Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

ThomasKaira

Allies
  • Posts

    462
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by ThomasKaira

  1. And now that you know how to fix it, this is just BEGGING for a good quest to get rid of such an unnecessary and prejudiced law.
  2. Never too late to go back. I can always use a new visual effect (note I am not using the full spell, only the visual particle effects). What would be a good visual effect to use that doesn't cause any problems, but is completely invisible, then? EDIT: Never mind, this can be accomplished just by using a Script Effect Silencer mod. This topic can be closed now, the problem is resolved.
  3. That doesn't allow the door to play its opening animation, DR, and that is a needed feature. The script also needs to be reset, and yours is an "only execute once" script. Again, not good for what I'm trying to accomplish (the player needs to be able to return to the area he is being teleported to whenever he wants). Anyways... and, at long last, I have it! New script: scn LegionFortTeleportSpellTrigScript short triggered float timer begin onTrigger Player if triggered == 0 set triggered to 1 set timer to 2 cast LegionFortTeleportSpell player endif end begin gameMode if timer > 0 set timer to timer - getsecondspassed elseif timer <= 0 set triggered to 0 endif end The new method: this script is attached to a generic triggerzone which, once triggered, triggers the moveto command as a spell. the spell is set to use the 'DO NOT USE -- Darkness' visual effect (read: no visuals, no sound), so the player will never be any the wiser.
  4. All of my problems are stemming from the fact that Oblivion is insanely dumb and doesn't understand that it shouldn't be processing any scripts when it is loading, it would seem. I've now moved the script to run on onActivate and gameMode blocks instead: scn legionfortAutoDoorScript short triggered float timer begin onActivate player if triggered == 0 activate set triggered to 1 set timer to 2 endif end begin gameMode if timer >= 0 set timer to timer - getSecondsPassed elseif triggered == 1 set triggered to 2 set timer to 3 player.moveto BouayardTeleportMarker 0, 0, 0 elseif triggered == 2 && timer <= 0 set triggered to 0 endif end I see no reason why this script should cause the game to hang up on loading (because I am asking it to play with all the needed variables before calling for the moveTo), and yet it does. Even if I specifically tell the game NOT to process the gameMode block when it is loading (even though this is a completely redundant check), it STILL manages to find a way to hang up. I am stumped.
  5. OK, some new info. Here's the revised script: scn legionfortAutoDoorScript float timer short triggered begin onTrigger player if triggered == 0 set triggered to 1 player.MoveTo BouayardTeleportMarker set timer to 2 endif end begin gameMode if triggered == 1 if timer <= 0 set triggered to 0 else set timer to timer - GetSecondsPassed endif endif end This script works fine if the cell is already loaded. If the game needs to load the cell first, the game hangs up and I need to do the usual hated "Ctrl+Alt+Del, Tab, E, E" button chain.
  6. So, while trying to script a special teleport, I am encountering the super-annoying MoveTo freeze. Problem is, it is a very simple object script that has no quest involved, so either I'm doing this wrong, or the information on the Wiki is not telling the whole truth. Can someone give me a hand here? This is the script in use: begin onTrigger Player player.MoveTo myXMarker end and it is being attached to a basic trigger zone. I am trying to do this because automatic doors are too temperamental to be in any way useful.
  7. I am having trouble with a new creature I am trying to set up to automatically enter combat with the player, but for reasons that escape me, it won't. I have set its aggression all the way up to 200, put it into a faction that sets disposition to the playerfaction to -100, checked to make sure no scripts are affecting it, but nothing works. The creature remains forevermore passive, completely incapable of entering combat unless provoked. So... help? EDIT: Actually, there might still be a script mucking around with them. I'll need to root around a bit. EDIT 2: Yup, looks like it was a script error. They're working the way they are supposed to again.
  8. The better option here would be to check the niEmissiveProperty and niSpecularProperty for your models in NifSkope, and tweak them as you see fit. These two settings determine how much light and what color light the model emits from itself. Start by setting them to full black and see if that helps.
  9. Having the second part of the script onTrigger block doesn't seem like the best idea to me. Try moving the second portion of the script to a gameMode block.
  10. Good to see you back, Victoria.
  11. ThomasKaira

    Aya Face Concept

    She looks a lot like a Mazken from Shivering Isles? That where you got the inspiration?
  12. Found another way. To simplify things, I've switched to OnKeyDown. scn TestScriptKeyPressed float fQuestDelayTime begin gamemode let fQuestDelayTime := 0.001 if OnKeyDown 39 == 1 MessageBox "You pressed me" endif end That was the test script. Very simple. I'm done here.
  13. I'd just like to quickly figure out how I would get a script to process when a specific key is pressed, and make sure it only happens once until you press the key again. I will be using IsKeyPressed2, as I understand the vanilla IsKeyPressed has problems. Obviously, that makes this script an OBSE required script. scnTestScriptKeyPressed short MyKey short KeyDown begin gamemode ;I have a pretty good idea that the KeyDown reference is going to go here in order to prevent the script from ;running while the key is held, but I'm not sure of the syntax. if ( MyKey && isKeyPressed2 MyKey) return ;Reset variables when key is released else set MyKey to 0 set KeyDown to 0 endif ;Toggle test success message when key is pressed. if ( isKeyPressed2 27 ) set KeyDown to 1 MessageBox "You pressed me" set MyKey to 27 endif end EDIT: I have to admit that this function is horribly confusing to me. I do not understand how to use it one bit, so any help would be appreciated.
  14. That is high-range super-complex OBSE territory there. Might be better to get some basic scripting experience before trying something that complex.
  15. He's also got a lot of money and no mercantile skill. Good place to offload your unwanted valuables.
  16. You're going to have some graphical anomalies from going from a rectangular resolution to a square resolution though.
  17. ThomasKaira

    Wasteland Lake

    If only the water reflections looked this good in Oblivion...
  18. No worries, I already have Gecko. Thanks for the clarification.
  19. I really want to know more about this bug. Essentially, it means that you can only add a new independent worldspace to the game if the world is located at the 01 mod index, but I was hoping someone could explain it, and the workarounds/solutions a bit better than the Wiki (which has almost nothing to say about it).
  20. You cannot have the cheese... the cheese is mine... miiiiine.... :crazy:

    1. Dollparts

      Dollparts

      Don't you be forgetting who stole that cheese for you..

    2. ThomasKaira

      ThomasKaira

      No, I don't forget my favorite kitties.

      *hands over some cheese*

      But no one else, mmkay?!

    3. the-manta

      the-manta

      *begins circling like starving animal..." Cheeeeeeese...

  21. Sorry, I forgot, I truncated the name. Fixed that. And it is called for. It's the script that the Oblivion realm corpse masher spikes use to damage you.
  22. Not really an option for me, I'm afraid. I have to be very specific with the models I'm using at this point. Fortunately, because the player is not intended to be on those platforms when they are moving, I can simply use that workaround snippet to do the job. The platforms will flicker when their collision data is reset (because this needs to happen while they are disabled), but I don't think there is another option here. Unless OBSE can do something with this that normal CS scripting functions can't. If not, animation is the only option left.
  23. Can I just say you have just done EXACTLY something I wanted to do so badly in my own mod that I absolutely have to hijack that script, Willie? However, it would appear that I am having problems with the collision for my elevator model not updating when the script is triggered, as every time I try to get on, I simply fall through the floor until I reach the original position of the model. I only need a snippet of the original script, as I only need for the elevator to move up, however, the major difference between yours and mine at this point is that it is being activated with a switch, rather than by the player directly. scn TKLeverBridgeRaiseScript2 float curpos float endpos short vatorStatus begin onactivate if vatorStatus == 0 set endpos to getpos z + 832 set vatorStatus to 1 message "Going Up!" endif end begin gamemode if vatorStatus == 1 set curpos to getpos z if (curpos < endpos) ;MOVING LIFT UP set curpos to curpos + (GetSecondsPassed * 30) setpos z curpos else ;FINAL UP POSITION - SET EXACT Z set vatorStatus to 2 setpos z -128 endif endif end If need be, I can workaround by adding this snippet at the end: if getpos z == -128 If togglevar == 0 disable set togglevar to 1 elseif togglevar == 1 reset3dstate set togglevar to 2 elseif togglevar == 2 enable set togglevar to 3 endif endif But, of course, that will cause the bridge piece to flicker on screen, and I'd like to avoid that if possible. What happens in between the activation and the finish is unimportant, as the player is not intended to be on the platforms when they are ascending.
  24. I got it. Here's the script: scn TKSteamDamageTimedScript ;this scripted trap will damage the player in a five-second on, five-second off cycle. ;be sure to match properly with steam cloud emmision script. ;will trigger automatically short enablestate float timer float fTrapDamage float fLevelledDamage float fTrapPushBack float fTrapMinVelocity short bTrapContinuous begin gameMode ;generic script timer if timer > 0 set timer to timer - GetSecondsPassed else ;five second cycle for enable status to match steam cloud emission if enablestate == 0 set timer to 5 set enablestate to 1 elseif enablestate == 1 set timer to 5 set enablestate to 0 endif endif ; set up the damage values for steam cloud emmision if enablestate == 1 set fTrapDamage to 5 set fTrapPushBack to 0 set fLevelledDamage to 0.5 set fTrapMinVelocity to 0 set bTrapContinuous to 1 ;remove trap damage values for when steam stops elseif enablestate == 0 set fTrapDamage to 0 set fTrapPushBack to 0 set fLevelledDamage to 0 set fTrapMinVelocity to 0 set bTrapContinuous to 0 else TrapUpdate endif end It gets attached to a trigger zone that will be placed alongside the steam cloud emitter. Both will be switched on and off every five seconds.
  25. Sorry. And I'm sure you will. Even now I'm working on a brand new, even better version of the mod you've already seen, with new quests and dungeons and treasure, and perhaps a neat-o unique weapon. thank you for your assistance in educating me with the CS.
×
×
  • Create New...