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Critterman

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Everything posted by Critterman

  1. Welcome to the forums! Have a cookie And I'd keep a close eye on that, there's a certain cookie thief roaming these forums
  2. Well, the exponent makes it so the item gain degrades over time. I'm fairly sure it's the same way Two Worlds did it. Tejon has provided the math so it should work , apparently hes the "Master of Exponents" around here . And you've got a point with the cloned items. I did check around and it seems I wouldn't be making enough cloned items to cause a bloat, but I would rather do something to try to prevent it. For some reason I never thought of just changing the stats of the cloned item that should help prevent the bloat a lot, and I think it would prevent a few more bugs also. Thanks for the suggestion!
  3. haha... very interesting people indeed Welcome to TESA!
  4. Yeah, I figured it was because some armor is set to values like 3.75 and stuff so the extra digits are there so you get to see that. And you're probably right about that math being wrong. I started splitting it up once all this weirdness happened and I'm sure something got messed up in the process. I'm trying to raise the old armor's AR to an exponent of 1.28, or eh... I can't really explain but here is the math that I had to begin with, and should work... let temp := 1 - (oldAR / 100) let temp ^= 1.28 let newAR := 100 * (1 - temp)
  5. Ok, looks like it was a dumb mistake of mine again... well my ignorance at least. Apparently, according to the wiki (why oh why did I not look there before!?!?), GetArmorAR returns the armor's AR... multiplied by 100. I have no idea why they would do such a thing and not explain this in the OBSE command documentation . Well, at least I know what the heck was going on (apparently the guard helmet's AR is 3 ), soo now I can continue on with my mod! Excellent! EDIT: Though I still have yet to figure out that random appending " (2)"...
  6. I haven't tested the script on an OBSE version previous to v1800, but I'm pretty sure it was working before. It only started to screw up once I added in all of the math. And if you look at the script I call "Set Helmet to Player.GetEquippedObject 1" and then after that I do the "GetArmorAR Helmet" So I'm pretty sure I am, in fact, calling the GetArmorAR on the Helmet that is equipped. I suppose I will have to bug the OBSE people about this as I have no where else to turn. I think I'll try removing the stuff that started all of this mess and see if that helps matters. If not I'll ask on the OBSE thread...
  7. First off I'm using OBSE v1800. I've been trying to add a dynamic stack gain to my Stackable Oblivion mod, but out of the blue the GetArmorAR function started giving me really weird values. I posted this question on the CS forums over at beth but got no response so I guess I'll ask here, and in more detail so that the helpful people that browse these forums can help. Here is entire first half of my script so that someone may spot something wrong: ref Helmet ref Cuirass ref Boots ref Greaves ref Gauntlets ref Shield ref Weapon ref NHelmet ref NCuirass ref NBoots ref NGreaves ref NGauntlets ref NShield ref NWeapon ref NewObj short Choosing short Choice float ItemNum long ArmorAR long OldAR long WeapDMG long OldDMG float temp float temp2 float fQuestDelayTime short GamemodeCheck short MenumodeRun Begin Gamemode Set fQuestDelayTime to 0.01 if GamemodeCheck == 1 Set MenumodeRun to 1 endif End Begin Menumode 1002 if OnControlDown 7 == 1 Set Choosing to -1 Set Helmet to Player.GetEquippedObject 1 Set Cuirass to Player.GetEquippedObject 2 Set Greaves to Player.GetEquippedObject 3 Set Gauntlets to Player.GetEquippedObject 4 Set Boots to Player.GetEquippedObject 5 Set Shield to Player.GetEquippedObject 13 Set Weapon to Player.GetEquippedObject 16 if Database.Full == 1 Message "WARNING: You have used up the 30 slots in the stack database! Do not stack anymore items!" endif endif if Choosing == -1 MessageBoxEx "Select which object to stack. (<no name> means you have no item equipped in that slot) |Helmet: %n|Cuirass: %n|Greaves: %n|Gauntlets: %n|Boots: %n|Shield: %n|Weapon: %n|Close" Helmet Cuirass Greaves Gauntlets Boots Shield Weapon Set Choosing to 1 Set Choice to -1 elseif Choosing == 1 if Choice == -1 Set Choice to GetButtonPressed elseif Choice == 0 Set ItemNum to Player.GetItemCount Helmet if ItemNum > 1 Let OldAR := GetArmorAR Helmet PrintC "CM: OldAR == %.2f" OldAR let temp := OldAR / 100 PrintC "CM: 1. temp = %.2f" temp let temp := 1 - temp PrintC "CM: 2. temp = %.2f" temp let temp2 := 1.28 PrintC "CM: 3. temp2 = %.2f" temp2 let temp2 ^= temp PrintC "CM: 4. temp2 = %.2f" temp2 let ArmorAR := 1 - temp2 PrintC "CM: 5. ArmorAR = %.2f" ArmorAR let ArmorAR := 100 * ArmorAR PrintC "CM: 6. ArmorAR = %.2f" ArmorAR Player.UnequipItemNS Helmet Set NHelmet to CloneForm Helmet SetArmorAR ArmorAR NHelmet Player.AddItemNS NHelmet 1 Player.RemoveItemNS Helmet 2 Player.EquipItemNS NHelmet Call AddToDatabase NHelmet 1 PrintC "CM: Save01 = %n" Database.Save01 Set Choosing to 0 return Now, you'll see I added a bunch of debug text to the math part, I did this to begin with when my armor was getting set to odd values. But what I found was that the original GetArmorAR call was not working right. Here is the print out exactly though: "CM: OldAR == 300.00" "CM: 1. temp = 3.00" "CM: 2. temp = -2.00" "CM: 3. temp2 = 1.28" "CM: 4. temp2 = 0.61" "CM: 5. ArmorAR = 0.00" "CM: 6. ArmorAR = 0.00" I'm totally confused, why would it give me 300 instead of the 1 I should get (was testing with a Guard Helmet). I should also mention that when I later call GetArmorAR on the new cloned and set AR object it gives me a 0. AND, what confuses me even more is that even the SetArmorAR line isn't working. I got 0 as my final ArmorAR right? So why didn't I have an Armor rating of 0 at the end (maybe not possible)? BUT, when I do this whole code again on my newly cloned object it sets the AR to 145 . (the final ArmorAR value after all of the math there is -100). Ok complete chaos, am I right? And then something happened that really got me stumped. Once of my cloned object got a " (2)" appended on it's name. Ok I looked through the ENTIRE script and nowhere to I have an AppendName call. But I did put it in before, I had set a string_var to " (2)" and in the script I had put AppendName [string_var]. BUT I had deleted that! I'm certain I don't have another script running in the background that I may have forgot, because I checked the details menu in the CS and only saw the scripts that I had. So now I have some phantom code running on my mod . Do I make a new script, and copy the code over or something? This has really got me , usually its some stupidness on my part that causes these problems, but now I'm convinced its some OBSE madness (I really hope it's some stupid mistake I made). Any suggestions? I'm pretty sure I explained everything out, I can post the entire script if you want to look at it too.
  8. 1. Khajiits 2. Bosmer 3. Breton 4. Imperial , I love big furry things
  9. Yes, I love the view Now my background!
  10. Critterman

    Paena2.jpg

    These are good pics of WhoGuru's house
  11. Ya, I love this tower... I usually don't like those big fancy houses.
  12. Hello Alex! I hope you like it here, I sure do!
  13. Yes, but the daedra lord is classified as an NPC in the CS, where as a wolf is a creature and unable of conversation.
  14. Critterman

    Akio Final

    wow the face on the character is awesome!
  15. I've known many people who have tried this actually. I can recommend a few ways of doing this... 1. You make a fake dialogue through messageboxes. Example: Once you activate the wolf a messagebox will come up with the wolf's greeting and the buttons will be the player's topics and choices. This is probably the best idea IMO. 2. You somehow make an invisible NPC and make it stand in front of the wolf or force the conversation with the player if they get too close and then the player will think he is talking to the wolf but is in fact talking to an invisible NPC. Problem with this is the way the camera zoom will work, the zoom will zoom up too high for the height of a wolf. And this wouldn't work very well for if you wanted to talk to the wolf after the initial meeting, as the invisible NPC can't follow in front of the wolf everywhere...
  16. Yup, I might get a pic of it soon here...
  17. Well, yeah, I can wait for the mod to be finished, but I'd still like to release the regalia as another mod. I don't really care about the castle pieces that much anyways. Just remember I'm the one that created the texture and I can do what I want with it...
  18. I'm thinking of releasing everything as a resource... yeah I'll release the alyied regalia, I'll wait with the castle junk in case Manni needs another piece. Now I need to think of some special enchantment to put on the regalia and where to hide it
  19. Ok, I fixed the texture on the castle and now I have applied the textures to 35 of the Skingrad Castle meshes, hopefully that's enough to recreate a castle with... I didn't do the walkway meshes (1. cause I don't know what they were, and 2. cause there were a lot of them ). If you're missing a crucial mesh just tell me and I can quickly apply the textures to a new mesh and have it updated in the .zip file. Here is the meshes and textures for the bridge, regalia, and castle: Clicky
  20. wha? your farmer terms confuse me
  21. That's true the same things happen to me I gave up waiting for an answer on the CS forums over a Beth, no one seems to even look at those forums
  22. k, is this better? it even glows in daylight!
  23. yeah I've noticed, how many hours you got racked up? Sounds like 500-1000
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