Difference between revisions of "Talk:Questions"
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[[User:DragoonWraith|<font face="Oblivion,Daedric Runes" size=3>D</font>ragoon <font face="Oblivion,Daedric" size=3>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 23:08, 19 July 2006 (EDT): '''Oh dear god these pages are long!!''' Seriously, can we cut down on these? What can be done? | [[User:DragoonWraith|<font face="Oblivion,Daedric Runes" size=3>D</font>ragoon <font face="Oblivion,Daedric" size=3>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 23:08, 19 July 2006 (EDT): '''Oh dear god these pages are long!!''' Seriously, can we cut down on these? What can be done? | ||
[[User:ShadowDancer|ShadowDancer]] 23:26, 19 July 2006 (EDT): Probably the best solution would be to seperate out the individual questions to new articles classified by different categories. Unanswered questions still needing solutions, Answered questions, and New questions. Maybe even a page for questions that probably don't have an answer at this time/in this version of CS. | |||
Revision as of 22:26, 19 July 2006
Dragoon Wraith TALK 23:08, 19 July 2006 (EDT): Oh dear god these pages are long!! Seriously, can we cut down on these? What can be done?
ShadowDancer 23:26, 19 July 2006 (EDT): Probably the best solution would be to seperate out the individual questions to new articles classified by different categories. Unanswered questions still needing solutions, Answered questions, and New questions. Maybe even a page for questions that probably don't have an answer at this time/in this version of CS.
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
- Dragoon Wraith TALK 23:10, 19 July 2006 (EDT): That's a feature of BTmod.
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)
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)
--Zeratul Ive used the Mod Merger. It worked great for me. The only mods I have that didn't work were the white glass weapons and armor. It was very easy.
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)
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
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)
player.getCrimeGold should return the current bounty. --Wahh
set rate at which skills level
im looking to create a spell/script that will basicly increase the rate at which my skills level. an "experience multiplyer" if you will.
my first problem with doing this is working out which functions etc to call and modify. any help would be aperciated. thanks.
- - Cheata
Problem After Closing oblivion gate
I don't reach to find an answer somewhere so i guess i can ask here. I made a mod to have a pet following you. So pet has a script with some variables inside, the pet follow you everywhere.
I have problem when you close an Oblivion Gate,the pet is teleported outside as you but all the variables in the script has been reseted.
On the Wiki it's said that when an oblivion gate is closed "Foreign actors are moved outside the gate and the linked worldspace is reset". So my pet is a foreign actor and is well teleported outside though it seems to be reseted too. I tried to put a message in it "Reset" Event but it doesn't raise, so that means the actor is not reseted but it lost all is variables? I don't know if i misunderstood something about variables in script or is there really a bug somewhere ?
Best Way to Accomplish This?
I want to create a chest that will contain the former Gray Fox's armor and weapon upon completion of the TG quest. The part that's holding me up is that his shortsword is a leveled item. Depending on the level of the player upon his/her first meeting the Gray Fox, Gray Fox's weapon can be different. Once it has been established, however, it remains the same for the rest of the quest. But if the same leveled sword were to be placed in the chest, it is my understanding that the sword would likely be different than the one the player has come to know the Gray Fox to carry, because the player will undoubtedly level up during the course of the quest. Now, I was able to write a script which checks the player's level and deposits the correct (non-leveled) sword into the chest, the idea being that the script would be set up to run when the player meets the Gray Fox for the first time, and the right sword would be set aside for later. The problem is, I don't know the best way to impliment the script. It was my intention to put it directly in the appropriate 'Result Script' box in the Topics tab of the quest in which Gray Fox is first met, but the script is too long to fit.
I'm at a loss. I need a way to ensure that the script runs at the correct point in the plot and that it runs only once. (I put a 'If DoOnce = 0, blah blah blah, EndIf, Set DoOnce to 1' but I'm not sure that will be effective depending on how the script is triggered) Also, I'm new to TES4CS. I used to be not-too-shabby with TES3CS, but much time has passed and some things may have changed. So forgive me if there's an easy solution staring me in the face that I'd have to be a fool to miss, because I very well may be. --Asok_Green
- I think your best bet would be to store the player's level in a variable upon the first meeting of the Gray Fox, and to use that variable, instead of the player's current level, when you fill up the chest. --DragoonWraith 22:23, 27 May 2006 (EDT)
Thank you for the tip. -A.
Duplicate Quest
In the quest editor, does right-clicking a quest and selecting 'duplicate' do anything? It doesn't seem to for me. I only wish to do so because I want a new quest to use the thieves guild icon, but don't have the hard drive space needed to unpack all of textures.bsa to get at it. Related question: If I manage to clear up enough space to unpack textures.bsa and select the appropriate icon, will that texture need to be packaged with the plugin in order for other people to use it, or will the plugin be able to find and use the original texture? --Asok_Green
Omzy I wish I had the answer to that last question, too. I've just been packaging everything in mine. Tell you what, if you want that icon, email me at omzy_@hotmail.com and i'll send it.
- Unfortunately, the compressed system uses directories, subdirectories, etc... in searching for its texture. What I mean to say is that, on a machine that downloaded your plug-in, the computer probably wouldn't be able to find the texture, as it isn't where the texture is supposed to be. What I would try and I emphasize, try is to create directories with similar names that the compressed files use. If this icon is for the quest menu, then you'll find it under Data/textures/menus/icons. Just create the direcotries and place the icon from Omzy in the icons folder. I have no clue if this will work, you'll have to ask someone who hasn't decompressed their BSAs to test your plug-in. The Imperial Dragon 22:29, 8 June 2006 (EDT)
Is there a way to check if an actor is blocking?
I need to find a way to check if an actor is blocking (holding up their shield). I've tried everything I could find, including IsShieldOut and GetEquipped, but they don't require the actor to be in the blocking state. Is there a way to check the animating state (i.e. isState IDLE_BLOCKING...) or some other variable that holds information about blocking?
--Telekin 21:16, 8 June 2006 (EDT)
Omzy What exactly are you trying to do? You might be able to stop an actor from blocking by giving him a script that uses the SetCombatStyle to one that doesn't involve blocking (if there is such a kamikaze style). There might be another way to do what you want to do without having to determine that condition.
- I have a spell script that I want to have do something special if the target NPC is blocking with his/her shield. Right now it just works when the target is equipped with a shield, but I'd rather restrict it further to be in the blocking state itself. Is this possible?
--Telekin 23:19, 9 June 2006 (EDT)
Does anyone have any ideas about this? Is there a way to check the animation playing currently or the blocking state? --Telekin 14:09, 12 June 2006 (EDT)
- I'm trying to work this out as well. I thought IsShieldOut would work, but I guess not.--Omzy 15:32, 12 June 2006 (EDT)
I went in game, targeted myself, toggledebugtext, setdebugtext 1, and looked in the top left corner. Whenever I blocked, it says Action -> Block HK_STATE and below it shows that the idle blockidle.kf is looping. All I need is to detect whenever the Block HK_STATE occurs.--Omzy 20:56, 12 June 2006 (EDT)
- I'm not sure what the function of IsYielding does, but maybe it checks to see if the player presses SPACE during combat. This probably is not what you have in mind, unless you use the IsShieldOut and IsYielding in combination. That might work. If it is for a specific shield, you'd check to see if the shield is equiped. The Imperial Dragon 22:22, 12 June 2006 (EDT)
- Yielding is when an actor is in the process of backing away from combat. I don't think it would have any effect on the blocking state. Wonder if any of the oblivion programmers that moderate this site know if those variables are accessible via functions?
--Omzy 23:57, 12 June 2006 (EDT)
- I just checked, yielding is when the player tries to stop combat by talking to the NPC. It probably wouldn't have any effect on the blocking state, unless it is a spell you want to cast when you are blocking. What is it exactly you want to achieve by checking to see if the actor is blocking? The Imperial Dragon 23:39, 13 June 2006 (EDT)
- Well, I'll have to put this mod on hold until some programmers extend the functionality of the CS. I wanted to know- when a spell hits the player, is the player blocking? If not, the player gets hit. If so, then something special happens.--Omzy 00:29, 14 June 2006 (EDT)
- If you figure this out, please post it here. That's exactly what I'm trying to do as well! --Telekin 22:43, 15 June 2006 (EDT)
Can dead bodies be made solid?
Is there any way to make dead bodies solid so the player cannot walk through them?
This is more important to just a particular spell script of mine where it kills the target but you shouldn't be able to pass through the target's body (yet still be able to access its inventory). I've tried just setting the target to ghost mode (cannot be hurt or attacked) and unconscious, but that doesn't let the player access the inventory of the target because it's not technically dead. I was unsuccessful at changing the default behaviour of activating the affected target to accessing it as a container instead of an NPC/creature.
Anyone have any ideas?
--Telekin 21:23, 8 June 2006 (EDT)
- I have one idea. Maybe you can have a collision box placed over the body using the PlaceAtMe command? The Imperial Dragon 21:52, 8 June 2006 (EDT)
- That would be perfect! But what type of object is a collision box? I've used the PlaceAtMe function before, but I haven't heard of the collision box... is it a generic object with x/y/z dimensions? If so, can these dimensions be made to fit the actor's orientation (roughly)? --Telekin 23:23, 9 June 2006 (EDT)
- A collision box is a static object and you can SetScale it to fit the area of the body... The object you need is called "CollisionBox01". The Imperial Dragon 23:32, 9 June 2006 (EDT)
- What if the body is in an orientation other than standing up (i.e. laying down, crouching, etc)? There is a lot of variability that may not be possible to account for and would be needed to make an appropriately shaped collision box. Does the collision box apply to an actor and change shape accordingly, or is this just something I'm going to have to deal with? Also, can the orientation of the actor easily be found and applied to the collision box? Thanks for all the advice, by the way! --Telekin 22:29, 10 June 2006 (EDT)
- The colision box takes the shape of a small, rectangular area, and doesn't change at all, unless you use the SetScale, move or rotate it or something like that via script or console commands. As for the orientation, bodies can end up leaning against an object, but usually fall on the floor where the collision box would presumably appear. Something I didn't consider at first was the collision issues (when a solid object is inside another solid object, it causes problems...) so perhaps it would be best to place the box slightly above the actor (maybe 30 units?) after the body has had a chance to fall completely on the floor (2-5 seconds?) or wall or whatever. If the player somehow gets inside the box, he/she will most likely be pushed out of it because of the Havok Physics system. And to the other question: no, the orientation cannot be checked and applied to the collision box, at least as far as I know.
- In summary, to make my long answer a lot shorter, place a collision box in a square shape of the area above the dead actor so that the player cannot walk through the corpse on the floor after about 2 seconds. And for the placement of the collision box for different body orientations, there is no way that I know of that can check the orientation, let alone change the collision box, so we'll assume the body falls on the floor. If it doesn't fall on the floor, we'll see how the game treats it. The Imperial Dragon 00:10, 11 June 2006 (EDT)
Code snippet:
- ref collision
- ...
- set collision to this.PlaceAtMe CollisionBox01, 1, 0, 0
I have tried rotating and adjusting the z position of the collision box, but the scale doesn't seem to drop below a certain point. Is there a way to adjust x/y/z scale independently via a script? Also, is there a way to make the collision box visible in the game? --Telekin 14:06, 12 June 2006 (EDT)
- Try ModScale or SetScale, or are you talking about the position? The collision box is only visible in the CS. The Imperial Dragon 18:42, 12 June 2006 (EDT)
- The SetScale only goes from the range 0.5 to 10 (actually seems to max at 2.0, at least on NPCs). The problem with that range is that the best scale of the CollisionBox01 would be about 0.1 (I manually placed one in the editor and sized it up against an NPC). Unfortunately, scripts won't set the scale smaller than 0.5, so the box is quite large around the area it is placed. I think the only solution to this is to make a new collision box model, but I have no access to 3ds max or skills in the software. I did try modifying "scale" variables in NifSkope for a copy of the CollisionBox01, but nothing changed in the game. --Telekin 19:22, 12 June 2006 (EDT)
- Perhaps you could place a persistent box into the world, name it something unique, then use MoveTo? The Imperial Dragon 20:00, 12 June 2006 (EDT)
- This isn't feasible because this is the result of a spell that could be used multiple times in the same area. If there were only one, or even multiple persistent collision boxes moved to the targets, eventually there would be targets that would not have a collision box on it, negating the whole point of doing it this way. Is there some sort of "CopyTo" function? --Telekin 20:28, 12 June 2006 (EDT)
- You could try CreateFullActorCopy, as DeleteFullActorCopy might (it's still debated) delete objects other than actors... Though I'm not sure how to distinguish between the two copies. You could have a look at DASkullofCorruptionStaffScript and see if it has any way of differentiating (probably spelled that wrong) between the two. You'd also want to set it so that it is deleted after a certain amount of time (3 days?). The Imperial Dragon 22:31, 12 June 2006 (EDT)
- This doesn't work. Size is not preserved unfortunately. I've tried making my own model as well, but no luck. I guess I'll just have to skip this until someone figures out some other way of resizing objects or comes out with a better way to edit models. --Telekin 22:37, 15 June 2006 (EDT)
Slowing down actors
Is there a way to slow an actor down? I've adjusted the speed attribute on an NPC but this doesn't seem to have a great effect on their movement. I'm looking for a sort of slow motion effect (slower animation and slower movement speed). Is this possible? --Telekin 22:42, 15 June 2006 (EDT)
PJ's spell pack has a spell that stops actors and has a blizzard spell that slows them. Download it at planetelderscrolls.com and read his code. --Omzy 23:17, 15 June 2006 (EDT)