Difference between revisions of "Talk:Main Page"

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search
imported>JT
imported>JT
Line 42: Line 42:
So I know I have an object, activated, but I have no real clue what I am doing...what I would want to do I guess is somehow fit in a player_buy item script and somehow set up an unlimited source of lockpicks to 'buy'...
So I know I have an object, activated, but I have no real clue what I am doing...what I would want to do I guess is somehow fit in a player_buy item script and somehow set up an unlimited source of lockpicks to 'buy'...


Anyone? -This unsigned comment was made by Blakestr. Please sign all comments.
Anyone? -This unsigned comment was made by Blakestr. Please sign all comments.--[[User:JT|JT]] 14:39, 31 March 2006 (EST)
 
: No need to resort to using the buy interface: you could just create the lockpicks directly whenever you use the object.  Something like this might work:
 
<pre> scriptname JTLockpickForgeScript
begin OnActivate
if ( Player.GetItemCount Gold001 >= 6 ) ;Check to see if the player has enough gold
    Player.RemoveItem Gold001 6
    Player.AddItem Lockpick 1
    MessageBox "You smelt down 6 septims to produce one lockpick."
endif
   
end</pre>
 
: I avoided forcing the player to press a button before activating the forge because that would've complicated the script immensely and made it less useful as an example.  I suppose I could start writing a few tutorials, but I'm a much better scripter than a teacher.  That should at least give you a good idea of how a script looks and works: first the script's name, then a "block" between ''begin'' and ''end'' codewords that specifies what will happen and at what time (in this case, ''OnActivate'' means the code will be processed whenever the player "activates" the object). --[[User:JT|JT]] 14:39, 31 March 2006 (EST)
 
: {{signcomments}}


== More Tutorials Please ==
== More Tutorials Please ==

Revision as of 15:39, 31 March 2006


Account or login

Just a recommendation, but I think 'create a login' should be changed to 'create an account' It's better English. Stormscape 03:15, 24 March 2006 (EST)

I think login is perfectly fine. If the meaning "username plus password" (in addition to the process of entering them) has not yet been added to the dictionary, it's about time. Silly 14:17, 25 March 2006 (EST)

Unlocking and adding

Any chance of adding an 'Interior Cells' link to the index under the 'Building and Editing' index listing?
--[MD]Languard 17:48, 24 March 2006 (EST)

FaceGen and Oblivion

I was looking around, nice Construction Set btw, but i can't seem to find good help on the FaceGen - Oblivion combination. -This unsigned comment was made by Novus.

The existing game?

Is this wiki a suitable place for discussing bugs/oddities with the engine, or the main Oblivion game? I realise these may not really be editing-related.. If not, is there a wiki that is suitable? Moo 14:47, 25 March 2006 (EST)

This wiki is a reference for The Construction Set and mods. Our official forums are where discussions on engine/game related bugs and quirks should be discussed. Ashileedo 14:27, 26 Mar 2006
UESP Oblivion. You can start the Glitches/Goofs page starting from the link a the bottom. If there's a problem with the engine itself, in regards to modding, that should probably go on the Tes4Mod section. You should look in the corresponding sections of the Morrowindpages for similar pages and follow the lead. (Hmmm... Though I would have thought that glitches in the game engine would be reasonable to put here -- since modders need to work around them while working in CS4.) --Wrye 00:56, 27 March 2006 (EST)
Good point about putting engine issues on here as it could be useful -- My concern is that a list of issues with the game and engine here could turn into a point of contention and attract vandalism. As long as the tone is factual and neutral, should be okay. I would strongly suggest that anything documented must be verified by the contributor themselves or can be based on our readme documentation but not based off forum posts which can be unreliable. We want people to be able to trust what they read is factual and has been verified. Ashileedo 10:28, 27 Mar 2006
I would suggest something like an editors page (might the same as the Help:Editing page). Site policy (what does and doesn't belong, plus standards for addition can be listed there). When listing what doesn't belong (e.g., mod lists, mod ideas(?)), you could also provide links to wikis/sites that are intended for that (and the forums, of course). Also, for page specific formatting and rules, you can put a "Style and Content" section at the top of the talk page (e.g., Uesp Scripting Pitfalls Talk.) --Wrye 11:38, 27 March 2006 (EST)
Looking for something like this: Standards and Policies? It isn't very easy to find at the moment, though.

Sign your contributions

Please, use three (name only) or four (name and date) tildes (~) to sign your contributions on talk pages. Silly 15:26, 25 March 2006 (EST)

Scripting Guide?

Is there any guide out there that has a sort of scripting basic guideline, written for people who haven't done much scripting...

I am trying to make a Lockpick Mold Mod, where an object you use creates more lockpicks by 'melting down Septims as the actual lockpick material, how fitting the tool thieves use to make money is made out of money'.

So I know I have an object, activated, but I have no real clue what I am doing...what I would want to do I guess is somehow fit in a player_buy item script and somehow set up an unlimited source of lockpicks to 'buy'...

Anyone? -This unsigned comment was made by Blakestr. Please sign all comments.--JT 14:39, 31 March 2006 (EST)

No need to resort to using the buy interface: you could just create the lockpicks directly whenever you use the object. Something like this might work:
 scriptname JTLockpickForgeScript
 
 begin OnActivate
 
 if ( Player.GetItemCount Gold001 >= 6 ) ;Check to see if the player has enough gold
     Player.RemoveItem Gold001 6
     Player.AddItem Lockpick 1
     MessageBox "You smelt down 6 septims to produce one lockpick."
 endif
    
 end
I avoided forcing the player to press a button before activating the forge because that would've complicated the script immensely and made it less useful as an example. I suppose I could start writing a few tutorials, but I'm a much better scripter than a teacher. That should at least give you a good idea of how a script looks and works: first the script's name, then a "block" between begin and end codewords that specifies what will happen and at what time (in this case, OnActivate means the code will be processed whenever the player "activates" the object). --JT 14:39, 31 March 2006 (EST)
Remember to sign your comments!  
Use ~~~ to sign with your username. E.g., JT
Use ~~~~ to sign with your username and the current date. E.g., JT 14:38, 31 March 2006 (EST)


More Tutorials Please

I loved the create a dungeon tutorial, I wish there were more intermediate tutorials. I've been messing around with the editor and but learning on my own is slow and cumbersome. Do any other good editing resources exist? FViral 17:42, 26 March 2006 (EST)

I also thought that the "My First Dungeon" tutorial was excellent, but we need to expand on it and add more. One on basic quests, scripting, havok, etc would be great. I already have a fairly cool dungeon laid out, but I am not sure where to go with the NPC quests for it. Also, does anyone know how to include havok'd rocks in a project?

--Void Main() 00:52, 27 March 2006 (EST)

Offline Help

Is there a way to download this Wiki or offer it for download so that those without internet access 24/7 can still get help when modding, if it was html a simple downloader would work, but its php and I can not find one suited for it.

Thanks StaticNation 4:55 AM 28 March 2006 (CST)

Well, the problem with that is that a Wiki is always changing, and at this point the TESCSWiki is far from complete. --JT 14:07, 31 March 2006 (EST)

Bethesda Editors?

I'd really like to see an official page that lists all the official Bethesda editors. The page should be locked. As TESIV ages, the developers will have less and less input on the CS. When comparing revisions of documents on here, it would be nice to know that certain users were official Bethesda authors, versus someone adding into their User page Bethesda level designer or such, even if they aren't. An official locked page would remedy this problem (and it will happen, it always does on larger Wikis). Daego 11:57, 28 March 2006 (EST)

Admins list

--Kkuhlmann 13:32, 28 March 2006 (EST): List of admins (this is linked from the Standards and Policies page, which might be what someone else was asking about).

what's the difference between a sysop and Bearucrat? (sp?) Stormscape
That's wiki admin stuff. Bureaucrats have the ability to raise other users to sysops. See MediaWiki for more info. --Wrye 19:01, 29 March 2006 (EST)

NPCs

Anyone know how to add equipment to a new NPC? i dont see where i can and armor and weapons to these npcs, help appreciated. -This unsigned comment was made by Jpbmerlin

Custom Models

Elder Scrolls is based on the Gamebryo engine which uses the .NIF and .KF file formats for statics and animations. Even though the developers for Oblivion haven't released an exporter for later versions of 3ds Max (there's one for 4 but everyone I know is at least using 7 if not 8) modders looking to use custom content can, for the time being, use Civilization 4's Max plugins to get the job done.

A couple of notes on the process: you don't need to go through all the documentation 's tutorials, since most of the features they discribe don't work properly with Oblivion (I'm still amazed it works at all).

Apply a Standard Max material to your object. For the time being we only get boring diffuse with no shaders, but at least it's a start. The texture file can be stored anywhere since it's included in the .NIF on export.

CIV 4 NIF Exporter Settings

Once that's done simply File->Export the model as a CivilizationIV (*.NIF) file to the /Data/Meshes/YOUR_PLUGIN directory of Oblivion. Uncheck "Lights" and "Cameras" and under Textures check "Include in main NIF". Open up the Construction Set and create a new static object using your new NIF file.

If I run across any more functionality that can be pulled over I'll post it here. GrantM 6:25, 30 March 2006 (MST)

Adding new pages?

Can we add new pages/categories/etc to the Wiki? I haven't figured out how, but in particular I think that .ini mods and .xml mods need sections for them, since they are probably the most popular mods right now, and are going to continue to be important. They're also something that the average person would be very interested in tweaking for their own preferences, and so this Wiki definitely ought to have sections for them. Does anyone know if we can add them, and if so, how? And if not, why not? And if not, can Beth do it for us, please?

--Kkuhlmann 16:08, 30 March 2006 (EST)Anyone can add a new page by simply typing the URL, and editing the blank page that comes up. You'll need to put a Category:XXX link at the bottom of new pages if you want anyone to find them (preferred), or link them directly from another page (usually not preferred).