User:QQuix

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My Script Samples[edit | edit source]

Distances and Angles[edit | edit source]

Notes and sample code related to distances and angles.

User:QQuix/Distances and Angles

My Observations[edit | edit source]

(Miscellaneous observations of mine)

Game engine[edit | edit source]

It seems the engine does not load all world spaces when the game is loaded, so persistent objects in some world spaces are not loaded in memory as they are supposed to (maybe some persistent objects are more persistent than others. lol) [Oct/2008]

My Tests[edit | edit source]

On Dynamic Items and Savegame Bloating[edit | edit source]

Tests with Dynamic and Non-Dynamic items and their effect on savegame size

User:QQuix/On Dynamic Items and Savegame Bloating

Dynamic and Non-dynamic references[edit | edit source]

Notes on general characteristics of Dynamic and Non-Dynamic references

User:QQuix/Dynamic and Non-dynamic references


GetLOS[edit | edit source]

This is a test mod used to get an understanding of how the GetLOS function really behaves ingame.

It is intended to modders/scripters interested in using the GetLOS function: it will give you a 'feeling' on where GetLOS starts returning 0

This mod contains a decent arrow-like projectile script, if you need one.

This mod was built to determine whether GetLOS is a reliable way to determine collision while moving objects around with SetPos.

And it is kind of fun for the first few minutes.

The mod is here: TES Nexus

There is a video here:YouTube

Moving Objects and Marker Rats[edit | edit source]

This mod contains a ‘generic’ approach to move Statics, Activators and Containers.

It includes a Marker Rat script that recovers from/prevents the following characteristics/limitations/bugs(?) of the game engine:

-Objects moved to an unloaded cell (never?/seldom?) show up when the player enters the cell -Objects moved to different world spaces snap back after save+load -The typical Marker Rat approach is not generic enough as, being an actor, it will fall to the ground, losing the Z axis info -It also (always?/sometimes?) snaps to a path grid node when the cell is reset.

It works both indoors and outdoors

It is intended to modders/scripters that need to move statics, activators and/or containers

The mod is here: TES Nexus

My Mods[edit | edit source]

QQuix Divine Elegance Showroom[edit | edit source]

This mod creates a showroom in Divine Elegance’s basement where live models will wear whatever Palonirya has for sale (Fashion Show style).

And Palonirya is so proud of her showroom that she decided to share it with all clothes and armor merchants in Cyrodill. ANY store.

This Mod is designed to show clothes and armor from any mod that adds them to one of the game shops. Even items/shops that will be created in the future.

QQuix Divine Elegance Showroom at TESNexus

WIP[edit | edit source]

QQuix Fly Away[edit | edit source]

I am writing a lot of complex scripts to make the PC and NPCs fly. This work is intended to the Dragon City Mod and, after the DC mod is released, I intend to add Creature and Object fights and release the whole thing as a Modder’s resource.

QQuix Sail Away[edit | edit source]

A modders resource set of scripts to move a ship along a pre-determined path.