[RELz] Oblivion Script Extender (OBSE) 0019b

Post » Wed Sep 01, 2010 5:47 pm

Hey, found a odd issue with the v19+ of OBSE and http://www.tesnexus.com/downloads/file.php?id=29120. It may be because a command doesn't work the same as in v18, but when you name a backpack, the name is discarded and you get a backpack called . I'm quite clueless with OBSE scripting, and which command would do what, so I can't figure out what part of which script I should be looking at.

All I know is that it's making cloned forms of the backpack with a name you select, and the name is going missing.
User avatar
Enny Labinjo
 
Posts: 3480
Joined: Tue Aug 01, 2006 3:04 pm

Post » Wed Sep 01, 2010 5:33 pm

We have a request, that we really really hope can be implemented! :)

Is it possible to create a function that retrieves all the available Topics from an actor at the moment the function is called, and stores them in an array (maybe called GetTopicList)? And if that's possible, can you also create a function that retrieves the text from a Topic and stores it in a string_var (called GetTopicText)? With text I mean the text of the topic button.

Thanks a lot in advance, it would be really great,

The MERP team!
User avatar
danni Marchant
 
Posts: 3420
Joined: Sat Oct 07, 2006 2:32 am

Post » Thu Sep 02, 2010 12:26 am

Hey, found a odd issue with the v19+ of OBSE and http://www.tesnexus.com/downloads/file.php?id=29120. It may be because a command doesn't work the same as in v18, but when you name a backpack, the name is discarded and you get a backpack called . I'm quite clueless with OBSE scripting, and which command would do what, so I can't figure out what part of which script I should be looking at.

All I know is that it's making cloned forms of the backpack with a name you select, and the name is going missing.
Sounds like it might be related to http://www.gamesas.com/index.php?/topic/1131224-relz-oblivion-script-extender-obse-0019/page__view__findpost__p__16588368
User avatar
Cameron Garrod
 
Posts: 3427
Joined: Sat Jun 30, 2007 7:46 am

Post » Wed Sep 01, 2010 10:51 am

Hello,

Figured I'd post in this thread since the only error-report I have is from obse.log. I started a fresh save earlier, used tdt to check for debug-msgs and found some from the MiniMap addon (posted those issues in that thread). I then reloaded the game again, and this time I had a popup saying that Enhanced Grabbing could not localize the ini file (which is in the correct spot, I tried moving it data\ini later and still had the same issue) and then crashing to desktop right away. I decided I'll post my obse.log here incase someone can have a look and give me some pointers, hopefully it's the right place to do so. (I did go through the thread and found an issue to similar to this part of my obse.log but no solution to it that I could see)

DoLoadGameHook: C:\Users\Vond\Documents\My Games\Oblivion\Saves\AutoSave1.ess
loading from C:\Users\Vond\Documents\My Games\Oblivion\Saves\AutoSave1.obse
plugin did not read all of its data (at 000000000000957B expected 000000000000957C)

For the full obse.log, see spoiler. :)

Spoiler
OBSE: initialize (version = 19.6 010201A0)
oblivion root = E:\Spel\Oblivion\
plugin directory = E:\Spel\Oblivion\Data\OBSE\Plugins\
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll (00000001 Elys_USV 0000005D) loaded correctly
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\EnhancedMusicControl.dll
SetOpcodeBase 000024C0
RegisterCommand emcGetDesiredMusicType (24C0)
RegisterCommand emcGetSpecialMusicType (24C1)
RegisterCommand emcCreatePlaylist (24C2)
RegisterCommand emcPlaylistExists (24C3)
RegisterCommand emcChangePlaylist (24C4)
RegisterCommand emcRestoreDefaultPlaylist (24C5)
RegisterCommand emcIsMusicSwitching (24C6)
RegisterCommand emcSetRelativeMusicVolume (24C7)
RegisterCommand emcGetRelativeMusicVolume (24C8)
RegisterCommand emcPrintPlaylist (24C9)
RegisterCommand emcRecreatePlaylist (24CA)
RegisterCommand emcAddPathToPlaylist (24CB)
RegisterCommand emcEnableBattleOverride (24CC)
RegisterCommand emcDisableBattleOverride (24CD)
RegisterCommand emcIsBattleOverridden (24CE)
RegisterCommand emcIsPlaylistActive (24CF)
RegisterCommand emcStartMusicHold (24D0)
RegisterCommand emcEndMusicHold (24D1)
RegisterCommand emcIsMusicOnHold (24D2)
RegisterCommand emcPrintAvailablePlaylists (24D3)
RegisterCommand emcPrintActivePlaylists (24D4)
RegisterCommand emcPrintPlayingMusicFile (24D5)
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\EnhancedMusicControl.dll (00000001 enhanced_music_control 00000048) loaded correctly
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\NifScript.dll
SetOpcodeBase 000024F0
RegisterCommand NifGetAltGrip (24F0)
RegisterCommand NifGetOffHand (24F1)
RegisterCommand NifGetBackShield (24F2)
RegisterCommand NifOpen (24F3)
RegisterCommand NifClose (24F4)
RegisterCommand NifGetNthExtraDataName (24F5)
RegisterCommand NifGetNthExtraDataType (24F6)
RegisterCommand NifGetExtraDataTypeByName (24F7)
RegisterCommand NifSetNthExtraDataString (24F8)
RegisterCommand NifSetExtraDataStringByName (24F9)
RegisterCommand NifDeleteNthExtraData (24FA)
RegisterCommand NifDeleteExtraDataByName (24FB)
RegisterCommand NifGetPath (24FC)
RegisterCommand NifGetNthExtraDataString (24FD)
RegisterCommand NifGetExtraDataStringByName (24FE)
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\NifScript.dll (00000001 NifScript 00000001) loaded correctly
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\NifSE.dll
SetOpcodeBase 000024F0
RegisterCommand NifGetAltGrip (24F0)
RegisterCommand NifGetOffHand (24F1)
RegisterCommand NifGetBackShield (24F2)
RegisterCommand NifWriteToDisk (24F3)
RegisterCommand NifOpen (24F4)
RegisterCommand NifClose (24F5)
RegisterCommand NifGetPath (24F6)
RegisterCommand NifGetOriginalPath (24F7)
RegisterCommand NifGetNumBlocks (24F8)
RegisterCommand GetNifTypeIndex (24F9)
RegisterCommand NiObjectGetType (24FA)
RegisterCommand NiObjectGetTypeName (24FB)
RegisterCommand NiObjectTypeDerivesFrom (24FC)
RegisterCommand NiObjectNETGetName (24FD)
RegisterCommand NiObjectNETSetName (24FE)
RegisterCommand NiObjectNETGetNumExtraData (24FF)
SetOpcodeBase 00002510
RegisterCommand NiObjectNETGetExtraData (2510)
RegisterCommand NiObjectNETGetExtraDataByName (2511)
RegisterCommand NiObjectNETAddExtraData (2512)
RegisterCommand NiObjectNETDeleteExtraData (2513)
RegisterCommand NiExtraDataGetName (2514)
RegisterCommand NiExtraDataSetName (2515)
RegisterCommand NiExtraDataGetNumber (2516)
RegisterCommand NiExtraDataSetNumber (2517)
RegisterCommand NiExtraDataGetString (2518)
RegisterCommand NiExtraDataSetString (2519)
RegisterCommand NiExtraDataGetArray (251A)
SetOpcodeBase 0000251C
RegisterCommand NiAVObjectGetLocalTransform (251C)
RegisterCommand NiAVObjectGetLocalTranslation (251D)
RegisterCommand NiAVObjectGetLocalRotation (251E)
RegisterCommand NiAVObjectGetLocalScale (251F)
SetOpcodeBase 00002523
RegisterCommand NiAVObjectSetLocalScale (2523)
RegisterCommand NiAVObjectSetLocalTransformTEMP (2524)
RegisterCommand NiAVObjectSetLocalTranslationTEMP (2525)
RegisterCommand NiAVObjectSetLocalRotationTEMP (2526)
RegisterCommand NiAVObjectGetNumProperties (2527)
RegisterCommand NiAVObjectGetProperties (2528)
RegisterCommand NiAVObjectGetPropertyByType (2529)
RegisterCommand NiAVObjectAddProperty (252A)
RegisterCommand NiAVObjectDeleteProperty (252B)
RegisterCommand NiNodeGetNumChildren (252C)
RegisterCommand NiNodeGetChildren (252D)
RegisterCommand NiNodeGetChildByName (252E)
RegisterCommand NiNodeDeleteChild (252F)
SetOpcodeBase 000025C0
RegisterCommand NiTexturingPropertyGetTextureCount (25C0)
RegisterCommand NiTexturingPropertySetTextureCount (25C1)
RegisterCommand NiTexturingPropertyHasTexture (25C2)
RegisterCommand NiTexturingPropertyGetTextureSource (25C3)
SetOpcodeBase 000025C6
RegisterCommand NiTexturingPropertyGetTextureClampMode (25C6)
RegisterCommand NiTexturingPropertyGetTextureFilterMode (25C7)
RegisterCommand NiTexturingPropertyGetTextureUVSet (25C8)
RegisterCommand NiTexturingPropertyTextureHasTransform (25C9)
RegisterCommand NiTexturingPropertyGetTextureTranslation (25CA)
RegisterCommand NiTexturingPropertyGetTextureTiling (25CB)
RegisterCommand NiTexturingPropertyGetTextureRotation (25CC)
RegisterCommand NiTexturingPropertyGetTextureCenterOffset (25CD)
RegisterCommand NiTexturingPropertySetTextureClampMode (25CE)
RegisterCommand NiTexturingPropertySetTextureFilterMode (25CF)
SetOpcodeBase 00002660
RegisterCommand NiTexturingPropertySetTextureUVSet (2660)
RegisterCommand NiTexturingPropertySetTextureHasTransform (2661)
SetOpcodeBase 00002664
RegisterCommand NiTexturingPropertySetTextureRotation (2664)
SetOpcodeBase 00002666
RegisterCommand NiSourceTextureIsixternal (2666)
RegisterCommand NiSourceTextureGetFile (2667)
RegisterCommand NiSourceTextureSetExternalTexture (2668)
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\NifSE.dll (00000001 NifSE 0001002F) loaded correctly
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
RegisterCommand IsShaderEnabled (2114)
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000002) loaded correctly
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll
SetOpcodeBase 00002330
RegisterCommand GetEsp (2330)
RegisterCommand CreateArray (2331)
RegisterCommand DestroyArray (2332)
RegisterCommand ArraySize (2333)
RegisterCommand ArrayCount (2334)
RegisterCommand SetInArray (2335)
RegisterCommand SetFloatInArray (2336)
RegisterCommand GetInArray (2337)
RegisterCommand GetTypeInArray (2338)
RegisterCommand RemInArray (2339)
RegisterCommand FindInArray (233A)
RegisterCommand FindFloatInArray (233B)
RegisterCommand SetRefInArray (233C)
RegisterCommand FindRefInArray (233D)
RegisterCommand CopyArray (233E)
RegisterCommand ArrayEsp (233F)
RegisterCommand ArrayProtect (2340)
RegisterCommand FirstInArray (2341)
RegisterCommand DestroyAllArrays (2342)
RegisterCommand PackArray (2343)
RegisterCommand CreateString (2344)
RegisterCommand DestroyString (2345)
RegisterCommand SetString (2346)
RegisterCommand StringEsp (2347)
RegisterCommand StringProtect (2348)
RegisterCommand StringLen (2349)
RegisterCommand DestroyAllStrings (234A)
RegisterCommand StringSetName (234B)
RegisterCommand StringGetName (234C)
RegisterCommand StringMsg (234D)
RegisterCommand StringCat (234E)
RegisterCommand UserFileExists (234F)
SetOpcodeBase 00002378
RegisterCommand RenFile (2378)
RegisterCommand DelFile (2379)
RegisterCommand StringToTxtFile (237A)
RegisterCommand CopyString (237B)
RegisterCommand IntToString (237C)
RegisterCommand FloatToString (237D)
RegisterCommand RefToString (237E)
RegisterCommand IniReadInt (237F)
RegisterCommand IniReadFloat (2380)
RegisterCommand IniReadRef (2381)
RegisterCommand IniWriteInt (2382)
RegisterCommand IniWriteFloat (2383)
RegisterCommand IniWriteRef (2384)
RegisterCommand IniKeyExists (2385)
RegisterCommand IniDelKey (2386)
RegisterCommand EspToString (2387)
RegisterCommand IniReadString (2388)
RegisterCommand IniWriteString (2389)
RegisterCommand ModRefEsp (238A)
RegisterCommand GetRefEsp (238B)
RegisterCommand StringToRef (238C)
RegisterCommand StringCmp (238D)
RegisterCommand FileToString (238E)
RegisterCommand StringPos (238F)
RegisterCommand StringToInt (2390)
RegisterCommand StringToFloat (2391)
RegisterCommand ArrayCmp (2392)
RegisterCommand StringMsgBox (2393)
RegisterCommand StringIns (2394)
RegisterCommand StringRep (2395)
RegisterCommand IntToHex (2396)
RegisterCommand LC (2397)
SetOpcodeBase 000023B0
RegisterCommand FromTSFC (23B0)
RegisterCommand ToTSFC (23B1)
RegisterCommand StrLC (23B2)
RegisterCommand CreateEspBook (23B3)
RegisterCommand FmtString (23B4)
RegisterCommand FixName (23B5)
RegisterCommand ResetName (23B6)
RegisterCommand HasFixedName (23B7)
RegisterCommand csc (23B8)
RegisterCommand StringSetNameEx (23B9)
RegisterCommand StringGetNameEx (23BA)
RegisterCommand FixNameEx (23BB)
RegisterCommand IniGetNthSection (23BC)
RegisterCommand IniSectionsCount (23BD)
RegisterCommand RunBatString (23BE)
RegisterCommand Halt (23BF)
RegisterCommand RefToLong (23C0)
RegisterCommand LongToRef (23C1)
RegisterCommand FindFirstFile (23C2)
RegisterCommand FindNextFile (23C3)
RegisterCommand GetFileSize (23C4)
RegisterCommand NewHudS (23C5)
RegisterCommand DelHudS (23C6)
RegisterCommand ScreenInfo (23C7)
RegisterCommand HudS_X (23C8)
RegisterCommand HudS_SclX (23C9)
RegisterCommand HudS_Show (23CA)
RegisterCommand HudS_Opac (23CB)
RegisterCommand HudS_Align (23CC)
RegisterCommand AutoSclHudS (23CD)
RegisterCommand HudS_Y (23CE)
RegisterCommand HudSEsp (23CF)
RegisterCommand HudSProtect (23D0)
RegisterCommand HudsInfo (23D1)
RegisterCommand DelAllHudSs (23D2)
RegisterCommand HudS_L (23D3)
RegisterCommand rcsc (23D4)
RegisterCommand HudS_SclY (23D5)
RegisterCommand NewHudT (23D6)
RegisterCommand DelHudT (23D7)
RegisterCommand HudT_X (23D8)
RegisterCommand HudT_SclX (23D9)
RegisterCommand HudT_Show (23DA)
RegisterCommand HudT_Opac (23DB)
RegisterCommand HudT_Align (23DC)
RegisterCommand AutoSclHudT (23DD)
RegisterCommand HudT_Y (23DE)
RegisterCommand HudTEsp (23DF)
RegisterCommand HudTProtect (23E0)
RegisterCommand HudTInfo (23E1)
RegisterCommand DelAllHudTs (23E2)
RegisterCommand HudT_L (23E3)
RegisterCommand HudT_SclY (23E4)
RegisterCommand PauseBox (23E5)
RegisterCommand KillMenu (23E6)
RegisterCommand SetHudT (23E7)
RegisterCommand HudT_Text (23E8)
RegisterCommand HudS_Tex (23E9)
RegisterCommand SanString (23EA)
RegisterCommand IsHUDEnabled (23EB)
RegisterCommand IsPluggyDataReset (23EC)
RegisterCommand FromOBSEString (23ED)
RegisterCommand ToOBSEString (23EE)
RegisterCommand HudT_Font (23EF)
SetOpcodeBase 000023FF
RegisterCommand PlgySpcl (23FF)
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll (00000001 OBSE_Elys_Pluggy 00000084) loaded correctly
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll
SetOpcodeBase 000025D0
RegisterCommand mqSetMessageBoxSource (25D0)
RegisterCommand mqGetSelectedClass (25D1)
RegisterCommand mqGetHighlightedClass (25D2)
SetOpcodeBase 000025D4
RegisterCommand mqGetEnchMenuBaseItem (25D4)
RegisterCommand mqGetMapMarkers (25D5)
RegisterCommand mqGetMenuChildFloatValue (25D6)
RegisterCommand mqGetMenuChildStringValue (25D7)
RegisterCommand mqSetMenuChildFloatValue (25D8)
RegisterCommand mqSetMenuChildStringValue (25D9)
RegisterCommand mqGetMenuChildHasTrait (25DA)
RegisterCommand mqGetMenuChildName (25DB)
RegisterCommand mqGetMenuChildCount (25DC)
RegisterCommand mqCreateMenuFloatValue (25DD)
RegisterCommand mqCreateMenuStringValue (25DE)
RegisterCommand mqGetMenuActiveFloatValue (25DF)
RegisterCommand mqGetMenuActiveStringValue (25E0)
RegisterCommand mqSetMenuActiveFloatValue (25E1)
RegisterCommand mqSetMenuActiveStringValue (25E2)
RegisterCommand mqGetMenuActiveChildIndex (25E3)
RegisterCommand InsertXML (25E4)
RegisterCommand mqGetCurrentQuests (25E5)
RegisterCommand mqGetCompletedQuests (25E6)
RegisterCommand mqGetActiveQuest (25E7)
RegisterCommand mqSetActiveQuest (25E8)
RegisterCommand mqGetQuestCompleted (25E9)
RegisterCommand mqUncompleteQuest (25EA)
RegisterCommand mqGetActiveQuestTargets (25EB)
RegisterCommand InsertXMLTemplate (25EC)
RegisterCommand mqGetMenuGlobalStringValue (25ED)
RegisterCommand mqSetMenuGlobalStringValue (25EE)
RegisterCommand Kyoma_Test (25EF)
SetOpcodeBase 000026B0
RegisterCommand mqSetMenuGlobalFloatValue (26B0)
RegisterCommand mqGetMenuGlobalFloatValue (26B1)
RegisterCommand ShowGenericMenu (26B2)
RegisterCommand ShowMagicPopupMenu (26B3)
RegisterCommand ShowTrainingMenu (26B4)
RegisterCommand GetGenericButtonPressed (26B5)
RegisterCommand SetMenuEventHandler (26B6)
RegisterCommand RemoveMenuEventHandler (26B7)
RegisterCommand GetMenuEventType (26B8)
RegisterCommand GetFontLoaded (26B9)
RegisterCommand UpdateLocalMap (26BA)
RegisterCommand GetLocalMapSeen (26BB)
RegisterCommand GetWorldMapData (26BC)
RegisterCommand IsTextEditInUse (26BD)
RegisterCommand GetMousePos (26BE)
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll (00000001 OBSE_Kyoma_MenuQue 00000006) loaded correctly
checking plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin E:\Spel\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004104) loaded correctly
patched
loading from C:\Users\Vond\Documents\My Games\Oblivion\Saves\AutoSave1.obse
Reading mod list from co-save
Loading strings
Loading array variables
plugin has data in save file but no handler
plugin has data in save file but no handler
plugin has data in save file but no handler
DoLoadGameHook: C:\Users\Vond\Documents\My Games\Oblivion\Saves\AutoSave1.ess
loading from C:\Users\Vond\Documents\My Games\Oblivion\Saves\AutoSave1.obse
plugin did not read all of its data (at 000000000000957B expected 000000000000957C)
Error in script d1003107
Invalid array access - expected numeric index, received string
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Operator [ failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
An expression failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Invalid array access - expected numeric index, received string
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Operator [ failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
An expression failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Invalid array access - expected numeric index, received string
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Operator [ failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
An expression failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Invalid array access - expected numeric index, received string
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Operator [ failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
An expression failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Invalid array access - expected numeric index, received string
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Operator [ failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
An expression failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Invalid array access - expected numeric index, received string
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Operator [ failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
An expression failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Invalid array access - expected numeric index, received string
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Operator [ failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
An expression failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Invalid array access - expected numeric index, received string
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Operator [ failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
An expression failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Invalid array access - expected numeric index, received string
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Operator [ failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
An expression failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Invalid array access - expected numeric index, received string
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Operator [ failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
An expression failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Invalid array access - expected numeric index, received string
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
Operator [ failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1003107
An expression failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x010A Command: Let
Error in script d1000ed3
Operator := failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x1349 Command: Let
Error in script d1000ed3
An expression failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x1349 Command: Let
Error in script d1000ed3
Operator != failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x0001 Command:
Error in script d1000ed3
An expression failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x0001 Command:
Error in script d1000ed3
Operator := failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x1349 Command: Let
Error in script d1000ed3
An expression failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x1349 Command: Let
Error in script d1000ed3
Operator != failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x0001 Command:
Error in script d1000ed3
An expression failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x0001 Command:
Error in script d1000ed3
Operator := failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x1349 Command: Let
Error in script d1000ed3
An expression failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x1349 Command: Let
Error in script d1000ed3
Operator != failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x0001 Command:
Error in script d1000ed3
An expression failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x0001 Command:
Error in script d1000ed3
Operator := failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x1349 Command: Let
Error in script d1000ed3
An expression failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x1349 Command: Let
Error in script d1000ed3
Operator != failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x0001 Command:
Error in script d1000ed3
An expression failed to evaluate to a valid result
File: MiniMap.esp Offset: 0x0001 Command:
Error in script b3001c89
Operator := failed to evaluate to a valid result
File: Enhanced Grabbing.esp Offset: 0x0030 Command: Let
Error in script b3001c89
An expression failed to evaluate to a valid result
File: Enhanced Grabbing.esp Offset: 0x0030 Command: Let
Error in script 0301870f
Invalid array slice operation - array is uninitialized or supplied index does not match key type
File: All Natural Base.esm Offset: 0x1550 Command: ar_InsertRange
Error in script 0301870f
Operator [ failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x1550 Command: ar_InsertRange
Error in script 0301870f
An expression failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x1550 Command: ar_InsertRange
Error in script 0301870f
Invalid array slice operation - array is uninitialized or supplied index does not match key type
File: All Natural Base.esm Offset: 0x156F Command: ar_InsertRange
Error in script 0301870f
Operator [ failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x156F Command: ar_InsertRange
Error in script 0301870f
An expression failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x156F Command: ar_InsertRange
Error in script 0301870f
Invalid array access - expected string index, received numeric.
File: All Natural Base.esm Offset: 0x159E Command: ar_List
Error in script 0301870f
Operator [ failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x159E Command: ar_List
Error in script 0301870f
An expression failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x159E Command: ar_List
Error in script 0301870f
Invalid array access - expected string index, received numeric.
File: All Natural Base.esm Offset: 0x1601 Command: ar_List
Error in script 0301870f
Operator [ failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x1601 Command: ar_List
Error in script 0301870f
An expression failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x1601 Command: ar_List
Error in script 0301870f
Invalid array access - expected string index, received numeric.
File: All Natural Base.esm Offset: 0x16B1 Command: ar_List
Error in script 0301870f
Operator [ failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x16B1 Command: ar_List
Error in script 0301870f
An expression failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x16B1 Command: ar_List
Error in script 0301870f
Invalid array access - expected string index, received numeric.
File: All Natural Base.esm Offset: 0x1709 Command: ar_List
Error in script 0301870f
Operator [ failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x1709 Command: ar_List
Error in script 0301870f
An expression failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x1709 Command: ar_List
Error in script 0301870f
Invalid array access - expected string index, received numeric.
File: All Natural Base.esm Offset: 0x17B9 Command: ar_List
Error in script 0301870f
Operator [ failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x17B9 Command: ar_List
Error in script 0301870f
An expression failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x17B9 Command: ar_List
OBSE: deinitialize


EDIT: A clean save when using the new "script fix" for All Natural seems to have fixed this, atleast for now. :)
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Amy Melissa
 
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Post » Thu Sep 02, 2010 12:12 am

Hey. I figure I would reinstall oblivion after being away from it for a few years. I installed OBSE 0019b and the latest patch. When I launch with OBSE there is no main menu, no text appears, it just plays the background video. However, the vanilla launcher works just fine. I haven't bothered with any other mods so far, so it can only be OBSE causing this.

I'm on windows 7 if it matters. Thanks for any help.
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Rachel Briere
 
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Joined: Thu Dec 28, 2006 9:09 am

Post » Wed Sep 01, 2010 8:11 pm

Not a request, just a suggestion:
A GetSelf-like command that returns the FormID of dynamic references.
Intended to be used for storing the FormID of the calling reference in an array element or ref var within User Functions called on references (Myref.Call MyFunction).

Not that important, thou, as one can always rewrite the function to accept the ref as an argument (Call MyFunction MyRef). But I think the former syntax is more elegant.

Since GetSelf does not work on most dynamic references, I suppose this command would be useful for scripted dynamic objects too.
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Isabella X
 
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Post » Wed Sep 01, 2010 12:53 pm

Uh... GetSelf doesn't work for this? Why not? It... should?
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Sammygirl
 
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Post » Thu Sep 02, 2010 12:41 am

GetSelf returns 0 (or, sometimes FF000800) on dynamic (PlaceAtMe'd) carriable items and lights (supposed to be on purpose).
It returns the right FormID for dynamic statics and doors (I did not test other types)

Although the WIKI mentions it, I had completely forgotten about this and wasted three hours this morning debugging the deletion of a clone of the Anvil Lighthouse. The code deleted the building, the doors and the fire (activator), but failed on the light. Only after wasting all this time I remembered about it.

And scruggsy, a weird thing about it: under certain circumstances (when called from within a function), GetFormIDString returns the right FormId and GetRawFormIDString returns 0, for those GetSelf'ed ref var. I will PM the test setup and details.
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Rude_Bitch_420
 
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Post » Wed Sep 01, 2010 7:40 pm

I have a couple of quick questions:

1. Is there any way to get a list of the members of a particular faction?

2. Are objects created using CloneForm permanent? What I'm looking for is a way to create a temporary copy of a container, which can be destroyed once I've finished with it. Can I use a CloneForm and then get rid of it when I'm done?

Eloise
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Pixie
 
Posts: 3430
Joined: Sat Oct 07, 2006 4:50 am

Post » Wed Sep 01, 2010 8:12 pm


That's weird. Does this happen with no mods? If you switch to a previous version of 0019 without changing your load order, does it go away?

Never played without mods since early 2007, not even going to try.
went back to v19 and noticed the same sound. However, it sounded more natural to me.
reinstalled 19b, sounded OK this time.

Thing is, I upgraded to 19b in darkness Hollows dungeons - one of thenastiest dungeons created ever and was bit high on adrenaline, so probably it was the tension of the game... now after completing the dungeon sounds OK.
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Elena Alina
 
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Post » Wed Sep 01, 2010 11:43 pm

I have a couple of quick questions:

1. Is there any way to get a list of the members of a particular faction?

2. Are objects created using CloneForm permanent? What I'm looking for is a way to create a temporary copy of a container, which can be destroyed once I've finished with it. Can I use a CloneForm and then get rid of it when I'm done?

Eloise

1. Not directly, IIRC. You'll need to walk through NPC references and manually check if they belong to a faction.
2. Yes, they are saved to the game save. They can't be deleted. To minimize bloat,use an array to keep track of cloneForms and re-use them as necessary. tejon's Formulator resource might help you there.
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SUck MYdIck
 
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Post » Wed Sep 01, 2010 7:14 pm

1. Not directly, IIRC. You'll need to walk through NPC references and manually check if they belong to a faction.
2. Yes, they are saved to the game save. They can't be deleted. To minimize bloat,use an array to keep track of cloneForms and re-use them as necessary. tejon's Formulator resource might help you there.

1. Actually, what I want to do is the exact reverse of that. I'm writing a plugin that detects when an enemy is attacking the player's companion(s) or horse, and redirecting them to attack the player instead. However, I've got a specific issue with Vilja's horse Bruse, who is owned by a faction. So what I am looking to do when I find an actor like this is get a list of the members of the owning faction and check each one to see if they are flagged as a player companion (or are the player), in order to determine if the owned actor should also be flagged as a player companion. If I can't find any generic way of doing this, I'll just hard-code a check for Bruse (or ask Emma to change Bruse so he is owned by Vilja).

2. I'm not sure I want to use CloneForms then, as there could potentially be a fair number of these temporary containers required at the same time, although for the most part there will only be one or two needed. What I'm trying to do here is have an activator/scripted spell effect change an NPC's equipped items. I tried just force-equipping the stuff I want them to use, but I can't stop them from re-equipping their normal stuff when the evaluate their AI packages. So what I thought of doing was creating a temporary container and removing their items to the container for the duration of the effect. Maybe I could do it by using one container for all NPCs, and keeping track of the removed equipment for each NPC using arrays.

Eloise
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Brιonα Renae
 
Posts: 3430
Joined: Mon Oct 22, 2007 3:10 am

Post » Wed Sep 01, 2010 8:51 pm

1. Actually, what I want to do is the exact reverse of that. I'm writing a plugin that detects when an enemy is attacking the player's companion(s) or horse, and redirecting them to attack the player instead. However, I've got a specific issue with Vilja's horse Bruse, who is owned by a faction. So what I am looking to do when I find an actor like this is get a list of the members of the owning faction and check each one to see if they are flagged as a player companion (or are the player), in order to determine if the owned actor should also be flagged as a player companion. If I can't find any generic way of doing this, I'll just hard-code a check for Bruse (or ask Emma to change Bruse so he is owned by Vilja).

2. I'm not sure I want to use CloneForms then, as there could potentially be a fair number of these temporary containers required at the same time, although for the most part there will only be one or two needed. What I'm trying to do here is have an activator/scripted spell effect change an NPC's equipped items. I tried just force-equipping the stuff I want them to use, but I can't stop them from re-equipping their normal stuff when the evaluate their AI packages. So what I thought of doing was creating a temporary container and removing their items to the container for the duration of the effect. Maybe I could do it by using one container for all NPCs, and keeping track of the removed equipment for each NPC using arrays.

Eloise

1. Seems to me it would be better if you could get a list of the player's companions, e.g. with GetFollowers, and check each of them to see if they are in the faction.
2. You probably don't want to keep the equipment in an array as you'll lose any extra data associated with the items (e.g. script variables, weapon/armor health, etc).
I suggest something like:
Spoiler

scn someGlobalScriptarray_var containers

scn FnStoreActorInventoryref actorarray_var containersarray_var itershort indexshort iref itemref containerbegin Function { actor }  let containers := someQuest,containers  if containers == 0    let containers := ar_construct Array  endif  let index := ar_size containers  let i := 0  foreach iter <- containers    if (*iter)->isInUse == 0      let index := i      break    else      let i += 1    endif  loop  if eval index == ar_size containers    let containers[index] := ar_Map { "isInUse"::0, "container"::cloneForm someEmptyContainer }    let someQuest.containers := containers  endif  let containers[index]->isInUse := 1  let container := containers[index]  foreach item <- actor    item.removeMeIR container  loop  setFunctionValue indexend

scn FnRestoreActorItemsref actorshort indexref containerref itembegin Function {actor, index}  let container := someQuest.containers[index]->container  foreach item <- container    item.removeMeIR actor  loop  let someQuest.containers[index]->isInUse := 0loop

This way you only create as many containers as are ever needed at one time, and reuse them when they're not in use.
I have one request. I know, I always come here with requests and nothing else. Sorry about that. Would it be possible to add functions for modifying creature values like 'combat', 'stealth' or 'magic'? Preferably functions that don't affect the base, but only the reference. Ahem.

Setting for base objects: no problem.
Setting for individual references: not really possible. You may be able to work around this with a Fortify Skill spell.
Hey, found a odd issue with the v19+ of OBSE and http://www.tesnexus.com/downloads/file.php?id=29120. It may be because a command doesn't work the same as in v18, but when you name a backpack, the name is discarded and you get a backpack called . I'm quite clueless with OBSE scripting, and which command would do what, so I can't figure out what part of which script I should be looking at.

All I know is that it's making cloned forms of the backpack with a name you select, and the name is going missing.

Is this happening with 0019b?
We have a request, that we really really hope can be implemented! :)

Is it possible to create a function that retrieves all the available Topics from an actor at the moment the function is called, and stores them in an array (maybe called GetTopicList)? And if that's possible, can you also create a function that retrieves the text from a Topic and stores it in a string_var (called GetTopicText)? With text I mean the text of the topic button.

Thanks a lot in advance, it would be really great,

The MERP team!

Should be. I need to locate the game code that looks up a topic's text.
Hey. I figure I would reinstall oblivion after being away from it for a few years. I installed OBSE 0019b and the latest patch. When I launch with OBSE there is no main menu, no text appears, it just plays the background video. However, the vanilla launcher works just fine. I haven't bothered with any other mods so far, so it can only be OBSE causing this.

I'm on windows 7 if it matters. Thanks for any help.

Well that's interesting.
Can you PM me with the contents of obse.log?
GetSelf returns 0 (or, sometimes FF000800) on dynamic (PlaceAtMe'd) carriable items and lights (supposed to be on purpose).
It returns the right FormID for dynamic statics and doors (I did not test other types)

Although the WIKI mentions it, I had completely forgotten about this and wasted three hours this morning debugging the deletion of a clone of the Anvil Lighthouse. The code deleted the building, the doors and the fire (activator), but failed on the light. Only after wasting all this time I remembered about it.

And scruggsy, a weird thing about it: under certain circumstances (when called from within a function), GetFormIDString returns the right FormId and GetRawFormIDString returns 0, for those GetSelf'ed ref var. I will PM the test setup and details.

Got your PM, will take a look shortly.
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Max Van Morrison
 
Posts: 3503
Joined: Sat Jul 07, 2007 4:48 pm

Post » Wed Sep 01, 2010 5:37 pm

1. Seems to me it would be better if you could get a list of the player's companions, e.g. with GetFollowers, and check each of them to see if they are in the faction.

:blush2: :facepalm: Now where did that command come from? :whistling:

Thanks, scruggsy, that's going to make it a lot easier than what I was doing. :banghead:

2. You probably don't want to keep the equipment in an array as you'll lose any extra data associated with the items (e.g. script variables, weapon/armor health, etc).
I suggest something like:

This way you only create as many containers as are ever needed at one time, and reuse them when they're not in use.

Thanks again. :foodndrink:

I'll have a go at doing something like that.

Eloise
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Matt Bigelow
 
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Post » Wed Sep 01, 2010 11:36 pm

Hey. I figure I would reinstall oblivion after being away from it for a few years. I installed OBSE 0019b and the latest patch. When I launch with OBSE there is no main menu, no text appears, it just plays the background video. However, the vanilla launcher works just fine. I haven't bothered with any other mods so far, so it can only be OBSE causing this.

I'm on windows 7 if it matters. Thanks for any help.


I don't think this is necessarily an OBSE issue. This is known to happen when you have Oblivion Graphics Extender, OBGE, installed. However it may give the illusion of an OBSE error since disabling it would also disable all OBSE plugins, such as OBGE.

The following is a quote from the OBGE FAQ:
Q: The ordering of the objects on the screen is messed up or the game menu has no buttons! Why is this happening?
Q: Once I got the effects to work, my AA disappeared? WHY?!?
A: The method used to expose the information used to read the depth buffer is incompatible with Anti-Aliasing. This is reported to be the case on both ATI and NVIDIA graphics cards, although owners of ATI graphics cards can force AA through ATI Tray Tools without problems. The only solution is to edit the OBGE.ini file in your My Documents\My Games\Oblivion folder and change this line: ..... *snip*

I cut the info short as to not clutter up this thread. If you want to read the full description check out the http://www.gamesas.com/index.php?/topic/1143824-oblivion-graphics-extender/.

Now if you don't have OBGE installed then that's a different story. However I think with the amount of people that use OBSE these reports would be flooding in. So check your OBGE settings.
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Nikki Hype
 
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Post » Wed Sep 01, 2010 11:12 am

Mush, just fyi...snip


Waruddar: I'm also scripting it for the sake of learning more of it, but yeah I can definitely wait for the new mod to be released. Thanks for letting me know. Appreciate it.

-Mush-
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Sarah Knight
 
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Post » Wed Sep 01, 2010 11:07 am

~Is this happening with 0019b?~

Both 19b and 19. Absent in 18. Odd issue, but not a gamebreaker. Well, not really. I like Side's Backpacks(had a couple packs, one for carrying explosives, one for potions/potion supplies, one for general storage, etc), but it's not a staple in my list because of Automagic Bags.
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Rob Davidson
 
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Post » Wed Sep 01, 2010 12:26 pm

I've been trying to get the TESCS to open with OBSE, but it crashes every time!
Problem signature:
Problem Event Name: BEX
Application Name: TESConstructionSet.exe
Application Version: 1.2.0.404
Application Timestamp: 461430cf
Fault Module Name: obse_editor_1_2.dll
Fault Module Version: 0.0.19.6
Fault Module Timestamp: 4ce68e28
Exception Offset: 000144d6
Exception Code: c000000d
Exception Data: 00000000
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 3081
Additional Information 1: e941
Additional Information 2: e941597d5d891a517369f77e41a0609e
Additional Information 3: 8afe
Additional Information 4: 8afe6d4f968453d0da840ea4aca78f38
It works fine without launching it via the loader, too. Note, however, that I have the Steam version of Oblivion - and am currently using Nehrim. However, I doubt these will have much bearing on the issue - the editor is not via Steam, and Nehrim is just another data file that the editor loads fine without OBSE enabled anyway! So, help would be much appreciated. I'm also using OBSE 19b, if that helps.
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XPidgex Jefferson
 
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Post » Wed Sep 01, 2010 12:34 pm

Does OBSE have safe versions of the SetPos command? So that if one wishes to move an object's location that change doesn't remain fixed to the saved game?

If it doesn't, I'd like to request safe versions of that and Enable/Disable if possible.
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Undisclosed Desires
 
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Post » Wed Sep 01, 2010 5:12 pm

Does OBSE have safe versions of the SetPos command? So that if one wishes to move an object's location that change doesn't remain fixed to the saved game?

If it doesn't, I'd like to request safe versions of that and Enable/Disable if possible.
Don't know about any such commands, but I have previously discussed with scruggsy the possibility if similar Set/Clear ownership commands, and got the impression that it was doable :)
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Jessica Lloyd
 
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Post » Wed Sep 01, 2010 11:46 pm

A new (minor) bug report, which I would appreciate if you had time to look at. I'm struggling with getting Arrows to be correctly equipped in my Enhanced Hotkey mod. The various version of EquipItem only equips one arrow, but by first removing all but one, the calling EquipItem and finally adding back all the others, I get them all equipped. Unfortunately, the 3rd person view only shows one arrow in the quiver when doing this, so I looked into using EquipMe instead, as it explicitely states that it equips all the arrows of a stack. I tried, and although the 3rd person view indicates that the quiver is full, only one arrow got equipped. That is, I think I saw all being equipped once, but not really sure, and didn't manage to repeat it.

So if you could look into making EquipMe (or EquipItem2NS) equip all arrows (as the EquipMe docs says), that would be a great help.
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Dona BlackHeart
 
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Post » Wed Sep 01, 2010 9:19 pm

I don't think this is necessarily an OBSE issue. This is known to happen when you have Oblivion Graphics Extender, OBGE, installed. [...]



Hey, thanks. I didn't think OBGE would run if I didn't have the esp enabled, so I just unpacked it into the installation directory without thinking about it. I disabled AA and everything works fine now.
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Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Wed Sep 01, 2010 11:55 pm

I do have an odd problem with ver19b.
Upgrading from ver18 to ver19b causes all my summoned creatures to vanish almost immediately. For example a zombie is merely visible, its duration is now less than 1 second.
When downgrading back to 18 all is fine again.

Is this an issue known to anyone?
(I do have a lot of mods running so maybe a problem on my side)


by the way
First post:
Hello to all and thanks for your efforts and time to make this a great game.
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Liii BLATES
 
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Post » Wed Sep 01, 2010 8:37 pm

Another request (sorry for being so demanding),

Would it be possible to have a function like this:
(height:float) GetLandHeight CellX CellY

I know this information is stored in the LAND records, specifically the VHGT subrecord (32bit float).
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josie treuberg
 
Posts: 3572
Joined: Wed Feb 07, 2007 7:56 am

Post » Thu Sep 02, 2010 1:29 am

I am not exactly sure if this is what you are talking about, but the game does have a bug concerning the quivers and not showing the proper number equiped.
I have to do this in my Double Knock Arrow mod to prevent the issue you seem to be talking about:

Set "NumberOf" to the number of arrows to equip minus 1 then....

player.additemns Arrows 1
player.equipitemns Arrows
player.additemns arrows NumberOf

In this order to prevent the issue with the quiver.


A new (minor) bug report, which I would appreciate if you had time to look at. I'm struggling with getting Arrows to be correctly equipped in my Enhanced Hotkey mod. The various version of EquipItem only equips one arrow, but by first removing all but one, the calling EquipItem and finally adding back all the others, I get them all equipped. Unfortunately, the 3rd person view only shows one arrow in the quiver when doing this, so I looked into using EquipMe instead, as it explicitely states that it equips all the arrows of a stack. I tried, and although the 3rd person view indicates that the quiver is full, only one arrow got equipped. That is, I think I saw all being equipped once, but not really sure, and didn't manage to repeat it.

So if you could look into making EquipMe (or EquipItem2NS) equip all arrows (as the EquipMe docs says), that would be a great help.

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Reven Lord
 
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