Quick Questions -- Quick Answers, The Sixteenth

Post » Thu May 26, 2011 9:50 pm

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?)
UV uses math to calculate the travel parabola and setPos to simulate movement.
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Laura Hicks
 
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Post » Fri May 27, 2011 5:33 am

Yes, but do you equip the potion as a weapon, or do you pull it out of your inventory and toss it with the grab key? Is there a hotkey that activates it?

If it's equipped as a weapon, then he may be able to use OBSE to make sure that the globes can only be clicked on, not held down in order to drop them on a weapon. If they are a weapon, then they also can't be drunk as a potion, I'd imagine.
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Stay-C
 
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Post » Fri May 27, 2011 7:16 am

Yes, but do you equip the potion as a weapon, or do you pull it out of your inventory and toss it with the grab key? Is there a hotkey that activates it?

If it's equipped as a weapon, then he may be able to use OBSE to make sure that the globes can only be clicked on, not held down in order to drop them on a weapon. If they are a weapon, then they also can't be drunk as a potion, I'd imagine.


The reason I didn't make them a weapon is because a) I don't want to have to make a glass ball fit into the hand without looking wonky and b ) I don't want people smashing them right in their faces. But as fair as I know UV doesn't actually make the misc item throwing "equip" the item. So maybe I could make onequip script that cancels the poisoning?
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Claire Vaux
 
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Post » Fri May 27, 2011 12:07 am

Are you making an adaptation of the potion throwing mechanic, or do you plan on using the other mod to enable your globes to be thrown?

I'm not sure why they have to be actual potions in order to work.

An OnEquip script with a simple Return statement may be all you need, though.
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saharen beauty
 
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Post » Fri May 27, 2011 5:48 am

I want to make some activators based on armor/items that can not be moved.

What is the easiest way to do this? Do I need to remove the havok information from the nif (and how do I do that in nifscope)?

-dan
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Christina Trayler
 
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Post » Fri May 27, 2011 11:05 am

Okay, I've been gone for a while, but on the plus side my Nifskope and I came to an understanding, and now I'm retexturing crap like a madwoman. My new little mod is coming along rather well and I've almost got all the physical architecture and stuff built. I've figured out how to make secret doors work and set the pathgrids and use the landscape editor and all that good stuff, and my next step will be making all the people, and then I'll probably be relying on this forum pretty heavily as I've never made a quest or written quest dialogue before and I don't even think I've ever even gotten a horse GoHome package to work right, much less the eight different ones I'll need for this mod where they'll stay at a city up until a quest stage and then their riders will ride them back to their new paddock. Heck, I think I'm doing pretty good with making daily schedules for people. My quest will be kinda complicated, as it's sort of a law-enforcement faction and I want to use existing crime-related quests (like The Sirens' Deception in Anvil or that thing with Jorundr in Bruma) as the 'accomplishment' ladder and then piggyback the faction quest off that.

For now... is there any way to remove groundpainting? As in, I delete a boulder but the painted-on 'shadow' is still there, is there any way to make that go away?
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Vivien
 
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Post » Thu May 26, 2011 9:23 pm

I want to make some activators based on armor/items that can not be moved.
What is the easiest way to do this? Do I need to remove the havok information from the nif (and how do I do that in nifscope)?
-dan


Its fairly simple to do. Open the item up in nifscope, switch on the View, Block Details option in the Menu. Then highlight the bhkRigidBody section in the Block list. Then under Block details find Inertia and change all those values to 0, and Mass to 0 as well. That will remove all havok.
Then you can use this altered mesh as a container item or an activator or just an immovable static, whichever suits your purpose.
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Maeva
 
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Post » Fri May 27, 2011 7:15 am

For now... is there any way to remove groundpainting? As in, I delete a boulder but the painted-on 'shadow' is still there, is there any way to make that go away?


You can do that in the Landscape editor. After you open that up, there is a little tick box at the bottom to switch on Vertex shading. Once that's checked you can paint the ground with colours for shading using your left mouse button, or erase any vertex shading using the right mouse button.
If you want to add any shadows yourself deep blues and darks greys look best.
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SaVino GοΜ
 
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Post » Fri May 27, 2011 4:13 am

You can do that in the Landscape editor. After you open that up, there is a little tick box at the bottom to switch on Vertex shading. Once that's checked you can paint the ground with colours for shading using your left mouse button, or erase any vertex shading using the right mouse button.
If you want to add any shadows yourself deep blues and darks greys look best.


But what about removing the shadow? I know the left button does the ground height and the right button paints the ground, but what if I don't want a shadow to be there? Do I just need to experiment with different shades and opacities until it doesn't look hideous? That may be a bit of a problem considering that this shadow crosses a cobblestone path I put in.
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Channing
 
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Post » Fri May 27, 2011 6:56 am

But what about removing the shadow? I know the left button does the ground height and the right button paints the ground, but what if I don't want a shadow to be there? Do I just need to experiment with different shades and opacities until it doesn't look hideous? That may be a bit of a problem considering that this shadow crosses a cobblestone path I put in.


If you look at the Landscape Editor, there is a small check box at the bottom labelled Edit Colors.

Tick that and the left mouse button will switch from altering ground height to painting color, and right button from texture paint to erase vertex shading.

Those two colour swab at the bottom affect the colors of the shading. The second swab is preset to white so it works as an eraser.
The first swab you use to pick a colour when you want to paint colors.
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Heather beauchamp
 
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Post » Fri May 27, 2011 4:15 am

Its fairly simple to do. Open the item up in nifscope, switch on the View, Block Details option in the Menu. Then highlight the bhkRigidBody section in the Block list. Then under Block details find Inertia and change all those values to 0, and Mass to 0 as well. That will remove all havok.
Then you can use this altered mesh as a container item or an activator or just an immovable static, whichever suits your purpose.


Thanks for the help!!!

-dan
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April
 
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Post » Thu May 26, 2011 10:44 pm

I am finely going to learn how to use the CS but I have a question before I start.
How do i run two data files in Oblivion? What I want to do is use a data file I have with only GOTY installed and not my heavily modded game that I play. If I just rename the data file I have in the Oblivion folder and put in my GOTY data file will the CS read from both of the data files or just the one named data. I really don't want to stuff up the game I'm playing.
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JERMAINE VIDAURRI
 
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Post » Fri May 27, 2011 1:57 am

When you run the CS, you're gonna have the Master files (like Oblivion.esm), and the Plugin files (AwesomeArmorIDownloaded.esp). However, you can only have one file active TO MODIFY at a time; you can have as many 'resource mods' open as you want. If you wanted to make a new mod but wanted to use some existing files from your modded game, you'd tick the boxes for Oblivion.esm and AwesomeArmorIDownloaded.esp but don't set any of them as active. It'll ask if you want to set an active, hit no, wait for everything to load. First thing you do is, say, go to the Armor section and find one armor you like, and change the name on the left to something you'll remember easily--aaaAwesomeCuirass, for example (and if it asks you if you want to create a new item, FOR THE LOVE OF WHATEVER YOU BELIEVE IN, HIT YES). Then save the mod under your own filename. And to place it in the game world, find where you want to put it in the render window, find the armor in the items menu, drag the item from the menu into the render window, and viola.
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dav
 
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Post » Thu May 26, 2011 7:44 pm

Thank you for that information I'm keeping a file of all the tips I get, but I'm still wondering if it is possible to rename my current data file and put in one to work with in the CS?
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lisa nuttall
 
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Post » Thu May 26, 2011 11:14 pm

How important is the load order
right now mine is
Oblivion.esmMidas Spells.espUnkillable Master Trainers.esp (one i made that i just clicked essential for all of them)My House (a house i made that has 1 cell and adds a teleporter to the arcane University)


I will be installing SI and the unofficial patch as well as the Unofficial Oblivion Patch soon and i was wondering if the load order really matters that much
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Mrs shelly Sugarplum
 
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Post » Fri May 27, 2011 6:20 am

How important is the load order
right now mine is
Oblivion.esmMidas Spells.espUnkillable Master Trainers.esp (one i made that i just clicked essential for all of them)My House (a house i made that has 1 cell and adds a teleporter to the arcane University)


I will be installing SI and the unofficial patch as well as the Unofficial Oblivion Patch soon and i was wondering if the load order really matters that much


Unless one mod affects another or two mods affect the same thing, then no, then it really doesn't matter all that much (unless it's Knights of the Nine--I've been out of the loop for a while, did they ever make a bugfix for that glitch?). For example, I've got two mods that modify the character appearance: Slof's Better Beasts, which gives claws and back-spines to Argonians, and claws and whiskers to Khajiiti, and Sheepherder's Vampirism, which makes it where becoming a vampire doesn't change your character's appearance. Since both of them modify the original (base) appearance, then whichever order they're loaded in does make a difference; last-loaded gets the preference. If I load Sheepherder's first, then its data gets skewed by the Better Beasts coming after it, and I end up with a pink Argonian that still has claws and back-spines. But if I load Sheepherder's last, then my character is modded to have the claws and back-spines, and then Sheepherder's makes sure that he stays pitch-black and doesn't get those goofy-looking vampire eyes.
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Ross
 
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Post » Thu May 26, 2011 11:32 pm

Why do Gate to Oblivion only work in the Tamriel World Space?
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Tarka
 
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Post » Fri May 27, 2011 5:04 am

Hopefully a quick question, why do my Water in different heigts (changed in cell editor) not appear when i generated the Distant Land
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helliehexx
 
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Post » Fri May 27, 2011 12:02 pm

How do you add spells to merchants? My stupid merchant won't sell them.
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Christine
 
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Post » Fri May 27, 2011 3:29 am

add them to his spell list :D hehe
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sophie
 
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Post » Fri May 27, 2011 5:48 am

add them to his spell list :D hehe


I did. I open the buy spell menu and it's empty. I gave him 100 destruction, and it's empty. With that he is abl;e to use all the destruction spells.

Would it matter if I'm trying to add greater powers to sell? Or will I have to make tomes for those?

Also: What has to be done with script effect enchants on weapons? For some reason mine won't work at all, like at all. I've made one before that is almost the exact same as this only this time it throws the victim away and .kills them.
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Matthew Aaron Evans
 
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Post » Fri May 27, 2011 4:13 am

I've run into a weird little thing that is confusing me.

In the following script I am using OBSE to swap model paths on some items. For some reason, the model is updating in the items information, but not in the world (having the script or Form Finder report the model path gives the correct information, but the model in the world doesn't change).

If I disable and re-enable it in the console, then it updates correctly.

For some of the items if I use the script to disable it on one activation, and re-enable the second time through it works.

But it doesn't seem to work if I disable and re-enable it in one run through of the script. I added a timer loop before the re-enabling, but even setting that to 10000 doesn't seem to make it work.

Any ideas, or am I missing something obvious here?

ScriptName jawArmorStandTestScriptshort timershort genesisshort refreshshort InvPosshort overrideshort althelmshort menushort buttonshort switchshort switch1short switch2short switch3short switch4short switch5float rotfloat xposfloat yposfloat zposfloat zpos1float zpos2float zpos3float zpos4float zpos5float zpos6ref sInvObjref pInvObjref meref jawArmorStandCuirassRefref jawArmorStandGauntletsRefref jawArmorStandGreavesRefref jawArmorStandHelmRefref jawArmorStandBootsRefref jawArmorStandCuirassCloneref jawArmorStandGauntletsCloneref jawArmorStandGreavesCloneref jawArmorStandHelmCloneref jawArmorStandBootsCloneref cuirass1ref gauntlets1ref greaves1ref helm1ref boots1string_var jawArmorStandCuirassPathstring_var jawArmorStandGauntletsPathstring_var jawArmorStandGreavesPathstring_var jawArmorStandHelmPathstring_var jawArmorStandBootsPathstring_var jawArmorStandCuirassPathFstring_var jawArmorStandGauntletsPathFstring_var jawArmorStandGreavesPathFstring_var jawArmorStandHelmPathFstring_var jawArmorStandBootsPathFBegin OnLoadIf Genesis == 0	printc "genesis at 0, setting up for first time"	set me to getself	printc "me set to getself"	set jawArmorStandCuirassClone to CloneForm SteelCuirass	set jawArmorStandCuirassRef to placeatme jawArmorStandCuirassClone	set jawArmorStandBootsClone to CloneForm SteelBoots	set jawArmorStandBootsRef to placeatme jawArmorStandBootsClone	set jawArmorStandGauntletsClone to CloneForm SteelGauntlets	set jawArmorStandGauntletsRef to placeatme jawArmorStandGauntletsClone	set jawArmorStandGreavesClone to CloneForm SteelGreaves	set jawArmorStandGreavesRef to placeatme jawArmorStandGreavesClone	set jawArmorStandHelmClone to CloneForm SteelHelmet	set jawArmorStandHelmRef to placeatme jawArmorStandHelmClone	printc "objects created"	setangle x 0	setangle y 0	jawArmorStandCuirassRef.setangle x 0	jawArmorStandCuirassRef.setangle y 0	jawArmorStandBootsRef.setangle x 0	jawArmorStandBootsRef.setangle y 0	jawArmorStandGauntletsRef.setangle x 0	jawArmorStandGauntletsRef.setangle y 0	jawArmorStandGreavesRef.setangle x 0	jawArmorStandGreavesRef.setangle y 0	jawArmorStandHelmRef.setangle x 0	jawArmorStandHelmRef.setangle y 0	printc "everything straightened"	set xpos to getpos x	set ypos to getpos y	set zpos to getpos z	set rot to getangle z	set zpos1 to (getpos z - 57.8699)	set zpos2 to (getpos z - 60.563)	set zpos3 to (getpos z - 60.974)	set zpos4 to (getpos z - 58.2808)	set zpos5 to (getpos z + 55.8759)	set zpos6 to (getpos z - 53)	printc "positioning variables all set"	set Genesis to 1	set refresh to 1	printc "Everything set for beginning, genesis 1, refresh 1"EndIfEnd	Begin OnActivateif isActionRef player == 1	if me.getnumitems == 0		set xpos to getpos x		set ypos to getpos y		set zpos to getpos z		setangle x 0		setangle y 0		set rot to getangle z		set zpos1 to (getpos z - 57.8699)		set zpos2 to (getpos z - 60.563)		set zpos3 to (getpos z - 60.974)		set zpos4 to (getpos z - 58.2808)		set zpos5 to (getpos z + 55.8759)		set zpos6 to (getpos z - 53)		set refresh to 1		printc "empty. position info reset"		if player.issneaking == 1			printc "activated sneaking and empty. This will pick up the item"		else			set refresh to 1			printc "activated empty. Normal opening. Refresh set to 1"			Activate		endif	else		if player.issneaking == 1			printc "activated full sneaking. Menu triggered"			set menu to -1		else			set refresh to 1			printc "activated full normal. Open normally. Refresh set to 1"			Activate		Endif	Endif	Else			Activate	printc "activated by someone other than the player"EndIfEndBegin Menumode 1008if GetContainerMenuView == 1	enablecontrol 4	set sInvObj to GetActiveMenuSelection	if getobjecttype sInvObj >= 19 && getobjecttype sInvObj <= 43		if isarmor sInvObj == 0 && isweapon sInvObj == 0			disablecontrol 4		elseif GetEquipmentSlot sInvObj == 0 || GetEquipmentSlot sInvObj == 1			if helm1 != 0				If getitemcount helm1 > 0					disablecontrol 4				endif				else				enablecontrol 4			endif		elseif GetEquipmentSlot sInvObj == 2			if cuirass1 != 0				If getitemcount cuirass1 > 0					disablecontrol 4				endif				else				enablecontrol 4			endif		elseif GetEquipmentSlot sInvObj == 5			if boots1 != 0				If getitemcount boots1 > 0					disablecontrol 4				endif			else				enablecontrol 4			endif		elseif GetEquipmentSlot sInvObj == 4			if gauntlets1 != 0				If getitemcount gauntlets1 > 0					disablecontrol 4				endif				else				enablecontrol 4			endif		elseif GetEquipmentSlot sInvObj == 3			if greaves1 != 0				If getitemcount greaves1 > 0					disablecontrol 4				endif				else				enablecontrol 4			endif		else			enablecontrol 4		endif	else		enablecontrol 4	endifendif	set InvPos to me.GetNumItemsLabel 0if InvPos > 0	set InvPos to (InvPos - 1)	set pInvObj to (me.GetInventoryObject InvPos)	if GetEquipmentSlot pInvObj == 0 || GetEquipmentSlot pInvObj == 1		printc "helm found"		set helm1 to pInvObj		set jawArmorStandHelmPath to GetBipedModelPath 0 pInvObj		set jawArmorStandHelmPathF to GetBipedModelPath 1 pInvObj		set switch4 to 1	elseif GetEquipmentSlot pInvObj == 2		printc "cuirass found"		set cuirass1 to pInvObj		set switch to 1		set jawArmorStandCuirassPath to GetBipedModelPath 0 pInvObj		set jawArmorStandCuirassPathF to GetBipedModelPath 1 pInvObj	elseif GetEquipmentSlot pInvObj == 3		printc "greaves found"		set greaves1 to pInvObj		set switch3 to 1		set jawArmorStandGreavesPath to GetBipedModelPath 0 pInvObj		set jawArmorStandGreavesPathF to GetBipedModelPath 1 pInvObj	elseif GetEquipmentSlot pInvObj == 4		printc "gauntlets found"		set gauntlets1 to pInvObj		set switch2 to 1		set jawArmorStandGauntletsPath to GetBipedModelPath 0 pInvObj		set jawArmorStandGauntletsPathF to GetBipedModelPath 1 pInvObj	elseif GetEquipmentSlot pInvObj == 5		printc "boots found"		set boots1 to pInvObj		set switch1 to 1		set jawArmorStandBootsPath to GetBipedModelPath 0 pInvObj		set jawArmorStandBootsPathF to GetBipedModelPath 1 pInvObj	endif	Goto 0endifif helm1 != 0	If getitemcount helm1 == 0		printc "helm removed switch4 set to 0"		set switch4 to 0	endifendif	if cuirass1 != 0	If getitemcount cuirass1 == 0		printc "cuirass removed switch set to 0"		set switch to 0	endifendif	if boots1 != 0	If getitemcount boots1 == 0		printc "boots removed switch1 set to 0"		set switch1 to 0	endifendif		if gauntlets1 != 0	If getitemcount gauntlets1 == 0		printc "gauntlets removed switch2 set to 0"		set switch2 to 0	endifendif	if greaves1 != 0	If getitemcount greaves1 == 0		printc "greaves removed switch3 set to 0"		set switch3 to 0	endifendif	EndBegin GameMode;--Menu choice handlingset button to getButtonPressedif menu < 0;--First pass -- fall through to display section.	set menu to -menuelseif button < 0	if refresh == 1		if me.getnumitems == 0			me.setmodelpath "jawArmorStand\jawArmorStandMoveableTest.nif"			printc "empty, refresh 1, modelpath set moveable"			me.disable		Else			me.setmodelpath "jawArmorStand\jawArmorStandTest.nif"			printc "full, refresh 1, modelpath set static"			me.disable		endif		if Genesis == 1			jawArmorStandCuirassRef.disable			jawArmorStandBootsRef.disable			jawArmorStandGauntletsRef.disable			jawArmorStandGreavesRef.disable			jawArmorStandHelmRef.disable			printc "refresh 1, genesis 1, disable all items, refresh set to 0"			set refresh to 0		endif	elseif refresh == 2		jawArmorStandHelmRef.disable		printc "refresh 2, genesis 1, disable helm, refresh set to 0"		set refresh to 0	endif		if switch == 1		printc "refresh 1, switch 1, cuirass path should be set"		if override == 0			jawArmorStandCuirassRef.SetMaleGroundPath $jawArmorStandCuirassPath			jawArmorStandCuirassRef.SetFemaleGroundPath $jawArmorStandCuirassPathF			printc "override 0, cuirass male to male"		else			jawArmorStandCuirassRef.SetMaleGroundPath $jawArmorStandCuirassPathF			jawArmorStandCuirassRef.SetFemaleGroundPath $jawArmorStandCuirassPath			printc "override 1, cuirass male to female"		endif		jawArmorStandCuirassRef.setpos x xpos		jawArmorStandCuirassRef.setpos y ypos		jawArmorStandCuirassRef.setpos z zpos1		jawArmorStandCuirassRef.setangle z rot		jawArmorStandCuirassRef.enable		printc "jAS:CuirassPath Enable - %z", jawArmorStandCuirassPath		printc "jAS:CuirassPathF Enable - %z", jawArmorStandCuirassPathF		set switch to 0		printc "cuirass position set, enabled, switch set to 0"	endif	if switch1 == 1		if override == 0			jawArmorStandBootsRef.SetMaleGroundPath $jawArmorStandBootsPath			jawArmorStandBootsRef.SetFemaleGroundPath $jawArmorStandBootsPathF		else			jawArmorStandBootsRef.SetMaleGroundPath $jawArmorStandBootsPathF			jawArmorStandBootsRef.SetFemaleGroundPath $jawArmorStandBootsPath		endif		jawArmorStandBootsRef.setpos x xpos		jawArmorStandBootsRef.setpos y ypos		jawArmorStandBootsRef.setpos z zpos3		jawArmorStandBootsRef.setangle z rot		jawArmorStandBootsRef.enable		printc "jAS:BootsPath Enable - %z", jawArmorStandBootsPath		printc "jAS:BootsPathF Enable - %z", jawArmorStandBootsPathF		set switch1 to 0	endif	if switch2 == 1		if override == 0			jawArmorStandGauntletsRef.SetMaleGroundPath $jawArmorStandGauntletsPath			jawArmorStandGauntletsRef.SetFemaleGroundPath $jawArmorStandGauntletsPathF		else			jawArmorStandGauntletsRef.SetMaleGroundPath $jawArmorStandGauntletsPathF			jawArmorStandGauntletsRef.SetFemaleGroundPath $jawArmorStandGauntletsPath		endif		jawArmorStandGauntletsRef.setpos x xpos		jawArmorStandGauntletsRef.setpos y ypos		jawArmorStandGauntletsRef.setpos z zpos4		jawArmorStandGauntletsRef.setangle z rot		jawArmorStandGauntletsRef.enable		printc "jAS:GauntletsPath Enable - %z", jawArmorStandGauntletsPath		printc "jAS:GauntletsPathF Enable - %z", jawArmorStandGauntletsPathF		set switch2 to 0	endif	if switch3 == 1		if override == 0			jawArmorStandGreavesRef.SetMaleGroundPath $jawArmorStandGreavesPath			jawArmorStandGreavesRef.SetFemaleGroundPath $jawArmorStandGreavesPathF		else			jawArmorStandGreavesRef.SetMaleGroundPath $jawArmorStandGauntletsPathF			jawArmorStandGreavesRef.SetFemaleGroundPath $jawArmorStandGauntletsPath		endif		jawArmorStandGreavesRef.setpos x xpos		jawArmorStandGreavesRef.setpos y ypos		jawArmorStandGreavesRef.setpos z zpos2		jawArmorStandGreavesRef.setangle z rot		jawArmorStandGreavesRef.enable		printc "jAS:GreavesPath Enable - %z", jawArmorStandGreavesPath		printc "jAS:GreavesPathF Enable - %z", jawArmorStandGreavesPathF		set switch3 to 0	endif	if switch4 == 1		if override == 0			jawArmorStandHelmRef.SetMaleGroundPath $jawArmorStandHelmPath			jawArmorStandHelmRef.SetFemaleGroundPath $jawArmorStandHelmPath		else			jawArmorStandHelmRef.SetMaleGroundPath $jawArmorStandGauntletsPathF			jawArmorStandHelmRef.SetFemaleGroundPath $jawArmorStandGauntletsPath		endif		if althelm == 0			jawArmorStandHelmRef.setpos x xpos			jawArmorStandHelmRef.setpos y ypos			jawArmorStandHelmRef.setpos z zpos5			jawArmorStandHelmRef.setangle z rot		elseif althelm == 1			jawArmorStandHelmRef.setpos x xpos			jawArmorStandHelmRef.setpos y ypos			jawArmorStandHelmRef.setpos z zpos6			jawArmorStandHelmRef.setangle z rot		endif		jawArmorStandHelmRef.enable		printc "jAS:HelmPath Enable - %z", jawArmorStandHelmPath		printc "jAS:HelmPathF Enable - %z", jawArmorStandHelmPathF		set switch4 to 0	endif	if me.getdisabled == 1		printc "refresh 1, stand disabled, timer beginning"		set timer to 10000		Label 1		if timer > 0			set timer to (timer - 1)			goto 1		else				me.enable			printc "I should be enabling now"		endif		endif	returnelseif menu == 1;--Main menu choices	if button == 0		set override to (override == 0)		set switch to 1		set switch1 to 1		set switch2 to 1		set switch3 to 1		set switch4 to 1		set refresh to 1		printc "override set to %0.f, refresh set to 1, all switches set to 1", override	elseif button == 1		set althelm to (althelm == 0)		set switch4 to 1		set refresh to 2		message "althelm set to %0.f, switch4 set to 1, refresh set to 2", althelm	else		set menu to 100	endifendif;--Menu displayif menu == 1;--Main menu	messageBox "Armor Stand Options" "Toggle Armor Gender" "Toggle Helm Alternate Position" "Done"elseif menu == 100;--Terminate.	set menu to 0endif	End

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FLYBOYLEAK
 
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Post » Thu May 26, 2011 9:19 pm

Been modding for a while, but never quite got this:

In factions, "Special Combat" & "Evil" flags. What do they actually do?
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Sunnii Bebiieh
 
Posts: 3454
Joined: Wed Apr 11, 2007 7:57 pm

Post » Fri May 27, 2011 5:17 am

Been modding for a while, but never quite got this:

In factions, "Special Combat" & "Evil" flags. What do they actually do?
Evil means you can kill them, rob them, murder them, pillage their homes and burn their crops without committing a crime.

Special Combat means that Guards and other NPCs won't interfere if you're fighting a "special combat" flagged NPC. Won't help them, won't help you.
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James Shaw
 
Posts: 3399
Joined: Sun Jul 08, 2007 11:23 pm

Post » Fri May 27, 2011 4:37 am

I did. I open the buy spell menu and it's empty. I gave him 100 destruction, and it's empty. With that he is abl;e to use all the destruction spells.

Would it matter if I'm trying to add greater powers to sell? Or will I have to make tomes for those?

Also: What has to be done with script effect enchants on weapons? For some reason mine won't work at all, like at all. I've made one before that is almost the exact same as this only this time it throws the victim away and .kills them.


Dunno about the script effects, but as far as spells go, you need to open up his Spells tab (not his stats, his spells) and click-drag the spells you want onto his list. Having a 100 in Destruction is nice, but it doesn't really mean anything if he has no spells to use, or sell.
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Red Sauce
 
Posts: 3431
Joined: Fri Aug 04, 2006 1:35 pm

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