User talk:Shademe

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Revision as of 07:07, 9 June 2012 by imported>QQuix (→‎Super huge commit)
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To-Do[edit source]

  • Work on updating the function list, and update the test page
  • Update OBSE category Fini
  • Look into creating a portal page for Data Files

Concerning shaders[edit source]

Can all playing shader effects be turned off using the pms function-meaning using something like pms currentlyPlayingshaderref ?

In response to this I believe I may be of assistance. Instead of turning off any given effectShader you can simply make it appear as though they have been turned off. This is achieved by creating a dummy effect shader and then getting that one to play. An example used in a mod for release of my very own is provided below:

Sample Image

Using something similar to the above should (as new shader effects overwrite any existing ones) work fine. Hope this was helpful mate,
--Antares 06:01, 30 September 2008 (EDT)
Hmm... that might just do ! Thanks, but then stopping this won't clear the other active shaders ... any workarounds for this ? -- shademe 09:33, 30 September 2008 (EDT)
I'm not quite sure of what you are asking, you mean if you specified a duration for the dummy shader? I'm not fully sure but I would guess that the previous shader effects would resume playing. To get around that you could again make it only appear as though shaders have been turned off by having almost identical copy of the item in exactly the same position and simply enable/disabe either of the two at your discretion. Hope I have addressed your question and not missed the point.
--Antares 02:44, 1 October 2008 (EDT)
I guess you answered that in a way, more or less ... -- shademe 04:55, 1 October 2008 (EDT)
You could always use StopMagicShaderVisuals if the effect is going on too long, like past the end of a spell.
--ShadowDancer 07:21, 14 October 2008 (EDT)

Fully forgot about that function, now I have to go back over and fix all the instances in my mod where I used the solution that I provided. =D, Oh well now its better.
--Antares 08:21, 14 October 2008 (EDT)

What if I didn't know which shader effect was playing ? Just using StopMagicShaderVisuals ends up with a syntax error -- shademe 08:33, 15 October 2008 (EDT)
I encountered this problem in my mod too, I had to specify every effectshader save for the one I wanted the object to exhibit. Not fun, very bulky script, plus I imagine it could be quite a bit more taxing on a system than it should be. If you are dealing with specific shaders this would be the way to go, if what you are trying to accomplish is a more generic stoppage then yeh, no easy way out I'm afraid.
--Antares 08:38, 15 October 2008 (EDT)
oh fie ! Anyways, Antares, how did you get the weapons to display shader effects ? I tried pms'ing a custom on one and didn't work -- shademe 08:43, 15 October 2008 (EDT)

You mean in my mod "Visual Enchantments"? Well pretty much what I did was create some new effect shaders and then altered the appropriate magic effects to use those shaders when a weapon was enchanted. Lets take the Magic Effect:Fire Damage as an example. Opening up the Magic Effects window in the CS and scrolling down to FIDG (Fire Damage), if we look over at the Visual Effects section (bottom right corner of the window) you should see a drop-down menu box for "Enchant Effect". I altered those entries to use my new (and hopefully vastly improved) effectshaders. Basically that way I told the game that my effectshaders were the default ones, and thus ensured compatibility will any mod added weapon. (Ones that have effects as part of their meshes dont mix well however). Hope that answers your question.
--Antares 08:56, 15 October 2008 (EDT)

You working to become a teacher ?, because you are doing a good job :) WIll try out your method -- shademe 09:39, 15 October 2008 (EDT)
Haha, I don't know if that was a joke or if I am supposed to laugh. Anyway over the internet I tend to explain things differently because lacking the face-to-face contact it is very easy for misinterpretation and misunderstanding to precipitate. Being a teacher did occur/appeal to me once but nah, not for me.
On a side note, I fear I am becoming my year 12 maths C (the advanced one) teacher, he too studied a bachelor of engineering degree, and gave incredibly long winded speech's on simple things like how fascinating Pi is. Anyway I digress, this is not the place, let me know how you go.
--Antares 09:47, 15 October 2008 (EDT)
Hold on ! Let me get my scenario straight ( I didn't really read your answer ). I have a ref. to a weapon which I dropping on the ground ( got that through the getEquippedObject function ). I use the PMS/PME function after the drop, so that the item's visibility improves. And when I did that it didn't work - so I was asking if your method would work for me ! ( Sorry I wasn't clear earlier... btw, I haven't tried out you solution ) -- shademe 10:03, 15 October 2008 (EDT)

Enchant EffectShaders don't run on weapons that aren't equipped by an Actor, so no I highly doubt that the method I described will work for you. Are you using an OnDrop block? If so is what you are doing is similar to:

Some other blocktype
 Set WeaponRef to GetEquippedObject
Begin OnDrop WeaponRef
 pms shader
End

As far as I can see it should work, otherwise you might have to do something like If GetContainer == 0 -> pms shader.
--Antares 10:20, 15 October 2008 (EDT)

My code is as follows
begin gamemode
  set weap to player.getEquippedObject 16
  player.unEquipItem weap
  player.drop weap 1
  weap.pms <someshader>
end
...and it doesn't work -- shademe 02:53, 16 October 2008 (EDT)

What object are you actually running the script on? I assume that the weapon in question is designed to be any weapon and therefore is not directly scripted? My guess would be that reference variables are either cleared of altered upon leaving the player's inventory. Is this a quest script? Because a quest script should work.
--Antares 03:21, 16 October 2008 (EDT)

I'm running this from a token.( I just remembered what I read last night in the modding terminology article :E ) Maybe if I ported it to a quest script, you (are saying) it will work ? And as far as the ref. variable clearing goes, I suppose you are right. The weapon was probably spawned from a LLst. -- shademe 03:29, 16 October 2008 (EDT)
Ah tokens, I am new to those myself, I attempted my first one yesterday afternoon, took me all last night and most of this afternoon to iron out the kinks, anyway. I am not sure of a tokens capability to affect something (kinda) dynamic outside of the player in that way. A quest script could force the player to drop the aforementioned weapon and retain its reference. Shouldn't have any troubles pms-ing after that.
You could keep the token and use it to dictate any variables in the quest script.
--Antares 03:35, 16 October 2008 (EDT)
You took the words right out of me mind ! And as far as tokens go, they are pretty much the brain of my mod(s). -- shademe 03:40, 16 October 2008 (EDT)

Creating a New Article, and other Wiki issues[edit source]

Please see the Help: Editing articles, especially Creating a New Page, for thorough answers to your questions.
Dragoon Wraith TALK 11:15, 13 October 2008 (EDT)

That damn bot[edit source]

Hey, when you see that bot, please delete all of the content from the talk page and mark it {{Afd}}, as well as marking the User page with {{Spammer}} (as you did). At the very least, we want to take down their advertisements.

I'll e-mail Gstaff about this - this bot's been plaguing us for a while...
Dragoon Wraith TALK 21:13, 27 December 2008 (EST)

Oh ... I didn't know that. I shall go forth the do the good Lord's dirty work now ! - shademe 21:31, 27 December 2008 (EST)

Custom Signatures[edit source]

You can use a custom signature by going to Special:Preferences, and checking the Raw Signatures box in the User profile section. Then type the desired signature in the Nickname box (note that you'll have to provide any links you want as well as the text, but the timestamp will still be added automatically and you don't need that).

Heh, I'm glad you asked; no one else ever has before so it was a secret I had to keep all to myself.
Dragoon Wraith TALK 13:28, 11 January 2009 (EST)

Diablo Wiki[edit source]

Yeah, the Baron's Bazaar's Diablopedia. I was pretty much the only one who worked on it and it's pretty dead, but it did give me an opportunity to try out starting a Wiki fresh, which taught me quite a few things.
Dragoon Wraith TALK 14:59, 13 January 2009 (EST)

IsKeyPressed Trigger Speed[edit source]

Really, it catches presses before Oblivion? What is the significance of that? I mean, usually when I want to trap keys and change what they do, I disable the key in question... I'm curious what your uses are for it that this is significant, and whether or not we should remove the Deprecated tag from the article if that's the case.
Dragoon Wraith TALK 22:16, 12 July 2009 (EDT)

So then it should not be deprecated? Hmm.
Dragoon Wraith TALK 19:19, 13 July 2009 (EDT)

Tool Coder[edit source]

Reeeally... Whatcha working on?
Dragoon Wraith TALK 23:26, 11 August 2009 (EDT)

Oh, very nice! No, not unbelievable at all - just, as you said, there's not many of those. If you were so inclined, you could back in the history and see that I responded the same way when Qazaaq added Animator to his page, heh.
Dragoon Wraith TALK 23:13, 12 August 2009 (EDT)

Answered / Questions Section[edit source]

Holy crap. I've been avoiding that for years. Seriously, literally, years. Wow. Uh. Thanks. That's... that's an awful lot of work. Wow.
Dragoon Wraith TALK 14:11, 14 August 2009 (EDT)

Wiki / Theme Upgrade[edit source]

Well, that beta's just a theme - a nice one, but definitely incompatible with the ESstyle theme we use here. Could we make an ES-version of it? Sure. But it'd be a pain, and not really worth it. It's just a visual overhaul. Though I do like the Search box in the top right...
As for a Wiki software upgrade, actually, yes, I should talk to them about that. The version of Wikimedia running here is... er. Very old. Will ask.
Dragoon Wraith TALK 18:55, 14 August 2009 (EDT)

Temporarily disabling account registration[edit source]

Probably could, but I'm not in favor of doing so. Dealing with spambots is something I can do; I want as few roadblocks to legitimate account creation as possible. We desperately need more people on the Wikis in general. I really hope that Beth does something about that for Skyrim...
Dragoon Wraith TALK 09:50, 7 November 2011 (EST)

Super huge commit[edit source]

Manually, no. I like to play with Excel VBA, so I created a 'compare and merge lists' little code, so, now, I can drop all kinds of function lists from all kinds of sources, merge them together and format the result as to paste it into the "List of Functions" and "raw function list" edit windows.

I am still working on it as I've found other missing functions and I have to remove several duplicates from the first run.

The side effect is that it uncovered many functions that don't even have a WIKI page. Btw, do you know how to operate the Automaton? (I was about to ask DragoonWraith). QQuix 13:49, 8 June 2012 (EDT)

So, I won't bother DW. I will do a quick and dirty VB code to get function text from the OBSE doc and format it using the 'Template:Function' and add each function manually (not many left anyway).QQuix 08:07, 9 June 2012 (EDT)