Difference between revisions of "Talk:Questions"

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search
imported>TheImperialDragon
imported>Telekin
Line 302: Line 302:


[[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.
[[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?
--[[User:Telekin|Telekin]] 23:19, 9 June 2006 (EDT)


== Can dead bodies be made solid? ==
== Can dead bodies be made solid? ==

Revision as of 22:19, 9 June 2006

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)

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?

--AKH|Arazand

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.
--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? 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.

Hawkes

--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

Hawkes


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)

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)