Quick Questions -- Quick Answers, The Thirteenth

Post » Fri May 27, 2011 5:03 am

Use GetMagicEffectBaseCost and spell cost formulas to calculate.


What are the spell cost formulas?
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Rebecca Clare Smith
 
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Post » Fri May 27, 2011 1:53 am

is there a way to drop objects into the render window in such a way thast they have the same physics as they would if the player was droppin them in game from his inventory?? i want to make a huge natural lookin pile of bones without spending uneeded hours adjusting every last bone perfectly.
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Vera Maslar
 
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Post » Thu May 26, 2011 8:00 pm

is there a way to drop objects into the render window in such a way thast they have the same physics as they would if the player was droppin them in game from his inventory?? i want to make a huge natural lookin pile of bones without spending uneeded hours adjusting every last bone perfectly.

No but once they're in the render window and selected you can press the 'havok sim' button on the toolbar (looks like a bouncing red ball with the letters 'HK') to enable physics. That will cause the object to fall naturally.
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stevie trent
 
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Post » Fri May 27, 2011 6:42 am

thankyou scruggsy, thats gonna help a ton!
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Anthony Santillan
 
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Post » Fri May 27, 2011 7:20 am

No but once they're in the render window and selected you can press the 'havok sim' button on the toolbar (looks like a bouncing red ball with the letters 'HK') to enable physics. That will cause the object to fall naturally.


Thanks this was confusing me too
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Naughty not Nice
 
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Post » Thu May 26, 2011 7:56 pm

the havok sim button is turnin out to be very useful...a note on its use tho to the other person who said it was confusing them ...

im noticing that if you are angled from above in any way, and you have an area/dungeon where there are more than 2 levels stacked on top of each other , such as in how a cave might wind downward and wrap back around to underneath the entry point, and u use havok sim on the top level while facing downward, there is a very good chance that if you use click and drag to encircle more than one object at a time to use the havok sim button on , then the layers below your intended area will also get encircled and you might not notice till after the damage is done...
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Stephani Silva
 
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Post » Fri May 27, 2011 9:12 am

I can't navigate around the render window anymore and whener I select an object it rotates when I move the cursor. Have I clicked something I shouldn't have?
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Mrs. Patton
 
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Post » Fri May 27, 2011 10:50 am

Oh wait my X key was jammed. Now I feel stupid
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chinadoll
 
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Post » Fri May 27, 2011 10:45 am

i want to add water to my cave dungeon. but i dont want the water to engulf everything just cuz it is below water level. i want it only in one chamber on one side of the map. both sides of the map however are at the same depth l;evel. how do i do this?
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Roberto Gaeta
 
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Post » Thu May 26, 2011 8:13 pm

i want to add water to my cave dungeon. but i dont want the water to engulf everything just cuz it is below water level. i want it only in one chamber on one side of the map. both sides of the map however are at the same depth l;evel. how do i do this?


You need to download some static water meshes and add them to the CS - they are like fake water blocks, you can place and scale etc. like any other static.

Tried it, I don't get the errors anymore, however I'm getting what seem to be broken meshes. I don't see the majority of the mesh, and what I do see is usually some pink texture or other random thing. I do still get errors from animations on some of them though, since those still aren't loading right.

It's bothering me that I wasn't having this problem before, and now it just randomly decided to stop letting me use the meshes. Sad thing is I probably won't even use them, but I'm OCD so I want to at least get them working, or figure out why they stopped working.


Not sure why or how, but it sounds like it's time to reinstall Ob from the ground up. Make sure you backup your mods and your saves.

With the bunch of FormID's I get by this method, I'd say it would take me even more time by trying to figure out where the Tamriel:WorldSpace changes start and end than by manually re-changing the area the way it was before.
Thanks for the help, but...

Any more ideas?


When you look at the list after click the Details button, don't resort it, and scroll down until you see the first mention of the tamriel worldspace. Toggle on the ignore for it. Everything under it should now be ignored, and will be removed on next save.

In Gecko, it's really easier. Click Split Plugin, choose your esp, and delete everything in the World Spaces tree. That will remove all edits to exterior cells from the plugin.

Make a backup copy either way just in case.
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Daddy Cool!
 
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Post » Thu May 26, 2011 9:45 pm

*quote*** "i want to add water to my cave dungeon. but i dont want the water to engulf everything just cuz it is below water level. i want it only in one chamber on one side of the map. both sides of the map however are at the same depth l;evel. how do i do this?

You need to download some static water meshes and add them to the CS - they are like fake water blocks, you can place and scale etc. like any other static." *end quote**

ok thankyou. do you know where i go to download them and how i do that? also, will i be able to swim in it like regular oblivion water?
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Keeley Stevens
 
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Post » Fri May 27, 2011 4:46 am

http://www.tesnexus.com/downloads/file.php?id=8712

You'll need to extract them into your data folder like most other mods. With your mod open in the CS, create a new static object, and point it to the mesh of your choice.

It will look like water, but you won't be able to swim in it or anything - it's purely a visual effect. If you need to be able to swim in the water, your only option is to raise the water level and work around it.
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xxLindsAffec
 
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Post » Fri May 27, 2011 3:20 am

thanks again

also...im feelin a bit dumb right now cuz ive forgotten how to add stuff to barrels and chests. ive looked at the wiki again and cant find a description of where to click. ive looked carefully all thru the windows that pop up when you click on the object in the editor window, including the base object edit window. cant seem to get it tho. help?
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Danger Mouse
 
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Post » Fri May 27, 2011 1:08 am

thanks again

also...im feelin a bit dumb right now cuz ive forgotten how to add stuff to barrels and chests. ive looked at the wiki again and cant find a description of where to click. ive looked carefully all thru the windows that pop up when you click on the object in the editor window, including the base object edit window. cant seem to get it tho. help?


When you edit the base on a container, just drag and drop items from the object list. :)
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yermom
 
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Post » Fri May 27, 2011 12:12 pm

Is there any way to resize objects through different axis, aka. just making it longer rather than resizing the entire thing?
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Brooke Turner
 
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Post » Thu May 26, 2011 11:27 pm

How do I get Centre Alignment when using MessageBoxEx and the %r format? It seems to be giving me Left Alignment after the first line at the moment.
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Matt Gammond
 
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Post » Thu May 26, 2011 10:06 pm

How do I get Centre Alignment when using MessageBoxEx and the %r format? It seems to be giving me Left Alignment after the first line at the moment.

I looked around a bit and it seems the only command for alignment is %- which left aligns the text. I know the buttons center themselves maybe you could use buttons...
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Celestine Stardust
 
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Post » Fri May 27, 2011 12:49 am

Hello, got two questions for all you out there willing to help..

Well, the first one is that this is my first time trying to use a modder's resource. I've got a bow, I've placed the n_dds. and dds. files to the Textures/Weapons/MyMod and I've brought the .nif file to the meshes/Weapons/MyMod. In the editor and in game, the bow appears pink.. I believe this is a common error I'm unable to fix.. =\

Second.. I've got a quest, where a person is supposed to "dissappear" and I've got an AI package for the wood elf to do so, once the quest enters stage 20, the wood elf is supposed to travel to an xmarker in the Merchants Inn of the Imperial City.. Not much for dissappearing, unless you can remove an actor by script, that'd be better.

Thanks for all the help!
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Prohibited
 
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Post » Fri May 27, 2011 11:22 am

Hello, got two questions for all you out there willing to help..

Well, the first one is that this is my first time trying to use a modder's resource. I've got a bow, I've placed the n_dds. and dds. files to the Textures/Weapons/MyMod and I've brought the .nif file to the meshes/Weapons/MyMod. In the editor and in game, the bow appears pink.. I believe this is a common error I'm unable to fix.. =\

Second.. I've got a quest, where a person is supposed to "dissappear" and I've got an AI package for the wood elf to do so, once the quest enters stage 20, the wood elf is supposed to travel to an xmarker in the Merchants Inn of the Imperial City.. Not much for dissappearing, unless you can remove an actor by script, that'd be better.

Thanks for all the help!


For you first question I get that also in the CS for edited textures, the stuff works in-game so I don't really mind it.

For your quest you can always just disable the NPC. Just put [NPCref].disable in the result script of stage 20 and he'll magically disappear :obliviongate:
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Gill Mackin
 
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Post » Thu May 26, 2011 9:30 pm

Thanks for this thread. :)

I have a companion that can't sneak, figured adding a lesser power of invisibility which activated on my PC entering Sneak position. is there a quick clean script that I could add too my companion esp?


Thanks for any tips. :)

frosty10001 pink means the texture and yellow is the mesh not finding the correct path. If you can't find/fix the path you can export the textures and add them manually your /data directory like other mods.
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Jose ordaz
 
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Post » Thu May 26, 2011 11:43 pm

I have a simple question..

Is there a bone limit for creatures in oblivion?

I'm trying to make a new creature and I can't get it to show up in the construction set, but when I do a quick simple skeleton (just adding 3 bones), I've got it to show up. I don't know I made a mistake along the line of making the complex skeleton or if Oblivion doesn't support having a lot of bones on a creature (I'm using blender to make the creature, and my complex skeleton has about 70 bones).
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Yama Pi
 
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Post » Fri May 27, 2011 10:22 am

Yes, there is a bone limit. I don't know any specifics, but I do know a limit exists.
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Jason White
 
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Post » Thu May 26, 2011 7:47 pm

Yes, there is a bone limit. I don't know any specifics, but I do know a limit exists.


Shoot.. ok thanks. Would you happen to know if I partition the mesh into like 5 pieces if that would do anything? Or is the bone limit on the skeleton itself?
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Ridhwan Hemsome
 
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Post » Fri May 27, 2011 9:49 am

When you look at the list after click the Details button, don't resort it, and scroll down until you see the first mention of the tamriel worldspace. Toggle on the ignore for it. Everything under it should now be ignored, and will be removed on next save.

In Gecko, it's really easier. Click Split Plugin, choose your esp, and delete everything in the World Spaces tree. That will remove all edits to exterior cells from the plugin.

Make a backup copy either way just in case.

Thank you very much. :)
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Haley Cooper
 
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Post » Fri May 27, 2011 4:35 am

Shoot.. ok thanks. Would you happen to know if I partition the mesh into like 5 pieces if that would do anything? Or is the bone limit on the skeleton itself?

I have no idea. I wouldn't even try to put bones in something other than the skeleton and attempt to animate them.

But you can always try. :)
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CYCO JO-NATE
 
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