User talk:JOG

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I just wanted to thank you for all the work you did reorganizing the scripting section on May 26. Really impressive, great work. --DragoonWraith 11:43, 26 May 2006 (EDT)

Glad you like it. It was a rather radical change but I think the main pages are much better readable now that the tutorials and blocktypes have their own categories. --JOG 15:37, 26 May 2006 (EDT)
Very much agreed. --DragoonWraith 16:50, 26 May 2006 (EDT)

Haha, thanks. That sounds much easier than typing that stuff everytime.--Omzy 10:45, 9 June 2006 (EDT)


Are you registered in the forums? I'm trying to register, but whenever I try to register, it says it sent an e-mail to me that should arrive in 10 mins max, but it has now been about a week since I last tryed to register and I still haven't recieved the e-mail. The e-mail address is correct, so I don't know what's wrong. I didn't recieve the e-mail from this wiki, either, but I do get e-mails from other people. Thanks. The Imperial Dragon 13:14, 11 June 2006 (EDT)

Well, I'm registered since September 2002, so my experience back then won't really help you. I don't get an email confirmation when I get a Forum-PM, though, so maybe something's wrong there. Have you tried to contact a moderator?--JOG
Not yet. How do I contact a moderator? The Imperial Dragon 13:43, 11 June 2006 (EDT)
Uhm... you can't send them a PM when you have no account... Okay, I've sent a PM to one of the Moderators...--JOG
A BIG thank you, and I guess we'll see what the problem is... The Imperial Dragon 14:06, 11 June 2006 (EDT)
Archeopterix told me he'll forward it to the admins a few days ago, so perhaps it works meanwhile...--JOG 03:51, 15 June 2006 (EDT)

Bah! Now it says my name (both user and desired display name) is in use by another user. And I STILL HAVEN'T RECIEVED AN EMAIL! Because I can't contact an administrator, could you ask them if there is a registered account with my name, and when it was submitted? I've been trying to get an account for some time, so I'd like to know if this is my unregistered account it is speaking of, or if it is someone else who took my name, because I never got that message about the name being in use before. If it is someone else who's taking my identity, I want something done about it. Thanks. The Imperial Dragon 00:51, 19 June 2006 (EDT)

I've tried to login with "The Imperial Dragon" and clicked on "Forgot password" It said that an email will be forwarded to whoever has this account... In any case, there ARE users that have registered today...JOG

Okay, now I can log in, I never got any email, but I can log in. I'll thank you for your trouble, I don't know what was wrong, but it is working fine now. Again, thanks. The Imperial Dragon 16:14, 19 June 2006 (EDT)

Nevermind, I can log in, but I cannot post anything, nor can I contact an administrator. It says I do not have permission to reply to or create a topic on the forums, or to PM an administrator. Is there something I have to do, or is this related to the email I never got?

Alright, I guess I shouldn't really ask you to take care of this problem I'm having, so I apologize for involving you in this affair as it really doesn't have anything to do with you at all. I'll see if there's anything at all I can do myself before bugging anyone with it. I hope this wasn't too much trouble for you. The Imperial Dragon 14:22, 20 June 2006 (EDT)
Seems like forum email works again, I just got an email-notification for a forum email, the first in several weeks. I've repeated requesting a new password for "The Imperial Dragon", so you might get an email when it's linked to your email-address. --JOG 10:32, 22 June 2006 (EDT)
It works! Unfortunately, now that it works, I can't find that forum. But I can post, so thank you very much for your effort in this matter, JOG. The Imperial Dragon 23:04, 23 June 2006 (EDT)

Some questions about Texture Replacer. I'm not too smart with command lines and I don't want to mess up a ton of textures, so could you tell me if this syntax is correct before i press the button? I have a ton of meshes with textures with the path C:/Program Files/Bethesda Softworks/Data/Textures/armor/*filename* I want to convert all of these to simply Textures\armor\*filename*. Some are in additional folders like .../Textures/armor/daedric/f/cuirass/*filename*. Can I do the entire texture folder at once- Is there a way I could just replace every texture's base path? When I type the filename, do I have to type a specific file if I want to do the "?" option for replace all textures and the "*" option to replace old text with new text? Is this even close

TR -w C:/Program Files/Bethesda Softworks/Data/Textures/ ? * C:/Program Files/Bethesda Softworks/Data/Textures/ Textures

Thanks in advance.--Omzy 13:32, 14 June 2006 (EDT)


The syntax would be
TR *.nif "*C:/Program Files/Bethesda Softworks/Data/Textures/" "Textures\"
BUT TR won't recognize Textures in Oblivion-Files that don't begin with "Textures\"


Does that mean I need to manually change each one?--Omzy 17:39, 14 June 2006 (EDT)


Yes that's what it meant, but I've just added a new function to the tool...
get this one: http://home.tiscali.de/jo.ge/ob/dl/tr.zip
There is a new texture-name wildcard now: %. this works like * but doesn't care whether the found text actually is a texture or not. Very dangerous, but useful to repair files that were messed up by Nifskope:
TR *.nif "%C:/Program Files/Bethesda Softworks/Data/Textures/" "Textures\"
The text right after the % needs to be the begining of the texture-path or TR will mess up the file even more. Use with care and make a backup before using this. --JOG 03:45, 15 June 2006 (EDT)
Hey, thats awesome man. You sure know your stuff. Thanks--Omzy 04:13, 15 June 2006 (EDT)!
I've just uploaded an official version 1.9a to my site (check link above) and TES-Source with a bit more safeguards to prevent you from messing up the NIF file and some examples in the readme.--JOG 09:35, 15 June 2006 (EDT)
Hey, sorry to be a pest, but I'm still having some problems with TR. I placed TR in the same directory as the files I want to change. Then I type into the console:
 TR shieldSNOW.nif "%C:/Program Files/Bethesda Softworks/Data/Textures/" "Textures\"
so that I only replace the texture in that specific nif to start, but when I open nifSkope to see the path of the texture it shows it as "C:/Program Files/Bethesda Softworks/Oblivion/da". It appears to have been truncated rather than replaced. I was reading the readme, and it says that "C:/Program Files" won't work, but "C:/Program" will work because it only recognizes the first part of the string. So, I tried the syntax:
 TR shieldSNOW.nif "%C:/Program/Bethesda/Data/Textures/" "Textures\"
This, again truncated the file name. Let me assure you, I'm almost completely dumb about this stuff. Any clue as to what I'm messing up? --Omzy 11:29, 15 June 2006 (EDT)
The readme says that "Program Files" won't work but "C:\Program Files" will ;-)
I think I found the problem, TR is automatically replacing als "/"s with "\"s and this interfered with the new function when the textures contain a "/". Download the tool again and see if it works now.--JOG 12:09, 15 June 2006 (EDT)
Yay, it works! You've just saved me a couple hours! (Hopefully not at the expense of too much of your own time) --Omzy 12:24, 15 June 2006 (EDT)

Actor functions ...[edit source]

You know, editing the template ActorFunction would be way faster then editing every page using it - both to get rid of the image, if you don't like it, and as a way to add the Category. :) --Khadir 11:32, 28 June 2006 (EDT)

Oh, and IsCellOwner isn't an actor function - it doesn't require a valid current reference at all. IsActor isn't one, either - it can be meaningfully run on any reference, not just on actors. --Khadir 11:37, 28 June 2006 (EDT)
Yep (to both :)) sorry for the action but that annoying scamp glared at me on every page... And now I've forgotten what I wanted to look for on the wiki...
He, it's Freddy, my pet goblin! Don't you dare call him a scamp! ;) Anyway, the point of my actions was to add easy to see clues as to the type of the function, and I still think a small icon + a little bit of text does that fine. Better than a category, at least (which can still be added below, even automatically by the template). The wiki still has precious few consistent info on which function is a method (being run on a reference) and which is global, and which type of reference (NPC, creature, actor, container, door, ...) the methods are meant to be called on. --Khadir 12:07, 28 June 2006 (EDT)
Dragoon Wraith TALK 10:36, 29 June 2006 (EDT): I think these things are just assumed from the use of each function. The reason for that, I'd imagine, is that not enough testing has been done to see how functions react to situations different from how you would usually use one.
On a side note, I like the idea of the little icon in the corner, but I agree that a Goblin is not the first thing I would think of for Actor functions. An NPC would make more sense (to me anyway).

Dragoon Wraith TALK 10:36, 29 June 2006 (EDT): Regarding AddScriptPackage (and presumably other functions), was there a reason you switched from Khadir's template for the reference table, and instead linked to AddScriptPackage Reference? Personally, I liked the table on the bottom of the page more than the table in a separate page. Twas more elegant the other way.

1. This info is completely pointless unless you don't understand how a function works; and then the description needs to be updated, and a good example-script needs to be added. The reader might currently have no access to the CS after all.
2. A list of scripts that use a function is an incomplete (no dialogue/quest results) version of the list you get using the Find-Text function in the CS. So when you need the CS anyway for that list to be useful, there is no point in having an inferior one for which to read you have to break modding and visit the wiki.
3. The script-names are usually very spoilerish.
4. The majority of modders use the scripting pages as a reference-work while writing scripts, just like we used the USEP-Commands list for Morrowind. Those pink blocks are annoying eye-catchers, that distract you from the real content. (The same applied to the "Actor"-functions flag.) Newbie-friendliness is fair enough, but it shouldn't hinder the workflow of seasoned modders, better make an own scripting section for beginners.
--JOG 12:35, 29 June 2006 (EDT)
Dragoon Wraith TALK 13:09, 29 June 2006 (EDT): on 1: I don't actually know why the info is there in the first place, to be honest, I never saw any use for it. So if we're debating its point, then I've got nothing. I was only talking about where we put it, given that we have the information.
on 2: Fair enough, but what difference does that make to where we put the list?
on 3: That's a good point. I agree with you there.
on 4: I don't think they're really that distracting, though I don't really think they're necessary either. I thought they were a nice touch, but if people find them distracting, I wouldn't say they should stay.
In all, neither issue is of great importance to me, I was just wondering why the changes were made. You've given valid reasons - good enough for me. If anyone else has any particular interest in a change, they can talk to you.

Dragoon Wraith TALK 15:22, 8 July 2006 (EDT): I made your download links hyperlinks with the text Download instead of the URL. If you don't like the change (in which case I am very sorry), you can easily undo it by going here and Saving the page.

No prob, though I don't know what the point is. I know how to use an alternate text on a link, but don't do so when refering to files because when I download files, I prefer to see directly where a link takes me to.--JOG 18:58, 8 July 2006 (EDT)
Dragoon Wraith TALK 21:03, 8 July 2006 (EDT): Yeah, I realized you knew how afterwards, when I saw you had in other places. In general, it looks better to do so, and nearly every browser will show you the URL of a link before you click it. IE and Firefox show it in the status bar on the bottom, and Opera shows it if you hover over the link for a while. It is, of course, your page. I was trying to help, and then realized you didn't need the help. That's why I posted that with a link to the older version so you could revert if you wanted to.
Dragoon Wraith TALK 10:59, 9 July 2006 (EDT): self.DeleteFullActorCopy ;)

Right, is User Haplo condidered a spammer if he wrote something to flame a particular group of people?

Have a look at his edits to the Silgrad Tower page...

The Imperial Dragon 02:47, 7 August 2006 (EDT)

No, a spammer is someone who will trick you into buying something or downloading a trojan or trying to cheat search-engine bots for the same purpose. What Haplo did isn't spam but vandalism. I hope that's it then, and they don't move their petty flame war to this wiki. JOG 18:04, 7 August 2006 (EDT)
Dragoon Wraith TALK 20:13, 7 August 2006 (EDT): Aye, but what should be done about it? Is a Vandal category in order?
I don't know, but I reported it on Kkhulmann's page, and even though I am a member of Silgrad, I too, am tired of this bickering from people about this project or that project, and I don't get this hostility thing too much either, which is strange because I'm actually a core member of ST... Unfortunately, this whole hostility thing makes almost no sense to me (both being non-profit AND with the same goal), and it is one of the strongest there is in the TES community. But I would indeed like to see it stopped as soon as possible, and keep this sort of thing at the very least out of the wiki.
Oh, and maybe we could organise these categories of violating users differently, like Users: Spammers being under a different category than regular users, just to prevent confusion so people don't sort of get a wrong impression from the friendly-ness of the category and add themselves to the Spammers list or something :D, which would be sort of a strange thing to happen, but possible... Maybe a violator category or something?
Anyway, I'll try and avoid turning this into a discussion ;).

The Imperial Dragon 23:01, 7 August 2006 (EDT)

Okay, I remember what it was I was going to say (or write rather). Are you sure the category for lorist is correct? I mean the assumed definition for a lorist? I don't think the word even really exists... Except as a last name. Please correct me if I'm wrong though. The Imperial Dragon 06:43, 8 August 2006 (EDT)
Dragoon Wraith TALK 10:17, 8 August 2006 (EDT): No idea if it's an actual word, but I've heard it used before. I didn't want to use "Loremaster" because I wanted to include people who were just interested in it, as opposed to a "master" of it. And god knows I didn't want to use Bethesda's term of "lore monger", which is almost certainly pejorative (*shakes fist at Bethesda*)...
JOG 10:21, 8 August 2006 (EDT): As long as a lorist is someone who knows TES lore quite well, I'm in. When the word didn't exist yet, now it does...
As for ST vs. TR, that's a very old story from Morrowind days, while both were still TR, they annoyed a good many folk with their constant roistering about how their mod will render all other mods obsolete, and when they split up ST did a lot of "PR-work" to clarify that they distance themselves from TR... (This is how I (and some others) as an outsider observed it...)
Dragoon Wraith TALK 13:37, 8 August 2006 (EDT): I actually missed the whole thing. I saw some posts by the "high-ups" from TR apologizing for the obnoxious attitude of some of their more over-zealous underlings, but I never saw what actually happened.

Well, I know what eventually happened (splitting ties), I just wasn't there to witness it. There was one attempt to bring them back together, but it failed. The Imperial Dragon 15:11, 8 August 2006 (EDT)

Haplo of TR denies this act, so it may have been someone taking his ID...
So are we going to organise a Vandal category? I'm uncomfortable either way with whether or not the Haplo registered here is labelled as a vandal or not, but I think that whoever registered the account had no intention whatsoever other than to cause trouble, and if this account is deleted, the real Haplo should have the right to have his proper name. The downside is that the rules say that only repeat offences call for a ban... The Imperial Dragon 03:16, 18 August 2006 (EDT)
Either way, there should be a vandal category for future use (hopefully not ever being used, of course. :) )

Spell script help[edit source]

Hey! I'm planning on creating spells where i summon more than one NPC/Creature at once. And then i plan to reward these spells to the player upon reading a scroll. Do you have any tips or tutorial scripts for script effects on sumoning Multiple creatures/NPC's?

thanks, Luis

Photoshop Action File[edit source]

I made an Action file for Photoshop that will do most of the work for making loading screens. Thought you would like to know. The link to it is in the Loading Screens page under Automated Process.

--ShadowDancer 14:38, 22 August 2007 (EDT)




== Single Animations in scripts. ==

Do you know how to get single animations playing in a script that is for an actor. I'd like someone to start begging me to not kill them (Quite unfortunate really!)

User:Leon_852

12:03, 18 October 2007 (EDT)~~

Hey![edit source]

Whoa! Hey dude, how are you doing? Did not expect to see you back here any time soon; how's it been? Great to see you!
Dragoon Wraith TALK 11:33, 23 September 2010 (EDT)

The answer comes a bit late, but in case you or someone else wonders again: I'm still around, had a break from modding, moved on to mod for other games, and currently I'm working on a New Vegas mod.--JOG 16:23, 25 February 2011 (EST)
Sounds cool, nice to see ya!
Dragoon Wraith TALK 14:31, 28 February 2011 (EST)

Category:Variables[edit source]

Hey JOG, your changes to the variables category was incorrect. Variables are not stored as longs. They are always floats. They are always limited by floating-point precision. The only difference between a variable declared as a short/long/int and one declared as a float is that a short/long/int will truncate values after the decimal place (and yes, I can confirm this from personal experimentation). Hence, I reverted your changes.
Dragoon Wraith TALK 14:35, 28 February 2011 (EST)

To be a real stickler, all variables are actually stored as doubles, with something like 48 bits of integer precision. You can, in fact, actually store 32 bit signed integers in script variables for this reason (my own personal experience). What you can't do is manipulate them - as far as I can tell, the arithmetical functions are what impose all of the precision limits. JRoush 10:03, 4 March 2011 (EST)
Exactly. Longs in scripts behave like longs as in they can store numbers up to 2^31 without any losses. Whether they are stored as double or not doesn't matter for the modder. Plus and minus are perfectly fine but division and multiplication need floating point calculations, and the game only uses single precision floats for those. This has nothing to do with the variables. They are perfectly safe and suffer no losses due to insufficient mantissa size.--JOG 15:18, 4 March 2011 (EST)
OK, but that's not how your version of the page read to me.
The page is in desperate need of an update, and not just on this; it should also mention the intricacies of ref variables (specifically including mention of the fact that they do not only store references) and also should mention the string_vars and array_vars of OBSE.
Dragoon Wraith TALK 00:33, 5 March 2011 (EST)