Questions

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Revision as of 13:56, 8 October 2006 by imported>Joshua Boniface (→‎Necromancers Yielding)
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Necromancers Yielding

I'm working on a quest mod that would require the player to yield to a necromancer (it's a Necromancy quest) and talk to them. However, whatever I try I cannot get the Necromancers to yield to me. I've tried scripting a yield command, turning on "Allow Yields" in the combat types, everything I can think of. Any suggestions? --Joshua Boniface 23:08, 7 October 2006 (EDT)

Dragoon Wraith TALK 06:22, 8 October 2006 (EDT): Have you tried looking at the faction? I think that you're only supposed to be able to yeild to civilians, not outlaws.
By the way, great idea. I was planning on doing the same thing, but was too lazy to ever start.
--Joshua Boniface 10:56, 8 October 2006 (EDT): I tried unchecking the "Evil" box in the faction, but to no avail. I can understand the "only yield to civilians" idea, but shouldn't that be something you can change?
Yielding only works if the NPC would not normally attack you. So, you probably want to increase the necromancer's disposition to the player and/or reduce his aggression when the player yeilds. Alternatively, try setting the necromancer up as non-hostile in the editor (lower his aggression) and give him a script to startCombat when the player gets within a certain distance; since in this case he wouldn't normally attack you, yielding will probably work. Scruggs 11:55, 8 October 2006 (EDT)
--Joshua Boniface 11:58, 8 October 2006 (EDT): Alright, thanks a lot! This was driving me crazy!

Sheathing Weapons

I cant seem to find the script command to remove thigns from your inventory when you sheath your weapon.

IE i am trying to write a alternative bound weapon script I am wanting the script to act just like the bond items liek when you sheath your weapons they disappear from your inventory and such and have a time limit on them as well to where they are remvoed from your inventory when the spell expires.

Dragoon Wraith TALK 11:37, 31 May 2006 (EDT): Use player.IsWeaponOut == 0 to determine that the player does not have their weapon out.


Specific Pathing Question

Lets say I have interior cell 1 and ineterior cell 2. They are linked by 2 doors. A and B. I have NPC Fred. He is scripted to travel between the cells. For story reasons I only want him to choose door B. Again for story reasons I only want door A to be used by the player. Because the luck of the draw, Fred always chooses door A.

I have tried many things to get him not to use door A, but have not had any luck. Removing the pathfinding just gets him to walk into a wall endlessly. Locking the door does not seem to help. Making the owner of the door the Player doesn't seem to phase him.

Vuohi 16:03, 1 June 2006 (EDT)

I believe I have the answer. You need to use path finding, but only create the paths to door B. also make sure the ai paths don't run too close to door A or the character may move to the closest point then leave the path and head straight for the door. I also suggest that you use the blue pathnodes because they take priority. See Pathing_and_Playtesting for more information.Decoup 22:23, 6 June 2006 (EDT)
I have a slightly different approach. You can use a SubSpace zone so that the NPC regonises that he/she should only use that door. See the article for specifics on how they work. Anyway, either one of these methods (mine or Decoup's) have potential, so give them both a try. TheImperialDragon 22:41, 6 June 2006 (EDT)

'F' key crashes TESCS

This appears to happen fairly randomly, but certain objects such as dungeon blocks and blood decals crash the game when 'dropped' using the F key. Could anyone suggest why?

No clue, and I'd reccomend you sign your comments in the future. One other thing I've noticed is that trying to edit too many NPCs in a row (I'm talking hundreds), causes the CS to say it failed to create a new tab, and if you still try to edit more NPCs, it crashes. --MaXiMiUS 00:20, 8 June 2006 (EDT)
This happens when non-havok'ed objects (dungeon-tiles for example) fall a long distance (500+ units) usually because there is nothing below them. My workaround is to use "T" first and drag them over existing tiles before letting them fall down.--JOG 08:10, 11 June 2006 (EDT)

Is something wrong with my CS or not

I don't know if all users are effected by this or just me, but the findin the CS 'Edit' 'Find...' does not do anything. 'Find Text' works fine, but find does nothing at all. Is it just me, and is there a solution.

I also noticed that when I open CS before I open any moduals there are some opbejcts already in the Object Window.

  • 2 spells, DefaultMarksmanParalyzeSpell and DefaultPlayerSpell
  • 3 effect shaders, effectAbsorb, effectReflect and LifeDetected
  • Some items in the misc, and clothing catagories
  • 2 containers

Could this be related and does anyone else have the same problem?

Omzy When I open my CS i have some random items in there too, not sure about the find option though.

Thanks for the help. Can someone please tell me if their find button works? In the morrowind CS my find button is functional and displays a list of objects which I can search for. Does anyone have a functioning find button in Oblivion CS?Decoup 05:11, 9 June 2006 (EDT)

Come on guys. Its a simple question. Can anyone please just open the CS and click 'Edit' 'Find...' and tell me if a window pops-up or not. I just want to know if I am the only one working without a find command.

No, Edit/Find doesn't work, it was pretty pointless in Morrowind (opened a list of objects and when you selected one opened the render window at the first place where that object was placed.) And it's completely disfunctional in Oblivion, guess they just forgot to remove the menu-entry. the "Use Info" Option in the Object Window's context menu is much more useful than Edit/Find ever was.--JOG 08:03, 11 June 2006 (EDT)
Well, considering that it has been days since you asked if anyone has a functioning Find button, I doubt anybody has got it working yet, unless they've made modifications to the program itself. As for me, yes I've got the same problem. I would just ignore it. The Imperial Dragon 12:55, 11 June 2006 (EDT)
As above. (WaerLoga) (EDT)

Revert changes in an esp file to base/master file state

Hi,

I would like to ask, if say you accidentally delete a critical path in a storyline cell (anvil fighter's guild!) but didn't realise it until the next time you open the mod to work on it further..

Is there any way you can revert the cell to its original format as per the master file?

I thought that if the .esp file was in ascii format, one could just open it and remove the lines that describe the errorneous change.. but unfortunately its in binary format.

Any suggestions/help would be appreciated!


I know how to fix something like this (and you don't even have to redo any work from after the mistake!). open the loading window, load your plug-in When your plug-in is loaded, click on the load folder again, highlight your plug-in, and click on the Details... button. Now, find your mistake in this data and delete it (set it to be ignored). You should be able to do this anytime you make a mistake with the CS. The Imperial Dragon 22:39, 8 June 2006 (EDT)

Causing NPC/Creatures to mimic an action the player takes

hey, El`derina here. I was wondering how i would cause a creature or NPC to play attack animations at the same time the Player does... i see no function for IsAttacking or something like that and no blocktypes either that would assist in this. Thanks in advance if anyone can fiqure this out.

Omzy Do you mean you want the npc to be a mirror image of the player's animations? That might be difficult. There is a function for combat-> IsInCombat. Of course, if you wanted two npc's to "fight" without hurting each other, like for training, you could create a training package that makes each actor play their combat idles during the package and set the package to run whenever you want with conditions or the AddScriptPackage function. You might also write a script for a certain actor that makes him run the script when the player is near and is in combat.

El`derina No, not quite.... im working on wolfform for my mod. what i need is for the wolf to play its attack animation whenever the player attacks- problem is that the only possible way to detect this that i know of is having the player equiped with an enchanted weapon that sets a global varible for my other scripts to run off of whenever the player hits something... and that wont even make it work all the time since you'd HAVE to have a monster there to hit it. what i need is an alternative way to detect if the animation is playing for the player, or if a keyboard stroke was made to attack/block. so far i have everything but this one thing working- may have to make it a travel form only if i cant find a way around this

As for now, there is no way to find the current animation playing. I've spent hours and hours trying to figure out when the player is blocking. I even set up a collision box that travels with the player so that when the player blocks, the shield moves into the collision box and the shield's OnCollision block runs. None of it worked. It appears that an object involved in animation does not execute its own code and does not really involve itself in the physics system, only when it's on the ground. I put in the wishlist a request for some animation functions. There are a lot of cool things to be done if this feature is implemented. --Omzy 11:10, 19 June 2006 (EDT)


I read somewhere, (maybe Scripting for Dummies by GhanBuriGhan), to use sound files to determine what the PC is doing. Check out the Sentient Weapon mod, as that weapon speaks and gives appropriate vocal reactions to enemies, (it knows what RACE it's hitting, down to specific DAEDRA, "I'll rip all your legs off insect!" for Spider Daedra and "Bad kitty!" for Khajiit, type of thing). WaerLoga 22 June (EDT)

Raising or lowering the water level using a script?

Is there any way I can have the water level change by using a script, like in Morrowind, Tribunal? I couldn't find any functions that might do this... The Imperial Dragon 22:23, 9 June 2006 (EDT)

Alright, anybody remember going against the Black Dart Gang, and pulled the torch on the wall, and the water level rising to drown every enemy in the area? How would I do that in Oblivion? The Imperial Dragon 13:01, 11 June 2006 (EDT)

Any ideas at all are very welcome... The Imperial Dragon 18:58, 12 June 2006 (EDT)

I am not quite sure where I saw this, but something in my memory tells me that there is an option somewhere in the construction set for a cell to change if the water is at normal height or not.--Omzy 19:47, 12 June 2006 (EDT)
No way to change the Waterlevel in scripts. You can define the waterlevel for each cell in the cs, but you can't change it. Drowning traps can be realized, though a bit awkwardly: instead of the water move the dungeon tiles (cf. elevator).--JOG 17:15, 13 June 2006 (EDT)
Sink the dungeon! Brilliant! What about walls closing in on PC? (WaerLoga) (EDT)
Not a bad idea, actually... The Imperial Dragon 00:15, 22 June 2006 (EDT)
Except this is what the Bethesda game designers already did in their games... The Imperial Dragon 00:27, 22 June 2006 (EDT)

Stopping Levelled Lists from spawning NPCs at night?

I can't seem to stop levelled lists from spawning NPCs at night. I only want these NPCs to spawn during certain hours of the day, and disabling them from the NPCs script is ineffective (dozens upon dozens of disabled NPCs). I've tried attaching a script to the levelled lists that should force them to disable during the night, but the NPCs continue to spawn, any ideas? --MaXiMiUS 14:19, 11 June 2006 (EDT)

How about you make a script that spawns the enemies on a special marker (using PlaceAtMe) instead of the leveled list, and using RandomPercent, and make it so that it has a Return command during the night? You'd have to make a special marker though, and do a lot of scripting... The Imperial Dragon 14:39, 11 June 2006 (EDT)
Because there's already 1540 levelled lists placed? ;) --MaXiMiUS 17:39, 11 June 2006 (EDT)
Ah, I see what you mean... These are the bandits/marauders all over Cyrodil I guess? What are you trying to do? The Imperial Dragon 18:03, 11 June 2006 (EDT)
Randomized travellers between towns, on roads. Thing is, I don't want any new ones to spawn at night, only during day. --MaXiMiUS 18:04, 11 June 2006 (EDT)
Hmm, is there any way to change the odds of a leveled list generating an enemy, similar to how the game changes the types of enemies you encounter in quest dungeons (ex: Dark Brotherhood quest-> the dungeon you find Roderic and kill him is usually a marauder lair except while the quest is active)? The Imperial Dragon 18:11, 11 June 2006 (EDT)
Probably not, maybe it just enables a disabled NPC? :-/ --MaXiMiUS 18:15, 11 June 2006 (EDT)
Then what happens to the marauders who usually populate the dungeon? The Imperial Dragon 18:18, 11 June 2006 (EDT)
Disabled? But that wouldn't make sense! That is exactly what I tried to do, and it did not work! O.o' --MaXiMiUS 18:20, 11 June 2006 (EDT)


Could you post your script code?--Omzy 18:59, 11 June 2006 (EDT)
I think I've got the solution, just a sec... The Imperial Dragon 19:03, 11 June 2006 (EDT)
Where to start? I think you have to use a global script to disable the lists by giving one of the lists an Editor Reference ID, then disable the list by typing the ID. Have a look at FortSutchinterior. At the base of the stairs going into the dungeon is a marker. Double click on it and you'll see that its Reference ID is Dark07DisableMeEmilREF. This ID gets disabled in the quest Dark07Medicine stage 10, so it is a reasonable to assume that because no other reference has such an ID, the game assumes that each list is to be disabled. The reason disabling the Editor ID wouldn't work is probably because that is not how References are treated in the game, for example, JanusHassildor is placed into the world and called JanusHassildorREF. It works in Fort Sutch because the lists have a reference ID. Such is the way of Sutch (sorry for the really bad pun). The Imperial Dragon 19:11, 11 June 2006 (EDT)
Hmm, but would there be a way to disable all of them without having over a thousand persistant references? Perhaps some sort of global-check in their script that could stop them from spawning anything? --MaXiMiUS 19:33, 11 June 2006 (EDT)
begin GameMode
if ( GameHour >= 19.5 || GameHour < 6.75 ) && GetDisabled == 0
	Disable
elseif GetDisabled
	Enable
endif
end
--MaXiMiUS 19:46, 11 June 2006 (EDT)

After reading my own code, I think I spotted how I messed up. Can't test it now, though! --MaXiMiUS 19:48, 11 June 2006 (EDT)

Nope, it doesn't work properly, and having that many levelled lists with scripts running is a massive FPS hit. I dropped 15FPS, down to 3! *scratches idea* --MaXiMiUS 22:48, 12 June 2006 (EDT)

Getting the spellID of a spell casted on the player

Any ideas? There has to be a solution somewhere.--Omzy 15:17, 12 June 2006 (EDT)

You should sign your comments, and technically there is. You can attach scripts to the Player NPC, and they will actually run. Just do some IsSpellTarget checks on the player. No idea how we'd go about with multiple scripts on the player and conflicting plugins though.. --MaXiMiUS 12:44, 12 June 2006 (EDT)

Sorry for not signing the comment above, completely slipped my mind--Omzy 15:17, 12 June 2006 (EDT)

Using IsSpellTarget not only requires the ID of the spell within the command itself, but only returns whether or not the player is being affected by the specified spell. I suppose I could write if/then statements for every single spell, but that would be very time consuming, as there are some few hundred spells. Also, this would only allow my mod to work for spells that are already created. I'm thinking of using an OnMagicEffectHit block with no specified spellID, but I've been stumped at what kind of code I would need to put inside to find the spellID. --Omzy 15:27, 12 June 2006 (EDT)

  • I'm still learning myself, but I'm pretty sure there is no way to get a collection of all the spells effecting the player at any given moment (since in 99% of such cases you would be testing it against a specific spell anyway). I'm wondering what you are trying to do generally. There may be some other way to achieve what you are after without getting a list of all the spells affecting the player. What's the end result you are after? Jduvall 20:03, 12 June 2006 (EDT)


Well, for now this is a secret project, but for this specific aspect, I need to determine the id of the spell that is casted on the player at the moment it hits. So, basically, I need the id of the spell at the ScriptEffectStart block. I've been pondering whether I should add a script block to every castable spell in the ScriptEffectStart that sets a global variable to a specific number that corresponds with the spell. That would be incredibly time consuming, but I could pay my little brother =P
See WaerLoga's reply to :"Causing NPC/Creatures to mimic an action the player takes" above WaerLoga 22 June (EDT)

Getting keystrokes

Is there a way to see if an actor presses the button for a specific command? For example, if the actor presses the block button?

I'm not sure, but you could check the article Key input. I'm not sure if it'll be any help, but it has a similar goal to this one. The Imperial Dragon 22:14, 12 June 2006 (EDT)

That article confirmed my fears. Apparently, there is no way to detect when the player presses their block button. I need an alternate method of doing this. I really think there might be a way by determining which animations the player is doing, like blockidle.kf, but does anyone know how to control these? Or even better, apply a script when a specific idle or animation plays.--Omzy 23:53, 12 June 2006 (EDT)

Detecting if a NPC is moving of their own free will?

For something I'm trying to work on, it would be very useful to tell if the NPC is moving on their own. I need to be able to differentiate between movement, and standing still/getting pushed around. I'm thinking of using GetPos commands for this, but I'm not entirely sure how I should go about it. --MaXiMiUS 23:29, 12 June 2006 (EDT)

Shader effect "PC Hitted"

If I want to use through script the graphical effect of the hit being, as I must make? As an example when it is taken the sigil stone I seal but I have not understood a lot to us in the scipt.

You could probably use a trap (with low or no damage for only the effect).--Omzy 12:36, 13 June 2006 (EDT)
TriggerHitShader--JOG 17:00, 13 June 2006 (EDT)

What happens with Travel packages?

If a NPC has multiple travel packages, and none of them have conditions, what do they do once they reach location A? Idle around a bit, then move on to location B, then once they reach location B, head back to location A as it is at the top of their list, or do they keep going through the list? I'm trying to find a way to have NPCs just walk from one location, to the next, to the next, to the next, until they get all the way back to their original location. This COULD use variables set in the NPCs script, but that would be excessively inefficient, because their starting location is random, for one, and two, there is dozens of NPCs involved. --MaXiMiUS 18:29, 13 June 2006 (EDT)

Well, I figured out the solution to my own problem. I just have the packages as "Must Reach Destination", and if they're in the same cell as the marker they were heading towards, randomly tell them to head to a new marker with EVP. --MaXiMiUS 18:44, 14 June 2006 (EDT)

Item scaling questions..

If a NPC is level 1, and the player is level 50, does the NPC get level 1 equipment, or level 50 equipment? Also: is there a reasonable way to scale a NPC via a script to the players level? Examples would be helpful, I'm trying to make a merchant that can sell stuff and still scale up with the player. --MaXiMiUS 15:38, 15 June 2006 (EDT)

For the first question, the Leveled items are correspondant to the player, think of how regular containers work, so the NPC would have level 50 items.
As for using a script to adjust the NPC's level, you'd probably have to set every stat for the NPC via a script. I'll look for an example. Perhaps it would be easier to just make a leveled list?
A possible work around is to have a bodyguard escort the merchant, but if this is the same mod you were making earlier (Stopping NPCs from spawning at night), I don't know how you'd go about it. The Imperial Dragon 16:21, 15 June 2006 (EDT)

Here's one example of a script that uses ModAV or ModActorValue...



; BetTeam 1 is Blue, BetTeam 2 is Yellow
;------controls luck affecting combatant health----

if ArenaSpectator.Lucky == 0
	if ArenaSpectator.BetTeam == 1
		if player.getav Luck >= 50 && player.getav Luck < 60
			ModAV Health 5
			set ArenaSpectator.Lucky to 1
		endif
	endif
endif


if ArenaSpectator.Lucky == 0
	if ArenaSpectator.BetTeam == 1
		if player.getav Luck >= 60 && player.getav Luck < 70
			ModAV Health 10
			set ArenaSpectator.Lucky to 1
		endif
	endif
endif

if ArenaSpectator.Lucky == 0
	if ArenaSpectator.BetTeam == 1
		if player.getav Luck >= 70 && player.getav Luck < 80
			ModAV Health 15
			set ArenaSpectator.Lucky to 1
		endif
	endif
endif

if ArenaSpectator.Lucky == 0
	if ArenaSpectator.BetTeam == 1
		if player.getav Luck >= 80 && player.getav Luck < 90
			ModAV Health 20
			set ArenaSpectator.Lucky to 1
		endif
	endif
endif


if ArenaSpectator.Lucky == 0
	if ArenaSpectator.BetTeam == 1
		if player.getav Luck >= 90 && player.getav Luck < 99
			ModAV Health 25
			set ArenaSpectator.Lucky to 1
		endif
	endif
endif

if ArenaSpectator.Lucky == 0
	if ArenaSpectator.BetTeam == 1
		if player.getav Luck == 100
			ModAV Health 30
			set ArenaSpectator.Lucky to 1
		endif
	endif
endif



End

The actor value is the value of a stat or variable on the NPC.

You could use the SetActorValue function to set the main skills of your NPC depending on the level of the player. For example: If you make a script that modifies the NPC's stats every five levels, you'd want to attach it to each NPC and it'd go something like this:


short DoOnce
short NewLevel
short level

if NewLevel == 0
	Set level to ( GetLevel player )
	set DoOnce to 0
endif

If DoOnce == 1
	Return
Endif

if ( player.getlevel >= 5 ) && ( player.getlevel <= 10 )
	SetActorValue Health 100
	;rest of stats
	set DoOnce to 1
endif

if ( player.getlevel >= 10 ) && ( player.getlevel <= 15 )
	SetActorValue Health 150
	;rest of stats
	set DoOnce to 1
endif

;etc...

Along with a variable (NewLevel) that gets reset after every time the player levels up.The Imperial Dragon 16:53, 15 June 2006 (EDT)

I think I'll use this code. --MaXiMiUS 19:06, 15 June 2006 (EDT)
	if player.GetLevel > GetLevel
		;level scaling
		if GetIsClass Commoner || GetIsClass Ostler
			Set Level2 to Player.GetLevel
		elseif GetIsClass Scout
			Set Level2 to Player.GetLevel + 1
		elseif GetIsClass Warrior
			Set Level2 to Player.GetLevel + 2
		endif
		SetLevel Level2
		Set Level to GetRandomPercent + Level2
		SetAV Strength Level
		Set Level to GetRandomPercent + Level2
		SetAV Intelligence Level
		Set Level to GetRandomPercent + Level2
		SetAV Willpower Level
		Set Level to GetRandomPercent + Level2
		SetAV Agility Level
		Set Level to GetRandomPercent + Level2
		SetAV Luck Level
		Set Level to GetRandomPercent + Level2
		SetAV Speed Level
		Set Level to GetRandomPercent + Level2
		SetAV Endurance Level
		Set Level to ( GetRandomPercent / 2 ) + ( Level2 * ( GetRandomPercent / 10 ) )
		SetAV Health Level
		Set Level to ( GetRandomPercent * 2 ) + ( Level2 * ( GetRandomPercent / 10 ) )
		SetAV Fatigue Level
		Set Level to GetRandomPercent + ( Level2 * ( GetRandomPercent / 10 ) )
		SetAV Magicka Level
	endif

Don't forget to set the skills too. The Imperial Dragon 20:18, 15 June 2006 (EDT)

Couldn't you just click the box that says "PC Level Offset" to "-1", and fill his inventory or merchant chest with items from Leveled Lists? Or am I answering the wrong question? (WaerLoga 22 June) (EDT)

Not for an NPC whose class doesn't usually sell stuff. The Imperial Dragon 00:25, 22 June 2006 (EDT)

Reskinning Interchangeable Models on NPCs/Horses

I'm noticing with NPC's and horses that the CS has a basic skeleton with several supplimental parts (like a potato head doll). I want to change the .NIF file associations of the various interchangeable parts to my own retextured .NIFs which I have already created, but I don't see any option to do so through the construction kit (at least not as apparent as for item/skeleton meshes). So how can this be done?

You need to put those files into the same folder as the skeleton, then you can choose them in the "ModelList" in the creature's stats. (Look at the goblins for a good example.--JOG 11:22, 20 June 2006 (EDT)

How to make a topic and place it in the Questions category

I know this might seem like a stupid question for a lot of you, but I'm very new to the wiki thing and I don't know how to make a new topic to put into the "Category:Questions" page. The reason I need to do this is because I don't want to fill this page up too much since I have a couple pages of code to paste. I'm sure someone will answer this quickly =P --Omzy 23:46, 21 June 2006 (EDT)

Put [[Category:Questions]] at the end of the article you want to add to the section. Now, to make a new article, just make a link to a page that doesn't exist and click Preview. The link will take you to a blank page named whatever you named the link (ex: [[My Question]]). Just don't click on save, and it doesn't matter which page you preview, but it is probably best to use your talk page. Don't worry, it may not seem like it, but I am relatively new here as well, 'bout three/four weeks. The Imperial Dragon 00:12, 22 June 2006 (EDT)

Thanks a bunch! --Omzy 00:49, 22 June 2006 (EDT)

Construction Set Version

What is the most up-to-date version of the Construction Set? How do you find out what no. the latest version is? I have version 1.0.303 Do I need to upgrade? Are there any differences, like new features?WaerLoga 23 June (EDT)

I think the only time a new CS is released is the same time as a new expansion pack, for the record, I'm running 1.0.303 as well. --MaXiMiUS 17:28, 24 June 2006 (EDT)

How to change players start location?

I want to create plugin where player start in different world, but I don't know where is defined start location of player. Is it in scripts, or in quests? Warrin(EDT)

open you Oblivion.ini(My Documents\My Games\Oblivion) at the very top is this: SStartingCell= (this is the cell you want to start in, use the editorID name)

SStartingCellY= SStartingCellX= SStartingWorld=

STestFile10= (and place here the name of you esp *ex:WorldMassTest.esp)

Moving an exterior cell to another worldspace

My problem is that i have created a new worldspace similar to the Tamriel worldspace in that i will have all the outsides of cities in this worldspace and the interiors of cities in their own worldspaces, and what i was planning on doing was creating the whole city in my large exterior worldspace and copying all the cells associated with the city into its own worldspace, how might this be done?

Using Scripts To Add Object and Raising it

What woudl I write in a script so it adds multiple objects that are aligned, e.g. a plate on the center of a table. Also I couldn't find out how to use a script to remove an object placed in the world. e.g. after you leave house, delete house.Treleth 02:05, 6 July 2006 (EDT)

Dragoon Wraith TALK 00:15, 6 July 2006 (EDT): That script would be pretty complicated, I don't think anyone would be able to write that for you, you'll have to write it yourself. Without the items in front of you, it would be very difficult to do.
Deleting items is done using Disable. By the way, by using Disable and Enable, you can make your items invisible until such a time as you want them to appear - would be much easier than spawning them and positioning them, if you can.

ok, thanks for your help! Treleth 02:05, 6 July 2006 (EDT)

ok, new problem, I got the placement to work, but now when I use the line


set zposition to GetPos Z + 10


to raise the object higher, there is no effect in-game (I din't forget to use float zposition) Treleth 23:40, 6 July 2006 (EDT)


ShadowDancer 03:33, 7 July 2006 (EDT): Moving objects to a new position is done with the SetPos command. What you did with the line of code above was to define a new position on the Z axis. Now you need to set the position. In this case, your code will go from the above to
set zposition to GetPos Z + 10
SetPos Z, zposition

The second line will move your object up 10 units on the Z axis to the new location defined by the zposition reference.

Dragoon Wraith TALK 10:05, 7 July 2006 (EDT): Alternatively, you could use MoveTo, like so:
MoveTo (object ID or ref var) 0 0 10
The Wiki recommends MoveTo over SetPos. Not entirely sure why, but in this case, the code is shorter with MoveTo.


ShadowDancer 06:06, 9 July 2006 (EDT): The Wiki also states that MoveTo "is only reliable for Actors. Using it to move other objects types, especially non-persistent references and inventor items may result in unexpected behavior." so keep that in mind as well. I haven't personally tested it for moving items so I don't know the reason for this warning, but my guess is due to possible embedding in uneven ground and/or object orientation issues.
Dragoon Wraith TALK 10:57, 9 July 2006 (EDT): You're absolutely right, forgot about that.
I think both have a tendency to remove collision data on things, though.

I forgot to mention before that I was indeed using setpos z, zposition. I tried both methods and they both didn't work, my tent was still halfway in the ground, see anything wrong with this code? or you can just remove the + 10 and add tent.moveto tent 0 0 10


scn PTTentUnpack	

float xangle
float yangle
float zangle
float xposition
float yposition
short zposition
ref tent

begin OnActivate
	if GetInWorldspace Tamriel == 1 
	if player.IsSneaking == 0
		set xangle to GetAngle X
		set yangle to GetAngle Y
		set zangle to GetAngle Z
		set xposition to GetPos X
		set yposition to GetPos Y
		set zposition to GetPos Z + 10
		set tent to placeatme PTTentExterior, 1, 10, 1
			tent.SetAngle x, xangle
			tent.SetAngle y, yangle
			tent.SetAngle z, zangle
			tent.SetPos x, xposition
			tent.SetPos y, yposition
			tent.SetPos z, zposition
		disable
	else
		player.AddItem "PTTentMaterials" 1
		Disable
		Return
	endif
endif
endif
end

Treleth 13:13, 7 July 2006 (EDT)

Dragoon Wraith TALK 13:38, 7 July 2006 (EDT): 10 is not very far. Your average person is 128 tall. I think you're just not using a big enough number.
ShadowDancer 14:35, 7 July 2006 (EDT): I agree with that being the most likely scenario. To find the accurate number to set the tent's Z-axis position what I would do is to set up a dummy cell with a floor tile with a 0 Z-axis position and then place the tent material above it at the same x & y coordinates. Use the fall function in the editor and then edit the object and look at the Z-axis position. Do the same with the object that is used to activate the tent. The difference in the Z-axis positions should be fairly close to the appropriate number to use to adjust the Z-axis position if they are sitting on the tile properly. It might take a little tweaking after that to get the exact Z-axis coordinate, but it should be fairly close. The thing to remember is that not all objects use the same X,Y,Z coordinates as the reference. Most 3D objects have the coordinates in the center of the object as opposed to at the bottom or on the corner meaning that the center position of a larger object is at a higher Z-axis position in the larger object than in a smaller object which translates to a ring sitting on the ground properly while the tent looks like its halfway in the ground at the same X,Y,Z coordinates.

It worked! Thanks guys! I was just confused about the unit of measurement. Treleth 14:38, 7 July 2006 (EDT)

Dragoon Wraith TALK 10:57, 9 July 2006 (EDT): Actually, looking at your code... Why didn't you just do this:
scn PTTentUnpack

Begin OnActivate

	if ( GetInWorldSpace Tamriel == 1 ) && ( player.IsSneaking == 0 )
		PlaceAtMe PTTentExterior 0 0 64
		Disable
	else
		player.AddItem PTTentMaterials 1
		Disable
	endif

End
That should do the same thing, much more simply. Also, with your version, if you dropped it in a non-Tamriel place, the player'd never be able to pick it up again. This way, it's just added to the player's inventory regardless of sneaking if it's not in Tamriel.

Rapid-Fire Casting

I just wanted to know how one would go about making a rapidfire casting situation, I know about making spells that cause damage over time, but I want the sound and look of a fireball being cast like a gatling gun (abeit slower) of course to balance this the magicka drain would be higher, how would a person do this? Please explain this as to a person with very little to no scripting experience.

Oh, and how do place something as a new topic? --Unclever title 23:25, 8 July 2006 (EDT)

Dragoon Wraith TALK 23:38, 8 July 2006 (EDT): Not sure how to do that, but you can create a new article by typing in the proper URL in the Address bar, and then writing the page as you like. Use Underscores (_) for spaces.
In the future, please learn how to do things properly if you expect help. Coming here, consciously messing up a page because you are "too lazy to figure out how to do it right" is not a good way to make us happy here.
--Cyax 01:05, 10 July 2006 (EDT)There is a mod in development called "Split Infinity" SI

they have a 'spell' that sounds just like it, if you watch the movie clip youll notice that it just casts a spell over you that lasts for a limited amount of time

--Unclever title 16:24, 11 July 2006 (EDT) Thank you, I found another version of it in PJ's Spell Compendium mod, [1]Merely one locale of it, but simply google it if another site is neccessary. Also thank you for the information regarding new topic placement, Indeed I was lazy but I also could not find this information here or at the wikipedia main site, I didn't read every single piece of text, but I found nothing leading to an explanation to newcomers about how one would add a new topic. But I know now, and will use this knowledge in the future, thank you.
Dragoon Wraith TALK 16:52, 11 July 2006 (EDT): I agree that the information is not as easy to find as you would expect. Well anyway, now you know.

Animations

ShadowDancer 13:57, 10 July 2006 (EDT): Does anyone know exactly how many of these that there are? And additionally, does anyone know how to alter them it someone wanted to make a new object or if they wanted to change the animation? Or if that is even possible? Ideally, I was thinking about the AREvilStonePulsar01 from the dreamscape sequence except without the complete fade to black. Or else some other stone wrapped in something similar which I am not sure is even possible.

SickleYield 11:23, 29 September 2006 (EDT)

It can be done in 3dsMax. Here's a thread over at niftools forum:

http://www.niftools.org/forum/viewtopic.php?t=868

Effect Scripts, SetActorAlpha, SetActorRefraction

ShadowDancer 13:57, 10 July 2006 (EDT): Does anyone know of any way to keep any of these values from being translated to the character when they are mounted on a horse with any/all of those effects applied to it? I managed to figure out how to keep the character from getting the effect shader on a reload of the script when fast traveling to a new area (although it is a tiny bit annoying that the character has to dismount and remount to keep the effect off the character). The other problem resulting from this is that when hit by a spell on horseback, the horse's effect shader is then applied to the character at the completion of the spell's effect shader. Then there are the problems with SetActorRefraction and SetActorAlpha which get applied the second the character mounts and don't get removed on dismount (which I thought would make a really cool effect if they were applied on mount and removed on dismount but this has proven to be very problematical).


How do I make it start up the Character Generation in a new world?

Problem... i want the character generation screen to show up when i load my mod, i cant seem to find the line of code that activates it. --Cyax 19:12, 11 July 2006 (EDT)

Dragoon Wraith TALK 18:32, July 11, 2006 (EDT): I assume you mean the Race menu. That would be ShowRaceMenu.
--Cyax 19:20, 17 September 2006 (EDT) Well if i wouldnt have already figured this out months ago your reply would not have helped me in any way. Just for those who are curious you have to call it in a script using that command showracemenu or any of the other linked menus on that help page.

Player Start Point

Dominant06 00:56, July 12, 2006 (EDT): Hello. I'm new to all this modding stuff. I think it's really sweet to build my own environments for Oblivion. Anyway, I've followed the Creepy Cave tutorial and I started to playtest it, but as soon as I load Oblivion, all I see is darkness. I checked my map and it shows that my character spawned off of my map. Is there a way to fix this? ANY help, and I mean ANY, would be really appreciated. Thanks a lot.

Dragoon Wraith TALK 11:19, 12 July 2006 (EDT): As I said in your Talk page, is this a new game or a loaded savegame?
Dominant06 11:48, July 13, 2006 (EDT): Sorry, I really don't know how to use all this Wiki stuff... anyway, it was a new game. I ran the playtesting just like it told me to in the My First Dungeon: Pathing and Playtesting tutorial. My character started out as a level 1 character, just like it said it would. But he spawned outside of my map.
Dragoon Wraith TALK 16:09, 13 July 2006 (EDT): Wiki Tutorial #1: Use :'s to indent your answer to keep things organized.
Anyway, uhm... what cell are you starting in? Like, you start outside of the world, but you start in cell... open your map and see what name it says.
Dominant06 17:15, July 13, 2006 (EDT): The cell I'm starting in is still Creepy Cave, and when I open the map I still see part of the map itself, but I'm not on it.
Dragoon Wraith TALK 10:30, 14 July 2006 (EDT): Well, I don't know what you messed up with your mod, but I assume that you have little/no intention of actually using the tutorial dungeon for a real game, you are just using it to learn the CS? If so, I would recommend ignoring this crazy bug, and just using TCL in the Console to let you float back over to the map (might be a long way, though).
I haven't actually read that tutorial, though, so maybe I'm not getting something. I'll take a look at it when I get a chance.

Mercantile Skill / Quantity Sold

I'm trying to figure out a way to get the Mercantile skill to recognize the quantity of items sold when it counts for skill increases. I have the mod that removes the 'how many?' prompt right now, but that's unsatisfying; I don't want to have to click on a group of 40 arrows one at a time to get the 40 boosts to the Mercantile skill. I'd rather have something that detects how many items were sold and increases the 'use' count by that number. I've had two thoughts on that so far, and neither has panned out. The first idea was to simply feed the game a use count that was one less than the quantity of items sold (since the game would in theory account for that first one on its own). However, I couldn't figure out how to get the number of items sold captured into a variable, much less how to pass that along as skill uses. The second idea was to temporarily modify the SkillUse settings to reflect a skill boost multiplier that equated with the number of items sold. However, I saw it mentioned that you can't change this value through scripting, so that idea got shot.

Can anyone point me in the right direction? --McC 23:07, 16 July 2006 (EDT)

Dragoon Wraith TALK 10:01, 17 July 2006 (EDT): I don't think you can, sadly. You could get the number of item X sold (but you need to a specific item), but not the total number of items sold...
You could try using how much more gold the player has than before he started, but that's not so good, because it's supposed to be based on how much more gold the player got it for than it was originally offered at. Or something.


How do you edit a save file?

After installing the new patch I can no longer convert an .ess to and .esp and view it's details in the CS, (it crashes to desktop with no error message)so how do I edit a save file? I have somehow been affected by mass duplication. My save file ess.txt contains 68184 petty soul gems and thousands of Arena Heavy Blue Cuirass, though I don't know whereabouts in the game they are, or what caused these objects to mass-duplicate. I think I no longer have the defective plugin that caused this mess activated, so the duplicating has stopped at that number, but my quicksave takes too long to load, so how do I get rid of these thousands of duplicated objects from my save? Is there a SaveGame Editor anywhere? WaerLoga 19 July

Come on now, people. I need an answer here. My Save file is 15MB. How do I remove thousands of references from it? WaerLoga 23 July

"Force Push/Pull" Effect ?

Does anyone know how to get this effect with a script ? I know a guy named CuckyDoh either did it or took it from someone who did, so it is possible. But he doesn't seem inclined to share his scripts, and I haven't made any significant progress this far.Gamall 21:21, 19 July 2006 (EDT)

Dragoon Wraith TALK 23:06, 19 July 2006 (EDT): Wow, that guy's a jerk. Well, anyway, you could try MoveTo self with a small offset, used each frame to make the actor appear to actually move instead of teleport. Might look very odd, though. You'd also need GetHeadingAngle and Trigonometry to get the offsets right... Good luck, let us know how you do!
Gamall 16:07, 20 July 2006 (EDT) : I wouldn't go as far as calling him a jerk ; since I have had no answer at all this far, I can't be absolutely sure he's read my message. I just sent another one.
Like you said, using MoveTo would look very weird... and that way the player could push helpless enemies through walls and other objects. So this would be a very buggy and immersion-breaking result for a very long and complex script. Like the levitation scripts, which are still not satisfying despite all the efforts that have been put into them.
For a very cheap recoil effect, it is simpler to use a PlayGroup BackWard, 1 . Doesn't feel really "kinetic" though, and looks at weird as MoveTo, but at least the walls will stop them ;-)
I've thought about using the pushback effect of the traps, but I haven't tried it yet. This spell is not critical to the mod I'm doing, so I won't have a nervous breakdown if I can't have it, but it would have been a nice touch.
Needless to say, if I make any progress or find any useful information, I'll endeavour to post it in a place where it will be helpful.
Dragoon Wraith TALK 17:55, 20 July 2006 (EDT): Cid88's Multitude of Magecraft has several force spells, I'd recommend looking into that.
Thanks a lot ! If they work the way the readme says they do, then it will be most helpful. Gamall 22:02, 20 July 2006 (EDT)
I looked, and although it doesn't really solve the issue (use of MoveTo...in fact, Cid uses SetPos everywhere, but it amounts to the same), I found in it the PlayGroup DodgeBack, which is absolutely hilarious ;) I think with that, my "Psionic Blast" spell will look almost like I wanted it to... Thanks again. Gamall 00:37, 21 July 2006 (EDT)
I did it ! Screen in action. Playgroup DodgeBack and delayed fatigue curses did the trick ! Thanks again. (and to Cid...) Gamall 16:02, 21 July 2006 (EDT)


Pre-recorded voice files?

I'm in the process of making a rather involved quest mod. Obviously, since Oblivion uses completely voice-based dialogue, this creates some complications.

However, being the son of a sound engineer, I have everything that I would need to record dialogue, from a sound-insulated voice booth to professionally trained voice artists. However, I'm in a bit of a bind considering pre-recorded voice files - i.e, dialogue not recorded with the CS's integrated sound recorder existing on seperate wave files elsewhere on my hard drive. I'm quite certain that it's possible, owing to the fact that Terrence Stamp was nowhere near an Oblivion CS when he was recording Mankar Camoran's dialogue over in England. :P

So, my question: How exactly do you use pre-recorded .wav sounds as dialogue within the Oblivion CS? The "Edit Response" dialogue box is very protective of its secrets.

Thanks.

Astion 20:23, 20 July 2006 (EDT)

To put it in a nutshell, you have to convert all your files to mp3 format (maybe with a specific rate, I don't know. As a sound ingeneer's son, you should know more than I do about mp3 ;) ) and then place them in a way imitating the folder architecture given in "Edit Response", including the file's name.
I can't tell you more than that, I haven't tried it. I hope it helps some. Gamall 22:23, 20 July 2006 (EDT)
ShadowDancer 09:11, 21 July 2006 (EDT): The answer you are looking for is to convert the .wav files to .mp3 format @ 44.1 Hz frequency, 64 Kbps bitrate and Mono channels. You also need to create .lip files for the actor to lipsync and info about that is found at Facial Animation.

OnCollide

This is more like 2 questions, first off, is there soemthing like begin OnCollide? I want the script to begin when an arrow hits the wall, how would I go about doing this? Secondly, how do I set the ActorRef to the object hit? For example I hit some random townsperson, how do I set the ActorRef to that person? (NOTE These two questions are for 2 entirely different scripts)Treleth 01:04, 22 July 2006 (EDT)

Gamall 01:22, 22 July 2006 (EDT) : As far as I know, there is no simple way to get an impact point for a spell or an arrow, if they hit a static.
If you want to get the actorref of someone you hit with an arrow, you could put a scripted spell effect on the arrow and use getself.
There is no simple way, but there are a few somewhat complicated ways to find out when a projectile hits a wall by using trigger zones or getLOS. I am planning to add an article on how to do that to the wiki. If on the other hand, you only want to detect when an arrow hits a specific wall, you can change the wall into an activator and either check onHitWith or edit the nif to include a trigger zone, which lets you check onTrigger. Take a look at Finessing Physics for a guide to doing the latter. Scruggs 09:04, 22 July 2006 (EDT)
Gamall, the GetSelf, does not work...because wouldn't that get the weapon, not the target? This is the script I'am using, Treleth 14:39, 22 July 2006 (EDT)
scn BludgeoningStickHit

ref target
float timer
short init

begin OnHitWith BludgeoningStick
if init == 0 
		set timer to 25
		set init to 1
		set target to Getself
		target.SetUnconscious 1
	else
		if timer > 0
			set timer to timer - getSecondsPassed
		else
			 SetUnconscious 0
			 Set init to 0
		endif
	endif
end
Dragoon Wraith TALK 15:25, 22 July 2006 (EDT): You misunderstand how scripted enchantments work (as do many people, much to my confusion). The scripts do not run on the weapon, they run on the thing that the weapon hits. Think about it - does a weapon enchanted with Damage Weapon break itself? No, it breaks the target's weapon. Enchanted weapons cause the effect they're enchanted with to be transferred to the target - no matter what the effect is. In the case of Scripted Effect, it causes the script to run on the target. The GetSelf would return the target's reference.
In the case of your bludgeoning stick, I'd create a magic script that goes on the stick's enchantment, and script it like this:
scn BludgeoningStickHit

Begin ScriptEffectStart

	SetUnconscious 1

End

Begin ScriptEffectFinish

	SetUnconscious 0

End
Just make the enchantment last however long you want the target to remain unconscious. Do, however, read ScriptEffectFinish for some important warnings about it.
-- Gamall 15:29, 22 July 2006 (EDT) No no no, I said a "scripted spell effect", not "a script on the weapon". As far as I know, you can't do that from the weapon. And yes, used like that, GetSelf will yield ref to the weapon...
To avoid that, create a spell that reads like this
scn blahScript

ref Target

Begin ScriptEffectStart

  set Target to GetSelf
  ; do whatever you want with your target ref

End
and enchant your weapon with it. It will run on any actor your weapon hits. Oh, and make sure to tick the "disallow Spell Reflect/Absorb" and "Script Effect Always Applies" to avoid unpleasant surprises...
Dragoon Wraith TALK 15:35, 22 July 2006 (EDT): You don't even need to use the ref var for what he wants to do, actually, since the entire script would just run on the target.
Ah, thanks guys! I was just confused where to place the script, thanks again! --Treleth 15:42, 22 July 2006 (EDT)
@ DragoonWraith : I put the ref in case he would have wanted to store it somewhere, like in a marking effect or something. I tried to answer the original question "how does one get the ref that has been hit ?". Gamall 19:10, 23 July 2006 (EDT)
Dragoon Wraith TALK 20:40, 23 July 2006 (EDT): Fair enough. I was basing mine on the script he posted, but you are correct about the actual question asked.

Get In Wilderness?

Dragoon Wraith TALK 18:49, 22 July 2006 (EDT): Is there any way to determine if an object is in a "Wilderness" cell, that is, not in a named cell, short of making sure he's in any of the named cells? I really don't feel like checking for every cell other than the one I want to make sure he's in one of the outside cells, and besides, that won't work with mods that change cells from Wilderness cells to actual places (like Frostcrag or something). I'd appreciate help here.

I'm guessing
player.getincell wilderness
doesn't work? Treleth 21:24, 22 July 2006 (EDT)
Dragoon Wraith TALK 22:10, 22 July 2006 (EDT): No, it doesn't, because GetInCell only works for interiors.
ShadowDancer 22:25, 22 July 2006 (EDT): K, so do you mean he is outside of one of the towns and not in a dungeon? If you are looking to make sure that he is not "in an interior" the scripting is as follows:
Begin GameMode
   If XXX.GetInWorldSpace Tamriel == 1
      **Whatever coding**
   EndIf
End
Or you can do whatever if the condition is checked != 1 as the case may be depending on what you are trying to do. Hope that helps. It will also return false if the object you are checking is in one of the City Worlds or Oblivion Worlds. If you are just looking to find out if they are in a cell named Wilderness, then I don't have a clue other than checking every other named cell.
Dragoon Wraith TALK 00:33, 23 July 2006 (EDT): Well, no, because there are places with their own names that don't have their own worldspaces, so that doesn't really do me much good... Ah, well, never mind, I won't bother trying to do it then. Wasn't that important.
ShadowDancer 10:08, 23 July 2006 (EDT): Have you tried GetInCellParam? I haven't ever tried it so I don't know if it will work or not, but it doesn't say that it only works on interior cells. If it works on exterior cells, it should work fine as long as you are checking against an actor or the player.
Dragoon Wraith TALK 12:00, 23 July 2006 (EDT): Haven't tried it, but "same functionality as GetInCell" reads to me to mean that it has the exact same workings, i.e. same limitations. Maybe I'll test it later - at the moment, I have no need for it, as I've figured out a better way to do it anyway.

It Just Doesn't Work.

I just made a castle on top of a mountain by bruma, but when I actually play the game, none of the buildings are there. In fact nothing has changed except the heightmap and textures. Am I just being stupid, or is there a problem here? How can I fix it? --lordofdemons (EDT)

Dragoon Wraith TALK 23:34, 23 July 2006 (EDT): I realize that Questions and Questions Talk are more or less the same page, but that does not mean you should post your questions in both. Both of these pages are far too long as it is, please don't contribute to that more than necessary. I'm going to remove the other one.
As for your question... are you using a new game, or are you loading an old savefile? If you're not starting a new game, try that. No guaruntees it'll change anything (since in general Oblivion handles this far better than Morrowind), but it's worth trying at least until someone who knows more about this than I do comes around.
Its because he created a new worldspace instead of editing the actual cell, happened to me once.If this is not the case, then I don't know what isTreleth 19:27, 26 July 2006 (EDT)

The Game "Cursed" Me...

I'm not sure when, but some time ago when my character lost 20 of his speed points and currently (thanks to MajorJim's UI mod [2]) is displayed as so, It isn't that important at all but it really bugs me because no matter what potion I drink or chapel I go to, it's still there. To counteract it I used modpca speed 20 in the console, but I was wondering (as it is still displayed as decreased) if there were some other way to get rid of this curse using the console. It is not displayed in the spell section of my journal so it should be gone already.

I know I'm being nitpicky but I just want it gone so my 99 speed is actually 99 without having to force it to be 119 to get around the -20 speed "curse."

P.S. Did I post correctly this time? --Unclever title (EDT)

Dragoon Wraith TALK 10:27, 25 July 2006 (EDT): You did indeed post this correctly, except this isn't really a question for this Wiki - this Wiki is about making mods, not actually playing. If a mod you made is causing this problem, then it belongs here. As it is, this is for the forums. And, by the way, even an unmodded game will display decreased/increased stats in different colors so you know about that, that's not from that mod.
As to your problem, I'm more than 99% certain that's from a mod, or from a conflict between two or more mods. Try posting on the Oblivion Modding forum with your question.

Trouble with Saving

Hey guys, i'm very new here, in fact I starting learning this last night, I'm going through the first tutorial, on making and cluttering the dungeon and what not, and I just got through putting the static clutter throughout the dungeon, but before I get further I want to save what i've done...I clicked save, and it asked me where I want to save, I clicked on the CreepyCave01 file that was there, and it says: "File 'CreepyCave.esp' is a master file or is in use. Please select another file to save to." My question is how do I do that? heh, yeah, i'm probably retarded, and although I've understood whats been going on till now, it seems I can't figure out how to save properly x.x, any help would be appreciated :D

Meekal 19:39, 26 July 2006 (EDT) Meekal

Simply give it a new, unique name, hit ENTER. Done! WaerLoga 06 AUG 2006(EDT)

--Cyax 19:13, 17 September 2006 (EDT) Well if you close and save an esp and then reopen it you have to make the file active which is a button in the screen with the checkboxes, if you do not make it active you will not be able to save over it. Also if you do make the file active and want to save your changes as another file it will just overwrite your active file without asking.

Spawn certain enemies on certain positions

Dear Oblivion modders,

im new in the TES:IV modding scene and its much fun to learn the TES-CS by myself, because its a very cool software. But i have a problem and i just cant find a solution for it.

Situation: Player wants to take a certain Welkyn stone, but a message appears (this part works) the player presses OK and then four enemies (edited lichs) appear on four locations around that welkyn stone.

I found this script for spawning:

scn TestErikMagicSpawnOneCreature

begin OnActivate

	<code>if isActionRef player == 1

	TestErikMagicMarker.PlaceAtMe LL1MythicEnemy100, 1

	endIf

end

The problem is, i dont know how to create that marker, the position where the enemy will appear.

My final scripts looks like this:

ScriptName AAAArc1AyleidWell

begin OnActivate

	if isActionRef player == 1

	MessageBox "message" 

	AAAArc1guardmarker1.PlaceAtMe AAAArc1guard, 1

	AAAArc1guardmarker2.PlaceAtMe AAAArc1guard, 1

	AAAArc1guardmarker3.PlaceAtMe AAAArc1guard, 1

	AAAArc1guardmarker4.PlaceAtMe AAAArc1guard, 1


	endIf

end

But it cant find the markers so the script does not work. Can somebody tell me how to create the necessary markers?

~Arcantys~ 2:34 am - 27th July 2006

nehon 11:29, 27 July 2006 (EDT) If you want to place the 4 liches around the stone, use the stone as marker. just do :

ScriptName AAAArc1AyleidWell

begin OnActivate

	if isActionRef player == 1

	MessageBox "message" 

	PlaceAtMe AAAArc1guard, 1

	PlaceAtMe AAAArc1guard, 1

	PlaceAtMe AAAArc1guard, 1

	PlaceAtMe AAAArc1guard, 1


	endIf

end

as the onActivate execute on the stone, the default reference is that stone. But if you want the script to be a little more clear you can do that :

ScriptName AAAArc1AyleidWell
ref mystone
begin OnActivate

	if isActionRef player == 1
        set mystone to getSelf
	MessageBox "message" 

	mystone.PlaceAtMe AAAArc1guard, 1

	mystone.PlaceAtMe AAAArc1guard, 1

	mystone.PlaceAtMe AAAArc1guard, 1

	mystone.PlaceAtMe AAAArc1guard, 1

	endIf

end

the third possibility is to place the liches around the player. For that use the static reference to the player (player) :

ScriptName AAAArc1AyleidWell

begin OnActivate

	if isActionRef player == 1
        MessageBox "message" 

	player.PlaceAtMe AAAArc1guard, 1

	player.PlaceAtMe AAAArc1guard, 1

	player.PlaceAtMe AAAArc1guard, 1

	player.PlaceAtMe AAAArc1guard, 1

	endIf

end

The problem with that code is that the 4 liches will appear at the same place. See the PlaceAtMe doc to get around this, the parameters of the function are the offset from the activator from which the liches are placed at. hope that helps

Arcantys 12:58 pm 29th July 2006

Thank you nehon for the answer ;) I have also read about that PlaceAtMe tag on this site so i know now how to place the lichs around the player and now everything is working fine with this script:

ScriptName AAAArc1AyleidWell1

begin OnActivate

	if isActionRef player == 1
        MessageBox "text" 

	player.PlaceAtMe AAAArc1guard, 1, 300, 0 

	player.PlaceAtMe AAAArc1guard, 1, 280, 1

	player.PlaceAtMe AAAArc1guard, 1, 280, 2

	player.PlaceAtMe AAAArc1guard, 1, 280, 3

	endIf

end

Custom Music

Im trying to make a mod with custom music in the background, like the public music in cells. The problem is i dont know how to add that music to the cell, I looked in the CS and i didnt find anything that adds custom music to cells. I figured id try the StreamMusic function in a script with Begin Onload. The music did start in game but only once and not while the cell was loading(Public music was playing while the cell was loading and I did Begin Onload <a door id that i made>). Is there a command that goes after Begin that will start the script the way public music starts.

PS im sorry if this sounds confusing i dont know how to word it. If there is something that u dont understand ill try to explain it in the best way i can. PPS Im not sure if i wrote in this wiki correctly, first time writing. ~Saveron~ 10:44 PM, July 28, 2006

Dragoon Wraith TALK 01:33, 29 July 2006 (EDT): I'm not terribly good with sounds in this game, so I can't help you, but I figured I'd let you know that you did, in fact, get the Wiki-ness right, with one minor detail - you should sign your posts with ~~~~, which will provide a link to your userpage as well as automatically inserting the date and time (use ~~~ to not insert date and time).


JOG 03:34, 29 July 2006 (EDT): Onload runs when the object is loaded into memory, not when the cell is loaded. To make looping music you need to find out when the player enters/leaves a cell (for example by setting a flag on a script on the entrance door) Once this works the looping music is easy:

scn dooroutside ; Script on the entrance-door

begin Onactivate
  set InsideDoorRef.timer to 0   ; start the song when the player enters
end 


scn doorinside ; Script on the exit-door
 
float timer

begin Onactivate     ; Stop the song when the player leaves
  set timer to 100   ; and make sure it doesn't restart while loading
  Streammusic public
end

begin gamemode
 if timer <= 0
   set timer to [length of song in seconds]
   StreamMusic yoursong.mp3
 else
   set timer to timer - getsecondspassed
 endif
end

Saveron 14:36, 29 July 2006 (EDT) It didnt work i wrote the script u wrote there and edited the correct places but my custom song did not start when coming into the cell. I also referenced the insidedoor to the correct way so that isnt a problem.

Waiting

Treleth 01:47, 18 August 2006 (EDT) How exactly do you tell a script to wait for a frame? I was looking at the StreamMusic article and this is what it says:

To use this command in a cell with music-type "Default", you need to call StreamMusic random first, then wait for a frame for the command to be executed, and then use Streammusic "<filename>"

At first I thought of using getsecondspassed, but theres no way to interupt StreamMusic Random.

Dragoon Wraith TALK 09:37, 18 August 2006 (EDT): First of all, don't use code boxes for quotes; code boxes do not word wrap (at least, not in most browsers, they might in IE, but that only barely counts as a browser), so your text just goes off into the oblivion of the right side of the screen, where they cannot be read.
Anyway, this code would do what you want:
if ( state == 1 )
  StreamMusic Random
  set state to 2
elseif ( state == 2 )
  StreamMusic <filename>
  set state to 3
endif
The first time through, it would play the random music, and then the next time through (on the next frame), it would play what you want.

Death

Saveron 18:04, 24 August 2006 (EDT) I am trying to make a script that will kill the player then teleport him to a place and recurrect him there without having the gameover screen show up. Is this possible and can you provide me with the script.

JOG 11:41, 26 August 2006 (EDT): Resurrect doesn't work properly in the console (try it, you can move around while your body still lies there...) You can try using GetActorValue to test if the player's health is below 10 or so, and then do stuff. Another idea (though I doubt that it works) would be using SetEssential player 1

Saveron 18:07, 26 August 2006 (EDT) Is there a function that makes the character go into that "unconsious" state, i was looking in the function part of the wiki but the closest i got was SetUnconsious and from reading it, it doesnt seem like it kocksout the player only stops them from doing things. Also on an unrealted case(i put this here couse its a small problem) On the quest i am making I added dremora and i added custom dialog to them but when testing in game they do not say the custom dialog, other people i added do say custom dialog i added to them, i did the same things to the people that say custom dialog as i did to the dremora, so i cant figure out why the dremora whont say the dialog, can anyone help me with that?

Saveron 18:11, 29 August 2006 (EDT) Is it possible to make the player a transparent white, just like the actor in The Forlorn Watchman quest?
Dragoon Wraith TALK 02:45, 30 August 2006 (EDT): SetGhost 1?
SetGhost doesn't have any visual effects aside from causing weapons to slide right through the calling object. Think about using SetActorAlpha to make the actor semi-transparent, along with an Effect Shader to turn him white. I assume this is how the Forlorn Watchman was done, so taking a look at him in the CS should give you some clues.
As for your other questions: setUnconscious only affects the NPC's AI. To have him fall down as well, you want to paralyze him or set his fatigue below zero. Note that after using setUnconscious 1 the NPC can't be looted or activated until you reset it to 0. For your dialog issue and any other questions you have I'd suggest heading on over to the [3]CS-Forums. Scruggs 09:11, 30 August 2006 (EDT)
GBHis
Player.pms GhostEffect
player.setghost 1

worked for me. God, this formatting is difficult. Sorry, guys.

Moving Activators and Statics

Sharpe 8:42, 26 August 2006 EST I am working on a Dwemer Airship at the moment and I can't figure out how to script it so when you activate the helm it will take off after a selection menu. Can statics move and if so can you tell me the script for moving activators and statics?

JOG 11:35, 26 August 2006 (EDT): use GetPos to get the current position, add a value, use SetPos to set the new position and use GetAngle/SetAngle to set the heading angle.
Sharpe 21:46, 26 August 2006 ESTDoes that work in an outdoor area? Also I am trying to script it so it keeps on going until it is activated again then told to stop.
JOG 05:08, 27 August 2006 (EDT): Of course it works in an exterior cell as well, why not? Was the activation thingy a question? => Begin OnActivate And it might be better to ask such things in the CS Forum.

Light flikering

Saveron 21:19, 27 August 2006 (EDT) Can someone make me a script that causes light to flicker on and off, like in F.E.A.R. I tried to amke one myself but it gets stuck on light turning off. (The light doesnt want to turn on.)

Barafu Well, you can create two light sources, one workin, another - not. Then you can swap thier places.

Loading screen

Saveron 19:16, 7 September 2006 (EDT) Just made a loading screen followed all the steps on a tutorial i found here, except in game i keep on getting a black screen, how do i fix this?

Placing Items in Chests/NPCs

--Rcm 18:49, 11 September 2006 (EDT) I'm new to modding and was wondering how you add items to chests and NPCs/creatures. I figured out how to delete items but it won't let me add new ones. Also, how do I get an NPC to use the weapon i place on it?

--Cyax 19:03, 17 September 2006 (EDT)You have to drag and drop the items from the items menu on the left side into the 'inventory' of the container or NPC/monster.

Dremora Voice

Saveron 18:53, 22 September 2006 (EDT) Does anyone know which filters you need to place on a voice in a music editor to recreate a dremora sounding voice? From listening to the voice it sounds deep and raspy like, but when doing this the voice doesnt sound like a dreamora.

--Sickleyield 29 September 2006 (EDT)

I use Audacity. For my Dremora shopkeeper in my mod (http://www.tescreens.be/oblivionmodwiki/index.php/House_of_Philemon) I started with recording my speaking voice at a tenor/alto pitch (normal for most women who aren't ubersopranos; a guy might have to speak a little higher). Then I tweaked it down thirty percent in pitch and applied noise removal. Voila, you get a deep, raspy, slightly distorted voice. It doesn't sound exactly like the game Dremoras, but it's closer than just a recorded voice. Being aggressive with noise removal increases distortion and gives more of a tinny echo effect in general.

I haven't figured out how to get the dual voice distort, though. Echo in Audacity produces a totally different sound. It might be possible by copying the recorded line, distorting one copy differently than the other, and merging them.

Making a merchant

Can someone please tell me exactly how to make a merchant. I'm currently working on an Imperial City Dark Brotherhood HQ, and I want a merchant in there. I made a new NPC to make him a merchant.

Interest in Modeling Tutorial?

SickleYield 11:11 29 September 2006

I made a new tutorial here for setting up a new shield mesh in Blender, since the only available one was for 3dsMax. (It seems odd to me that so few of the good tutorials are for opensource programs, given that opensource is all most of us can afford.) If I were to make a tutorial for, say, creating and setting up a new cuirass from Blender, could I post it on this wiki? It would only involve the CS in the last few steps, so I'm not totally sure if that would be appropriate. On the other hand, it would reach a wider audience of potential future armormakers.

Thoughts?

Dragoon Wraith TALK 22:35, 29 September 2006 (EDT): As you can see here, there are lots of modelling tutorials here - and we need more! Seriously, in general the tutorial section of this site needs work (well, it did last I checked, which was admittedly quite a long time ago and I know a number of them have seen a lot of revision since then), so work in that area would be greatly appreciated.
SickleYield 12:28 30 September 2006 (EDT)

Actually, no, there are not lots of modeling tutorials. I originally came to this site months and months ago going, "I want to make armor!" only to discover that what's here is more along the lines of, "Here's how to make retexes!" The tutorials do seem to mostly be for very specific things (critters, robes under armor) that aren't what most modders will want to make. For someone like me - though I know everyone has their own taste - the game doesn't need three billion new colors, it needs three billion new meshes. And I've noticed people who know how to model aren't all that eager to make tutorials. I can understand that, because modeling is complex, but I'll go ahead and start a clothes/armor-modeling tutorial in my spare time. I think we really need a good UV map/Original texture tutorial, since that skill is even rarer and no less difficult than modeling. I'm not sure when I'll fit all this in, but I'll try.

Hi there, please note that the processes of doing things you describe are still very much in development. E.g. the process to make a new creature with a new skeleton is about 2 weeks old. It's no wonder there are only a few tutorials around.
What I'd like to have would be a simple MAKE UR OWN SWOOOORD!!-type tutorial for Blender I could point people on the forum to who want start with modelling.
If you want to take it upon yourself to write a tutorial, please just start with it! Any new tutorial for whatever creative will be much appreciated!
Regars! Fragment 18:55, 30 September 2006 (EDT)
Dragoon Wraith TALK 20:06, 30 September 2006 (EDT): Please read Welcome to the Wiki, too, most notably the section on the "Greatness of a Wiki" - it was actually written after I became frustrated with the modelling tutorials we have here, which are difficult to follow and spread information all over the place where it's hard to find what you're looking for.
*Enters this big and long list of questions*, This page could also use some re-formatting. Dragoon, what program do you use for modelling? The Imperial Dragon 21:37, 30 September 2006 (EDT)
Dragoon Wraith TALK 18:54, 1 October 2006 (EDT): Attempted Blender. Wasn't half-bad with it (got through Blender n00b-to-Pro, which I've heard others say is a bit much for a beginner, I dunno - I can follow instructions, I guess), but I couldn't for the life of me get anything in game.
SickleYield 18:04 30 September 2006 (EDT)
Okay, I'll try and create a sword one first. It's far easier than armor because there's no weight painting. Dragoon, have you seen my shield tutorial? Was there a problem with that? I read the Wiki section you reference before I put up the tutorial and tried to follow it, it's just that it's a complex subject. It has subheadings, but I can't figure out how to do table of contents. Are there instructions for that anywhere? For that matter, some of these format coding things are really what I need to know, but most of the advice seems of the broad and stylistic kind like, "Don't write an article no one can read," rather than "type the following to create a table of contents."
Dragoon Wraith TALK 18:54, 1 October 2006 (EDT): Yes, the article I linked you to is stylistic, without a doubt. For syntax, there's a different article, Welcome to Wiki Syntax - written at the same time. I would love feedback on either, since it's hard for me to tell if they'll be helpful for someone who doesn't know what I know.
As for your tutorial, I don't believe I have read it. I made this attempt about a month and a half ago. Due to starting college, I've been less able to keep up with what's been done with the tutorials. As I said, lots of changes have been made, and I haven't read most of them. What I noticed when I did try was that finding information was very difficult, because the tutorials tended to be very scratch-to-finish-y - which is nice if it addresses exactly what you're trying to do, but otherwise, it can be difficult to search through them to find which procedures apply to what you're doing and which don't.
Rather than have each step of your tutorial get a new heading in the article and therefore a new entry in the ToC, it's better to give each step a new article, and link to the next article in the series. This allows the sharing of articles (for instance, an article on how a model is made might end with "If you're making an armor, go to this article on how to weight paint, if you're making a weapon, go here to learn how to UV map (or whatever)" and then the end of the weight painting article could say "continue on to UV mapping" and link to the same article.
This will also allow people to see the steps from the category - the entire tutorial itself should probably start with a Category page, and each step should be listed in that category. That means at the end of each step, there'll be a list of tutorials that use that step, since the page lists all the categories that it's in.
SickleYield 13:00 1 October 2006 (Pacific Time)
Edit: I found it out. I'd just been using bold formatting to indicate headings, but you have to use a double equals sign, like this: "==" on either side of the heading. Then the wiki makes a table of contents automatically. I had to bounce around through a lot of links to find this info. Perhaps we could put it somewhere on this site itself? Can I do that, or is it an admin thing?
I respect and fear the word of the admin.
Dragoon Wraith TALK 18:54, 1 October 2006 (EDT): Meh, yeah, the Welcome to Wiki Syntax article. I hate how difficult it is to find that... but I can't think of what more I can do with that. Any suggestions on making that article more easily found by those looking for it?
SickleYield 17:36 1 October 2006 (Pacific Time)
Why not link directly to that from the "toolbox" box and call it something more direct, like "Writing a Wiki Page," that any beginner can understand? What could possibly be a more important tool than the actual directions for using the Wiki? I started from knowing nothing and it took me some time to figure out how to use things, but maybe I'm just a slow learner. :)
Dragoon Wraith TALK 20:41, 1 October 2006 (EDT): Yeah, unfortunately I can't change that, only the admins can. As the admins haven't actually paid any attention to this place in months, that's not likely to happen. One of the devs even told me that he thought one (or more) people from the community should be given some admin privileges, but that idea was apparently nixed at some point. I can understand that, for security reasons, that they can't let us change some things, but if they're going to do that, it seems to me that they have something of a responsibility to be around to change it themselves when warranted. Unfortunately, they seem to disagree.
By the way, I just want to make sure, you saw the other half of my response? I kind of split your last post in half and addressed each individually, want to make sure that you're following the discussion correctly (because as TheImperialDragon mentioned, it's gotten pretty convoluted).


SickleYield 19:36 1 October 2006 (Pacific Time)
No, actually, I only just saw that second part. Thanks for pointing it out.
The thing is that I don't actually agree completely. My preference in tutorials for my own use is always for a complete process - I hate to be jumping around all over the place. This is particularly true for those of us using dialup who have to invest a LOT more time the more links there are. That's why "three dozen links to short pages" is not necessarily always preferable to "very large block of text." Then the dialup-constrained modder can copy and paste the longer tutorial structure and use it when they're not online.
I've also had the frustration of piecing together bits from lots of different tutorials in order to make my armor and weapons, so I'm not thrilled with that either. :)
Dragoon Wraith TALK 23:40, 1 October 2006 (EDT): Hmm... something I hadn't considered, there. In general, Wikis are not great for dial-up users. At least, they tend to be small pages - few involve many pictures, and there's no scripting or other craziness going on at all, so that helps. How long do these pages take to load on a dial-up modem? I have no idea.
Anyway, it is conceivable to write a tutorial as separate pages, and then copy and paste all of them together in a larger version (printer-friendly version?), simply removing the links in between them. That's not a lot of work relative to the actual creation of the tutorial, I think. Then again, I'm not writing it. If you're interested in doing that, though, I could help with that.
Another thing to consider is that Wikis have issues with articles larger than a certain size on some browsers. I don't really know the details, but apparently at some point certain browsers will cut off the plaintext version when editting. I don't know which browsers or when this happens, though. Wikipedia makes something of an issue of it (which is why Wikis give you that "This page is over 30k, consider chopping it up"), but that's as much for stylistic (encyclopedia articles that large are just unweildy) and historical (older versions of the Wiki software literally couldn't handle an article larger than 35k or something, for anyone, but this is not true any longer) reasons as it is for technical reasons.