User:Shademe

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Revision as of 06:01, 30 September 2008 by imported>Antares (Shademe: Your pms query, no pun intended.)
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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 ...

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:

File:Dummy Shader.jpg

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)

How does the respawning system / cell resetting system work ?