Quick Questions -- Quick Answers, The Twentieth

Post » Sun Sep 20, 2009 7:52 am

Nineteenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1064593
Eighteenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1053177
Seventeenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1043373
Sixteenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1035831
Fifteenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1027524
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Thirteenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1018432
Twelfth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1008041
Eleventh Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=996298
Tenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=974783
Ninth Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=957607
Eighth Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=937577
Seventh Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=912613
Sixth Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=878165

Got a quick question? Post here for a quick response.
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JD FROM HELL
 
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Post » Sun Sep 20, 2009 9:49 am

Just wondering: can you have a door teleport under water in the same cell? I.e. you have a door which teleports and its "brother" is in the same cell. Would that work? Because with me, it just spawns me outside of the water...

From the last thread...
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Justin
 
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Post » Sun Sep 20, 2009 3:16 am

Is there a way to tell if an object is below ground? In an exterior and in interiors?
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Marquis T
 
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Post » Sun Sep 20, 2009 10:35 am

Is there a way to tell if an object is below ground? In an exterior and in interiors?
Use a critter to determine the ground level [ moveTo player -> A frame or two later, grab Z pos ] ( or use player.getPos Z if you'll be operating under controlled circumstances ) and check the object's Z position against it.
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cutiecute
 
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Post » Sun Sep 20, 2009 12:34 pm

I realize that these are most likely stupid questions, but I've always told myself that the stupidest question is the one that's never asked. This first one is (hopefully) a Nifskope question. As for my skill level, well, I've only recently started getting 'good' at Nifskope, i.e. I've learned how to change the texture on something. -_-;; Yeah. But I was wondering how complicated it would be to 'combine' two meshes. For example, I've downloaded a mesh that's just a mask that would cover the lower half of someone's face, like a bandanna. And then I have another mesh, like Tegeal's Capes and Cloaks that have the hood with cape (and they're coded so the beast races keep their tails, which begs the side question of why some capes do away with the tail and some don't, and how can I fiddle with Nifskope to make all the capes I've got tail-friendly). Would there be a way to make both the mask and the cloak into one and the same mesh?

Also, another quick question, long ago I downloaded Kafei's Dwemer Spectacles. I haven't used it in a while, but the other day I was making an NPC who needed glasses so I opened the desired mesh in Kafei's folder, changed the textures to those I'd already copied into my own mod's folder, and hit Save As and saved it in my own mesh folder. Now I can put glasses on my NPCs all day long but they're not showing up in the render window. I even double-checked Kafei's mod to see that they're supposed to occupy the Amulet slot, but still no dice. What am I missing here?
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kirsty williams
 
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Post » Sat Sep 19, 2009 10:14 pm

Use a critter to determine the ground level [ moveTo player -> A frame or two later, grab Z pos ] ( or use player.getPos Z if you'll be operating under controlled circumstances ) and check the object's Z position against it.


Hmm, so if I use JUST moveto without setpos an actor will be placed on the ground(even if I'm moving an actor to an activator that is 'floating' a few feets above the ground)?

brucevayne
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Mandy Muir
 
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Post » Sat Sep 19, 2009 10:19 pm

Hmm, so if I use JUST moveto without setpos an actor will be placed on the ground(even if I'm moving an actor to an activator that is 'floating' a few feets above the ground)?

brucevayne
Actors snap to the nearest path grid node within a couple of frames. So yes, as long as there's a path grid in the area.
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Josh Trembly
 
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Post » Sun Sep 20, 2009 1:54 am

From the last thread:

I'm having some dialogue problems with my custom NPCs during combat. If I sneak attack a group and they don't detect afterwards, they should say things like "Where are you?" and "He/She was here a second ago!". The problem is that they start to say these lines, but then restart them or start to say something else. It comes out like "Where-Where are-He wa-Where are yo-He was he-Where a" or some such. This only happens when they're in combat with me but can't detect me. I'm experiencing this problem in three separate mods, each with a different type of NPC. In one, it's with Conjurers, in another it's Bandits and in the last, it's custom Guards. This only happens with custom NPCs. Anyone know what causes this and/or how to fix it?
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Spooky Angel
 
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Post » Sun Sep 20, 2009 6:20 am

If I have an unenchanted weapon with a script attached, enchanting it would create a new item that would loose the script, right? If that's how it works is it possible to reattach the script to the new enchanted item?
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SHAWNNA-KAY
 
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Post » Sun Sep 20, 2009 12:43 am

Use a critter to determine the ground level [ moveTo player -> A frame or two later, grab Z pos ] ( or use player.getPos Z if you'll be operating under controlled circumstances ) and check the object's Z position against it.

Yes but this doesn't take into account hills and sloped ground. Could I find the exact ground level at the object if I critter.moveTo object 0 0 1000 ? Would the critter still snap to a pathgrid node in a few frames 1000 units up in the air? (I wouldn't want to moveTo the critter directly to the object because if the object is underground the critter would keep falling down, right?)
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Elle H
 
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Post » Sat Sep 19, 2009 11:07 pm

If I have an unenchanted weapon with a script attached, enchanting it would create a new item that would loose the script, right? If that's how it works is it possible to reattach the script to the new enchanted item?

I'm pretty sure a new item is not created when it is enchanted, just a new reference. As long as you assigned your ref variable using getSelf in the script and did not directly assign your ref variable to the referenceID then I think you should be fine.
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Sista Sila
 
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Post » Sun Sep 20, 2009 7:14 am

If I have an unenchanted weapon with a script attached, enchanting it would create a new item that would loose the script, right? If that's how it works is it possible to reattach the script to the new enchanted item?
The script attribute shouldn't be changed when enchanting, as the game creates a cloneform with the enchantment. If you use the OBSE magic functions to set the enchantment, you've got no worries.
I'm pretty sure a new item is not created when it is enchanted, just a new reference. As long as you assigned your ref variable using getSelf in the script and did not directly assign your ref variable to the referenceID then I think you should be fine.
A new item is created when you enchant/create spells/mix potions, yielding a new base recordID. You can't call getSelf in scripts on inventory objects as it doesn't return the correct formIDs of dynamic objects.

Yes but this doesn't take into account hills and sloped ground. Could I find the exact ground level at the object if I critter.moveTo object 0 0 1000 ? Would the critter still snap to a pathgrid node in a few frames 1000 units up in the air? (I wouldn't want to moveTo the critter directly to the object because if the object is underground the critter would keep falling down, right?)
This method is not so reliable when in exteriors as they tend to have multiple elevations and depressions. You could be standing at an elevated plane while the critters snaps to a node inside a depression. To answer your question, yes ( to my knowledge ).
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Kitana Lucas
 
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Post » Sun Sep 20, 2009 5:50 am

The script attribute shouldn't be changed when enchanting, as the game creates a cloneform with the enchantment. If you use the OBSE magic functions to set the enchantment, you've got no worries.
A new item is created when you enchant/create spells/mix potions, yielding a new base recordID. You can't call getSelf in scripts on inventory objects as it doesn't return the correct formIDs of dynamic objects.

Ok, thanks for clearing that up, I didn't know that...

This method is not so reliable when in exteriors as they tend to have multiple elevations and depressions. You could be standing at an elevated plane while the critters snaps to a node inside a depression. To answer your question, yes ( to my knowledge ).

Ok, I think I'm going to have to find a more elegant solution to this though. It seems like it has too much room for error...
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Naomi Ward
 
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Post » Sun Sep 20, 2009 12:36 am

Ok, I think I'm going to have to find a more elegant solution to this though. It seems like it has too much room for error...
Do let me know if you find one - I'm sure PiiiP could use elevation perks in exteriors. Here's essentially what you should be looking for - The lowest point in the cell's terrain.

Hmm ... I wonder if the heightmap is ever used in game. It does get loaded (if it's a actual TES4record that is), the game code could be scourged for similar info. IIRC, this function was requested of the OBSE team quite sometime ago (a year or so now).
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Melly Angelic
 
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Post » Sun Sep 20, 2009 5:38 am

Do let me know if you find one - I'm sure PiiiP could use elevation perks in exteriors. Here's essentially what you should be looking for - The lowest point in the cell's terrain.

Hmm ... I wonder if the heightmap is ever used in game. It does get loaded (if it's a actual TES4record that is), the game code could be scourged for similar info. IIRC, this function was requested of the OBSE team quite sometime ago (a year or so now).

To find the ground level you can always use getLOS. Place an actor (with AI off) near the player, lower its Z position every frame and check if the player has line of site of it with getLOS. Once it returns 0 the actor has gone below ground and you now know the ground level at that spot. I think this would be more reliable than throwing an actor in a cell and letting it fall to the ground on its own. However I'm not sure how this could be used to find the lowest ground point in a cell. Maybe use a huge invisible cell sized plane with collision off and lower it to the ground, checking if someone up at birds eye view has line of sight of it. The plane would have to pass through the lowest depression in the landscape before getLOS returns 0.

All of this seems wildly extravagant just to find ground level though...

Edit: by the way, getLOS doesn't return 0 until it is well underground though, around 50-100 units under actual ground.
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Brooks Hardison
 
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Post » Sun Sep 20, 2009 9:59 am

Is there a way to temporarily set the players skill level in a certain skill to something higher that also takes into account the skill's perks? I'd specifically like to do this for the Alchemy skill. So for example, if the players Alchemy skill is currently at 5, I'd like to be able to set it to 30, which would enable the player to make level 30 potions and also get the perk that comes at level 25. But then I'd like to set it back to 5 with no perk once I'm done. Is this possible?

Thanks!


From the last thread...still looking for a solution to this. Modav doesn't help....
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kirsty williams
 
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Post » Sun Sep 20, 2009 11:03 am

Hi there, me again :)

I have a few questions concerning detecting what is in front of the player (a wall, for example). First, does GetCrosshairRef work on statics, trees, etc. or does it only work on objects/references that display text below the crosshair? Second, the wiki for GetObjectType says " * You cannot currently get the majority of these types. However, as OBSE expands most of these will become available. ". I checked the OBSE docs and there is no mention of such a limitation, so am I correct in assuming that this is no longer the case?

Thank you.

EDIT: Problem resolved- just tried it out, works flawlessly. That should teach me to ask questions I can answer myself. :)
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Juanita Hernandez
 
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Post » Sat Sep 19, 2009 9:52 pm

Is there a command to quit the inventory menu if you are already in it? (to run a script in gamemode after equip)
Looked up and down for this, only thing I found was a console command that doesn't work for scripts :(
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stevie trent
 
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Post » Sun Sep 20, 2009 1:13 am

closeAllMenus. Or use tapControl to simulate a tap of the quick menu key.
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Portions
 
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Post » Sun Sep 20, 2009 10:07 am

Thanks, it doesn't seem to be documented on the cs wiki :o
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Amy Cooper
 
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Post » Sun Sep 20, 2009 5:20 am

That command was added in OBSE 16 - The wiki is updated only with those added prior to OBSE 15.
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Christina Trayler
 
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Post » Sun Sep 20, 2009 9:13 am

How do I combine all the pieces of a particular armor set into one? For instance, if I wanted to combine the Elven Boots, Greaves, Cuirass & Gauntlets into one mesh, how would I go about doing so?

Also, doe anybody have any idea what's causing the dialogue issue I mentioned in http://www.gamesas.com/bgsforums/index.php?showtopic=1073222&st=0&p=15605378&#entry15605378?
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JR Cash
 
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Post » Sun Sep 20, 2009 2:31 am

How do I make a mirror copy of a mesh in blender? Everything I try, the texture ends up on the inside of the mesh.
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Jessica Thomson
 
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Post » Sun Sep 20, 2009 7:39 am

I am having problems getting Wrye Bash to open. Other people seem to find it simple enough!

I first used the "Wrye Bash 271.zip" for installation - no luck. Then I found and installed the "Wrye Bash 275 self-installer.exe" ... still no luck. The readme and text files are very confusing and difficult to read, but Python seemed to be the problem.

I couldn't get Python to work, but eventually found the .msi version and got Python installed (I think). But when I click on Wrye Bash Launcher I still get no response, no dialog box or error message...nothing.

How do I get Wrye Bash to open??
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matt white
 
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Post » Sun Sep 20, 2009 5:20 am

How do I combine all the pieces of a particular armor set into one? For instance, if I wanted to combine the Elven Boots, Greaves, Cuirass & Gauntlets into one mesh, how would I go about doing so?

See http://cs.elderscrolls.com/constwiki/index.php/Making_New_Armor_Using_NifSkope.

How do I make a mirror copy of a mesh in blender? Everything I try, the texture ends up on the inside of the mesh.

Try flipping the normals after you mirror the mesh: Select all faces in Edit Mode and press Ctrl+f and choose Flip Normals.

I am having problems getting Wrye Bash to open. Other people seem to find it simple enough!

I first used the "Wrye Bash 271.zip" for installation - no luck. Then I found and installed the "Wrye Bash 275 self-installer.exe" ... still no luck. The readme and text files are very confusing and difficult to read, but Python seemed to be the problem.

I couldn't get Python to work, but eventually found the .msi version and got Python installed (I think). But when I click on Wrye Bash Launcher I still get no response, no dialog box or error message...nothing.

How do I get Wrye Bash to open??

Did you download and install the Wrye Python?
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Justin Bywater
 
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