Difference between revisions of "User:Shademe"
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: | :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: | ||
[ | [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
Put it in it’s Place : Enhanced Grabbing - Grabbing is no longer a crime ! Now pick up objects with impunity !
Ashes to Ashes - Vampire Killing and Killer Re-Defined. Look out for a release soon !
A (Few) Questions ...
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 ?
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:
- 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 ?