Talk:Questions
Dragoon Wraith TALK 23:08, 19 July 2006 (EDT): Oh dear god these pages are long!! Seriously, can we cut down on these? What can be done?
ShadowDancer 23:26, 19 July 2006 (EDT): Probably the best solution would be to seperate out the individual questions to new articles classified by different categories. Unanswered questions still needing solutions, Answered questions, and New questions. Maybe even a page for questions that probably don't have an answer at this time/in this version of CS.
- Hopefully this problem is solved for now. I'm deleting the questions on this Talk page that have already been answered. Scruggs 16:19, 8 October 2006 (EDT)
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)
Can dead bodies be made solid?
Is there any way to make dead bodies solid so the player cannot walk through them?
This is more important to just a particular spell script of mine where it kills the target but you shouldn't be able to pass through the target's body (yet still be able to access its inventory). I've tried just setting the target to ghost mode (cannot be hurt or attacked) and unconscious, but that doesn't let the player access the inventory of the target because it's not technically dead. I was unsuccessful at changing the default behaviour of activating the affected target to accessing it as a container instead of an NPC/creature.
Anyone have any ideas?
--Telekin 21:23, 8 June 2006 (EDT)
- I have one idea. Maybe you can have a collision box placed over the body using the PlaceAtMe command? The Imperial Dragon 21:52, 8 June 2006 (EDT)
- That would be perfect! But what type of object is a collision box? I've used the PlaceAtMe function before, but I haven't heard of the collision box... is it a generic object with x/y/z dimensions? If so, can these dimensions be made to fit the actor's orientation (roughly)? --Telekin 23:23, 9 June 2006 (EDT)
- A collision box is a static object and you can SetScale it to fit the area of the body... The object you need is called "CollisionBox01". The Imperial Dragon 23:32, 9 June 2006 (EDT)
- What if the body is in an orientation other than standing up (i.e. laying down, crouching, etc)? There is a lot of variability that may not be possible to account for and would be needed to make an appropriately shaped collision box. Does the collision box apply to an actor and change shape accordingly, or is this just something I'm going to have to deal with? Also, can the orientation of the actor easily be found and applied to the collision box? Thanks for all the advice, by the way! --Telekin 22:29, 10 June 2006 (EDT)
- The colision box takes the shape of a small, rectangular area, and doesn't change at all, unless you use the SetScale, move or rotate it or something like that via script or console commands. As for the orientation, bodies can end up leaning against an object, but usually fall on the floor where the collision box would presumably appear. Something I didn't consider at first was the collision issues (when a solid object is inside another solid object, it causes problems...) so perhaps it would be best to place the box slightly above the actor (maybe 30 units?) after the body has had a chance to fall completely on the floor (2-5 seconds?) or wall or whatever. If the player somehow gets inside the box, he/she will most likely be pushed out of it because of the Havok Physics system. And to the other question: no, the orientation cannot be checked and applied to the collision box, at least as far as I know.
- In summary, to make my long answer a lot shorter, place a collision box in a square shape of the area above the dead actor so that the player cannot walk through the corpse on the floor after about 2 seconds. And for the placement of the collision box for different body orientations, there is no way that I know of that can check the orientation, let alone change the collision box, so we'll assume the body falls on the floor. If it doesn't fall on the floor, we'll see how the game treats it. The Imperial Dragon 00:10, 11 June 2006 (EDT)
Code snippet:
- ref collision
- ...
- set collision to this.PlaceAtMe CollisionBox01, 1, 0, 0
I have tried rotating and adjusting the z position of the collision box, but the scale doesn't seem to drop below a certain point. Is there a way to adjust x/y/z scale independently via a script? Also, is there a way to make the collision box visible in the game? --Telekin 14:06, 12 June 2006 (EDT)
- Try ModScale or SetScale, or are you talking about the position? The collision box is only visible in the CS. The Imperial Dragon 18:42, 12 June 2006 (EDT)
- The SetScale only goes from the range 0.5 to 10 (actually seems to max at 2.0, at least on NPCs). The problem with that range is that the best scale of the CollisionBox01 would be about 0.1 (I manually placed one in the editor and sized it up against an NPC). Unfortunately, scripts won't set the scale smaller than 0.5, so the box is quite large around the area it is placed. I think the only solution to this is to make a new collision box model, but I have no access to 3ds max or skills in the software. I did try modifying "scale" variables in NifSkope for a copy of the CollisionBox01, but nothing changed in the game. --Telekin 19:22, 12 June 2006 (EDT)
- Perhaps you could place a persistent box into the world, name it something unique, then use MoveTo? The Imperial Dragon 20:00, 12 June 2006 (EDT)
- This isn't feasible because this is the result of a spell that could be used multiple times in the same area. If there were only one, or even multiple persistent collision boxes moved to the targets, eventually there would be targets that would not have a collision box on it, negating the whole point of doing it this way. Is there some sort of "CopyTo" function? --Telekin 20:28, 12 June 2006 (EDT)
- You could try CreateFullActorCopy, as DeleteFullActorCopy might (it's still debated) delete objects other than actors... Though I'm not sure how to distinguish between the two copies. You could have a look at DASkullofCorruptionStaffScript and see if it has any way of differentiating (probably spelled that wrong) between the two. You'd also want to set it so that it is deleted after a certain amount of time (3 days?). The Imperial Dragon 22:31, 12 June 2006 (EDT)
- This doesn't work. Size is not preserved unfortunately. I've tried making my own model as well, but no luck. I guess I'll just have to skip this until someone figures out some other way of resizing objects or comes out with a better way to edit models. --Telekin 22:37, 15 June 2006 (EDT)
Slowing down actors
Is there a way to slow an actor down? I've adjusted the speed attribute on an NPC but this doesn't seem to have a great effect on their movement. I'm looking for a sort of slow motion effect (slower animation and slower movement speed). Is this possible? --Telekin 22:42, 15 June 2006 (EDT)
PJ's spell pack has a spell that stops actors and has a blizzard spell that slows them. Download it at planetelderscrolls.com and read his code. --Omzy 23:17, 15 June 2006 (EDT)
Summoned Objects
Is there anyway to tell between a "real" object and an object that was summoned by another actor? I am trying to create a "Staff of Unsummoning", and so far have nothing to show for it.
- Dragoon Wraith TALK 22:06, 22 July 2006 (EDT): All summons have a special ID, so you can use GetIsID to determine if the target is one of those summons.
Copying levelled-list cell usage information
I want to create a new levelled-list with my own creatures in it. However, if I modify existing levelled lists it will conflict with a load of mods. How can I save loads and loads of time by copying the existing cell-usage data from an existing levelled-list into my new one, so that my levelled-list will also appear in the same cell(s)?