User talk:DragoonWraith/Archive

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Revision as of 01:43, 29 April 2008 by imported>DragoonWraith (Unprotected "User talk:DragoonWraith/Archive": vandalism is over)
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This is an archive of old discussions, not a place to talk about my archive. If you want to talk about my archived stuff, or my archived discussions, both of those should go in my current Talk Page. I'll organize/unarchive things if necessary.
Dragoon Wraith TALK 14:44, 20 January 2008 (EST)

Vote on My Forum Avatar!

So, I've created a new Avatar for myself for the ESF. I've been using my old one for years - there are definitely some who associate me with it, and might be bothered by me changing.

On the other hand, it's out of date - I have little interest in either of the things (Lord of the Rings and Tactics Ogre: The Knight of Lodis) depicted in it (though I still greatly enjoy both, I do little actively with either). Plus I like the way my new one looks. So it's a vote, on what people think. So, vote.

Just click [Edit] to the right of the header here, and type "~~~~: I vote for the [old/new] one!"+comments.

The choices:

Old Avatar
New Avatar
http://img.photobucket.com/albums/v238/DragoonWraith/DragoonWraith.gif
http://img.photobucket.com/albums/v238/DragoonWraith/DWavatar.png

Please state what browser you're using - the new one won't display with transparencies on IE. That's because IE is more than six years out of date, get a new browser! Sorry, the web developer in me got out there a little. Also, realize that on the ESF, the old avatar gets squished because it's 100x92 and ESF limits things to 90x90.

I use firefox. I like the old one better personally, but if you won't use it, I can probably find a few uses for it!! :P The Imperial Dragon 14:57, 16 September 2006 (EDT)
Dragoon Wraith TALK 14:59, 16 September 2006 (EDT): Hmm... The consensus seems to be the old one. OK, that's fine. Heh, I'll use it then. I'm going to keep this poll up here in case popular opinion shifts.

Are you sure this is the right place for this though? The Imperial Dragon 18:35, 16 September 2006 (EDT)

Dragoon Wraith TALK 23:24, 16 September 2006 (EDT): Well, it's my personal page, so I don't see why not. Better than wasting space on the forums with a thread that definitely doesn't belong there (or, rather, only belongs in community discussion, where I don't know people and the people who know me don't go much). So here seemed better. *shrug*

GuidoBot 15:26, 12 October 2006 (EDT) I vote for the old one!

TheDragonReborn 20:16, 12 October 2006 (CST) Yes definantly the old one.

Question about scripting

Thanks for writing those MoveMouse commands in the wiki! Those commands will help me creating new combat moves a lot! I have a question though. Since I'm quite new with scripting / the CS, I wonder how you create an invisible activator that casts a spell in the same direction as the player is facing. Should I create an activator in the CS wihtout a mesh or is there a template transparant mesh? Should I then just use the MoveTo command to move the activator to the player and then activator.Cast spellID? I want the activator to cast a lightning bolt in the direction the player is facing, without the player being hit by it. It would be great if I could get this straight. --Mandrill 06:02, 14 August 2006 (EDT)

*Cough* Didn't think it was this hard! I greately appriciate your help but unfortunately I don't have "a strong understanding of sinusoidal functions", since I'm only 16. I know the idea, and I would probably figure it out, but only after a VERY long time. Do you know any other mod that does roughly the same thing (activator cast a spell on another activator at the player's crosshair)? It would be great with a modder's resource in means of maybe a text file with a template script or something. So, if I understand this right, the second activator needs to be disabled so that the spell just goes through it and doesn't hit the activator? And regarding the use of a global script... The problem with those is that they are runned only like once per five seconds, a local script would run instantly when I equip a ring or something. --Mandrill 12:58, 14 August 2006 (EDT)
Thanks for the reply. This looks like it's so tough it could become a high-school project maybe. I also thank you for getting me straight with global scripts and fQuestDelayTime, I think i got it now. --Mandrill 16:02, 14 August 2006 (EDT)
It's no problem, I'll figure it out my self with some time. We had 2 lessons of trigonometry first year in high school, and that's all my experience, but I think I can get it. --Mandrill 04:28, 15 August 2006 (EDT)


That Picture on the Bottom of my Page

That signature/picture of yours is quite good, you should put yourself into some sort of Users:Artists section if you created it :) --MaXiMiUS 02:04, 25 June 2006 (EDT)

Dragoon Wraith TALK 10:53, 26 June 2006 (EDT): Heh, thank you. But that has little to do with Elder Scrolls modding - my skills in Photoshop don't translate into texturing very well (though I've done a few good things), so I don't consider myself a texturer. Or an artist, for that matter - I'm technically skilled (know how to get Photoshop to do what I want it to do), but inspiration hits me rarely, and I'm really bad with colors.


http://img.photobucket.com/albums/v238/DragoonWraith/SignDragoonWraith.png

Daaaang... Nice. The only thing I'd suggest for that is changing the green to a more pale-grey-purple colour, or maybe crimson, but it still looks awesome. The Imperial Dragon 22:39, 13 September 2006 (EDT)

Dragoon Wraith TALK 00:41, 14 September 2006 (EDT): Green? I see bluish-silver...

scripting Q's

In my new cell, any summoned creatures do not appear, magicka is lost, the spell timer appears, but the creature is nowhere to be SEEN. i'm guessing there's a problem with the Z value. my dungeon's building blocks all have the Z set to 0. I just thought it would make sense. IS that the problem?

also, whenever i summon a creature (a conjuration spell that i have CREATED, eg. summon timber wolf, which isn't availble in Vanilla) it does not follow me in to or out of my new dungeon.

any suggestions or solutions with my two problems would be greatly appreciated!

also, how would a create a spell which would allow me to summon multiple NPC's or Creatures at once.


thanks, Luis

Can you look over my talk page and look at the scripting articles there that i wrote to check them over for errors please. I am unsure on some aspects of the scripts and need someone a second set of eyes to look over them for possible incompleteness as well as balance issues.

--Raziel23x 23:27, 9 August 2007 (EDT)

Game Settings

Haama 17:46, 29 June 2007 (EDT):Umm... thanks, but before you continue, could you mark which ones don't have a description yet. I know no one went through and really worked on it, but it was at least possible to tell which one's still needed a description (and default's pretty easy to tell).

Dragoon Wraith TALK 21:42, 29 June 2007 (EDT): Yeah, that's actually why I stopped, because that dawned on me. I did them in alphabetical order, so from fAbsorbBoltGrowthWidth through fAICombatUnreachableTargetPriorityMult, with the exceptions of fActorStrengthEncumberanceMult through fActorSwimBreathMult, which had already been done. How would you like me to mark them? I'm not really sure how best to do that.
Haama 23:30, 29 June 2007 (EDT): Is there a way to do color codings? Yes? - no, tag of "Font color" doesn't work.
Dragoon Wraith TALK 23:43, 29 June 2007 (EDT): Ah, yes, I can do that. Red a good color?
By the way, you need to use the <span> tag. MediaWiki is apparently enforcing HTML 4.01 compliance.


Game Settings up through fArmorRatingConditionBase have been added and/or checked for accuracy. Descriptions could still be wrong for all I know, but the settings are correct.

--ShadowDancer 17:39, 28 July 2007 (EDT)

Linking to your fancy ?filtered? function categories

Ok, now they kind-of seem to be working (5 edits later), they're counted as external links, which is weird, but at least they work.--Haama 15:48, 5 July 2007 (EDT)

Huh? What are you talking about? You should be able to link to them the same as any other category:
Dragoon Wraith TALK 15:47, 5 July 2007 (EDT)
But not if you're using the rest of the web address... nevermind, that was my mistake. I think I typed in something wrong, and assumed they were being treated differently.--Haama 15:48, 5 July 2007 (EDT)
Aha, yeah, there's no need to use the entire URL.
Dragoon Wraith TALK 15:49, 5 July 2007 (EDT)

Question

A fair number of tutorial pages added today were all signed. Wanted to know how you wanted to handle it. Should the name attributions just be moved to the Talk pages and a note left with the person or did you want to ask him to do it? Additionally, I removed some signatures on a few new pages for game settings and left a note for that individual that he didn't need to sign those pages and that signatures are generally used only for discussions or questions.

--ShadowDancer 23:36, 27 July 2007 (EDT)

That sounds fine. I'll talk to LHammonds.
Dragoon Wraith TALK 11:27, 28 July 2007 (EDT)


I started a new Article for the Oblivion Shader Editor. I was hoping you could take a look at the article. It is a program Timeslip written a long time ago back in September of 06. I can not find a good description on how it function and the official thread that is linked to it is long winded and hardly anything about it but about something totally different so i cannot acquire a good description about it. I flagged it unfinished and flagged it needing updating since I just thrown together some basic information about it and thrown in some other things that follow suit to what it does.

--Raziel23x 02:29, 11 August 2007 (EDT)

Regarding Bylines and Mod Deisolation

I just read the whole discussion regarding bylines. I have removed the bylines from all of my articles, in the spirit of building a good wiki. Thought you would like to know.

On a different note, I saw your comment about wanting to remove the warning from the door markers tutorial. (which, BTW is bylined, which is why my articles were bylined in the first place, I mistankenly thought it was common practice because the article I was editing was bylined...). Anyways, I do not agree that it is common knowledge to every new person reading thier first basic door linking tutorial that you cannot crosslink mods. Mod isolation rather kicked my arse for about three days after I read the aforementioned door linking article, got excited, applied it to all my downloaded house mods, got frustrated when my attempts at new mods did nothing but cause errors, then found about mod isolation in the FAQ section when I started to search all the help articles i could find to see what i was doing was wrong and saw others that were also having the same problem. Being the type to warn others about things which have kicked my arse and will probably kick thiers too, I added the warning. Also, I didnt even know about the deisolation tutorial, or that it applied to my warning, until today when I saw everyone ranting about it being edited then reverted in the bylining discussion. I rather think that my placement of the warning is strategic to "noobies" like myself who wouldnt know otherwise, but not cumbersome to those who do.

I changed the title and significantly re-wrote the article to make it blend in better with the door linking tutorial, reducing the byline effect of the original warning article even more, in the spirit of being a good wick to the wiki. I would appreciate it if you would leave the warning in, in at least some form, so others wouldnt have the same problems I did.

The deisolation techniques discussed in the deisloation tutorial were, by the way, quite beyond the average beginning modder (me included) so I kept the link to the .esp crosslinking solutions article I wrote, as I believe it is quite an effective, possibly original technique. I'm debating on whether it would be a good idea to include my "jigsaw puzzle" technique as an edit in the mod deisloation article or not, along with a discussion on merging mods using the new construction set. It is, after all, clearly marked as an incomplete article. I just dont want to piss off a couple of guys who are already fighting over edits in that article. Any suggestions?

computwitch 02:31, 11 August 2007 (EDT)

External Links

Got a question about external links. If it is a small plug-in to something, like the script that used to be linked from the Loading Screens tutorial for Paint Shop Pro, is it possible to upload the files to the wiki? I am asking because the plug-in that was made for Paint Shop Pro is no longer available at the original link, and I am not sure where to even find it at this point (I am going to keep looking though). As time goes on, these external links to some websites are disappearing at a good clip (and messing up the tutorials that rely on them) and some of these files are extremely useful if you don't want to re-invent the wheel, so to speak, or for those who are less knowledgable about the programs being used.

--ShadowDancer 19:57, 11 August 2007 (EDT)

I agree, but I simply don't know. Feel free to experiment with the Upload File thing if you want.
Dragoon Wraith TALK 01:40, 12 August 2007 (EDT)
Well, it looks like there is a 2MB or so cap on any uploaded files from what I can tell. On top of that, the only allowed file types are png, gif, jpg, and jpeg so uploading files for download isn't going to work. Looks like the only way would be to see if we could get space someplace for file uploads/downloads and then put any important files there. Of course, we would also need to locate those files in the first place. At least the corporate websites are staying up and keeping their free tools available so we don't have a problem there. The only other option I can think of is to increase the wiki's scope to deal with things like the script for Paint Shop Pro that was written for making Load Screens.
--ShadowDancer 02:45, 12 August 2007 (EDT)
I'll ask Gstaff, but I don't have much hope on this one.
Dragoon Wraith TALK 10:28, 12 August 2007 (EDT)

Wiki

Is it just me, or was the wiki down yesterday? I couldn't work on my ongoing mod since I needed a reference I couldn't get to.

--ShadowDancer 13:17, 20 August 2007 (EDT)

It was. I e-mailed Gstaff about it, but never got a response. Clearly, they fixed it.
Dragoon Wraith TALK 14:15, 20 August 2007 (EDT)

Images in 3dsmax tutorial

For some reason, I was unable to make those images to show up in From 3dsmax to Oblivion CS tutorial, I tried uploading several times.

But if someone can upload them, they are here: http://krabas.virusas.org/oblivion/tutorial.rar

Nercury 10:29, 31 August 2007 (EDT)

Bit of an over-zealous edit

Have you seen this?
I don't believe IPhill has the power to block IPs, but even the threat is harmful.
I looked into it - Winston1 only made one edit (you have to go back from the redirect and check the history of Easy), it could simply have been a mistake, and it was 6 months ago. WTF?!?
--Haama 12:56, 26 September 2007 (EDT)

If you ask me IPhill is the vandal not Winston1... and he should be marked as such.
Qazaaq 14:11, 26 September 2007 (EDT)

Deleted Article

Leon_852 I just wanted to check something with you DragoonWraith. One of my questions "How do I bring up the Inventory Screen" has been deleted. I just wanted to know, has it been marked for deletion because I didn't get any warning.