idles mod as the only things installed, and he tells me it works fine, so I'm willing to believe the whole thing is perfectly harmless.

Two more questions, while we're here.

1. Is there a reasonable discussion of AI overload anywhere? Guidelines for avoiding it, and what have you? The wiki shed a little insight, but not very much. I'm looking at AFK_Weye and pondering offloading a good chunk of my quest AI (10 or 12 packs worth) to AddScriptPackage blocks as well as chopping the one NPC with 15 or 20 packs into 3 seperate NPCs that are disabled and enabled, but I'd like to know that will actually work well before I go to the work.

2. What's the deal with RemoveAllItems, precisely? I'd like to implement some basic companion sharing, and this seemed the way to do it, but reading the wiki seemed pretty confusing on whether or not this was actually a good idea or not due to, I think, bloating issues. Can I get some light shed for me, here?

Thanks.
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alyssa ALYSSA
 
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Post » Fri May 27, 2011 2:10 pm

Is there anyway to make an ability have a 0.25 regeneration effect? I wanted my nord to have a really slight regeneration effect and 1 is too overpowered at the lower levels. All I'm doing is adding an ability to Nords with the effect, but the CS doesn't let you use decimal values. Any way to get around that?
OBSE and using a script effect ability to adjust health using modav2.

edit: Also, if I add the ability through the CS to the race, how would I go about making it show up on already existing characters?
Update script.


I feel so...special...sort of.
Yeah :lol:.



1. Is there a reasonable discussion of AI overload anywhere? Guidelines for avoiding it, and what have you? The wiki shed a little insight, but not very much. I'm looking at AFK_Weye and pondering offloading a good chunk of my quest AI (10 or 12 packs worth) to AddScriptPackage blocks as well as chopping the one NPC with 15 or 20 packs into 3 seperate NPCs that are disabled and enabled, but I'd like to know that will actually work well before I go to the work.
That's a topic which seems to be not that well researched. I've used some pretty funky schedules in Integration, and it seems to me that AI overlord only happens if either too many actors are active at once, or you have an active actor anywhere with "illogical" or circular packages. Both which didn't happen in Integration, despite having a city with ~50 actors having each around ~30 packages... I was quite afraid of AI overload, but there's no trace of it. So for me it doesn't seem to be the complexity of a schedule, but more outright glitchy ones that will cause AI overload. Or having too many actors at once (in the above mentioned city there are never more than 10 actors active at any time and place combination).

2. What's the deal with RemoveAllItems, precisely? I'd like to implement some basic companion sharing, and this seemed the way to do it, but reading the wiki seemed pretty confusing on whether or not this was actually a good idea or not due to, I think, bloating issues. Can I get some light shed for me, here?
If an item has a negative amount, it gets doubled with each RemoveAllItem or DuplicateAllItem. After a few shares someone can have several millions of the item... bloat. Many actors have items with negative amounts, like food or arrows.
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Neliel Kudoh
 
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Post » Fri May 27, 2011 10:04 am

OBSE and using a script effect ability to adjust health using modav2.

Update script.


At the moment, almost any script is beyond me so I'll just wait till level 10 and then I'll just add the +1 regen.
Thanks

Ravin
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Harry-James Payne
 
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Post » Fri May 27, 2011 9:47 am

bg2408 -

Thanks, that helps a lot.
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Steeeph
 
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Post » Fri May 27, 2011 10:22 am

Here is my quick question :

why this console command :
UDUNlirielREF.moveto player -512 0 0
gives me an error (invalid reference)

while this :
PRID 6a01eb7bmoveto player -512 0 0
works ?

the non working syntax is only for scripts ? (inside the script it does work)
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Lucky Girl
 
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Post » Fri May 27, 2011 5:05 am

Console commands use FormID's, IIRC.


At the moment, almost any script is beyond me so I'll just wait till level 10 and then I'll just add the +1 regen.
Thanks

Ravin


Use this script:
scn Regenerationref Meshort TimerBegin ScriptEffectUpdateSet Timer to Timer + ScriptEffectElapsedSecondsSet Me to GetSelfif Timer >= 4	 Me.ModAV2 Health 1	 Set Timer to Timer - 4endifEnd


It heals by 1 every 4 seconds. You can adjust these values to anything you want. This script does require OBSE.
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Jade MacSpade
 
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Post » Thu May 26, 2011 9:50 pm

Console commands use FormID's, IIRC.

6a01eb7b.moveto player -512 0 0
gives me an error (6a01eb7b.moveto not defined)
is it "6a01eb7b".moveto I should use ?
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Amie Mccubbing
 
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Post » Fri May 27, 2011 2:30 am

It looks like moveto isn't http://cs.elderscrolls.com/constwiki/index.php/Category:Console_Functions.
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noa zarfati
 
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Post » Fri May 27, 2011 8:29 am

You are right - still, I took the idea from http://www.uesp.net/wiki/Oblivion:Console_Command_Tutorial#Player.MoveTo_RefID.
Is this syntax ("REFformID") valid for other commands ?
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Brandi Norton
 
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