Difference between revisions of "Talk:Main Page"

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--[[User:Brainspackle|Brainspackle]] 13:29, 8 April 2006 (EDT): Very nice!  Good response time too, thanks. ;)
--[[User:Brainspackle|Brainspackle]] 13:29, 8 April 2006 (EDT): Very nice!  Good response time too, thanks. ;)
== Creating a designated area on normal ground to use Placeatme ==
I am working on a mod that will allow you to use one item to place another item on the ground in front of you.  Because of the way I am using this, I want to restrict this from happening anywhere but my deisgnated areas.  Designated areas will be a slightly normal looking piece of ground. 
Can anyone offer any insight on how I could script this?  If a player is on that ground then allow it, if they are not, give them a message? --[[User:Brainspackle|Brainspackle]] 13:02, 8 April 2006 (EDT)


== Categories Page is Helpful ==
== Categories Page is Helpful ==

Revision as of 15:25, 24 April 2006


Questions should go to the forums

This is not the place to ask random questions about the CS. The only things that should be discussed here are things related to the use and structure of the wiki itself. Direct CS questions to the Construction Set forum or the Questions page.

The admins are going to start enforcing this policy, so you should stop putting questions here or they are likely to be rolled back.

--Kkuhlmann 08:49, 10 April 2006 (EDT)

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.


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)

For my part, I'd like a tutorial on creating shopkeepers - I figure just about everyone is going to be creating dungeons, so I'd play around with something different. I'd also really like if, when Bethesda releases everything necessary for full creation of armor/clothing, someone could post a MAX file of something generic with all the settings correct so I could open it up and look at it. An ideal situation would be Bethesda actually posting one or more of the MAX files used to create the master file...

Aesirgard 12:35, 7 April 2006 (EDT)

I plan on releasing a tutorial explaining how I did my mod when it's finished. It'll cover some scripting, dialogue options, and NPC creation. Sockmonkeh 12:58, 7 April 2006 (EDT)

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)



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).

Adding potentially obvious instructions?

I was flipping through some of the character settings in the editor and was looking at adding a Birthsign and couldn't figure out how I was supposed to get spells in the list. After a minute or two, it occurred to me to go look through the objects list instead of magic efects. Then you just drag and drop a spell from there. Arguably, it didn't take me long and would be completely obvious to some people. So my question is whether or not adding these kinds of potentially obvious instructions would be frowned upon for cluttering up the Wiki or some such.

If not, should they be contained on directly on that page or a page linked under it? Gunslinger 19:12, 31 March 2006 (EST)

Lacking useful functions

I've been browsing through the list of functions, and I'm surprised that some obvious ones seem to be missing. One thing is, there are no alchemy functions. Another, more surprising is that there are no angle/radius positioning functions, apart from PlaceAtMe, which creates a new instance.

You can get a heading and distance to something, but you can't position objects by them, so you can't e.g. move an existing object to be in front of the player or another actor. There also seems to be no way to tell actors to simply move a distance ahead. It seems that the only way that this can be done now is using trigonometry, but of course, there are no trigonometry functions.

Is there a wishlist for the next version/expansion? EagleEye 09:50, 1 April 2006 (EST)

Square root also seems to be gone :(EagleEye
UESP Wiki has some math approximations: Math Functions. Sqrt not included since they're for Morrowind, which has sqrt. --Wrye 00:38, 2 April 2006 (EST)
--Kkuhlmann 09:43, 4 April 2006 (EDT): There are a number of position functions: SetAngle, SetPos, PositionCell, PositionWorld. Using these on actors, however, can lead to unexpected results (they may still think they are somewhere else). Actors should be controlled using packages.
Jaks 13:50, 4 April 2006 (EDT): Not sure thats always possible. Packages, at least in this early stage of my learning curve, seem VERY limiting. Its difficult to integrate them with in with scripts and their needed timings for intricate manueverings of NPCs. I tend to think of packages as daily routines for the AI to go about their business but quests and player interaction, in my eyes, should use scripts to override those routines. On the other hand, the script API does provide the ability to add and remove packages on the fly, so maybe a combination (much like the recently released HorseCommands mod does) is the better choice. In the end though, I do not think packages provide for the level of detail this request is asking for.
--Kkuhlmann 16:50, 7 April 2006 (EDT): Well, we managed to put together a number of rather intricate scenes using the same tools you have available to you -- charactergen, for example. Every staged scene in the main quest. Do I wish we had better tools? Sure. But I think you need to look at some of the scripts and NPC packages used in charactergen (for example) before you decide that packages are "very limiting".

Known Issues

Doppelganger 18:58, 3 April 2006 (EDT): "Data race" was in fact undocumented modifiers on the ModActorValue function, now documented by one of the people in the know. The difficulty, however, in getting this information was altogether too much...

/signed, we need an area to report issues and verify them as known. Nowhere does it say that the script compiler/editor will silently fail to compile a script with mismatching parens () .. I just spent an hour looking for a syntax error, it turned out to be a missing open paren, the script editor silently failed with no warning when compiling the script - it just refused to save my changes. I'd like to save other people this headache. --Halo112358 22:09, 2 April 2006 (EDT)

--Kkuhlmann 09:49, 4 April 2006 (EDT): Re: silently failing -- The compiler will throw up a warning over any compile error. Is it possible that you already clicked "Yes to All" to a previous warning (which would turn off all warnings for your current session)? Check the EditorWarnings.txt in the editor's folder -- you'll see the warnings there even if you turned off the popup.

--Gerrie Hi, dont know where else i should put this: Error Message: "Warning: Unable to complete operation due to failure removing previous tempfile remains. Continue playing? "Yes to all" will disable warnings this session." This means some application is still using your plugin file and the construction set fails to save your new version. Be careful not to press "Yes", as all your following saves will get lost with no error message. To solve this: Close your programs and reboot, when you get the errormessage for the first time. Does anybody know a better workaround, so you dont lose your newest save?

Settings Documentation

The settings page is home to many variables useful for tweaking gameplay easily. However, many of these variables have cryptic names and/or implementation. Would it be possible for developers to take some time detailing some of these setting and their affect on gameplay?

--ZantarV

Bethesda and mod developers releasing mods

Does Bethesda have a system in place for mod devs to launch a mod, and get payment for it (with security in place), as Bethesda is doing with their own mods? Just like Valve has for its huge mod community with HL/HL2 over Steam? Skjalg 14:40, 4 April 2006 (EDT)

I doubt it. If you read the license agreement, any mods created using the construction set are property of Bethesda. BCampbell 12:59, 5 April 2006 (EDT)

Site skin does not display properly on Mac Safari (10.4.5)

Hello all,

This site does not display properly on Mac OS X (PowerPC) 10.4.5 Safari web browser.

Here's a cropped screenshot:

Note that the sidebar (Navigation, Toolbox, Search, Personal Tools) seems to overdraw the rest of the page.

Thanks!

Callie 18:08, 4 April 2006 (EDT)

It's a problem with the javascript, apparently. I tried to do some troubleshooting on it thinking it was a stylesheet bug. I wasn't having problems with a local version, so I turned off javascript (using Shiira, it renders with Apple's WebKit) and it worked fine. Alternatively, you can use the other skin. Gunslinger 12:15, 5 April 2006 (EDT)


How can I add pages to the Index?

I created a "Questions" category that I think would be helpful to people with questions. Answered questions we can then move to the "Solutions" category. However, I cannot seem to figure out how to get my newly made category linked to the main index.

--Kkuhlmann 13:24, 8 April 2006 (EDT): Good idea. Done!

--Brainspackle 13:29, 8 April 2006 (EDT): Very nice! Good response time too, thanks. ;)

Categories Page is Helpful

I have found this page to be quite helpful: http://cs.elderscrolls.com/constwiki/index.php?title=Special:Categories

However, it is hard for me to find that page easily, as it does not seem to be linked from anywhere. I am not even quite sure how I originally found it.

--Kkuhlmann 13:25, 8 April 2006 (EDT): If you click on the "Category" link at the bottom of any page in a category, you'll go to the full list of categories.
--Moose 16:42, 10 April 2006 (EDT): That's one of the special pages Wikis put in by default. And they appear to all be gone when I try to go to the listing. Any particular reason? Just wondering.
The reason is that the specials pages is bugged in this wiki. if you refresh the page just long enough , the list of special pages appears. Vvenaya 16:55, 10 April 2006 (EDT)
Moose 17:07, 10 April 2006 (EDT): Weak. Any idea as to why it's happening?
--Brainspackle 13:30, 8 April 2006 (EDT): Thanks for the clarification. Wikis have a bit of a learning curve.

Tutorials versus Solutions

I just noticed that we have both a Category:Tutorials and Category:Solutions. I can understand why we would want both, but maybe we should define what tutorials and solutions are so we don't get tutorials in the solutions category and not under tutorials? Mrflippy 16:16, 8 April 2006 (EDT)

--Kkuhlmann 08:53, 10 April 2006 (EDT): My view is that a tutorial is a step-by-step guide to doing a general task in the editor: building a dungeon, creating a worldspace, creating a quest, etc. A "Solution" is a specific method for doing some tricky or obscure task -- a way to prevent others from having to "reinvent the wheel" whenever they try to do the same thing. Maybe they do overlap more than I think -- if the general consensus is that they are redundant, we can always fold them together into the same category ("Tutorials and Solutions").

No, I think it's a good idea to have both categories. We just need definitions for organization's sake. I think your definition is pretty good. In some cases the categories may overlap, but in that case we can just add a page to both categories. --Mrflippy 17:08, 10 April 2006 (EDT)

Discussing GUI/HUD mods

Would it be appropriate to add sections for GUI/HUD mods, even though these mods don't directly involve the CS? For example, BTMod deals almost exclusively with editing XML files unpacked from the misc.bsa file. Although these files aren't accessible from the CS, documenting their structure and functionality would bee a huge boon to the modding community, as BTMod is perhaps the most popular Oblivion mod right now, and those XML files are very complicated and deceptively powerful. --Mrdowns 10:16, 12 April 2006 (EDT)

If it's not appropriate here, we'll be glad to have it at UESP Wiki! We've already got a little material like that at: Oblivion Modding (look for File Formats section). I've got a little info on my own site too Oblivion Configuration which I'll merge into UESP wiki when I have some time. --Wrye 18:43, 12 April 2006 (EDT)

Wish list link

There should be a link on the main page to the Wish List. --Maian 21:32, 16 April 2006 (EDT)