Quick Questions -- Quick Answers, The Seventeenth

Post » Fri May 27, 2011 3:49 am

I'm a bit knackered at the moment, so I'm not even going to bother trying to think this through myself.

If I have sixty items, and I want them for sale by vendors, and I want you to be able to buy any or all of the items from any of a particular class of merchants, what's the recommended way to do it?

In other words, I want to create sixty armor stands that people can buy and have them for sale from general goods merchants. I want the player to be able to get them in all the Oblivion towns so they won't have to carry heavy items halfway across the map to where ever they actually live. But, there will only be the sixty items, no more, and I don't want to have ten in each town because then you still have the player having to transport them.

Most of all, I want to ensure compatibility.
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Mr. Ray
 
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Post » Fri May 27, 2011 4:15 am

if doonce !=1		player.activate superdoor		set doOnce to 1	endif


Can someone help make this work, if i take out the if statement with dOnce it works fine (same script as scales of pitiless justice) but if i want it to teleport you by activating a door please help


I think you need a space in your "if doonce != 1" statement.

And I think that is trying to make the door activate the player.
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Red Bevinz
 
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Post » Fri May 27, 2011 9:14 am

Ok that worked thanks :D
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Bones47
 
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Post » Fri May 27, 2011 11:22 am

Also, if doonce != 1 can be shortened to if doonce - the two statements mean exactly the same thing, but the second is easier to read and is actually executed marginally faster by Oblivion.
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JLG
 
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Post » Fri May 27, 2011 2:37 am

I think I've tumbled on a way to work in my merchant inventory and make it extremely compatible. Basically I drag the chest around with the player everytime he talks to a merchant.

But now I'm wondering what exactly is special about the Repair Hammer that makes Smiths sell it? Is it hardcoded in the game and can it be exploited.

Seems like an armor stand would be the type of thing a smith sells, but it's currently a miscellaneous item and I'm not sure I want to make it an armor item just for the sake of this.

Expanding the smiths items they offer is a possibility, but it would result in them selling every other misc item they own....so that seems like a bit much.
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Brooke Turner
 
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Post » Fri May 27, 2011 1:12 am

I'm looking for a tutorial to add elements to creatures. I'd like to add some armor to skeletons.
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Cash n Class
 
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Post » Thu May 26, 2011 8:49 pm

Hey I downloaded a mod called "shadow ranger" or something like that. Anyway I only want the armour I really don't want the companions or anything so I'm trying to make my own .esp to place the armours into the world. The problem is I can't figure out how to do it, I go into armour and click new it then comes up with a window and I do everything until the bit where you have to add nif files. In the mesh folder there are 2 nifs for each armour male and female and I'm really confused... :shakehead: please help

EDIT: by the way I'm sorry, I don't think I articulated myself very well.
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Harry Hearing
 
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Post » Fri May 27, 2011 11:53 am

I'm looking for a tutorial to add elements to creatures. I'd like to add some armor to skeletons.


If you go into to 'edit base' window for the skeleton you will see the inventory tab at the top. Just drag the items from the object window into the skeletons inventory. But make sure you create a new form so you don't add armor to ALL the skeletons. :)
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Barbequtie
 
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Post » Fri May 27, 2011 2:02 am

Hey I downloaded a mod called "shadow ranger" or something like that. Anyway I only want the armour I really don't want the companions or anything so I'm trying to make my own .esp to place the armours into the world. The problem is I can't figure out how to do it, I go into armour and click new it then comes up with a window and I do everything until the bit where you have to add nif files. In the mesh folder there are 2 nifs for each armour male and female and I'm really confused... :shakehead: please help

EDIT: by the way I'm sorry, I don't think I articulated myself very well.


It sounds like you are doing everything correctly. Just load either the male or female NIFs then find them in the object window and go from there. If this .esp is just for you then load either male or female. If this will be public, add both the male and female and place them both in the world.
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Lalla Vu
 
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Post » Fri May 27, 2011 10:06 am

It sounds like you are doing everything correctly. Just load either the male or female NIFs then find them in the object window and go from there. If this .esp is just for you then load either male or female. If this will be public, add both the male and female and place them both in the world.



I'm really confused though there are 2 nif files for both male and female for each armour and also I did try the mod yesterday I placed it just outside chorrol near the stables so I couldn't miss it but when I tested it, it wasn't there so... I think I'm doing something wrong
Oh and it wasn't the load order.
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MISS KEEP UR
 
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Post » Thu May 26, 2011 8:44 pm

If you go into to 'edit base' window for the skeleton you will see the inventory tab at the top. Just drag the items from the object window into the skeletons inventory. But make sure you create a new form so you don't add armor to ALL the skeletons. :)


Wait. I mean body armours. Is that what you mean?
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T. tacks Rims
 
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Post » Fri May 27, 2011 12:06 pm

Wait. I mean body armours. Is that what you mean?
Body armours on skeletons have to be added in Nifskope or Blender or similar programs. Skeletons can't wear armor, so you have to make them a new body that already includes the armor.

Once that's done you can change the body mesh in the CS.
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Trevor Bostwick
 
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Post » Thu May 26, 2011 10:25 pm

Body armours on skeletons have to be added in Nifskope or Blender or similar programs. Skeletons can't wear armor, so you have to make them a new body that already includes the armor.

Once that's done you can change the body mesh in the CS.


That's what I thought. I just want to add some shoulder pads to my skellies. :P
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Nikki Lawrence
 
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Post » Fri May 27, 2011 4:23 am

Hey guys,

Does an Enable / Disable effect work if you are near the object which gets Enabled disabled? or do you need to enter another worldspace or interior for the world to update?
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Kelly James
 
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Post » Fri May 27, 2011 1:10 am

Does an Enable / Disable effect work if you are near the object which gets Enabled disabled? or do you need to enter another worldspace or interior for the world to update?
Works fine no matter where the object is. It's used quite often in the game.






Question from me: Do we know what causes a mesh to fall through the floors of certain places? Seems to happen primarily where there is already a hidden object under the floor, but weapons don't fall through, while my armor stand seems vulnerable to it.
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Riky Carrasco
 
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Post » Thu May 26, 2011 9:58 pm

I'm having trouble trying to make a mod plugin to Elsweyr Anequina. I converted it to a master using bash but EVERY SINGLE time I try to save it crashes. Could someone give some help with this?
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claire ley
 
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Post » Thu May 26, 2011 8:28 pm

Quick question(s): I'm trying to make a mod involving training costs where it sets them on the fly pursuant to various variables. So I'm curious if...

A ) There's a way (with OBSE or not) to detect what skill is offered in the training menu (1028) prior to user input (I see the OBSE function "gettrainerskill" but being a script noob I dunno how to make that target the trainer from which the training menu is opened - unless a menu script constitutes a non-reference script). EDIT: Just found GetActiveMenuObject & GetActiveMenuRef - guess I'll try those unless someone knows offhand.

B ) Also curious if there's a simple way to tally total skill advances or total skill value (skill+skill+skill) without doing 21 scripted reference checks each time.

Thanks.
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Nathan Hunter
 
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Post » Thu May 26, 2011 11:09 pm

What is the simular function to Gamehour?

I'm having a problem, I want my lumberjack to produce 150 wood per hour from 4 am to 10 pm, but when I'm using the gamehour then when the clock reach 22, then the game can't find out that the next hour is 4.
So far I fixed this, with adding a Gamedayspassed and then when it gets next day, then it returns all the varibles to 0.
But a problem occur, if the clock is around 5 pm and you wait till next day then gamedayspassed don't resets the variables to 0

Here's my script

EDIT: I think i fixed it, here's my final script

	If Lumberjack1 == 1		If Gamehour >= 4 && Gamehour <= 21			If Lumberjack1do == 0				set Lumberjack1Hour to Gamehour + 1				set Lumberjack1curday to Gamedayspassed + 1				set Lumberjack1do to 1			...			elseIf Lumberjack1do == 1				if Gamedayspassed == Lumberjack1curday					set Lumberjack1do to 0					set Lumberjack1hour to gamehour				...				elseif Gamehour > Lumberjack1hour					set wood to wood + 150					messagebox "Your lumberjack has produced 150 wood to you"					set Lumberjack1do to 0				endif			endif		...		elseIf Gamehour > 21 || Gamehour < 4			set Lumberjack1do to 0			set Lumberjack1hour to gamehour		endif	endif

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Jonathan Montero
 
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Post » Fri May 27, 2011 10:40 am

Another question,

How would I give the player information about what a Variable's current value is?
is there a way to insert this in a messagebox or what do I have to do?
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Auguste Bartholdi
 
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Post » Thu May 26, 2011 9:05 pm

How would I give the player information about what a Variable's current value is?
is there a way to insert this in a messagebox or what do I have to do?

There are some examples at the http://cs.elderscrolls.com/constwiki/index.php/MessageBox (and http://cs.elderscrolls.com/constwiki/index.php/Message).
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Georgine Lee
 
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Post » Fri May 27, 2011 9:12 am

Other random question...

Is it possible to force a player/actor to drop an item while retaining its (current) stats? IE, replicate going into one's inventory and dropping it (without opening the inventory)? Because both drop & dropme from what I've read reset the item. Is it really super difficult to replicate going into the menu and dropping an item or am I missing something?
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Anna S
 
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Post » Fri May 27, 2011 1:11 am

I'm making a retexured tileset and I've run into this http://img377.imageshack.us/img377/606/errors.jpg. I've tried changing the material in nifskope but it's made no change, nor does changing it to another texture that I know doesn't do this. Anyone else got any ideas?
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Darian Ennels
 
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Post » Fri May 27, 2011 12:43 am

Have you tried changing the four colour settings in nifskope, particularly the emissive colour option?
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Vincent Joe
 
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Post » Fri May 27, 2011 12:03 pm

Have you tried changing the four colour settings in nifskope, particularly the emissive colour option?


Would that have an effect on the model in game? Because that's an in game screen, it doesn't show up like that in nifskope of the CS.

EDIT: Also, a scripting question. How should I script an activator to enable a fire whenever it comes into contact with fire? Ex: Torch, fire spell, fire enchant etc. If it matters a whole lot I'm trying to make puddles of oil that set on fire. :P
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Eduardo Rosas
 
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Post » Fri May 27, 2011 7:58 am

Would that have an effect on the model in game? Because that's an in game screen, it doesn't show up like that in nifskope of the CS.
It should. A while back MMM was suffering from glow in the dark ogres and lowering the emissive colour settings helped a great deal.

EDIT: Also, a scripting question. How should I script an activator to enable a fire whenever it comes into contact with fire? Ex: Torch, fire spell, fire enchant etc. If it matters a whole lot I'm trying to make puddles of oil that set on fire. :P
Fire spell could be done with "OnMagicEffectHit". Torch and fire enchant would be harder. You'd need to detect collision with the player or NPC somehow and test if the player or NPC has a torch or an item with a fire enchantment. I assume you are looking to detect accidental collisions, not activations, so that will require a collision box activator like the ones for traps.

Essentially, you'd have to have one check for magic effect attacks, and then a trap set up that check for other sources of fire and activates your fire "trap"
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jessica Villacis
 
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