[RELz/WIPz] skaeps' Stuff

Post » Tue May 10, 2011 4:57 pm

Or you could just fix it yourself by using the proper url tags:
[src="http://forums.bethsoft.com/index.php?/topic/1098685-relzwipz-skaeps-stuff/text link in qoutes"]description[/url]


There's a tool bar button to 'Insert Link' (third from the left; looks like a chain link with a green dot).


Regarding your idea, it might be possible to use MGE texture hooks via a script to do what you're proposing. I'm thinking it would need to be scripted so that different hooks would be applied based on the object id - I haven't tried that myself and I'm not sure if that's even doable. Normally, texture hooking is tied to the texture file, so without some way to change which hook should be associated with the texture (which is the same for all books/scrolls) the same hook affect would always be used. :glare:


ah i didnt know about that thanks

heres the http://img.jeuxvideopc.com/images/downloads/3099/grandformat/1.jpg idea i hade

i did think about texture hooking but i just thought that making the original texture blank/inviable leaving the just text of all books/scrolls so that we can put our own backdrop texture using a hud piece. we'd need to make one that works as a default replacement so that all books and scrolls will have a backdrop at first, then we can start adding out own backdrops through script liking a specific backdrop to a specific book/scroll
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Lifee Mccaslin
 
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Post » Tue May 10, 2011 5:31 pm

I was planning enemy health bars as a part of crosshair. If it can be billboarded and feed with scripts, I can do the shader for yours too. But it looks a little too intrusive. I like the colors though.
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GPMG
 
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Post » Tue May 10, 2011 6:02 pm

I was planning enemy health bars as a part of crosshair. If it can be billboarded and feed with scripts, I can do the shader for yours too. But it looks a little too intrusive. I like the colors though.


that would be kind of you, and thats why i though having it transparent and maybe not quite as big might help it not be so intrusive, on a side note is such a thing as target lock on an enemy be possible at all or is that not your area of expertise?
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helliehexx
 
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Post » Tue May 10, 2011 9:42 am

that would be kind of you, and thats why i though having it transparent and maybe not quite as big might help it not be so intrusive, on a side note is such a thing as target lock on an enemy be possible at all or is that not your area of expertise?

I will just make the shader(visuals) and hoping the underworks can be scripted. Skaeps is the expert here. Let's ask him.
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Eve Booker
 
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Post » Tue May 10, 2011 8:36 am

Keep the ideas comin'! I like ideas, they are delicious.

That scroll/book idea is good. Texture hooking is weird, and there's not much you can do with them in the game. But I was reading the MGE docs, and if I'm understanding this right then http://sourceforge.net/apps/mediawiki/morrgraphext/index.php?title=Textures_functions may be able to do this. HUD functions won't work because they draw over book text. Unless I'm getting this all wrong, I should be able to load a texture and then draw another texture onto it. So load the scroll tex, get the scroll ID, and then draw a custom scroll tex onto it. This is all theory, I haven't actually done this yet, but I'll try.

As for the HUD ideas, there is one major obstacle that I see: getting the enemy's health. The only thing that I've really looked at is MWSE's GetTarget function, but this only works outside of combat. I need to see if there's a way to check enemies in combat and whether you're targeting them. I think one of Fliggerty's detection mods would be a good place to start. That WoW picture gives me an idea for a slick, super-subtle HUD, GoldenEye-style.

More people are having problems saving and loading with the Companion Status Bars. I need to get that fixed. But I can't recreate the issue on my end, and I'm not sure what's causing it in the first place...
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butterfly
 
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Post » Tue May 10, 2011 10:34 pm

im a designer and iv actually designed a whole new hud look with various pits and bob ill get a scanned shot up soon, the design is in my own personal style and wont be everyones test how ever its designed to be used with different styles like a changing theme function. imm wip up a photoshoped test image at some point today hopfully
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Dawn Farrell
 
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Post » Tue May 10, 2011 5:46 pm

Happy Three-Hundredth Download for Companion Status Bars! :dance: Woot! (And a bump for those that might have missed this!)

It seems everyone wants moar companions. I've decided on something like http://img440.imageshack.us/img440/5739/6barconcept.jpg, with having the sets controlled by the Insert, Home, PgUp, Delete, End, and PgDn keys. One key to one set. So for the alternate keys, that would be U, I, O, J, K, L. ...Actually, now that I think about it, that would be weird on non-QWERTY keyboards. Hmmm... I'm not sure how the names would work at this point, but I'm thinking placing them right below the bars, or maybe inside the bars themselves, like over the magicka bar. What do you guys think?

I'm worried about the performance hit, though. Having six companions, possibly seven, and doing calculations for each of them? There's four HUD fragments per companion, or three if I unify the two bar sets... That's gonna be a lot.

I've also taken another look at the End of Days WIP, it looks and works much better than before. And speaker-60's keeping me busy with his HUD ideas. :laugh:
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James Potter
 
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Post » Tue May 10, 2011 6:39 pm

Sorry about that hehe did you see my more morrowind appropriate design for the hud in my thread, oh and also did you catch the water drops i mentioned on the show us what your working on thread thay might be of use to you, lots of water drops textures theres a pic of them in the thread. im working on the other parts of the hud now the companion stats are next, the one on the right side if you remember my concept design. i want to be able to flip through companions like you do weapons were the selected companion would have the larger stat bar on top with the others as smaller ones underneath, i then want to be able to control the companion through button commands. so pressing a button make the selected companion perform what ever action is linked to the button say attack or defense or switch attack type. this would be a better replacement to the dialog commands and would make gameplay more imersive. thats my idea anyway weather its doable or not is another matter. as always looking forward to see what you are doing with the hud :D

heres an example shot of the hud i have so far
http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs234.snc4/39027_144853165541201_100000495566459_370202_3351394_n.jpg

the textures arnt final i might make the companion part on the right look more like the one on the left, the white circles on the companion bars would be weapon and spell icons so you can easily see what companion is using what. i thought it would be good to have bars stating how hungry, thirsty, sleepy, dirty and in need of the loo, for your companion is as an extra roleplay addition for NOM, these stats would only be visible in the larger bar as you can see. im debating weather i should add a bar for there experience so you know when there gunna level up.
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Stacyia
 
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Post » Tue May 10, 2011 8:02 am

Heres a avatar version, it would be nice to have a paperdoll effect for this but as an alternative people would have to make there own texture by taking a screen shot editing it and putting it in to a certain directory, advantage to this is to be able to have what ever picture they wanted.
http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs280.snc4/40353_144865138873337_100000495566459_370248_7429034_n.jpg

i just realized i forgot to show for the enchantment icons
http://sphotos.ak.fbcdn.net/hphotos-ak-ash2/hs135.ash2/40100_144870705539447_100000495566459_370338_3137729_n.jpg
there thats better
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xxLindsAffec
 
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Post » Tue May 10, 2011 10:25 am

Has anyone had any problems saving and loading with it? With the bars active, inactive? I've heard reports that having a companion locked in while saving and then exiting and restarting the game can crash the game after a second. I haven't experienced this myself except during early testing.


This seems to be happening to me. Every time I make a save with the bars active and try to load it after restarting Morrowind results in an immediate crash once the loading is finished. Repeating the same process with the bar inactive upon saving works just fine, I only crash if the bars were active while saving. I tested both AAG_StatusBars.esp and AAG_StatusBars_noHOME.esp with both showing the same results. If it's any significance the companion I'm using is http://www.gamesas.com/index.php?/topic/1071576-relz-julan-ashlander-companion-no13/.
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Manuela Ribeiro Pereira
 
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Post » Tue May 10, 2011 8:41 am

I started to have the same problem while using the mod. :S At first I wasn't sure if it was the status bars causing the problem or not, but in the end I tried removing it and the crash on load stopped.
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kitten maciver
 
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Post » Tue May 10, 2011 10:31 am

Just wanted to mention that I've been having the crash-on-load problem as well :( I've had to deactivate the mod and clean it from my savegames. Shame, 'cause it's a really good mod otherwise - if you could fix this issue then I'd happily reinstate it.
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hannah sillery
 
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Post » Tue May 10, 2011 3:26 pm

I'm aware of the CTD problem. I've tried to fix it before, but sadly I've had little time to work on this lately, or even play Morrowind much at all. I will have a free period sometime this month (classes!) and I will look into the problem more. Thank you for your patience!
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rheanna bruining
 
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Post » Tue May 10, 2011 2:38 pm

Super-cool special thanks to Raven Dumron for translating the necessities of the Tribunal menu replacer so that it may be used by our friends at Wiwiland, the home of many a French-speaking Morrowind fan!

For those interested, the replacer http://morromods.wiwiland.net/spip.php?article1019.

Thanks, Raven!
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Phillip Hamilton
 
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Post » Wed May 11, 2011 12:13 am

Hooray, progress! I think I've finally got it. Version 2 of Companion Status Bars is up. CTDs have disappeared on my end. Please let me know how it works for you.

The mod has changed since the last version. You no longer use the HOME key to select a companion; instead, you use a spell named Companion Insight. The first time you cast it, it will show the menu, and after that it will select the NPC or creature you are looking at as your companion. You can change the position or toggle persistence by crouching while casting the spell. The spell will be given to you when you load a game.

Let me know how it works! :) http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8557
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sas
 
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Post » Tue May 10, 2011 6:40 pm

Thanks for the update. Will finally give the new version a try.
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Daniel Lozano
 
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Post » Tue May 10, 2011 2:06 pm

I've realized the reason why the Companion Status Bars keep crashing. I didn't see it before thanks to a major misunderstanding on my part about references becoming invalid. The good news is that I've absolutely, completely, ninety-nine percent for-sure banished the on-load CTDs. The bad news is that this fix hobbles the persistence option, and at the moment I have removed it entirely. Is the persistence option a major concern? Should I try to rebuild it and put it back in? I'll be releasing a persistence-free version soon anyway--goodbye, crashes!--but if you want it, I'll try.

Unfortunately, I can't prevent the mod from randomly crashing with some companions. It's random, and I can't identify any cause, which leads me to believe it's an issue with the cosmic magic that keeps MGE running.
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Hazel Sian ogden
 
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Post » Tue May 10, 2011 6:20 pm

Persistence being the bar stays on the screen right? I would really like for that to be possible. I love being able to keep track of my companion without looking at them up-close.

Gonna keep the old one around, but I'll switch over to the new one.
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Nick Pryce
 
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Post » Tue May 10, 2011 2:16 pm

The next version of Companion Status Bars is very nearly complete. It's been heavily rewritten again, and I would greatly like for anyone to help test it for compatibility before I make it official. Changes since the last version:

*The book is gone. Words scare me.
*Persistence is still there, salvaged from a tragic death in the name of progress.
*CTDs should be banished forever.
*Better load detection. The script should now properly detect savegame loads.
*Super ReWriter II Turbo Edition?. Speed and stability improved. [technical] Now, the status bars are only updated when something changes, and then shut off after a few frames without disabling them, ensuring that the monstrous CTD-causing bits are never running when they shouldn't be. [/technical]

Mediafire link.Removed Thank you all for helping.

[edit] It would probably be a good idea to clean your save of the previous versions before you use this one. I don't think many things are where they were before in there...
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Shannon Lockwood
 
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Post » Tue May 10, 2011 9:39 am

Yay. Testing! ^^
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Liv Brown
 
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Post » Tue May 10, 2011 8:37 pm

Crashing when casting Companion Insight with an npc as target. Tried on Fargoth also Jiub from CM Partners. Neither were set as companions and neither were following if it matters any.

Menu comes up when in sneak as expected, even if npc is target. However, at one point in time after casting the spell and switching between sneak + spell and spell+no target so much the spell refused to give me the config menu while in sneak anymore.
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Alex Blacke
 
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Post » Tue May 10, 2011 9:43 pm

Thank you for the timely response, Pwin! :thumbsup:

Crashing when casting Companion Insight with an npc as target. Tried on Fargoth also Jiub from CM Partners. Neither were set as companions and neither were following if it matters any.

This is the biggest problem right now. Are both Fargoth and Jiub affected by CM Partners? Companions connected to mods seem to be the most unstable in regards to crashing. Unmodded NPCs were far less of a problem on my end. With MCA, I was able to target every non-MCA NPC in Seyda Neen and Balmora fine, but when I tried the MCA companions, like Marriane de Castor, four out of five times it crashed. However, when I had the same companions following me as an actual companion, this dropped significantly. Try having them follow you before casting the spell.

Menu comes up when in sneak as expected, even if npc is target. However, at one point in time after casting the spell and switching between sneak + spell and spell+no target so much the spell refused to give me the config menu while in sneak anymore.

The config menu is meant to override the target. But it shouldn't be losing track of it, obviously.

I'm honestly unsure of what is making some companions crash and others not. The fact that I can target MCA NPCs fine, but not MCA companions specifically, is odd.

And I figured I might as well put my http://www.youtube.com/watch?v=sRm5fUbjfWg in this thread, too.
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mike
 
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Post » Tue May 10, 2011 12:18 pm

Fargoth is not affected by CM partners. I also tried it on Arille. I do have LGNPC Seyda Neen. But I don't know if that would change anything.

It lost track between sneak + spell and no sneak+no target+spell many many times.

Have not had the chance to try it with no mods just yet.
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Amy Cooper
 
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Post » Tue May 10, 2011 4:54 pm

Second release candidateRemoved of Companion Status Bars. Shuffled a couple of things around, and replaced a variable where it should have been. :hehe:

*Fixed config menu. It should not forget what it was doing anymore.
*Added safety catch for status bars initialization.

Thanks in advance for any testers!
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Silvia Gil
 
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Post » Tue May 10, 2011 6:18 pm

Updated version of Companion Status Bars is up: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=472775&id=8557!

  • On-load CTDs should be gone.
  • Companion CTDs are safeguarded against.
  • Position config menu fixed.
  • Rewritten to be as least resource-demanding as possible, with an extra side of safety.


My tests have been very good, but I can't make any guarantees for anyone else's system. Please let me know how it works!
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Matt Terry
 
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