Quick Questions -- Quick Answers, The Sixteenth

Post » Fri May 27, 2011 9:39 am

A couple of questions about merchants:

1. Is there a good, compatible and general way to add items to one of the vanilla vendor chests that are used by many merchants? I want to add items that should be sellable by all merchants of a given type (ex: Inn owners), even those added by mods.

2. Is there a way to find out which item types a merchant can/cannot buy from a non-journeyman player?

The mod in question is OBSE-dependant, so solutions requiring OBSE are welcome :)
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Eileen Müller
 
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Post » Fri May 27, 2011 3:56 am

My timer is not counting down when i rest or wait, how can i make a timer that does?
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Eduardo Rosas
 
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Post » Fri May 27, 2011 6:51 am

A couple of questions about merchants:

1. Is there a good, compatible and general way to add items to one of the vanilla vendor chests that are used by many merchants? I want to add items that should be sellable by all merchants of a given type (ex: Inn owners), even those added by mods.

2. Is there a way to find out which item types a merchant can/cannot buy from a non-journeyman player?

The mod in question is OBSE-dependant, so solutions requiring OBSE are welcome :)

#1. You mean adding the item to multiple merchant chests at once? Maybe if they share a common levelled list you can add stuff to that. Otherwise check each merchant manually and use http://obse.silverlock.org/obse_command_doc.html#GetMerchantContainer and do your magic from there. :shrug:

#2. Have you considered the http://obse.silverlock.org/obse_command_doc.html#OffersXXX functions? They should give you the info you need.
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Johnny
 
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Post » Fri May 27, 2011 6:11 am

My timer is not counting down when i rest or wait, how can i make a timer that does?


This, http://cs.elderscrolls.com/constwiki/index.php/Scripting_Tutorial:_Creating_a_Simple_Timer, might help you out :)


I also have a question... Is it necessary to give an NPC a key to his own house if I want the house to lock whenever he leaves? or can i just set ownership of the door? And if i wanted him to travel to a specific area everyday, which package would i use?
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Agnieszka Bak
 
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Post » Thu May 26, 2011 11:18 pm

#1. You mean adding the item to multiple merchant chests at once? Maybe if they share a common levelled list you can add stuff to that.
Yes, that's what I meant. For instance, the original Bors bedroll mod added bedrolls to certain base chests, thereby making it available at any merchant who used those chests. But that is a incompatible way of doing it. Adding it to the leveled list may work, but will require Bashed Patch to be truly compatible.

Otherwise check each merchant manually and use http://obse.silverlock.org/obse_command_doc.html#GetMerchantContainer and do your magic from there. :shrug:
Yes, I may end up doing something like:
1. When I activate a merchant, check what services it offers, and if offering the correct types, check if he already has a special token from my mod.
2. If he doesn't have the token, add the items I want him to sell to the container, and add one token as well.

The token is there to avoid the merchant getting replenishment every single time I activate him. I guess this should work (though I've never done things like this before).

#2. Have you considered the http://obse.silverlock.org/obse_command_doc.html#OffersXXX functions? They should give you the info you need.
It was functions like this I was looking for, and that I need as per my idea above, so thanks :)
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David Chambers
 
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Post » Fri May 27, 2011 5:04 am

Yes, that's what I meant. For instance, the original Bors bedroll mod added bedrolls to certain base chests, thereby making it available at any merchant who used those chests. But that is a incompatible way of doing it. Adding it to the leveled list may work, but will require Bashed Patch to be truly compatible.
Quick reply to this, I mainly ment adding it to the leveled list through scripting. Should be compatible regardless of other mods.
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Rob Smith
 
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Post » Fri May 27, 2011 8:25 am

1. Is there a good, compatible and general way to add items to one of the vanilla vendor chests that are used by many merchants? I want to add items that should be sellable by all merchants of a given type (ex: Inn owners), even those added by mods.
You could look into Cobl and see how it's done there.

My timer is not counting down when i rest or wait, how can i make a timer that does?
There's a tutorial on timer creation on the wiki.
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Emily Jones
 
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Post » Fri May 27, 2011 10:48 am

Should I be concerned if I get a warning each time I boot up the CS that says "Pathgrid for cell (cell name) in (world name) contains 238 intergrid connections"? I also get a few more that follow whit even bigger amounts of intergrid connections.
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Sierra Ritsuka
 
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Post » Fri May 27, 2011 12:55 am

Hello!
This is a very stupid question, but I can't figure how to rotate in other angles appart from x,y, and z. I mean I can't turn objects round, just move them up-down, back-forward, right-left. Can anyone help me? I'm stuck trying to put a Doormarker in the right position so it doesn't face the door xD
Thank you very much!

Liam
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Mel E
 
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Post » Fri May 27, 2011 1:52 am

Just click on the item to highlight it, then hold down the right mouse button while moving the mouse to rotate.

You can also double click the item in the render window, or right click it in the cell object list and choose edit. The rotation options are there as well.
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Sarah Knight
 
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Post » Fri May 27, 2011 9:41 am

Just click on the item to highlight it, then hold down the right mouse button while moving the mouse to rotate.

You can also double click the item in the render window, or right click it in the cell object list and choose edit. The rotation options are there as well.


Thank you, I was trying all possible keys in the keyboard x)

Thanks again!

Liam
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Megan Stabler
 
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Post » Thu May 26, 2011 7:44 pm

Hey folks. What problem(s) with a .nif file could cause Oblivion to crash the instant the clothes are equipped? Are there many possible problems or is it usually something specific? Apologies if this is a daft question :lol:

I'm pretty new to Nifskope, but have basically been dabbling with various outfits, playing around with making up new things from copy/pasting bits and bobs from others. Has all gone smoothly so far, but this is the first time something I've stuck together has caused a crash in-game. (Oh, I should mention that I have updated all tangent spaces and removed bogus nodes)
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BaNK.RoLL
 
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Post » Fri May 27, 2011 4:34 am

If I disable a load door, will NPCs still be able to use it to teleport?
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OnlyDumazzapplyhere
 
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Post » Fri May 27, 2011 3:11 am

If I disable a load door, will NPCs still be able to use it to teleport?


I'm not 100% sure but i don't think so
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Nicola
 
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Post » Thu May 26, 2011 8:35 pm

I'm not 100% sure but i don't think so

So it seems.

When I leave an interior cell, e.g. a cave, does everything in it freeze until I re-enter?
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jeremey wisor
 
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Post » Thu May 26, 2011 11:00 pm

When I leave an interior cell, e.g. a cave, does everything in it freeze until I re-enter?


i think that depends on whether what inside has 'no low level processing' ticked or not.
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Noraima Vega
 
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Post » Fri May 27, 2011 8:43 am

What intelligence number do you give monsters to prevent them using doors? I can't remember how low you have to set it . . . 20, 25, 40?
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Joey Avelar
 
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Post » Fri May 27, 2011 9:33 am

The limit is 30 - below 30 can't open doors, equal or above 30 they can.
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Emma Pennington
 
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Post » Thu May 26, 2011 8:45 pm

i think that depends on whether what inside has 'no low level processing' ticked or not.

If that's so, how do NPCs with no low level processing follow the player out of an interior cell?
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Chantelle Walker
 
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Post » Fri May 27, 2011 12:16 am

If that's so, how do NPCs with no low level processing follow the player out of an interior cell?

There are several "AI distances", ranging from very high to low. Cells the player has just left usually are in a "medium" mode, which means "no low level" actors are still active.

However once the cell drops to teh "low" distance, they become inactive.
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Karine laverre
 
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Post » Fri May 27, 2011 3:27 am

There are several "AI distances", ranging from very high to low. Cells the player has just left usually are in a "medium" mode, which means "no low level" actors are still active.

However once the cell drops to teh "low" distance, they become inactive.

Thanks.

Can an NPC in an interior the player has just left trigger a trigzone?
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Philip Rua
 
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Post » Thu May 26, 2011 8:29 pm

Can an NPC in an interior the player has just left trigger a trigzone?
I don't know, haven't tested anything like this (and I don't recall anyone else testing this, and reporting the results). I guess not, because at least the "low" distance zone is merely computed, but not really acted out (e.g. NPCs can cross rivers of lava otherwise fatal while in low mode). Simply to save processing power similar methods could have been used for the middle zones. Though, as said, untested, no one knows :blink:.
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carla
 
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Post » Thu May 26, 2011 8:05 pm

I don't know, haven't tested anything like this (and I don't recall anyone else testing this, and reporting the results). I guess not, because at least the "low" distance zone is merely computed, but not really acted out (e.g. NPCs can cross rivers of lava otherwise fatal while in low mode). Simply to save processing power similar methods could have been used for the middle zones. Though, as said, untested, no one knows :blink:.

I'm not seeing it happen, so I believe you're correct.

At the risk of monopolizing the thread, must both the interior and exterior door be active for NPCs to use one of them?

EDIT: To answer myself: no.
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BethanyRhain
 
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Post » Fri May 27, 2011 4:14 am

Still wondering if anyone can help me with or give me a tutorial to make a helmet that fits to beast races and human races.

EDIT:

Another one too. I'm trying to make throwable glass globes filled with poison. I plan to do this by using UV's potion throwing mechanic. But I'd like a way to script that the poison cannot be applied to the weapons or drank. Anyone know a good way to do this?


Retoasting. I'd also like to know; what would happen if the kill command is called on the player from a script effect enchanted weapon being wielded by an NPC?
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Heather beauchamp
 
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Post » Fri May 27, 2011 3:53 am

How does the potion throwing mechanic work? Do you have to equip the potion as a weapon before you can throw it, or does it somehow use the physics engine (a variation of telekinesis maybe?)

As for the other: I'd imagine that the player would die when that part of the script was called. You'd have to be careful about what calls that portion of the script.

This is the only thing I see for helms: http://www.squidoo.com/egmcreation
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Angelina Mayo
 
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