Difference between revisions of "User:Shademe"

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imported>Antares
(Shademe: Your pms query, no pun intended.)
imported>Shademe
(→‎A ''(Few)'' Questions ...: Added another and replied to my other)
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== A ''(Few)'' Questions ... ==
== A ''(Few)'' Questions ... ==
<center>The PC - A '''''REAL''''' Ghost</center>
'''Can the player become a ghost literally''' ? - Meaning he/she is not no longer "in the gameworld" and is not/cannot affected/affect by the gameworld/the gameworld , where the PC can just move around, but can't interact with the world ? And '''all entities ignore his/her presence''' ? <hr>


How do I find out whether a given shader effect is playing ? Without using a counter ? Is there a generic referrer to the playing shader ?
<center>Concerning ''Shader Effects''</center>
How do I find out whether a given shader effect is playing ? Without using a counter ? Is there a generic referrer to the playing shader ? <hr>


Also, can all playing shader effects be turned off using the pms function-meaning using something like '''''pms''' currentlyPlayingshaderref'' ?
Also, 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:<BR>
: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:
[[Image:Dummy Shader.jpg]]<BR>
[http://cs.elderscrolls.com/constwiki/index.php/Image:Dummy_Shader.jpg Sample Image]<BR>
:Using something similar to the above should (as new shader effects overwrite any existing ones) work fine. Hope this was helpful mate,
:Using something similar to the above should (as new shader effects overwrite any existing ones) work fine. Hope this was helpful mate,
:--[[User:Antares|Antares]] 06:01, 30 September 2008 (EDT)
:--[[User:Antares|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 ? -- [[User:Shademe|shademe]] 09:33, 30 September 2008 (EDT)
<hr>
<hr>
<center></center>
How does the respawning system / cell resetting system work ?
How does the respawning system / cell resetting system work ?
<hr>
<hr>

Revision as of 09:33, 30 September 2008


Like Columbus, or Caesar ... or someone in that time said, [Relz] just sucks ! { Just so that you know }

Anyway, I've been playing TES4 Oblivion for the past 6 months, which was crammed with mods, and finally got the sense to do some modding ! As far as modding is concerned, I mod(ded) Diablo II { Yup, the good ol' Hack n'Slash ) and am waiting for the 3rd installment !

Nothing more special to say ! You might just see me in the scripting side :E

oh .. and I'm not online frequently, so please bear with me ( if you have a reason to ).

And I released my 1st mod ! In fact, updated it ...


My Mods

== Released ==

Put it in it’s Place : Enhanced Grabbing - Grabbing is no longer a crime ! Now pick up objects with impunity !

== Works in Progress ==

Ashes to Ashes - Vampire Killing and Killer Re-Defined. Look out for a release soon !

A (Few) Questions ...

The PC - A REAL Ghost

Can the player become a ghost literally ? - Meaning he/she is not no longer "in the gameworld" and is not/cannot affected/affect by the gameworld/the gameworld , where the PC can just move around, but can't interact with the world ? And all entities ignore his/her presence ?


Concerning Shader Effects

How do I find out whether a given shader effect is playing ? Without using a counter ? Is there a generic referrer to the playing shader ?


Also, 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)

How does the respawning system / cell resetting system work ?