Quick Questions -- Quick Answers, The Twentieth

Post » Sun Sep 20, 2009 3:21 am

I know playgroup forward 1 is what you use to play an animation. So it's something to do with animations, but you probably already knew that since its sort of obvious.

Question:

Has anyone managed to use http://cs.elderscrolls.com/constwiki/index.php/SetWeatherTransDelta function successfully. Is it supposed to dicate how quickly the weather changes?
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kelly thomson
 
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Post » Sun Sep 20, 2009 4:19 am

Is there a script command to recharge a currently equipped weapon? Or a script command to recharge all equipped weapons in the Player's inventory? Or both?
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Doniesha World
 
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Post » Sun Sep 20, 2009 2:29 pm

Has anyone managed to use http://cs.elderscrolls.com/constwiki/index.php/SetWeatherTransDelta function successfully. Is it supposed to dicate how quickly the weather changes?
I haven't used it myself, but it should do just that.


Is there a script command to recharge a currently equipped weapon? Or a script command to recharge all equipped weapons in the Player's inventory? Or both?
SetEquippedCurrentCharge.
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Thema
 
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Post » Sun Sep 20, 2009 6:16 am

Is there a script command to recharge a currently equipped weapon? Or a script command to recharge all equipped weapons in the Player's inventory? Or both?

Have you seen http://cs.elderscrolls.com/constwiki/index.php/SetEquippedCurrentCharge?

Edit: ShadeMe got in first :( But mine has a link :)
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naomi
 
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Post » Sun Sep 20, 2009 10:23 am

Is there a script command to recharge a currently equipped weapon? Or a script command to recharge all equipped weapons in the Player's inventory? Or both?

http://obse.silverlock.org/obse_command_doc.html#ModCurrentCharge just use a huge number and it'll charge it up fully.

http://cs.elderscrolls.com/constwiki/index.php/Walking_through_Items_in_an_Inventory and just recharge all of the enchanted items

Edit: Wow I was quite late on that one :lol:
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Maya Maya
 
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Post » Sun Sep 20, 2009 3:56 pm

http://obse.silverlock.org/obse_command_doc.html#ModCurrentCharge just use a huge number and it'll charge it up fully.

http://cs.elderscrolls.com/constwiki/index.php/Walking_through_Items_in_an_Inventory and just recharge all of the enchanted items

Edit: Wow I was quite late on that one :lol:
The above function can't be called on inventory objects - It requires a world reference to the enchantable object.
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Tyler F
 
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Post » Sun Sep 20, 2009 3:34 am

SetEquippedCurrentCharge.

Have you seen http://cs.elderscrolls.com/constwiki/index.php/SetEquippedCurrentCharge?

Edit: ShadeMe got in first :( But mine has a link :)

http://obse.silverlock.org/obse_command_doc.html#ModCurrentCharge just use a huge number and it'll charge it up fully.
http://cs.elderscrolls.com/constwiki/index.php/Walking_through_Items_in_an_Inventory and just recharge all of the enchanted items

Edit: Wow I was quite late on that one :lol:


:drool: Thank you all. :foodndrink:
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Sarah Evason
 
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Post » Sun Sep 20, 2009 12:25 pm

I know playgroup forward 1 is what you use to play an animation. So it's something to do with animations, but you probably already knew that since its sort of obvious.



Yup, I know it's about the animation but I want to know if it's just a warning or if I say yes it'll save something else in my file or if it's anything else.

I attached an animation to "KFFZ-Animations" using TES4Edit. Now, everytime I open that character or open the cell she is in, that message pops-up. I really don't figure out what "was exported with 'Animate in Place' from MAX" could mean.
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roxanna matoorah
 
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Post » Sun Sep 20, 2009 6:31 am

I want to make a place-able statue out of a creature, but I don't know how. How do I turn a Creature mesh into a Static mesh?
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Miguel
 
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Post » Sun Sep 20, 2009 8:15 am

Is it possible to add an item to an NPCs Base Reference via a script (OBSE not a problem)?
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Rachell Katherine
 
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Post » Sun Sep 20, 2009 3:02 pm

Is it possible to add an item to an NPCs Base Reference via a script (OBSE not a problem)?
I don't think so.
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Stace
 
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Post » Sun Sep 20, 2009 3:56 pm

Just how do you make sound files play in-game? I've recorded them (via the CS), they're in the mod's directory, they definitely play in WMP, they just don't want to seem to play in-game.
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NeverStopThe
 
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Post » Sun Sep 20, 2009 8:21 am

Why would the below portion of script cause the "Message box" to pop up over and over again indefinitely in-game, assuming that the spell "Vampirism50" changes the AV of "vampirism" to 50 when it is added? If I add the line "Player.setav vampirism 50" to those things added, it does not repeat the message box - however it does result in a total AV of 100 for vampirism.

...?

if ( PCVampire == 2 )	if ( Player.getav vampirism == 0 )		Player.removespell Vampirism25		Player.removespell Vampirism25Att		Player.removespell Vampirism25Skills		Player.addspell Vampirism50		Player.addspell Vampirism50Att		Player.addspell Vampirism50Skills		Player.addspell VampireSeduction		MessageBox "Having not fed for an entire day, you feel your undead nature pull you farther from the realm of mortals as your strength increases."	endif

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LADONA
 
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Post » Sun Sep 20, 2009 2:38 pm

Just how do you make sound files play in-game? I've recorded them (via the CS), they're in the mod's directory, they definitely play in WMP, they just don't want to seem to play in-game.

http://cs.elderscrolls.com/constwiki/index.php/PlaySound
You might want to check that it isn't being told to play repeatedly, this will just make it play the start (which may be nothing) over and over. Entering menus also appears to stop it.
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brian adkins
 
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Post » Sun Sep 20, 2009 3:34 pm

http://cs.elderscrolls.com/constwiki/index.php/PlaySound
You might want to check that it isn't being told to play repeatedly, this will just make it play the start (which may be nothing) over and over. Entering menus also appears to stop it.


Ah, sorry, I wasn't very clear. It's dialogue I mean, rather than a sound effect. So voice acting.
I do remember that I think I installed 'elys universal silent voice' at one point, could that be the problem? (unfortunately I can't seem to find it to test it)
Universal silent voice is definitely running as I get generic mouth movements for 8 seconds when talking to my NPC, so either it's overwriting my voice acting somehow or the game isn't seeing the files, causing EUSV to run.

EDIT: After removing EUSV I get no lip sync, no sound, and fast text. So, it's the game not finding the voice files. Any ideas?
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leigh stewart
 
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Post » Sun Sep 20, 2009 4:51 pm

Are the voice files named correctly, and linked with the dialogue? SAMPLE: MyQuest_GetGold_00018832_1

Are they in the correct folder? SAMPLE: \Bethesda Softworks\Oblivion\Data\Sound\Voice\mymod.esp\Imperial\M
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Josh Lozier
 
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Post » Sun Sep 20, 2009 3:54 pm

Are the voice files named correctly, and linked with the dialogue? SAMPLE: MyQuest_GetGold_00018832_1

Are they in the correct folder? SAMPLE: \Bethesda Softworks\Oblivion\Data\Sound\Voice\mymod.esp\Imperial\M


They're definitely in the correct folder and all the links seem to be fine when checking them in the topics menu of the the quest box or in the dialogue box.
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C.L.U.T.C.H
 
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Post » Sun Sep 20, 2009 1:46 am

I guess there must be some conflict with elys universal silent voice? Have you tried following the instructions to uninstall it?
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Undisclosed Desires
 
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Post » Sun Sep 20, 2009 5:10 am

I guess there must be some conflict with elys universal silent voice? Have you tried following the instructions to uninstall it?


I've tried it without it installed, that was what my previous edit was about. It just gives me the usual fast-text-due-to-missing-sounds without it. What format do voice files have to be in? The CS saves them as WMA, but should they be MP3 or something?

Also, after working all day on a mod today, I reloaded the CS only to find everything I've done has vanished, after initial swearing and steaming around the room, I discovered I have a .tes file with the same name as the mod, what's this about? Is there anyway of saving my work?
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c.o.s.m.o
 
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Post » Sun Sep 20, 2009 3:11 pm

When I create Voice Files I make them .mp3 files.
Also when modding for Fallout 3 I discovered that audio for the radio had to be in Mono format.
I have never encountered a .tes file before.
I hope this helps.

Edit: http://www.erightsoft.com/SUPER.htmlis a good, free, audio converter.

Edit: Question: If you add an item to an NPC and another mod edits that NPC and is loaded after my mod do my changes still apply?

Edit: Answer: One edit will cancel the other (Source: I ran some tests).

Edit: New Question: Any suggestions as to how this might be overcome without giving the NPC a ReferenceID?
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Charlotte X
 
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Post » Sun Sep 20, 2009 12:33 pm

When I create Voice Files I make them .mp3 files.
Also when modding for Fallout 3 I discovered that audio for the radio had to be in Mono format.
I have never encountered a .tes file before.
I hope this helps.


Thanks for your help, I'll give them a try in MP3.
The CS saves in the required format by default, so I don't think it's that.

As for the loss... well, I started again. Seven hours down the drain, but, such is life!
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Chica Cheve
 
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Post » Sun Sep 20, 2009 2:58 am

Hey i was just wondering if it was possible to make a certain forward animation run under certain conditions
I was thinking that it could be cool if, during snowstorm, your character walked with another animation
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Amy Gibson
 
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Post » Sun Sep 20, 2009 5:10 pm

... assuming that the spell "Vampirism50" changes the AV of "vampirism" to 50 when it is added? ...


I believe the highlighted bit is the critical one. There's probably a delay between processing the spell addition and its effect starting. If that's longer than the period between executions of the script you may have to add a counter to the condition. i.e
if (Player.getAV vampirism == 0 && counter == 0)   do stuff   set counter to counter +1; prevent immediate repeat elseif  ( counter > n ); adjust n until it works   set counter to 0; reset for next timeendif

or something similar.
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Brad Johnson
 
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Post » Sun Sep 20, 2009 10:54 am

Hey i was just wondering if it was possible to make a certain forward animation run under certain conditions
I was thinking that it could be cool if, during snowstorm, your character walked with another animation
Should be possible with special animations.
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Jerry Cox
 
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Post » Sun Sep 20, 2009 2:54 pm

I have a script that has an NPC say a voiced dialogue line, is there a command to let the script know when the NPC has finished talking? At the moment, I'm just using a timer and guessing the length.
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Etta Hargrave
 
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