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PacificMorrowind

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Posts posted by PacificMorrowind

  1. Python File Format Interface. Or some such nonsense of that nature.

    What it does is optimize meshes.

    well it does do that but it does much more... It has 72 spells that it can run on nif/kf files... of course there is some duplication in there like optimize runs 6 or so of those... of course 99.9% of mod users will only ever be interested in optomize (and related spells such as optimizing far nifs - but those are nicely done by Ulrims new batch script to run PyFFI I understand), and 95% of modders probably won't ever be interested in the other spells but a lot of them are actually very useful... really my favourite one is modify_makefarnif; it is does everything except decrease vertices much to make a perfect far nif...

    <end somewhat random rant about the great PyFFI... I blame my sinus infection if it is incoherent and boring>

    Paciifc

  2. Welcome :rofl:

    This is a great place to learn modding if you're interested (he says in his usual learn this fun addictivie skill way - presuming that you don't for no reason other than you don't have links in your sig)

    Pacific Morrowind

  3. I'd post some pictures but with my dialup I'll just stick to descriptions of my fun blades ;)

    My constant companion (in my pocket 95% of waking hours): folding stainless steel 4in blade, 4inch handle (approx)... also small saw, screw drivers etc.

    My favourite: a 22in blade carbon steel machette... just got it back in May but already it has seen thousands of vicious and bloody battles with salmon berries (undefeatedly I might add)

    also 2 rather beaten up and no doubt walking repositories of tetanus (rusty) 18in machetes

    and one 30in good heavy (around 15lbs) sword

    Pacific Morrowind

  4. Wow, thanks, that's really helpful. I'll go investigate Wrye Bash. Chances are I will write the actual dungeon generator in Java (because that's the only real language I have any experience in), and then learn just enough Python to handle read / write operations. Where can I find information or updates on CBash?

    CBash topic over on bethsoft

    UPDATE: Well, looking through Wrye Bash, I believe that it does not have the functionality I desire (editing references in cells) - and even if it does, chances are I won't be able to find said functionality without a lot of tedious searching through the source (or just asking Wrye, but I don't know how to contact him, and even if he would help).

    It definitely can read/write but if you're doing Java might not help you too much; however the info contained in these classes should help you undertand the record data better: (ie jut search for these lines since depending on your version it could be different line numbers, the stuff after the colon in brackets is a little note about it)

    class MreRefr(MelRecord): (the reference data for most cell references - ie most of what you want is in here)

    class MreAcre(MelRecord): (the data for hand-placed creatures)

    class MreAchr(MelRecord): (the data for hand-placed NPCs)

    class MreRecord(object): (those three other classes inherit a lot of stuff from this... has a lot of the reading/writing code... the other reading/writing code is in the ModReader and ModWriter classes)

    all the classes between 'class modReader:' and 'class MelTuple(MelBase):'

    (all those classes are in bosh.py

    Wrye is "kidnapped and taken to Azeroth" (his words... after this event happened) - he's pretty much totally offline... but otherwise he probably would have been helpful (he's helpful if you're polite an are at least a little bit not an idiot (he has a very low idiot tolerance (which runs into fun over at bethsoft sometimes :rofl:)). However Raziel23x, and me have taken over at least for the time being Bash's development (with contributions from haama, Lojack and Badhair as well)... any questions I'll try to answer them (though I've only been doing anything other than tescript for the last 10 months).

    tried to duplicate a reference, and I got an error while loading:

    Duplicate form ID (01 00 0C E9) encountered.

    the formid has to be different for each and every record or you will (probably) run into all sorts of fun errors... so when duplicating I'd suggest (psuedocode):

    
    def duplicate:
    
    # lots of other stuff *****
    
    tempid = newreference.formid
    
    while tempid in listofformidsinmod:
    
        tempid += 1
    
    newreference.formid = tempid
    
    
    Then I got this error: SetFormID bashing entry in form ID map at 01 00 0C E9. Form basher: type REFR_ID Bashed form: REFR Form (01 00 0C E9) to STAT form 'ARFloor03' (00 03 45 B3) in Cell 'aaaMyDungeon' (01 00 0C E6).
    not sure but I suspect that fixing the formid will fix this
    Then this error: Form counts don't match. File = thegame.esp Forms loaded = 10 Forms in file = 9 Do you want to correct the file header? The .esp loaded fine, and I saw my duplicate reference. Awesome. The second time I loaded, I got only the first two errors, not the third one.
    yes the cs autocorrects that error... but better to psuedocode:
    
    def duplicate:
    
    # lots of other stuff *****
    
    tempid = newreference.formid
    
    while tempid in listofformidsinmod:
    
        tempid += 1
    
    newreference.formid = tempid
    
    modfile.header.numrecords += 1
    
    

    (see class MreTes4(MelRecord): in bosh.py for some details on that)

    Hope that is helpful.

    Pacific Morrowind

  5. the interior data is fully exposed/decoded by Wrye Bash currently (also Tes4Edit). However I would sugget waiting to do anything base on that until Warrudar's CBash is done (A C implementation (ie way faster than python for read and write of large files like oblivion.esm) that can plug into python)... then build a python or C based app using that to deal with the esp writing and data reading/writing.

    Pacific Morrowind

  6. Although as noted on the site the docs on WryeMusings.com are slightly out a date... best to use the Wrye Bash.html that is in your oblivion/mopy folder... that is the same readme as on the site but up to date (to the version that you have).

    Pacific Morrowind

  7. I would join and help you; I fit pretty much all your criteria... except one: got too much RL stuff so would not have the time that that would require.

    However that said I am certainly willing to do small things; I've been downloading the UDK stuff for the last 2 months (did I mention I have the worlds worst dialup... also downloading <painfully slowly> half a dozen other large things at the same time though), so as soon as I have that I'd probably be able to whip you up some scripts (I don't know really any C but I know enough Java to say hello world and enough Python to write up nice scripts for PyFFI/further develop Wrye Bash.

    I'd also volunteer some modeling but I only use Blender (and have used gmax but I'm not geting Maya or Max ($$$$$) and gmax is pretty wimpy).

    Pacific Morrowind

  8. Thank you for converting the cage!

    In my opinion, the birds would actually be better as activators. Even the best "glued in spot" AI defaults under certain conditions, and will occasionally cause the animals to move out of their designated area despite collision. If the cage has collision, they'll never be able to get back in and all chaos will ensue.

    Granted, proper AI will keep this from occurring most of the time, but on occasion it can still happen...quite often when the player rests in the same cell as creatures you'll see this happen.

    If you can animate the birds (all Cait's textures, no worries there) as activators it would make it easier on the modder, and avoid what I call the "AI reset" issue that occurs.

    sure activators can be done... still take a bit of time; less than creature more than static (since static is soo quick). I'll try and get this done quite soon.

    Pacific Morrowind

  9. Well I'll be the first to reply... kinda shocking really given that it has been 9 days.

    anyways; '>Here'sthe birdcage - in a few textures - 8 variants in total. All new textures since at it looked like those textures were vanilla morrowind textures (at least most of them) - so couldn't be used. Also the animation is new... existing didn't import/export properly... got to use a PyFFI script I wrote a while ago for the first time in a productive way - just made an open animation and ran the script to make the close animation.

    So to use the animations on the cages would need a script along the lines of

    
    scn whateveryouwant
    
    short animstate
    
    
    begin onActivate
    
    
    if animstate == 0
    
        playgroup forward 1
    
        set animstate to 1
    
    else
    
        playgroup backward 1
    
        set animstate to 0
    
    endif
    
    end
    
    

    I'm also going to start in on the birds but they'll take bit longer; I can in less than 5 minutes have a static bird of each kind (assuming the textures are reusable (ie not using vanilla MW textures)). Hwever Making them nice IMO will require that they are setup as creatures... which takes a (significant) bit longer - have to a ) make a skeleton for them (or use an existing but the closest would be imp and I don't think that would look good) b ) rig them (hard part for me) c ) create animations (only if doing a )... got pretty much zero experience so far with that... but I've been meaning to... and my modeling I haven't been happy with faces of creatures so this will give me a chance to practice the next step, and go back and practice more 'organic' modeling later.

    Pacific Morrowind

  10. staying up till morning.... the musketeers (3, 4 and Man in the Iron Mask) won't watch themselves afterall... nor will python code itself - though sleep is good for figuring out complex code... just set dream channel to python figuring.

    Pacific Morrowind

  11. Welcome :dizzy:

    Hope to see you in the shouty at times (but it can be a horrible time eater).

    Artistic incination is not required - an asset for some forms of modding (ie texturing) but you can certainly do anything without really.

    Pacific Morrowind

  12. Would it be possible to take the lid off of the large Ayleid casket so it looks like an empty casket ? If so would it be possible to also have a seperate mesh of the lid ?

    I`ve been hunting around for days for resources of this but with no joy.If you can be of any help I would greatly appreciate it.

    try this on for size... it is set as static havok - do you need it as clutter?

    I too sometimes do this kinda thing and I was online and saw it first and Mage didn't mind me ninjaing it.

    Pacific Morrowind

  13. Oblivion and Fallout both only use 4 mip-maps. Anything more is a waste of graphics memory since they are not used.

    I was under that impression too... but I was talking to ThrottleKitty the other week (hmm or month), and s/he said that s/he had done some tests with each mipmap being a different solid colour and had seen all of them... I'm thinking it must display a smaller texture at a distance and the four is for the texture size settings... but in any case 4 is enough to not cause problems.

    Pacific Morrowind

  14. yeah that alpha of 2.5 is just awesome... though the nifscripts aren't yet supporting it (but they will soonish... a fair bit of api changes in blender need to be taken into account though)

    Speaking of Max, as a quicker method for fixing up your collision exports to be nonstatic rather than blender import and reexport/manually changing with nifskope you might want to use PyFFI... has a nice new spell to do that very quickly. I'm also figuring out C and the max plugin code to see about fixing that properly for exporting from Max to support any col type.

    ... oh almost forgot: the weapon looks real nice, and I can hardly wait to play (ie slaughter mine enemies) with it.

    Pacific Morrowind

  15. anyone with Morrowind and runs mods who doesn't know your name needs to have a bit of time on any good download site... I of course have been using your mods since I started MWing - 2005. Nice to see you coming over to Oblivion modding, and welcome to the Alliance.

    Pacific Morrowind

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