Quick Questions -- Quick Answers, The Seventeenth

Post » Fri May 27, 2011 8:54 am

Sorry Uglulyx and Ragnalin for giving you false info. :(

I have a question...

Is it safe to move map markers for my mod? Or would this be a no-no? It wouldn't be a far move, I would only be moving it a small distance. The Weye Map Marker isnt in the right place for my Tri-shards of Weye mod.

Also, would it be possible to enable a sword to shoot lightning?
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SaVino GοΜ
 
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Post » Fri May 27, 2011 5:12 am

Is it safe to move map markers for my mod? Or would this be a no-no? It wouldn't be a far move, I would only be moving it a small distance. The Weye Map Marker isnt in the right place for my Tri-shards of Weye mod.
It is relatively safe, but not without a gotcha: The location of every discovered map marker is stored in your savegame. So if your mod moves it, it will only be moved for those who installed your mod before they discovered that marker. Similarily, if they discover the marker as moved by your mod, that position is stuck even if they later uninstall your mod.
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biiibi
 
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Post » Fri May 27, 2011 3:48 am

Is it safe to move map markers for my mod? Or would this be a no-no? It wouldn't be a far move, I would only be moving it a small distance. The Weye Map Marker isnt in the right place for my Tri-shards of Weye mod.

I wouldn't do it unless it is really necessary. Luckily the weye-marker has a ref-id so you could disable it from script and you could add your own.
You could either ask to put in ac544.enable in the console or to cast a spell (before..) with it to return the old marker if they decide to disable your mod.

Also, would it be possible to enable a sword to shoot lightning?

Initially I would say yes, but it would depend on the exact use/idea.
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Kyra
 
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Post » Fri May 27, 2011 5:47 am

Quick question about enable/disable and parented objects. What if I have a mod which adds a parent to an existing (persistant) reference and then disables this parent? I know the child objects will be disabled aswell but will they remain that way after my mod is removed (since the 'disabled-state' originated from the parent which is no longer available). Or will the object's state be re-read from all the active mods and such?
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katie TWAVA
 
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Post » Thu May 26, 2011 7:46 pm

If I use "GetEquippedObject 13" on an actor, and that actor has a shield and a 2H/no weapon equipped, will it return the shield's ID/whatever, or 0/-1/anything else? And what about IsShieldOut? WIll it return true if a 2H/no weapon is equipped?

I can't test it myself, as I currently don't have Oblivion installed.
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Isaiah Burdeau
 
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Post » Thu May 26, 2011 11:37 pm

Initially I would say yes, but it would depend on the exact use/idea.


Well you know Link right? Well my friend Link used to have this sword that shot out beams of light whenever he had full health. I want to duplicate this into oblivion. I want lightning to arc from my blade when at full health somehow, and still be able to use the sword. I have no idea how to do this though. Probably will have to deal with distance... if I am 100 units (whats the measurement in TES CS anyway?) away then cast lightning projectile... if not and/or if not at full health then behave like a regular sword... Does this sound like its possible?
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Dustin Brown
 
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Post » Fri May 27, 2011 8:17 am

The functionality that you describe matches what Wands do in Magickal Arsenal. Unfortunately, the Wands are exactly why MgkAr has been shelved for over a year now - they just do not work very well. In other words... that's a very difficult thing to do well.
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City Swagga
 
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Post » Fri May 27, 2011 7:21 am

Ah that's unfortunate for me... How does your magic wands work exactly?
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Joe Alvarado
 
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Post » Fri May 27, 2011 10:12 am

It should. A while back MMM was suffering from glow in the dark ogres and lowering the emissive colour settings helped a great deal.

Fire spell could be done with "OnMagicEffectHit". Torch and fire enchant would be harder. You'd need to detect collision with the player or NPC somehow and test if the player or NPC has a torch or an item with a fire enchantment. I assume you are looking to detect accidental collisions, not activations, so that will require a collision box activator like the ones for traps.

Essentially, you'd have to have one check for magic effect attacks, and then a trap set up that check for other sources of fire and activates your fire "trap"


Oh There we go that fixed it. As for my oil puddles maybe I could just make an is spell target function, but I'm not sure that would work on activators. Anyone else got any ideas?
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Stephy Beck
 
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Post » Fri May 27, 2011 1:10 am

Im wondering how to place a dead creature in the CS... or do I need a script? If so, what would be the easiest script function?
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Manuel rivera
 
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Post » Fri May 27, 2011 3:07 am

Just make a copy of the creature with a base health of zero, or if you want to do something interesting like rising from the dead you could do a begin onload block to kill them then a trigzone etc, to call the resurrect command on them. Don't forget those doonce and getdead catches though.
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Jamie Lee
 
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Post » Fri May 27, 2011 9:01 am

Just make a copy of the creature with a base health of zero


Derr! haha thank you, and you just gave me an idea ;)
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Big Homie
 
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Post » Fri May 27, 2011 8:58 am

Derr! haha thank you, and you just gave me an idea ;)


I plan to do something like that too anyway. :P
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darnell waddington
 
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Post » Fri May 27, 2011 2:02 am

My quick question is: is there a way to make an NPC attack the player (and only the player!) without the guards intervening (via script)?
I mean, I could set his aggression to 100, but then he'd attack anything that moves, and the guards would put him down very fast. I just want him to attack the player as if the player had attacked him first. It would even be alright if the player got a bounty for it, or if the guards helped the NPC.

Basically, I want to punish the player for a new kind of crime that is equal to attacking someone. And if the NPC in question is in a faction that is marked "evil", then I want the guards to just not intervene (if possible).

Pseudo-code:
NPCReference.SetGotAttackedByPC 1

or simply:
NPCReference.Attack player
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GLOW...
 
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Post » Fri May 27, 2011 7:32 am

NPCReference.StartCombat Player

Maybe use the factions and "Special Combat" option to keep the guards out of it?

Or Use a hidden spell that is marked as hostile to have the player attack the NPC without doing him damage. It would be considered an assault by the player on the NPC.
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Miss K
 
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Post » Thu May 26, 2011 10:47 pm

I need help PLEASE

In one script, I have duplicated player using:

set playercopy to player.createfullactorcopy

Now, In another script I absloutely need to get the ID of that player copy so I can execute more functions on it. The player copy dies so running a spell effect on it is out of the question. Spell effects don't run on dead actors as far as I know.

Anyway, since this copy is created in the game and it has no EditorID I can't figure out how to get its ID using a second script. If there are more ways to aquire a object reference or ID without knowing it please help.
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Nina Mccormick
 
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Post » Fri May 27, 2011 7:11 am

I have a question about adding textures in Blender. I'm making a new building and I want to use vanilla Oblivion textures for now. Do I need to add the textures as materials or do I need to UV unwrap the mesh and add them in the image editor?
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ijohnnny
 
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Post » Fri May 27, 2011 2:44 am

I need help PLEASE

In one script, I have duplicated player using:

set playercopy to player.createfullactorcopy

Now, In another script I absloutely need to get the ID of that player copy so I can execute more functions on it. The player copy dies so running a spell effect on it is out of the question. Spell effects don't run on dead actors as far as I know.

Anyway, since this copy is created in the game and it has no EditorID I can't figure out how to get its ID using a second script. If there are more ways to aquire a object reference or ID without knowing it please help.


hmmm this sound like a certain quest from shivering isles so you might wnat to check that
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Sammygirl500
 
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Post » Thu May 26, 2011 11:09 pm

What quest?
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Roisan Sweeney
 
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Post » Fri May 27, 2011 6:23 am

Then you've probably not played it...it is one of the last quests. Don't go http://www.uesp.net/wiki/Shivering:Symbols_of_Office if you didn't play it yet.
Isn't it possible to in fact use a spell effect as you could tell the script to send the reference to another script. The reference could be checked in the spell script and the reference send over once it appears not to be the player.
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Chavala
 
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Post » Fri May 27, 2011 11:38 am

You could set up a quest and add line: "set myquest.myplayercopyref to playercopy" to your initial script

Then later access it again in the other script: "set playercopy2 to myquest.myplayercopyref".

I think that would work.

Careful though, because your player clone may not be persistent and you may not be able to have the second script access him unless you are in the same cell.
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Robert Jackson
 
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Post » Fri May 27, 2011 12:08 pm

Coming back to my oil puddles which can be set on fire. I've set them up with a trigzone that has this script.

scn aaaCRSDOilSpillTriggerScriptshort doonceref targetref myselffloat timerBegin ontrigger Playerif player.getequipped torch02 == 1 && Doonce == 0set myself to getselfset target to getparentrefplaysound ITMTorchHeldEquiptarget.enableset doonce to 1set timer to 60endifendBegin onmagiceffecthit FIDGif doonce == 0set myself to getselfset target to getparentrefplaysound ITMTorchHeldEquiptarget.enableset doonce to 1set timer to 60endifendbegin gameModeif doonce == 1 && timer <= 0playsound ITMTorchHeldUnEquiptarget.disableendifif timer >= 0set timer to timer - getSecondsPassedendifend


But it doesn't seem to be working at all, the torch bit I believe may be because mods like droppable torches changes an id or something. I was wondering if anyone else had any other workarounds.
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Bellismydesi
 
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Post » Thu May 26, 2011 9:16 pm

I don't think that you should have the timer check with both a <= and a >= at the end there.

Otherwise, it looks reasonably good. I assume the fire trap is set as the parent of the trigger zone, and that they are set to use opposite states of enable?

I'd try adding some debug messages through the code to see if everything in the script is working, or where it is failing.
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Ben sutton
 
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Post » Fri May 27, 2011 3:08 am

Thank you, showler. Your post was helpful. :)
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james tait
 
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Post » Fri May 27, 2011 4:03 am

Is there a begin block which runs evertime the actor kills someone?
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Symone Velez
 
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