Difference between revisions of "Questions"
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== How does an object finds out in which cell it is placed, using a script attached to the object? == | == 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. | 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 [http://cs.elderscrolls.com/constwiki/index.php/IsCellOwner 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. | After looking at all the Cell functions only one looks promising and that is [http://cs.elderscrolls.com/constwiki/index.php/IsCellOwner 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. | ||
[[User:XiDragon|XiDragon]] | Have I missed something or is it simply not possible? | ||
If this can not be achieved, does any of you know a way around this? | |||
[[User:XiDragon|XiDragon]] 15:02, 29 April 2006 (GMT+1) |
Revision as of 09:10, 29 April 2006
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? --Brainspackle 13:02, 8 April 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? --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. 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? --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 MWTalkie 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?
--ZantarV
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? 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
--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? 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? 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?
Since traps (using physics) cause damage this probably shouldnt be a problem.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.
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? 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: Uesp: FormId and Uesp: Mod Integration. --Wrye 23:50, 6 April 2006 (EDT)
- Concerning communication between mods through global variables I have posted an idea for a potential workaround on Wrye's thread on the TESCS forum. --xebeth 06:19, 8 April 2006 (EDT)
- Because of slowness problems at UESP Wiki, I've copied my tech papers to my home page and added another document detailing the procedure for merging mods. See Wrye Morrowind/Oblivion. --Wrye 20:07, 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 UESP:Tes4 Programmers. --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? - Chair5768
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
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
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
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.
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. --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?
--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)
--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.
- --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.
- --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) :
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
- try "endif" as one word ;-) Mrflippy 04:03, 8 April 2006 (EDT)
Lockable Container/Door Tutorial
Moved to How to make lockable doors & containers. --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? 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. --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. Issofir 15:25, 9 April 2006 (EDT)
Getting GetSitting function to work
What's wrong with this script to get the "ISLSecretary" to sit?
ScriptName ISLsecretarysit begin Gamemode if ( GetDistance player < 50 ) if ( getsitting == 0 ) set ISLsecretary.GetSitting to 3 endif endif end
Treleth 00:00, 10 April 2006 (EDT)
- --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? Treleth 00:04, 10 April 2006 (EDT)
Changing player start position
Where do you specify the start position of the player?
It's a rather simple question but I can't seem to find an answer.
--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...
- --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?
- --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)
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.
- - Xero Nilson
According to 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. --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
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.
--Nate1054 18:03, 22 April 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
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
--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.
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.
Have I missed something or is it simply not possible? If this can not be achieved, does any of you know a way around this?
XiDragon 15:02, 29 April 2006 (GMT+1)