Quick Question -- Quick Answer, Part Fourteen

Post » Thu May 26, 2011 11:39 pm

The code on the wiki is bad, but I'm not sure if that accounts for the problem; it should be
begin OnGameMode  if triggered == 1	if  timer <= 0	  set triggered to 0	else	  set timer to timer - getSecondsPassed	endif   endifend

The decrementing of the timer is dependent on triggered being 1 this way. However that's just wasteful, and not should affect the outcome.

The real culprit is "player.MoveTo" - this acts as a return and no further lines get executed, so make this the last part of the action (after setting triggered to 1 at least!)
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Joanne
 
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Post » Thu May 26, 2011 10:14 pm

The problem is... The problem still persists! So what's the problem, you ask? Well, when I first step in the box, it transports me and plays the sound, then it does that indefinately. The block still doesen't reset, even with 1 second delay. Any ideas?
player.MoveTo acts as a return, so none of the lines beneath it will run. Move the player.MoveTo two lines down, just before the endif.

EDIT: fixed the code on the Wiki, thanks ghastley!
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Miranda Taylor
 
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Post » Fri May 27, 2011 10:59 am

There's an echo in here!
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R.I.P
 
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Post » Fri May 27, 2011 1:11 am

Thank you very much, both of you. :)
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Iain Lamb
 
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Post » Thu May 26, 2011 8:17 pm

I got curious why Skunky Lee's first script did not run. It looked good to me.

After some experimenting, it turns out to be another MoveTo oddity that I detected some time ago but was not sure yet. (I will add it to the http://cs.elderscrolls.com/constwiki/index.php/Common_Bugs#MoveTo_Oddities)

As Qazaaq says, it is common knowledge that Player.MoveTo acts as a Return.
As I see it, is more like it crashes the script for that frame, somehow, under certain circumstances, the game engine seems to notice that the block/script did not completed successfully and tries to run it again the next frame, causing the player to be moved every frame, indefinitely.

Any type of delay that prevents the MoveTo from running two frames in a row is enough to avoid the problem.

I had noticed it with the OnEquip and OnAdd blocks. Now with the OnTrigger block.

I cant cause the problem from an OnActivate block, thou.

I also adjusted the OnTrigger article text a bit to clarify that the reset block is not mandatory

If curious (and not epileptic), try this code on a TriggerZone (it is funny):
begin OnTrigger	TriggerHitShader 4end

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Ash
 
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Post » Fri May 27, 2011 3:22 am

ive looked up how to make a subcategory in the wiki , where i found a short description. i tried to do this and just cannot for the life of me find my new entry in the object window. i tried putting it in several locations and nothing. am i doin something wrong here? im pretty sure i was following the wiki correctly...

also, similiar problem with creating a new object in the object window to add a mesh to the game...
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Nathan Hunter
 
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Post » Thu May 26, 2011 9:03 pm

Thirteenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1018432
Twelfth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=1008041
Eleventh Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=996298
Tenth Thread : http://www.gamesas.com/bgsforums/index.php?showtopic=974783
Ninth Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=957607
Eighth Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=937577
Seventh Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=912613
Sixth Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=878165

Got a quick question? Post here for a quick response.




I have made my own huge world with a lot of quests and everything, but I'm missing one thing... a tournament. You know how there's the arena in the IC, well I copied and pasted that into my world, but am unsure how to make a quest for it. what I need to do is figure out how to make a tournament, you know, with all of the ranks and opponents and such, but dont know how. I'm just really stressed out. Ive been trying to make a quest for the tournament, and cant do it. I cant make the player go up in rank, or even be able to fight... I enter my arena, but the gates dont go down, and nothing at all happens... I guess im not scripting anything right. Please help me out. thankyou.
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u gone see
 
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Post » Fri May 27, 2011 11:04 am

I have made my own huge world with a lot of quests and everything, but I'm missing one thing... a tournament. You know how there's the arena in the IC, well I copied and pasted that into my world, but am unsure how to make a quest for it. what I need to do is figure out how to make a tournament, you know, with all of the ranks and opponents and such, but dont know how. I'm just really stressed out. Ive been trying to make a quest for the tournament, and cant do it. I cant make the player go up in rank, or even be able to fight... I enter my arena, but the gates dont go down, and nothing at all happens... I guess im not scripting anything right. Please help me out. thankyou.


We can help you with small specifics, but it sounds like you don't know how to make quests and such at all. If that is the case, head on over to the http://cs.elderscrolls.com/constwiki/index.php/Portal:Contents and start on those tutorials. Particularly since you're stressed, now would be a good time to put your giant project down and let the Wiki walk you through some smaller steps to general modding.

Mind that this is the "Quick Question -- Quick Answer" thread - so try to ask questions that are short and specific, looking for answers that are also short and specific. Broad questions and pleas for general help should probably get their own threads. ;)

Best of luck, and happy learning!

Edit: Oh, I see that you already made two posts in this forum asking for help making the quest. Try to limit yourself to one post per help request. ;)
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Steven Nicholson
 
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Post » Fri May 27, 2011 6:18 am

ive looked up how to make a subcategory in the wiki , where i found a short description. i tried to do this and just cannot for the life of me find my new entry in the object window. i tried putting it in several locations and nothing. am i doin something wrong here? im pretty sure i was following the wiki correctly...

also, similiar problem with creating a new object in the object window to add a mesh to the game...


You can keep it easy to find your entries by prefixing all your objects the same way. For example, mine all start with "Khet". So when I need to find my stuff, I can type "kh" after clicking on a category, and the first thing that comes up is my stuff. This also means I don't have to bother making categories.

As for adding a mesh to the game.... ::::drumroll:::: http://cs.elderscrolls.com/constwiki/index.php/How_to_use_custom_resources

(I've been waiting to do that for almost two days now, thank you! :twirl: )
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chirsty aggas
 
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Post » Thu May 26, 2011 8:45 pm

hehehe very nice khettienna...congradulations on the tutorial! XD
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Laura Hicks
 
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Post » Fri May 27, 2011 6:08 am

2 Quick questions:

1st: I want to add to an official plugin. How can I edit this .esp (vile lair) but make it so my edits require the official plugin to be installed? Do I just check the oblivion.esm and the vile lair .esp but set NO active files?

2nd: If I want to use modders resources, do I just take the meshes and textures folders and put them with my mod? Also, can I edit the folder names in these resources to reflect my own mod?

EDIT: For the 2nd question: Do I have to add the resource directly to the CS or is the Data folder fine too?

Thanks!
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Ross Thomas
 
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Post » Fri May 27, 2011 3:12 am

2 Quick questions:

1st: I want to add to an official plugin. How can I edit this .esp (vile lair) but make it so my edits require the official plugin to be installed? Do I just check the oblivion.esm and the vile lair .esp but set NO active files?

2nd: If I want to use modders resources, do I just take the meshes and textures folders and put them with my mod? Also, can I edit the folder names in these resources to reflect my own mod?

Thanks!


omigosh, I get to do it AGAIN!

http://cs.elderscrolls.com/constwiki/index.php/How_to_use_custom_resources

As to your first question - http://cs.elderscrolls.com/constwiki/index.php/De-Isolation_Tutorial
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Conor Byrne
 
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Post » Fri May 27, 2011 5:13 am

hehe bet thats nice being able to whip a wikilink out of your hat like that =P

anyways...does anyone happen to know of or have a mod or modders resource for farm animals? one with cows in it? and maybe some chickens?
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dav
 
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Post » Thu May 26, 2011 9:39 pm

sorry to double post but i forgot to mention i did indeed already check the fileplanet for it and i dont know where else to look anmd i need it for my mod
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Tai Scott
 
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Post » Fri May 27, 2011 9:35 am

sorry to double post but i forgot to mention i did indeed already check the fileplanet for it and i dont know where else to look anmd i need it for my mod


Mr Siika makes some amazing modders' resources, and I do believe he's made some farm animals... search the Mods section here for his thread, or do a search for his stuff on TESNexus.

Edit: And it kind of is, in a ridiculous sort of way. :D
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Karen anwyn Green
 
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Post » Fri May 27, 2011 9:21 am

sorry to bother, but i went to tesnexus in hope....but pretty much knew i would somehow get the same result i always get when i go there...

and that result is that it wont let me download anything not even off the free server unless i sign up , so i try to sign up and it says there is a problem with the database no matter which screen name i try to sign up under XD

i did see the Mr Siika farm animal file there tho , i just cant get it

any other options?
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Heather Dawson
 
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Post » Fri May 27, 2011 10:13 am

sorry to bother, but i went to tesnexus in hope....but pretty much knew i would somehow get the same result i always get when i go there...

and that result is that it wont let me download anything not even off the free server unless i sign up , so i try to sign up and it says there is a problem with the database no matter which screen name i try to sign up under XD

i did see the Mr Siika farm animal file there tho , i just cant get it

any other options?


That's the only one I know of, but there could be more. :(
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Antony Holdsworth
 
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Post » Fri May 27, 2011 12:21 am

alrighty thanks...i will just have to message them about it i guess and see if they can help fix the issue

i have a new issue now tho lmao

(i do believe i post more questions than a pullitzer obssessed reporter =o)

ok, what happened was...i followed the tutorial on the wiki you were gracious enough to write XD , the one about meshes from other mods bein added to the game. i follow it to the tee, or so i believe. and i added puddles of "weewee" to the prison floor i made. the textures were all there in the cs when i dragged it into the world and all, looked great. so i save the mod. exit the cs to go do other stuff. i come back later, load up my mod, go to the cell, and all of a sudden am bombarded with error messages about not bein able to find stuff for the wee wee puddles. so im like hmmm ok, lets take a look. so i look at the pudsdles and they are all having exclamation points instead of appearing like they are supposed to. now i recall the tutorial said something about that, but it still dont make sense to me cuz they showed up fine before i exited the cs. what happened and what to do?
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Ashley Campos
 
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Post » Fri May 27, 2011 3:46 am

alrighty thanks...i will just have to message them about it i guess and see if they can help fix the issue

i have a new issue now tho lmao

(i do believe i post more questions than a pullitzer obssessed reporter =o)

ok, what happened was...i followed the tutorial on the wiki you were gracious enough to write XD , the one about meshes from other mods bein added to the game. i follow it to the tee, or so i believe. and i added puddles of "weewee" to the prison floor i made. the textures were all there in the cs when i dragged it into the world and all, looked great. so i save the mod. exit the cs to go do other stuff. i come back later, load up my mod, go to the cell, and all of a sudden am bombarded with error messages about not bein able to find stuff for the wee wee puddles. so im like hmmm ok, lets take a look. so i look at the pudsdles and they are all having exclamation points instead of appearing like they are supposed to. now i recall the tutorial said something about that, but it still dont make sense to me cuz they showed up fine before i exited the cs. what happened and what to do?


Well, that means the mesh files the CS is looking for aren't there one way or another - double check in explorer and make sure they're in the right folder with the right name.
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Solina971
 
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Post » Fri May 27, 2011 2:59 am

I'm having a problem with one of my mods conflicting with the Knights.esp. I originally loaded Oblivion.esm and mymod.esp and then changed the ShrineAkatosh, ShrineArkay, etc. scripts for mymod to work. Unfourtunalty the Knights.esp changes these scripts also and when I load Oblivion.esm, mymod.esp, and Knights.esp I get an error saying that the Shrine scripts exist in both mymod.esp and Knights.esp. I'm not sure how to fix this... I tried deleting the scripts out of mymod.esp, but I guess that didnt work since the scripts exist in the Oblivion.esm.

Basically how do I get it so mymod.esp's scripts work instead of Knights.esp's scripts. Do i have to change the load order so mymod.esp loads first? This is all confusing to me...
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Julie Serebrekoff
 
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Post » Thu May 26, 2011 8:49 pm

I'm having a problem with one of my mods conflicting with the Knights.esp. I originally loaded Oblivion.esm and mymod.esp and then changed the ShrineAkatosh, ShrineArkay, etc. scripts for mymod to work. Unfourtunalty the Knights.esp changes these scripts also and when I load Oblivion.esm, mymod.esp, and Knights.esp I get an error saying that the Shrine scripts exist in both mymod.esp and Knights.esp. I'm not sure how to fix this... I tried deleting the scripts out of mymod.esp, but I guess that didnt work since the scripts exist in the Oblivion.esm.

Basically how do I get it so mymod.esp's scripts work instead of Knights.esp's scripts. Do i have to change the load order so mymod.esp loads first? This is all confusing to me...


First copy your scripts to text files. Then use TES4Edit, TES4Gecko, or the "Details" button in the CS in the Data window to remove your scripts. Then load up your mod again, and put the scripts back in, making sure to give them a unique name.

Most modders prefix their objects and scripts with some abbreviation for their mod name, their modder name, or their initials. You could start all your names with "cman" or something and that would probably ensure you never have this kind of issue again. It also makes it much easier to find your own stuff in the CS. :)
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Sunnii Bebiieh
 
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Post » Fri May 27, 2011 7:26 am

alrighty thanks...i will just have to message them about it i guess and see if they can help fix the issue


I'll download it now - upload to rapidshare and send you a PM with the link !! - Tesnexus is having some HDD problems on the server so some things are not working ( Current Users can still download though - So I'll send a Pm in a couple minutes.

EDIT : PM sent with the Linkie !!
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Laura Simmonds
 
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Post » Fri May 27, 2011 10:01 am

First copy your scripts to text files. Then use TES4Edit, TES4Gecko, or the "Details" button in the CS in the Data window to remove your scripts. Then load up your mod again, and put the scripts back in, making sure to give them a unique name.

Most modders prefix their objects and scripts with some abbreviation for their mod name, their modder name, or their initials. You could start all your names with "cman" or something and that would probably ensure you never have this kind of issue again. It also makes it much easier to find your own stuff in the CS. :)

Well I know what you mean (I use "CM"), but what I'm trying to do is change the shrine scripts so that the shrines behave differently.

But what you've mentioned (how I can delete the scripts) I think I can fix it now. I'll just delete the scripts, then load up Oblivion.esm, Knights.esp, and mymod.esp and alter the shrine scripts there so that I'm overwriting the Knights.esp records as well as the Oblivion.esm records. Erm... at least thats what I hope will happen... I'll go try it now.
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Andres Lechuga
 
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Post » Thu May 26, 2011 11:11 pm

Well I know what you mean (I use "CM"), but what I'm trying to do is change the shrine scripts so that the shrines behave differently.

But what you've mentioned (how I can delete the scripts) I think I can fix it now. I'll just delete the scripts, then load up Oblivion.esm, Knights.esp, and mymod.esp and alter the shrine scripts there so that I'm overwriting the Knights.esp records as well as the Oblivion.esm records. Erm... at least thats what I hope will happen... I'll go try it now.


Ahh, I see what you mean. You'll need to convert the Knights plugin to a master so you can edit that stuff in the CS. http://cs.elderscrolls.com/constwiki/index.php/De-Isolation_Tutorial can probably help get you through that.
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Mylizards Dot com
 
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Post » Thu May 26, 2011 10:53 pm

thanks to jdfan for giving me that link to the mr siikas farm animals. it will be very useful.

when i unpacked it into the oblivion/data folder i noticed it had tons of extra files in with it that i hadnt yet seen before in those particuliar folders of mods or mod resources. such as animations in the mesh folder. do i leave them there or do i need to move them? thanks
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Chris BEvan
 
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