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(→‎Resurrect Crash: resurrect isn't meant to be used in scripts, I do not think)
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== 3rd Party Applications ==
__NOEDITSECTION__<div class="usermessage">
How might I place script variables into a memory location and be able to access that memory address from outside the oblivion engine (with a external program)?
<h2>Attention: No new questions allowed!</h2>
 
As a result from the discussion on the [http://www.bethsoft.com/bgsforums/index.php?showforum=24 Construction Set Forum] no new questions pages are allowed on the Wiki. Questions can be asked on the [http://www.bethsoft.com/bgsforums/index.php?showforum=24 Construction Set Forum] or the [http://niftools.sourceforge.net/forum/ NifTools Forums]. For further information or discussion please see [http://www.bethsoft.com/bgsforums/index.php?showtopic=795927 this thread] on the forums.
If that is not possible, is there documentation on any way to use 3rd party applications to extend the features in the oblivion game engine?
</div>
 
:While I'm sure this is possible, no one knows how, yet, on both counts. Sure too is that Bethesda will not help you. I'm also quite sure some people are working on it, considering the popularity of 3rd party apps for Morrowind. FPS Optimizer, MWSE, and MGE are possibilities that I think are pretty likely (the first for its popularity, the second and third because their authors are still active in the TES community, though they are currently working on other things). --[[User:DragoonWraith|DragoonWraith]] 11:10, 26 May 2006 (EDT)
 
== Creating a new Soul Gem Soul Class==
I was simply curious as to how one might be able to edit the size of Soul Gem Souls. The options available in th CS range from None to Grand. However, I have noticed that a max of 1600 points for enchanting your own items is far to little to make most want to truly do it. So, I would like to make larger sizes of souls available and attempt to scale them in rarity as well as needed souls within the game. Does anyone know how to edit these settings and create a new Soul size? -noexcusepunk
 
== Creating a designated area on normal ground to use Placeatme ==
 
I am working on a mod that will allow you to use one item to place another item on the ground in front of you.  Because of the way I am using this, I want to restrict this from happening anywhere but my deisgnated areas.  Designated areas will be a slightly normal looking piece of ground. 
 
Can anyone offer any insight on how I could script this?  If a player is on that ground then allow it, if they are not, give them a message? --[[User:Brainspackle|Brainspackle]] 13:02, 8 April 2006 (EDT)
 
 
Sadly, there's no programmatical way of restricting it to a specific terrain type (because there's no way for scripters to detect what kind of terrain the player is standing on).  You can, however, ensure that the player is within range of a specific object:
 
You would need a global variable (or quest variable), and two different scripts.  The first script would be attached to the object you want to use, and would set the global variable to 0, then check on the next frame to see if that global variable has been set to 1.  The second script would be attached to the range-checking objects, which would simply set the global variable to 1 if the PC was within range of them (using the [[GetDistance]] function).  If the variable remains zero, then the player isn't close enough to any of the range-checking objects, but if the variable is reset to 1 after being set to 0, then the player is close enough.  Then you would just place the range checking objects throughout the designated area, ensuring that all of the points in the designated area are covered within at least one range-checker's radius.
 
Another way is to use hard-coded coordinates, by ensuring the player's coordinates are within specific X and Y coordinates by using the [[GetPos]] function.  This is, of course, a lot less adaptable, but could be a lot easier if you just have one or two designated areas on the map.
 
People had the same problem in Morrowind, by the way. =)
 
--[[User:JT|JT]] 16:50, 27 May 2006 (EDT)
 
==changing game settings by scripting==
Is there any way to change game settings (FPCbasemagickamult for instance) by scripts? '''User runegui'''
 
 
==AI Handling==
How many different levels of AI handling are there? That is, the difference between how AI functions when the player is near the actor, far from the actor, waiting, fast travelling? What AI functions are allowed or not allowed depending on the level of AI handling? --[[User:DrGamut|DrGamut]]
 
 
==Custom Classes==
I've got a little question. Ever since I got the game, I've been obsessing over custom classes, as I did with Daggerfall.. and even Morrowind. But what has startled me this time is the string limiter for Custom Class names... It's set at 10. I couldn't clone the 'Witchhunte' class if I wanted to... let alone make a 'Necromance...' I realize that I could go into the CS and craft my Classes that way... but I'd rather know how to go into the CS and extend this string-limiter. If this is possible, will someone let me know? If not... expect a few new class mods, haha. [[User:Genesis999]]
 
==Bow Damage==
I'm wondering.. If i want to increase the damage that all bows do.. How would i do that?? I found a mod that was supposed to do that but i dont think it worked.. Any help would be great thanks [[User:Zsazoo]]
 
The most straightforward way to do this would be to edit every bow in the game manually to do increased damage.  Just open the CS and navigate to the weapons heading in your [[Object Window]] and look for all bows.  This is the sort of change that would very likely conflict with other mods, however, and because of that it may be better to create a new set of your increased damage bows and have a vendor sell them.  Of course, if you're not planning on distributing this mod, then I wouldn't worry about that too much. [[User:JBurgess|JBurgess]] 00:38, 9 April 2006 (EDT)
 
== Reset Cell ==
Is there a way to reset a cell using script other than waiting 3 days for it to autoreset?
--[[User:IMP|IMP]] 11:17, 3 April 2006
RevertWorld may be the command you're looking for, but I haven't tested it yet. (That is, if it's anything like Reset Actors in MW[[User:Talkie Toaster|Talkie Toaster]] 15:53, 14 April 2006 (EDT)
 
== Blade & Blunt ==
 
My brother and I want to make a mod that would make Blade and Blunt weapons act differently.  Unfortunately, I can see no scripting functions which would aid in this and although I've checked the settings page a couple times, it seems that any useful variables affect both Blade and Blunt.  The only way I can think of at the moment would be to make enchantments and apply it to every Blade and Blunt weapon in the game, which would cause many other problems in the process. 
 
Is there any way around this?  Or if not, would it be possible to update the CS to advance its functionality?
 
--[[User:ZantarV|ZantarV]]
 
 
You can use GetWeaponSkillType to determine what type of weapon the player has equipped.  http://cs.elderscrolls.com/constwiki/index.php/GetWeaponSkillType
 
== Scripting Question ==
Hey, I didn't see any discussion or question page, so I guess I can ask this here.  I want to make it so if the player walks into a very large area, they will be given the option to go to a seperate worldspace and in that worldspace be at the exact same coordinates.  Is it possible to set variables to the player's X, Y, and Z coordinates, load a seperate worldspace, and set the player's coordinates to those variables?  If this is not possible, is it possible to do so over a very large area, like not with markers and things? [[User:Sload|Sload]] 18:25, 3 April 2006 (EDT)
 
 
Should work this way:
 
Scriptname GotoAnotherWorld
  float x
  float y
  float z
  float zRot
begin gamemode
  If WhatevverMustHappen == 1
    set x to player.getpos x
    set y to player.getpos y
    set z to player.getpos z
    set zRot to player.getangle z 
    player.PosWorld x, y, z, zRot,AnotherWorld
  endif
  end
--[[User:JOG|JOG]] 11:11, 12 April 2006 (EDT)
 
== Inventory Reference ==
I've been looking all over the place but I can't seem to find any way to reference what is in the player's inventory without knowing the specific refs to begin with. As a compromise, is there a way to return the ref for what the player has equiped or is wielding? [[User:Skrath|Skrath]] 06:06, 4 April 2006 (EDT)
 
I have a similar problem.  I want to get the reference of an object dropped by the player/actor for a script for that same object.  The only way I can see doing this is by using GetSelf inside an onDrop block, but getSelf does not work on items that are placeable in inventory.  Is there another way to do this?
[[User:Teenk|Teenk]]
 
== Throwing items dealing damage. How? ==
 
I friend of mine have been thinking about a new spell or skill or just something that could be used to enhance the game. Like in HL2 they have the gravgun which enable you to throw items at your enemies at an incredible rate; dealing a lot of damage. And now he got this idea why not have some kind effect in Oblivion?
 
What I mean is being able to "throw" or "shot" items at the enemy and deal damage.
How can you make that posible? Do I have to start rewriting the havok script or is there premade options that enable any item to deal damage on creatures and characters when thrown? If i have to work with scripting can I copy the effect in HL2 havok system or can I use the same script that arrows use while shooting a bow or crossbow?
 
--[[User:AKH_Arazand|AKH|Arazand]]
 
Since traps (using physics) cause damage this probably shouldnt be a problem.[[User:Skjalg|Skjalg]]
 
: That is true but, I've already tried that it didn't work. The items simply fell to the ground dealing no damage what so ever. And to be able to use the trap function when ever and where ever by player characters this is my problem. Since throwing items deal no damage on NPC's and only traps do how can I make players able to turn items into traps with in the game it self making it them able to deal damage that way, anywhere at anytime.
 
:--[[User:AKH_Arazand|AKH|Arazand]]
 
== Merging Plugins ==
 
Have you published any program which you can use to merge the different plugins you have? Isnt this necessary for a team of people who want to work on a mod together?
[[User:Gerrie|Gerrie]] 22:49, 4 April 2006 (EDT)
:Tes4's introduction of FormIds, while greatly improving mod stability, do so at a high price -- the ability to (easily) merge mods -- and even to communicate between mods. (E.g., two esps can no longer communicate through a shared global.) More info: [http://www.uesp.net/wiki/Tes4Mod:FormId Uesp: FormId] and [http://www.uesp.net/wiki/Tes4Mod:Mod_Integration Uesp: Mod Integration]. --[[User:Wrye|Wrye]] 23:50, 6 April 2006 (EDT)
::Concerning communication between mods through global variables I have posted an idea for a [http://www.elderscrolls.com/forums/index.php?showtopic=338880&st=20&p=5472268&# potential workaround] on Wrye's thread on the TESCS forum. --[[User:Xebeth|xebeth]] 06:19, 8 April 2006 (EDT)
:ScripterRon has released his Mod Merger. I have not tried it, but from communication with him, I believe that it's doing the right things. For links to more info (including other mod utilities), see [http://www.uesp.net/wiki/Tes4Mod:Programmers UESP:Tes4 Programmers]. --[[User:Wrye|Wrye]] 17:36, 17 April 2006 (EDT)
 
== Twitching the soulgems ==
 
Hi everyone,
 
I was looking to change the enchantements created by the enchantment center, I've already boosted up the charge of the grand soulgem, the charge of a grand soul, I need yet to modify the enchantement automatically created. Nothing better than an example :
 
I have a grand soulgem charged at 2000 (instead of 1600), a grand soul charged at 170 (instead of 85) and i still can't create a fortify intelligence greater than 10.
I've tryed changing the enchantement called EnAppFortifyIntelligenceGrand but that didn't work.
 
And that's where I turn to you guys...
 
Dj23
 
 
:Try going into 'Gameplay->Magic Effects' each different effect has a 'Base Cost'          and a 'Constant Effect Enchantment Factor'.  Increasing either of these numbers will allow you to put higher enchantments on your items (it's pretty wierd that increasing the cost increases the amount of enchantment, you'd think it would be inversed).  'Base Cost' will affect spell making and casting as well.  Not really a tweak to the soulgems but I think it does what you want? - [[User:Chair5768|Chair5768]]
 
 
 
::How did you edit the attributes of the soul gem? I can't figure out how to change the amount it can be charged, or the charge of a single soul. i.e., you have a grand soul gem charged at 2000 and a grand soul at 170. How do I do that?
::Thanks!
::darthbith
 
== Island house ==
 
Hi im working on my small island house/dungeon mod and since the island is so far out to sea i dont want to keep casting waterwalk or try to script a ring to tele me back and forward i was wondering how to create a fast travel point if anyone could help me on this it would sure be nice of you --(unattributed user)
 
 
:Easy!  Just place a MapMarker object on the island, rotate it to where you want the player to be facing when they Fast Travel there, then double-click on it.  This creates a new reference.  First of all, fill out your reference name (you will probably call it something like "[YourInitials][YourPlugin]MapMarker").  Then, under the tab that says "Marker Data", click the checkbox, and fill out the necessary data. --[[User:JT|JT]] 17:44, 27 May 2006 (EDT)
 
== Cleaning up a plug-in ==
 
Seems to me there is no way to delete any of the objects you create. I've made a lot of stuff for my mod that isn't used anymore and I would like to get rid of it. Also, I somehow accidently modified some of the horses, so now my mod is not compatible with Call Steed + Saddlebags. How can I fix this?
 
-- Answer --
Open TES:CS, then when you're selecting your mod in the data file list, click details.  Go and find the reference that you no longer want to be associated with your mod.  Select it, and press delete.  Accept the box saying it will be ignored.  Now go into your mod, make any change to any aspect so you can save it, then save.  The Ignored reference will no longer be part of your mod.
-Tandem
 
 
[[User:JBurgess|JBurgess]] 23:01, 6 April 2006 (EDT) You might want to add this to the Solutions category.
 
== Audio Settings for Dialogue Tutorial Video ==
I have a video tutorial made for correctly setting your .wav and .mp3 files to work with TES:CS, and how to link that to a character/dialogue route.  The link is
http://feinam.20megsfree.com/Oblivion/Misc/DiagTut.zip
I just don't know really where to put it in this wiki.  Could someone please add it for me? 3 ~
-Tandem
<br><br>[[User:JBurgess|JBurgess]] 22:55, 6 April 2006 (EDT) Try the Tutorials Category on the main page - I haven't looked at your work yet but it sounds useful, and more people will find it there.
<br><br>I went ahead and created a page for you in the Tutorials section.  I would also recommend uploading your file to this Wiki and linking it from here.  --[[User:Brainspackle|Brainspackle]] 04:00, 8 April 2006 (EDT)
 
== A not animated moving gate ==
 
I've been trying to make a gate, that would move when activated. So I've come across a problem. My question is, can "MoveTo" be used in this manner:
 
mySelf.MoveTo mySelf, 1, 0, 0
 
This should move the activator(the gate) 1 point into the positive direction of vector X. But it doesn't. Any clues, anyone?
 
--[[User:Lenko|Lenko]] 09:01, 7 April 2006 (EDT)
 
Ok I've tried alot, and since nothing worked I presume that static objects/activators cannot be moved with a script. However the player and most likely other actors can be moved with this command. (Not sure about the items)
 
--[[User:Lenko|Lenko]] 07:39, 8 April 2006 (EDT)
 
:Try using setPos instead of moveTo since u'r just moving one axis.  Also, I found moveTo very limited anyway.
 
:--[[User:Teenk|Teenk]]
 
== Skill checking script ==
 
I'd like to create a script that triggers some actions when a player casts a certain spell depending on that players "something" skill level. I have tried some things but none seemed to work, any suggestions? Maybe I haven't been using the good script type so tell me what you think... Thank you in advance.
 
Ex: When a player would cast a custom made power-type spell there would be a text message depending on his sneak skill level and wouldn't be able to have the spell take effect if his skill level is below 95.
 
[[User:Hawkes|Hawkes]]
 
:--[[User:Kkuhlmann|Kkuhlmann]] 13:28, 8 April 2006 (EDT): You'll want to use a scripted spell effect. Some kind soul has put together a nice tutorial on scripted spells: [[My_First_Spell]]
 
== If problems ==
 
Each time a put an if condition in a script, CS tells me there's an "End without matching Beging" error, I even copy/pasted parts from other scripts to make sure syntax was O.K. Why?
 
Here's one of my scripts I have tried to create in wich CS sees an error (It takes part when the player opens a book) :
 
<pre>
      ScriptName EOLreinbook
 
      short read
 
      begin onActivate
 
      if read == 0
      activate
      set read to 1
      ;add the spell zzreinsab in player's spell list
      else
      activate
      end if
      end
</pre>
[[User:Hawkes|Hawkes]]
 
 
::try "endif" as one word ;-) [[User:Mrflippy|Mrflippy]] 04:03, 8 April 2006 (EDT)
 
== Lockable Container/Door Tutorial ==
 
Moved to [[How to make lockable doors & containers]]. --[[User:Kkuhlmann|Kkuhlmann]] 13:24, 8 April 2006 (EDT)
 
 
==Render Window Broken==
So I'm  working on my first dungeon after doing some spells and when I attempt to drag and drop pieces of the dungeon kit, nothing shows up. This could have something to do with the fact that the render window seems to be blank (grey background), and does not seem to have a render space loaded. Anyone know a fix for this? [[User:Issofir|Issofir]]
 
Have you made a new cell, and loaded it? When the cell is loaded, the background is black, grey means it's not loaded. --[[User:Lenko|Lenko]] 08:16, 9 April 2006 (EDT)
 
Okay well what I do is this: I start up the CS, load the Oblivion.esm, found a random dungeon cell and duplicated it, renamed it and deleted all of the objects out of it and I think this is where the problem is because I can find a created cell, and load objects from that cell and they work.
[[User:Issofir|Issofir]] 15:25, 9 April 2006 (EDT)
 
== Getting GetSitting function to work ==
 
What's wrong with this script to get the "ISLSecretary" to sit?
 
 
<pre>
ScriptName ISLsecretarysit
 
begin Gamemode
if ( GetDistance player < 50 )
if ( getsitting == 0 )
set ISLsecretary.GetSitting to 3
endif
    endif
end
</pre>
[[User:Treleth|Treleth]] 00:00, 10 April 2006 (EDT)
 
:--[[User:Kkuhlmann|Kkuhlmann]] 08:38, 10 April 2006 (EDT): That's not how you get an NPC to sit. You can't set the value of a function -- GetSetting is a function that tells you whether the NPC is sitting or not. You can't use it to make the actor do anything. You need to create a package targeting a chair to get an NPC to sit in it (there are a number of ways that will work: Find or Travel targeting a specific (persistent) chair is probably the simplest).
 
== Exterior Cell Location ==
 
I'm making a new city, and I made a new exterior cell, and it ends up beside a ruin, so when I flattened the land to make the city, it flattened the land beside the ruin totally messing it up, the thing is, I can't see the city from outside the walls. Basically there are 2 questions here
 
1.How do I choose the location of an exterior cell?
-and-
2.How do I fix the affected cells?
[[User:Treleth|Treleth]] 00:04, 10 April 2006 (EDT)
 
== Changing player start position ==
Where do you specify the start position of the player? <br>It's a rather simple question but I can't seem to find an answer.<br>
--[[User:Trotim|Trotim]]
 
:I don't know if its the thing you mean, but the first lines of the Oblivion_default and Oblivion ini files start like this:
 
  [General]
  SStartingCell=
 
  SStartingCellY=
  SStartingCellX=
  SStartingWorld=
 
:I haven't tried it so it may not work...
:--[[User:Hawkes|Hawkes]]
 
::I know those lines, but I wanted to know if it's possible to do without having to let the player modify the .ini... so is it?
::--[[User:Trotim|Trotim]]
 
== Black Soul Gems, Azura Style! ==
I'm thinking of doing a little black necromancer plug-in, and the core concept I wish to use is the re-usable Black Soul Gem. (Plus it would be pretty handy by itself)<br>
I'm wondering if someone has a sample, or if you can point me to the re-usable part? I cannot seem to locate anything relating to allowing/dis-allowing the re-use of Azura's Star.
 
PS: I hope I edited this right.<br>
- - [[User:Xnilson|Xero Nilson]]
 
According to [[Soul_Gem|Soul Gem]] both Azura's Star and Black Soul gems are hardcoded into the game. There may be a work around but it probaly won't be easy.
--[[User:Nate1054|Nate1054]] 14:04, 23 April 2006 (EDT)
 
==Remove Armor Spell==
 
I want to make a spell that would have the target only un-equip armor.  I've tried the Remove item thing but that completely removes all of their inventory.  How would I just have them remove their armor? 
 
I dont want to remove weapons or such things.  Just have them un-equip their armor. I want to make slightly easier kills while still having to dodge blows that do damage(unlike if they dont have any weapon) as well as being able to get their items after they die.  Help!!!!!!
 
 
- - [[Zeratul]]
 
You could use removeitem, then add it again on death. Have you tried doing something like Armour_name.unequip?
 
Of course, the problem with those two is finding out what items the NPC has in their inventory, without checking for every piece of armour in the game. So it is possible, but might be very clumsy.--[[User:Evrae|Evrae]] 15:19, 27 May 2006 (EDT)
 
==Get Current Bounty==
Is there a way to get the current bounty, there is nothing about it under [[GetPCMiscStat]], I also tried [[GetActorValue]] Bounty which didn't work, unless I am just doing something wrong.
 
--[[User:Nate1054|Nate1054]] 18:03, 22 April 2006 (EDT)
 
player.[[GetCrimeGold]]
:--[[User:DragoonWraith|DragoonWraith]] 14:04, 14 May 2006 (EDT)
 
==Quest Scripting Question==
I have a problem with my quest script. Most is copied from the Nirnroot Quest...
I need it pretty much to output Daydone == 1 after one day, so my quest works...
I have little experience in scripting, but I am not too bad, yet this one has just stopped me from continuing...
Here is my script
<pre>
scriptname CQMeetClintonioScript
 
short DayDone
float CurrentDay
float CurrentTime
 
begin gamemode
 
;Wait a day to talk to Clintonio
 
if ( GetStage CQMeetClintonio == 30 ) && ( CurrentDay == 0 )
set CurrentDay to GameDaysPassed
set CurrentTime to GameHour
endif
 
if ( GetStage CQMeetClintonio == 30 ) && ( DayDone == 0 )
if GameDaysPassed == ( CurrentDay + 1 )
if GameHour >= CurrentTime
set DayDone to 1
endif
elseif GameDaysPassed > ( CurrentDay + 1 )
set DayDone to 1
endif
endif
 
if ( Getstage CQMeetClintonio ==30 ) && (DayDone == 1 )
clintonioref.additem weapsilvershortsword 1
clintonioref.additem pickaxe01 5
clintonioref.additem tg11elvenhelmet 1
endif
 
end </pre>
 
--[[User:Clintonio|Clintonio]] 4:08, 23 April 2006 (GMT)
 
== Destroying/Removing Item/Object Created by PlaceAtMe Function ==
Is there an equivalent of PlaceAtMe function that will remove/destroy an item/object?  I've been searching for this but all I've found is a way to disable placed item.
 
[[User:Teenk|Teenk]]
:--[[User:Mrflippy|Mrflippy]] 04:16, 30 April 2006 (EDT): Disable is what you want to use. Read more [[User_talk:Ashileedo#disable|here]].
 
== How does an object finds out in which cell it is placed, using a script attached to the object? ==
The purpous is simple. Lets say I have a chest that should consider by itself via a script if it is placed in a player owned cell, and if so should react accordingly.
After looking at all the Cell functions only one looks promising and that is [[IsCellOwner]]. However this function need the cell id as the first parameter, what means that the object script calling it would need to know in which cell the object is placed. Unfortunately there seems to be no function to get the cell id of the cell the object is in, and therefore the forementioned function does not do the job.<br>
<br>
Have I missed something or is it simply not possible?<br>
If this can not be achieved, does any of you know a way around this?<br>
<br>
[[User:XiDragon|XiDragon]] 15:02, 29 April 2006 (GMT+1)
 
Use "player.IsInMyOwnedCell == 1 && mycontainer.GetInSameCell player == 1". -- [[User:Nezroy|Nezroy]] 15:58, 18 May 2006 (EDT)
 
== Changing What Attributes Do? ==
I've been playing with the idea of making a couple small changes to Oblivion, but can't make any headway. Initially, I wanted to change the way Willpower works; perhaps have it give a bonus to my spells (akin to the way that Strength/Endurance helps melee characters). What I thought would be a simple, 5 minute test has consumed my entire day.
Maybe I missed something obvious, but I can't see any way to change what the attributes do. Am I attempting to mess with something that's out of the CS's reach?
 
[[User:Tamin|Tamin]] 20:24, 8 May 2006 (EDT)
 
== Accessing NPC Inventory onActivate ==
I need to use a script to access the inventory of a mannequin NPC that is fixed in place. Any mannequin or companion mods I've looked at use a separate container object for the NPC, but surely there's not a separate container for each NPC in the game. What is the script command for onActivate that would open the NPC like a container?
 
[[User:Omegacron|Omegacron]]
 
Actually, all Actors (at least the Player and other humanoid actors) are countainers.  (Or at least can pretend to be containers).  Think about when you pickpocket an NPC. --[[User:Tegid|Tegid]] 14:22, 18 May 2006 (EDT)
 
I have yet to find a way to activate an NPC's inventory directly. Not only is pickpocket a good example, but also when you're looting a dead corpse. For a mannequin it would be particularly handy because you could see what they actually have equipped currently (just like when looting a corpse you can see which items are equipped). It'd be nice to figure out a way to do this... -- [[User:Nezroy|Nezroy]] 15:55, 18 May 2006 (EDT)
 
== How do I know which packages and factions a summoned creature has? ==
 
I am looking to create a spell that summons 2 - 3 monsters that act as summoned creatures. I have found that I need to use the right packages, or this creature acts like a wild one, and not a follower. I have yet to find the right package, and do not know if I need to alter its factions, so it does not get attacked, or start attacking random civilians.
 
--[[User:Pntm|Pntm]] 21:42, 18 May 2006
 
== Can a script be used to rotate an object clockwise on the Z axis to create a constant spinning effect? ==
 
I have a cluster of crystals floating in mid-air and I want to make them rotate. I know this should be possible using a script, but I can't figure out the correct commands to use. Any help would be greatly appreciated.
 
--[[User:Omegacron|Omegacron]] 11:42, 23 May 2006
 
==Problem Modifying Plugins with another Plugin==
 
I am creating a simple mod that connects all of the houses I've downloaded with teleport doors.  I placed a door in each house, and then I connected them with teleporters in another cell.  The problem is that every time I place a teleport in a house from a plugin, the TES Editor creates a duplicate cell just for the teleport, saying that the cell is no longer unique.  I've narrowed it down to conflicts between plugins because the teleporter I placed in Rosenthorn Hall (a stock Oblivion house) works just fine.  My plugin loads after the others, so I don't think it's a load order problem.
 
Please, how do I modify other plugins using my own? --[[User:Wahh|Wahh]]
 
:You can't. Oblivion's mod isolation specifically prevents this. -- [[User:Nezroy|Nezroy]] 15:02, 25 May 2006 (EDT)
 
==How real is the find package==
I am not sure how 'real' the find package is in regards to the game world.
 
According to the wiki if a find command is run on an object the item will be activated, causing it to be picked up.
 
If you look at "M'aiq the Liar" (ID:Maiqtheliar) his AI list has only 3 elements.
*A find command to collect 20 callipers per search
*Two travel commands
If the callipers are really being collected, why don't they end up littering his inventory? Why doesn't he end up over-burdened? There are no AI commands for selling of these objects, or putting them down anywhere.
 
I was trying to make a quest in which a character goes around the gameworld in search of a type of item which the player must then steal from him. But the character does not seem to keep the items he 'picks up'.
 
I would like to hear others opinions of this package and ways to fix my problem. Thank you.[[User:Decoup|Decoup]] 20:33, 27 May 2006 (EDT)
 
==Resurrect Crash==
I have made a simple spell to resurrect an NPC but it does when I use it the game crashes. It is an on touch spell with the following script attached.
<pre>
scriptname DCRessurect
 
Begin ScriptEffectStart
resurrect
End
</pre>
I don't understand why it does not work.[[User:Decoup|Decoup]] 20:36, 27 May 2006 (EDT)
 
:The resurrect command, to my knowledge, is not actually meant for use, only for testing, since (at least, it did, in Morrowind), it completely resets the NPC's inventory. I wouldn't be surprised if it didn't work at all in a script...
 
:I'd suggest looking at the Staff of Worms's enchantment's script. It revives things somehow, no? --[[User:DragoonWraith|DragoonWraith]] 22:28, 27 May 2006 (EDT)
 
==Determine Enemy==
 
I can't find a command that will tell you if an npc is an enemy of another. For example the [[GetCombatTarget]] function tells you who the npc is in combat with. What if you just want to know if an npc is the players enemy, or if npc a considers npc b to be an enemy.
 
I am specifically looking for a command that will tell you if the character will attack the player on sight. There is another command called [[GetShouldAttack]] but this does not indicate if they are an enemy, just if they are currently capable of making an attack and can see the character.[[User:Decoup|Decoup]] 20:45, 27 May 2006 (EDT)

Latest revision as of 10:39, 3 February 2008

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