Quick Questions -- Quick Answers, The Twentieth

Post » Sun Sep 20, 2009 10:49 am

Try increasing 35 to 50. Also, are you taking into account all the weapon hit sounds that can be played (in your situation, at least) ?
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roxxii lenaghan
 
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Post » Sun Sep 20, 2009 5:51 am

Changing to 50 didn't change much.

Well, I copied the sounds.bsa over to another folder and extracted it and in the sound\fx\wpn\weaponhit\bladeflesh directory there are three files named wpn_hit_bladeflesh_01 - 03, but in the CS I only found 2 that applied to this test. My character is completely unarmored and the NPC hitting me is using an unenchanted blade, so I assume the only sounds that should be playing when I get hit are the two currently in the script. The rest do not have flesh in the name nor sound anything like what I hear when I am being hit.

As for mods, deadly reflex is the only one that adds sounds during combat, but those are only the killing blows.

Ok, out of curiosity I decided to bring up my stopwatch on my phone and hit lap each time the messagebox popped up to see if there was any sort of pattern, and the results were kind of interesting. Well, I found it interesting anyway...no idea if it's actually relevant but here is what I got.

1 Hawkhaven guard hitting me with his silver longsword, each time the message box came up I closed it and hit lap at the same time.

0:09:50
0:19:28
0:24:24
0:34:37
0:44:35
0:49:31
0:54:27
1:04:19
1:14:18
1:24:17
1:29:20
2:09:55 - the guard decided it was a more logical idea to swing his sword 5 feet away from me during that time, but that still didn't break the chain
2:24:15
2:34:21
2:39:17
2:54:26
2:59:29

Like I said, no idea if this is relevant, but I found it interesting nonetheless.
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Baby K(:
 
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Post » Sun Sep 20, 2009 3:19 pm

I wasn't comfortable starting a whole new thread for this, and people seem to be asking NifSkope questions here, so I thought I'd ask here. My NifSkope won't work, plain and simple. When I try to open a .nif, nothing happens. When I try to start the program itself, nothing happens. The cursor changes to the activity icon for several seconds, and then... nothing. Is this a common issue at all? I'm running Windows 7 x64.
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GPMG
 
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Post » Sun Sep 20, 2009 11:35 am

No idea if this will help or not, but did a quick search and found this: http://www.windows7download.com/win7-nifskope/tsgrgaux.html

Don't know if there is a difference in version, but worth a shot if you don't already have it.
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c.o.s.m.o
 
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Post » Sun Sep 20, 2009 8:44 am

Use the OBSE functions http://cs.elderscrolls.com/constwiki/index.php/AddItemNS and http://cs.elderscrolls.com/constwiki/index.php/RemoveItemNS. A workaround used before these functions were available was printing an empty message twice before adding a lot of items. That and other techniques are explained here: http://cs.elderscrolls.com/constwiki/index.php/Message_Spam.


Thank you Qazaaq, that's exactly what I was looking for :). I didn't know about that link, very useful information.
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Bambi
 
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Post » Sun Sep 20, 2009 12:30 pm

Im currently working on one mod and i have it divided between six ESPs, how can i merge them to just one ESP?
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Causon-Chambers
 
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Post » Sun Sep 20, 2009 3:36 am

Use Tes4Gecko.
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Robert Devlin
 
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Post » Sun Sep 20, 2009 4:27 am

Wow, thanks for fast reply!
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meghan lock
 
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Post » Sun Sep 20, 2009 12:25 pm

No idea if this will help or not, but did a quick search and found this: http://www.windows7download.com/win7-nifskope/tsgrgaux.html

Don't know if there is a difference in version, but worth a shot if you don't already have it.


That's what I've been using... I looked at the readme, and it says "if NifSkope doesn't start at all, check your firewall." Apparently, NifSkope uses the network to talk to itself. But it doesn't give any information on what to check the firewall FOR... I have no idea what I'm supposed to do with it. Any ideas?
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Laura-Lee Gerwing
 
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Post » Sat Sep 19, 2009 11:53 pm

Use Tes4Gecko.


I have a question in regards to using TES4Gecko. I have successfully merged esps together but I have realized that to load information from a BSA, the esp and BSA need to have the same file name. However I merged a few too many files with BSA's and can only change one BSA to match the esp name. Is there any way to merge multiple BSA's together?
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Schel[Anne]FTL
 
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Post » Sun Sep 20, 2009 2:18 pm

I have a question in regards to using TES4Gecko. I have successfully merged esps together but I have realized that to load information from a BSA, the esp and BSA need to have the same file name. However I merged a few too many files with BSA's and can only change one BSA to match the esp name. Is there any way to merge multiple BSA's together?

This is just an educated assumption, I have nothing to back it up, but could you not try unpacking all relavent BSAs and create 1 new, larger, BSA from all of the extracted data?
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Honey Suckle
 
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Post » Sun Sep 20, 2009 11:21 am

This is just an educated assumption, I have nothing to back it up, but could you not try unpacking all relavent BSAs and create 1 new, larger, BSA from all of the extracted data?

Oh I didn't even think of that xD. How do I go about creating a BSA file? : )

Edit: Nevermind I have it figured out, but thanks for the quick help :D.
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Charles Weber
 
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Post » Sun Sep 20, 2009 5:08 am

That's what I've been using... I looked at the readme, and it says "if NifSkope doesn't start at all, check your firewall." Apparently, NifSkope uses the network to talk to itself. But it doesn't give any information on what to check the firewall FOR... I have no idea what I'm supposed to do with it. Any ideas?


My guess would be to just disable it altogether and see if that fixes your NifSkope problem. If so, then your firewall should have some way to allow certain programs to access the network.
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Lucky Girl
 
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Post » Sun Sep 20, 2009 1:20 am

Why won't the door Ungrdltraphingedoor (0001C69A) open in game? It has the door icon when hovering over it, but activating it does nothing. Does it require a script in it's 'usual' form? Where is it actually used in vanilla, I've not been able to find it, though I've definitely seen it before!
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Janine Rose
 
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Post » Sun Sep 20, 2009 2:05 pm

I tried to move some vanilla activators (along with associated building and surrounding objects) from cell X in Tamriel worldspace to cell Y which is an adjacent cell also located in Tamriel worldspace, because I plan to edit cell X. However, for unknown reasons, whenever I visited cell X those activators which are supposed to be in cell Y returned to their "original" position in cell X. I tried to use PositionWorld to move one of the activators but it (in this case a door) just vanished and couldn't be found in cell X or Y. How can I move these activators properly without having them "return"?
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Celestine Stardust
 
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Post » Sun Sep 20, 2009 3:43 pm

What kind of units does the area setting of spells use? What is it exactly? Is it radius in game units x 10? Does anyone know? I couldn't find anything on the Wiki.

EDIT: @Section 31: What do you mean by 'you moved them'? Moved them with moveto or setpos script commands or moved them manually in the CS? If you moved them manually they may be persistent references, the position of those references is stored in the savegame once they were loaded for the first time. If you load a savegame before you visited the cell(s) in question the activators will be where you moved them in the CS. This is of course a problem if you want to release your mod since you never know whether a player has already visited the cells. To avoid this you need to remove them and place new ones - but that is also not a good idea since persistent references are usually used by scripts or AI packages. If you moved them by script it may be the 'snap back effect', see http://cs.elderscrolls.com/constwiki/index.php/MoveTo.

EDIT2: It is obviously not game units x 10, it must be more than that.

EDIT3: Nevermind, I looked at UESP Wiki where it says it's measured in feet (21.3 game units).
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Amie Mccubbing
 
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Post » Sun Sep 20, 2009 3:37 am

@Phitt: Yes, I tried to move them manually and the activators are indeed persistent references, I have also visited the cell before which explained why they "insisted" on being there. I tried to use PositionWorld to move them and not MoveTo to avoid the "snap back effect" problem you mentioned, but it seems PositionWorld experienced another problem (vanishing).

The activators are both doors that led to a ruined fort, but strangely some rocks which certainly are not persistent references also returned to their "original" position despite (also) manually moving them.

Would simply "disabling" (as oppose to deleting/removing) them a good idea?
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Erin S
 
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Post » Sun Sep 20, 2009 12:15 am

How can I get NifSkope to recognize my 3DS Max's Vertex Painting?
I'm using the 'VertexPaint' modifier; and I've tried exporting it into both .3DS and .OBJs, then importing it into Nifskope. The .OBJ doesn't even recognize the textures, whereas the .3DS does. I'm confident that you can export vertex shading through meshes as I've seen it done before, but I can't figure out how to do it with 3DS Max for the life of me!

Cheers for your time. :)

EDIT: Will I have to use Blender to get this to work? I'm guessing at some weird incompatibility with 3DS and Nifskope.
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Bereket Fekadu
 
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Post » Sun Sep 20, 2009 2:57 am

@Phitt: Yes, I tried to move them manually and the activators are indeed persistent references, I have also visited the cell before which explained why they "insisted" on being there. I tried to use PositionWorld to move them and not MoveTo to avoid the "snap back effect" problem you mentioned, but it seems PositionWorld experienced another problem (vanishing).

The activators are both doors that led to a ruined fort, but strangely some rocks which certainly are not persistent references also returned to their "original" position despite (also) manually moving them.

Would simply "disabling" (as oppose to deleting/removing) them a good idea?


Disabling should work, but replacing vanilla doors and other persistent refs always has a chance to cause problems. I would double check that none of the references are used in scripts, packages or anywhere else. And you can never be sure about mods.

Not sure about the rocks, no idea.

How can I get NifSkope to recognize my 3DS Max's Vertex Painting?
I'm using the 'VertexPaint' modifier; and I've tried exporting it into both .3DS and .OBJs, then importing it into Nifskope. The .OBJ doesn't even recognize the textures, whereas the .3DS does. I'm confident that you can export vertex shading through meshes as I've seen it done before, but I can't figure out how to do it with 3DS Max for the life of me!

Cheers for your time. :)

EDIT: Will I have to use Blender to get this to work? I'm guessing at some weird incompatibility with 3DS and Nifskope.


Why do you export as 3ds or obj? Export as nif using the Niftools (or Civ4) exporter.
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Lexy Corpsey
 
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Post » Sun Sep 20, 2009 12:48 am

Why do you export as 3ds or obj? Export as nif using the Niftools (or Civ4) exporter.

Oh, I thought that was for 3DS Max versions 6 and 7? My bad! Cheers. :)

EDIT I: Just in case it turns out they don't, I'm using 3DS Max 2010.
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Jake Easom
 
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Post » Sun Sep 20, 2009 7:51 am

Oh, I thought that was for 3DS Max versions 6 and 7? My bad! Cheers. :)

EDIT: Just in case it turns out they don't, I'm using 3DS Max 2010.


In the readme of the latest Niftools plugin it states only versions up to 3ds max 2009. But trying doesn't hurt, maybe it still works with 10. The Civ4 plugin will probably not work with 2010. Exporting as 3ds or obj is really 'old school', so if you can't get any of the exporters to work I suggest you use Blender instead.
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Roberto Gaeta
 
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Post » Sun Sep 20, 2009 1:12 pm

In the readme of the latest Niftools plugin it states only versions up to 3ds max 2009. But trying doesn't hurt, maybe it still works with 10. The Civ4 plugin will probably not work with 2010. Exporting as 3ds or obj is really 'old school', so if you can't get any of the exporters to work I suggest you use Blender instead.

EDIT II: Alright, after testing, it kicks up http://114482879919756473-a-1802744773732722657-s-sites.googlegroups.com/site/gregsimmonds2/hosting/hosting-general-02/3DSMax2010_Error01.jpg?attachauth=ANoY7cpr8TmziGTbB7sxJm6zJ3KgSpxLJILx7qiu9gsyTyl96gAx_yc1lfcUPk19F-K3zjdWZLTmgRTE0YGqRNZf6Ldx5jJozSQ0rjFpKByDDkyx9I9Slfu2sijdeASblWS5y7yMgwwR9ydY3eBhG54UTuhoB78_V43RVkYoiLj2F3whK4oiqA3znWd56BqiC8pB7TdTJSJTSPyYkUkf0WShHpp0J-14AUHJIi_QuSsUwcLA3QQbfbC5Lj8Cvip0OkmfSFeI7KVo&attredirects=0 error message.
What I did was downloaded the 3DS Max 7+ Civ4 Plugin (Info about it on http://forums.civfanatics.com/downloads.php?do=file&id=11 page). The forums said I should just extract it into my C:/3DSMax folder (by which, I thought meant C:/Program Files/Autodesk/3DS Max 2010).
Now it won't even let 3DS Max load.

EDIT III: Okay, it DOES load after about a minute of lagging my computer. It's also running pretty slowly. The option to export as a .NIF/.KF doesn't appear in the 3DS Max File Button Thing Menu > Export (> Export)... area (where the .3DS and .OBJ etc export options are. Anyone know why?

Just pinched them from my last post, since you were too speedy with replying!

I'll look around for a version for 3DS 2010, but I'm doubtful. The Civ4 makers didn't release the SDK, only the tools they used to make game - which was when 3DS Max 6 or 7 was the done thing.
Is there a Civ4 plugin for Blender? I can't find it anywhere.

Cheers, though!

EDIT Billion: Right. The site for the Civ4 exporter thing is http://sourceforge.net/projects/niftools/files/max_plugins/; and the release notes promise that it will work for: 3D Studio Max 5, 6, 7, 8, 9, 2008, 2009. Since 2009 to 2010 has basically just bought us a graphical overhaul, things are looking promising again!

EDIT Billion +1: Not compatible, and without any active forums with the developers, it'll be hard to find any new beta version. The hunt goes on.
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Stephanie Kemp
 
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Post » Sun Sep 20, 2009 2:12 pm

I was intrigued by the glitch described it http://www.gamesas.com/bgsforums/index.php?showtopic=1077990 and thought "Ooh! Sounds like a good idea for a mod!" My idea is:

1. Hit an Actor (creature or NPC) with a Soul Trap spell as usual.

2. Set up an uber soul gem item as a token with a script attached that would:

a ) add an empty soul gem to the Player's inventory appropriate to the soul level of whatever the soul trap spell hit (as soon as it hit).

b ) remove the soul gem if the Soul Trap spell runs out of time and the Actor is still alive.

The only problem is that I have no idea how to script this (with or without OBSE). Any help would be appreciated.
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meg knight
 
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Post » Sun Sep 20, 2009 4:37 pm

That internet thing's a real labyrinth, but I come bearing gifts!
The clever team that made and develop NifSkope and NifTools have unofficially released a new version of the 3DS Max Nif Importer/Exporter - which is compatible with 2010! Oh happy days.
You can find it http://niftools.sourceforge.net/forum/viewtopic.php?f=20&t=2205. I'd recommend the .exe - it sets it up for you much, much better.

Cheers for all the help, Phitt. :D
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мistrєss
 
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Post » Sun Sep 20, 2009 1:09 am

Is there any way to find the distance from the player to an object in another worldspace? Specifically, I need to find the distance from the player to various map markers. "set distance to marker.GetDistance Player" works fine as long as the markers are in the same worldspace as the player, but returns an extremely large number (floatmax+) for markers in other worldspaces, e.g. to a marker inside a city when the player is outside the city, or vice versa. But is there a way to find the distance to those markers too?
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Lindsay Dunn
 
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