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Posts posted by KWITS
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Andalaybay,
Thanks for the post. I hope that using modified load screens is more than just luck of the draw under TESIV. I did add the internal cell space for when I want the loading to occur when the Player enters a building to acquire information for a quest. However, the results are still negative. There has to be more logic to consider with this process other than randomization.
Thanks,
KWITS
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Okay, by using Paint.Net I was able to integrate a vanilla DDS file with a DDS image of my choosing. I can view the update loading file under CS. I have defined an internal cell space for loading, however, when I enter the referenced cell, the image never loads. My question is, why doesn't my new image load and how does Oblivion interrogate the loading screens during various times of game play? This process appears to be random.
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Good Day,
I am developing a module plug-in in support of TESIV Oblivion. I would like to customize existing loader screens or create my own. I would also like to incorporate my own movie sequences. However, how is this best accomplished?
Cheers,
KWITS
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Khett, I have already done this test and there are no lockups with game play. The problem occurs when I either try to remove crime gold or player infamy while using a script. However, I can execute these functions freely under the TM console.
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Khett,
I am still locking up. Here is the program flow:
.....
; WaV001 Main Script block
If ( GetStage WaVLTFoundQuest == 50 )
WaVRemoveInfamySCRIPT.Call WaVAvrusAdasNPCRef.GetTalkedToPC
Endif
......
scn WaVRemoveInfamySCRIPT
short FlagVariable
Begin GameMode
If GetStage WaVLTFoundQuest == 50 && FlagVariable == 0
playSound3D SPLAlterationCast
Set FlagVariable to 1
EndIf
If GetStage WaVLTFoundQuest == 50 && FlagVariable == 1
Player.SetCrimeGold 0
ModPCInfamy -99999
EndIf
GetCallingScript WaV001QuestScript
End
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I believe through the substitution of variable functions can by calling this subroutine outside of the main mod script, I can avoid the persistent game freezes I have observed to date.
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Good Day,
Every method I have employed in TESIV Construction Set allow a NPC to remove the Player's infamy and crime gold has produced no positive results without freezing game play. Interestingly, I have been able to accomplish this task through an activator object but not as a trigger to start a new stage during a topic discussion between a NPC and the Player. I have found one script that supposedly can accomplish this task and below is the extract:
Begin GameMode
Float PCCrimeGold
Float PlayerInfamy
Float PlayerFame
Float TempCrimeGold
Float TempPCInfamy
Float TempFame
If ( GetStage WaVLTFoundQuest == 50 )
If GetPlayerInSEWorld == 0
Set PCCrimeGold to Player.GetCrimeGold
Set TempCrimeGold to Player.GetCrimeGold
Player.SetCrimeGold PCCrimeGold
endIf
Set TempFame to GetPCFame
SetPCFame PlayerFame
Set TempPCInfamy to GetPCInfamy
SetPCInfamy PlayerInfamy
playSound3D SPLAlterationCast
Endif
End
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Good Day,
I am trying to COB for collision detection. For example, I have a white ghost flame within a dungeon that if approached will pop up a message warning the Player to beware. If the Player comes within a trigger zone, I want to activate the COB since you can't flag a flame for detection. So when using COB, I always see a big white diamond but I want it invisible and only referenced for a parent to child collision detection.
Thanks,
KWITS
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WillieSea, could you test out a scenario in which a NPC would remove a Player's infamy from your end?
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Using my referenced script within the main script has the same negative results.
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WillieSea, Happy Easter. All of my Mod development has been under TESIV Oblivion.
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No matter the approach, using setpcinfamy 0 either under a topic result or within the main mod script will freeze the game each and every time. I can't find a spell for the NPC to cast to accomplish this task either.
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I like you hidden door concept; it is innovative in its approach. I only want to insure that I adhere to creating an environment that is real and believable.
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Thanks for you continued interest in this forum thread! I have used Boolean logic throughout my Mod and only this time, I am running into a problem with this function call to remove Player infamy. I have also noticed this same use of code with other developers in their Mods. Why is this not recommended as a best practice in your opinion?
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This last referenced code continues to freeze game play under Oblivion as soon as the stage is triggered right after the end of a topic discussion.
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Good Day,
The following code still freezes Oblivion during game play:
If ( WaVLTFoundQuest == 47 )
playSound3D SPLAlterationCast
SetCrimeGold 0
SetPCInfamy 0
Endif
This code is executed within the Results section for the topic
Regards,
KWITS
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Good Day,
I have a scenario under my TESIV Oblivion Mod in which a one NPC leads another NPC that follows when the first NPC goes to a distant location with multiple teleports. The travel package is functioning but I want my primary NPC to lead the group as if they and they alone knew the path ahead. However, there is a 60 to 120 second delay before the NPCs begin moving through a teleport to a new interior location. Also, the two NPCs in question never go ahead of me as they should. I have to trigger the travel package to start by going first through a door. Does anyone have any ideas on how to minimize NPC travel package delays and how to have a primary NPC lead another NPC autonomously?
Thanks,
KWITS
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Do you recommend the same for the removal of player crime gold?
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Good Day,
I have tried without success to allow a NPC (a Priest) to pronounce a blessing upon the Player to remove all infamy and debt. However, despite multiple methods, my game freezes during game play when the script is triggered upon a new stage.
Here is the code for the NPC script method:
Begin GameMode
If ( WaVLTFoundQuest == 47 )
;messageBox"The memories of your past soon become a distant memory as you are overcome with an overwhelming sense of peace!"
Player.SetCrimeGold 0
Player.SetPCInfamy 0
Endif
End
Thanks,
KWITS
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Good Day,
I have a scenario under my TESIV Oblivion Mod in which a one NPC leads another NPC that follows when the first NPC goes to a distant location with multiple teleports. The travel package is functioning but I want my primary NPC to lead the group as if they and they alone knew the path ahead. However, there is a 60 to 120 second delay before the NPCs begin moving through a teleport to a new interior location. Also, the two NPCs in question never go ahead of me as they should. I have to trigger the travel package to start by going first through a door. Does anyone have any ideas on how to minimize NPC travel package delays and how to have a primary NPC lead another NPC autonomously?
Thanks,
KWITS
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Good Day,
I have a book that that my Player acquired during a quest that I want to keep magically sealed until the right moment like the start of a new quest when the book is given to a NPC to dispel in order to open for reading. Please provide sample code for this purpose? I have a script running on the book in question but it only provides a pop-up when it is assessed warning the book can't be opened.
Best Regards,
KWITS
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Good Day,
I have discovered that if the Player accesses a teleport out of a building and then re-enters, the NPCs will begin traveling to there next referenced location. However, why is this necessary? It appears that by the presence of the Player that this makes the NPCs in question halt their travel.
Cheers,
KWITS
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Good Day,
Although I now consider this topic closed since my NPC is waiting for my arrival back to town at her designated location, I am still having issues with my NPC's packages. For example, during testing, sometimes my package launches enabling the NPC to travel and while in other cases, the NPC does not travel to the referenced location. What causes this eractic package behavior?
Thanks,
KWITS
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Good Day,
This issue appears to be now resolved. I performed the following actions that might have led to the final fix.
1. Added all ending and intro quest stages to the NPC's package in which the NPC would be expected to begin dialogue
2. Used the MoveTo function within the Mod's main script
3. Used the enable function against the NPC reference
Regards,
KWITS
How to modify load screens under TESIV?
in Oblivion Mods
Posted
I have already accomplished this task but this time I added the dummy cell for Chorrol since this city is where my plug-in story line begins. I will test the changes now.