Difference between revisions of "Talk:Message Spam"

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imported>Haama
(Reorganization?)
imported>Shademe
 
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==Reorganization==
==Reorganization==
Hey Guido, I was thinking of reorganizing the article a bit (or both of us, whichever). Wrye is right that the message short circuiting/over buffering technique is easier, but it has two flaws with it. I was thinking of making it into a kind-of, 'if-else' type heirarchy, like this:
Removed per request<br>
#Adding Item(s)
--[[User:Haama|Haama]] 18:38, 10 September 2007 (EDT)
#*For this, also, I would suggest changing to an easier method - namely adding the items to a remote NPC and then using '''''RemoveNPC.RemoveAllItems player'''''
 
#Removing Items
: Yep, my original article is old and verbose. (I was trying to give additional tips via scripting examples, etc.) Since there are so many revisions I didn't want to change the front page directly but am happy if you wish to combine all the useful bits. I believe my example of Message buffer overloading is best at the top of this talk page for general Message spam hiding. '''PlaceAtMe/Activate''' is the best action for silently adding items and the RemoteTrashCan solution is the best for silently deleting (non-scripted) items from the player's inventory. For scripted objects, using a ''Shadow'' (disabled persistant actor) via '''RemoveMe ShadowRef''' is best for silent object transfer (followed by '''ShadowRef.MoveTo player''' and '''RemoveMe player''' for object replacement or '''DropMe''' for forced dropping). You should then remove this talk page as other info. is a little off topic.
#*It's not clear from your article, but would something like
 
<pre>set pRefVar to (player.Drop SomeItem 1)
--[[User:Guidobot|Guidobot]] 19:46, 9 September 2007 (EDT)
RemoteTrashNPC.Activate pRefVar
 
RemoteTrashNPC.RemoveAllItems
== New RemoveItem method possible ==
...repeated for each item of the stack, umm... with recursive result scripts? or would OBSE looping be required</pre>
 
#*If that doesn't work, then it one can at least force items created by your own mod to use RemoveMe once a certain variable has been set (did you mention that here or somewhere else?)
This may be able to get rid of the sound, so a far-fetched suggestion - use [[Drop]], then [[GetFirstRef]] to find the new reference of the dropped item, then '''TrashNPC.Activate DropRef''' to "pickup" the item, and finally '''TrashNPC.RemoveAllItems''' to destroy it. Note the TrashNPC can be in a remote cell, but must be persistent, enabled and conscious (IIRC).--[[User:Haama|Haama]] 13:19, 2 June 2008 (EDT)
#Message Short Circuiting for everything else (EquipItem/UnEquipItem/AddSpell/RemoveSpell)
 
#Link to theories on message over buffering, in case someone wants to try to make an OBSE function - different methods of causing it, etc.
== Oblivion icon ==
<br>--[[User:Haama|Haama]] 15:36, 20 July 2007 (EDT)
 
Does anyone know what .xml/.ini setting determines this?--[[User:Haama|Haama]] 13:26, 2 June 2008 (EDT)
: It's compiled with the executable. Use ResHacker or some other PE Resource editor to change/edit it.
: [[User:Shademe|shadeMe]] <sup>[[User_talk:Shademe|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]]</sup> 21:17, 2 September 2009 (EDT)

Latest revision as of 20:17, 2 September 2009

Guidobot 00:31, 2 July 2007 (EDT) My part of this article is old now and needs some TLC. I've been using the over-buffering trick for some time but I find it is best to do:

 Message "  " 1
 Message " " 1
 Message " " 1

which helps the messaging system return asap. I've also found using just two messages unreliable. The remainder of my article shows how to avoid using msg buffereing altogether my moving some things indirectly in and out of inventories, etc.

To avoid unequip msg spam you can bump an item out using a token, in combo with the msg over-buffering above. E.g. a helmet that is marked unplayable that you force equip on the player will unequip another helmet.


Reorganization[edit source]

Removed per request
--Haama 18:38, 10 September 2007 (EDT)

Yep, my original article is old and verbose. (I was trying to give additional tips via scripting examples, etc.) Since there are so many revisions I didn't want to change the front page directly but am happy if you wish to combine all the useful bits. I believe my example of Message buffer overloading is best at the top of this talk page for general Message spam hiding. PlaceAtMe/Activate is the best action for silently adding items and the RemoteTrashCan solution is the best for silently deleting (non-scripted) items from the player's inventory. For scripted objects, using a Shadow (disabled persistant actor) via RemoveMe ShadowRef is best for silent object transfer (followed by ShadowRef.MoveTo player and RemoveMe player for object replacement or DropMe for forced dropping). You should then remove this talk page as other info. is a little off topic.

--Guidobot 19:46, 9 September 2007 (EDT)

New RemoveItem method possible[edit source]

This may be able to get rid of the sound, so a far-fetched suggestion - use Drop, then GetFirstRef to find the new reference of the dropped item, then TrashNPC.Activate DropRef to "pickup" the item, and finally TrashNPC.RemoveAllItems to destroy it. Note the TrashNPC can be in a remote cell, but must be persistent, enabled and conscious (IIRC).--Haama 13:19, 2 June 2008 (EDT)

Oblivion icon[edit source]

Does anyone know what .xml/.ini setting determines this?--Haama 13:26, 2 June 2008 (EDT)

It's compiled with the executable. Use ResHacker or some other PE Resource editor to change/edit it.
shadeMe TALK 21:17, 2 September 2009 (EDT)