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syscrusher

Elders
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Posts posted by syscrusher

  1. @andersonsmith969:

    Do you still need this? As it happens, I wanted to learn to animate so badly that I actually took vacation time from work this week to grind through the process. A few minutes ago, I just successfully tested an elevator object based on your requirements. I needed a test project, and yours seemed as good as any to provide a requirement specification!

    I didn't use your mesh as a base, but rather just created a flat stone disk. My elevator rises or falls 660 units in 15 seconds. I didn't try to go with your 6600 units because I don't have an interior test cell large enough.

    For now, I used the Bethesda script from the lifts in the small Oblivion towers, and triggered it with either a direct activation of the elevator mesh, or the activation lever from the fort dungeons. I didn't bother adding a sound -- it's just a test object at this point.

    If this will help you, let me know. I could tweak it to do the 6600 units in NifSkope if you need me to, or you can do that yourself. My test object is textured with one of the Colovian Highlands rock textures, but again, you can easily retex it in NifSkope.

    FYI, the tutorial I used was this one: http://cs.elderscrolls.com/index.php/Morph_Animations_in_Blender

    This teaches morph animations, which aren't useful for an elevator. The tutorial taught me how to export my mesh and keyfiles. The rest of what I needed I learned from Roland Hess' book "Blender Foundations", and by beating my head against the brick wall for several hours. :)

    Kind regards,

    Syscrusher

  2. Probably. I have no idea how to do that. I figured that it would be something like copying the nif settings from another file that DOES work.

    Do tell, although I'll try to look it up! :) Your link doesn't work.

    It's too bad that nobody knows the actual nif settings that do this.

    You'll need the "enable collision" and "enable animation" bits set, as a minimum.

  3. Some other neat stuff unique to Wrye Bash:

    Thanks for a great list, Khettienna! I'm still learning WB, but am really impressed so far. My game is much more reliable than it ever has been before.

    [*]Right-click on a plugin or master in the list of dependencies in any plugin, master, or save file. Click "Change to..." to switch that to a different file. Now you can rename plugins and masters or bait-and-switch masters with zero consequence, as long as the new file contains the needed records.

    This one is saving my bacon. We made a local version of one of Korana's beautiful Clamshell Cottage, because we wanted to add COBL ingredient sorters and some other small changes (no intention to republish -- just made this for our own use). As I was reinstalling, I realized that I had misspelled the name of the cottage when typing the filename. So, without thinking, I fixed it. Oops! Broke all the game saves for my wife's character who was living there, and wiped out all her container inventory because the plugin changed. Wrye Bash is a lifesaver for that situation, avoiding the ugly workaround of temporarily reloading the old version, moving her stuff to a safe container elsewhere, then installing the new version.

  4. Silly question... I have been hunting all over the place, including using the text search function in the CK, for the spigots or taps for the large brewery casks. I tried searching on "tap", "spigot", "cask", "meadery", and several other keywords. Apparently Bethesda called these something that was intuitive to them but not to me. I found the casks with no problem, but where are the taps for the large ones? Thanks!

  5. Glad you got it sorted out syscrusher. I'd be curious to see the script that you have on the activator. Of course since you have it working now it may not be worth pursuing.

    WT

    Sharing that here would be a spoiler for my dungeon, bigtime, because this particular script is used in the final "boss" encounter zone. But I'll share it with you by PM. What I will say here is that it's a deliberately (and definitely) fatal trap, where the player will be given a clear warning by an NPC of "don't touch that". This script is what happens to them if they ignore the warning.

    Syscrusher

  6. Update: I've got a workaround, but I'm not sure why it works.

    If I make the trigger persistent (the gate of course *had* to be persistent already, because it's an enable parent), then everything works correctly.

    What appears to happen is that if the trigger is not persistent, then across the on-death reload it "forgets" who its parent is, even though that was set in the CS as a constant.

    Additionally, calling out the parent by RefID in the child's script doesn't help, as that reference appears to become unresolved when the player resurrects.

    I think this is an engine bug, but at least I have a workaround.

  7. I have an animated gate triggered by an Activator object, in the standard arrangement of the gate being the parent of the triggering Activator.

    Everything works perfectly if the player just meets the prerequisites and activates the trigger.

    If the player character dies in the same cell, before activating the trigger, then activates the trigger after the reload, then the trigger works perfectly (plays its animation and sound effects), but the parent object (the animated gate) ignores the daisy-chained activation.

    I tried forcing variable resets in an OnReset block and in an OnLoad block, but this didn't help.

    Anyone seen this before? I can't think what else to do, short of documenting it as a game engine bug and telling players that if they find this trigger inactive, to go back to a game save before they entered the cell. Since there's a boss-level battle in this cell, that's not going to be very palatable.

  8. Here's my response. I will note for the record that I intend to *make* some of these (not sure which, yet) as soon as I can reliably export from Blender into Skyrim format without vast gyrations. (IOW, I'm not trying to dump work onto others, but rather to contribute to the "to do" list.)



    • I agree with those who have said "more lights", and would add that both "Fake" and "Off" versions are needed.
    • Invisible Activator objects in various shapes (flat disk, convex "lens" shape, rectangular) with editor markers. I know how to make the Activators but have never had any success using NifSkope to add editor markers.
    • More variety of invisible collision objects, again with editor markers.
    • Booksets that can be used as containers (some have been created, but more variety is always good).
    • Desk/office clutter (static!)
    • Alchemy lab clutter (again, static)
    • Door stones, like the ones in Oblivion
    • Some flat stone platforms in various textures and shapes, for use with outdoor craft areas, shrines, etc.
    • Retainer walls with and without embedded staircases, as a tileset, with attached flat "land" on the uphill side (these exist in vanilla as "terrace" pieces, but limited in variety)
    • Standalone water statics like the ones Washington (?) did for Oblivion. Maybe these exist in vanilla, but I haven't found them yet.
    • Wall decorations that are not pelts or flattened basket weaves (booooooorrrrrrring!)

  9. I am trying to use some custom-created creatures from a modders' resource (specifically, BT More Enemies) in my quest mod. I was able to import them, and they animate just fine, process their AIs, enter combat, and so on. The problem is that when they are killed, they sink through the floor of the dungeon, or through the landscape mesh if outdoors!

    I looked at the BSX flags in the NIF, and compared the collision mesh to that of other creatures from the same resource that *don't* have the problem, and I can't see any differences.

    Has anyone seen behavior like this before, and if so, what should I be looking at other than just the BSX flags?

    Thanks!

    (Edit: Sorry, I realized I forgot to prefix the subject.)

  10. Trees can be a problem especially if you tend to edit wide, scrolling closer to what you're working on can negate the issue, but if you prefer working wide, I'd recommend selecting all the trees (in your cell only) and using the Z key to raise or lower them out of the way (most folks find putting them down under the landscape mesh easiest) then just move them back :yes:

    That's where I stashed that giant log and mushroom object that were in the way of my building. Rather than delete them, I sank them below ground so they are not reachable and don't show on the map. Interestingly, I found that Bethesda had done some of this in Oblivion, apparently because they needed to get rid of objects right before release.

    Thanks also for the detailed response about the LOD issue. I have two systems here; it will be interesting to test my mod on another machine.

  11. Another question...As I did Lesson 3 I noticed that the trees were really in my way, so I thought to disable their rendering in the CK temporarily.

    First I was just going to disable leaves, but the CK checkbox for that appears totally inoperative for me.

    I *was* able to disable trees altogether, but that made selecting other objects very difficult. It was almost as if the selection-detect of the trees was still seeing them, even though they were invisible to the user. I would click my static objects, but no selection occurred. Turning the trees back on, then moving around them, fixed the problem.

    Have you seen this before, and is there a workaround other than "always enable tree rendering"?

  12. In lesson 3 you mention (and I encountered in game) the bug where exterior meshes are sometimes invisible. Some people are posting online that one solution to this is to enable the forced LOD option for the house exterior, but I've seen others say that's a bad idea in the long term because of performance issues.

    What are your comments on this option? Good idea? Good short-term idea if removed after the bug fix? Or bad idea all around?

  13. TES4LODgen worked perfectly for me! For the first time, I can see our entire village in one panorama.

    I know there is another utility that creates high-definition LODs. I may try that on my "real" gaming system (which is a different machine from my virtual modding environment).

    Thanks, all!

  14. I'm in China ATM with only my iPhone so gotta keep it brief (and I can't look up my previous work right now). I recall generating lod land with the cs and fixing the textures with a python script. Each lod mesh represents one quad and I discarded the quads that were unchanged from vanilla Tamriel.

    Will be back on Monday if you need more details.

    Ah, if all it takes is a file diff to eliminate the unchanged ones, that's trivially easy for me. My development environment is Windows 7 in VMware under Linux, and there are shared folders visible to both host and guest o.s. So for me, it's just a matter of copying the new LOD files over to Linux, and then I run a built-in command utility to do the comparison.

    When you have to do one thing, graphical interfaces are fine. When you need to do the same thing a few thousand times, command shell is your best friend. :)

  15. Thanks, folks. The distant land is exactly the problem I'm trying to solve. My mod resculpts the local terrain around a town, and so it now renders differently when you look toward the town from a nearby hilltop than when you approach it. Everything works okay for the player walking around, but it's cosmetically disorienting and displeasing, so I'd like to fix it. I'm less worried about the buildings than about huge chunks of hillside vanishing as you approach, and being replaced by a market street. ;)

    Lanceor, aside from the basic LOD tutorial on the wiki, can you recommend any other specifics I should read?

  16. I dove into this mess over the weekend...what an experience.

    I took Khettienna's suggestion and tried Wrye Bash. It has a great installation tutorial, and some really useful discussion for advanced users. The only thing I found to be difficult, due to a gap in the documentation, was simply using it to install mods. :-) It turns out the process is extremely simple, but probably so simple that the authors thought it would be obvious to anyone. I'm a dummy, I guess. Once I figured it out, though, Wrye Bash works really well.

    We have a complex mod setup, with probably around 80 installed. I initially just tossed a bunch in and let Wrye order them, but that turned out to be a no-go, with lots of CTDs. I backed everything out -- which Wrye Bash did flawlessly -- and then noticed that I could order the installation packages. I tried again, in a more structured way, and eventually got everything working. In fact, a problem we had with Qarl's Texture Pack is now resolved, and we're able to enjoy that excellent mod even better than before. Also, its ability to interrogate game save files to show what mods they expect to find is exceptionally valuable. If you load a game save like that, you get the "this mod relies on missing content" message -- Wrye Bash lets you find out *what* content is missing, and then decide whether to reinstall the missing mod or to ignore the error.

    I've still got a learning curve ahead; this is not a trivial tool to learn. But I'm impressed with its power and breadth of functionality. I like being able to (mostly) just drop in mod archive files. I like the fact that it will also work for Skyrim. And I *love* how cleanly it is able to uninstall a problematic or experimental mod. I'm going to continue using Wrye Bash, and I'm goint to recommend it to the beta testers for our upcoming mod.

    I'm a Linux techie professionally, and in that environment we value tools that give us a lot of good information and then rely on us to make our own decisions, rather than trying to think for us. Wrye Bash does that, and I'd say I'm sold on it.

  17. Thanks, all.

    I'm making a backup of our existing system as I write this (oink! oink! There's a LOT of data there!). I'm going to install the o.s. first, then I think I'll take a crack at getting Wrye Bash running. I've looked at a bit of its documentation, and it appeals to my Linux-using techie nature. I've just never really gotten around to digging into it, so maybe now is the time to try it.

    If I can't get BAIN working, I'll drop back to NMM. Steam Workshop just feels too closed-architecture for my taste.

  18. My wife and I have a physically-shared computer where we play Oblivion and Skyrim, but we have different mod setups for Oblivion.

    The way we manage that is to have separate user accounts in Windows, and each person gets a local installation of Oblivion putting the "Bethesda Softworks" directory under their user home directory (that is, "C:\Users\myusername\Bethesda Softworks\Oblivion\....").

    For Skyrim, the presence of Steam complicates things. We haven't found a way to do a user-local Steam installation yet.

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