Quick Questions -- Quick Answers, The Twelfth

Post » Thu May 26, 2011 10:42 pm

-How to change those dark textures (canopy shadows?) on the landscape?
And why some texures don't apply in certain cells, making those sharp borders between types of textures? How to overcome that?

Examine http://www.shrani.si/?43/vG/3CtMtPg2/terrain.png picture, for instance ...
Anyone?

-Also, how can i tweak CS to show more than 5x5 cells. I know it's ugridstoload, but when i change it to higher value, it doesn't apply, it just goes back to 5. I restarted CS, but it doesn't help.
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Shiarra Curtis
 
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Post » Fri May 27, 2011 6:34 am

i have tried to add the dance animation to a breton but it does not work, is it because the animation is only for imperials? its a little strange?

all animations will work on all races (except for tail animations won't work on non-beast races).
Pacific Morrowind
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W E I R D
 
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Post » Thu May 26, 2011 11:45 pm

it does nok work on my breton woman, but maybe there's something wrong with my conditions :D hehe
are you sure pacific also if its unique animations?
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CYCO JO-NATE
 
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Post » Fri May 27, 2011 4:03 am

it does nok work on my breton woman, but maybe there's something wrong with my conditions :D hehe
are you sure pacific also if its unique animations?

Idles defined under the "Characteres\_male" entry are usable by all playable races ( except for those with tails )
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ImmaTakeYour
 
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Post » Thu May 26, 2011 10:39 pm

the Dance under "Characteres\_male" Called SeDance did not work on my breton Female and i did the exact same thing as for my imperial, i'm sorry to repost this but i'm quite sure
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John N
 
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Post » Fri May 27, 2011 2:52 am

the Dance under "Characteres\_male" Called SeDance did not work on my breton Female and i did the exact same thing as for my imperial, i'm sorry to repost this but i'm quite sure

Make sure the calling actor fulfills all of the idle's conditions. Better still, make one and follow the tutorial I previously posted.
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alyssa ALYSSA
 
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Post » Thu May 26, 2011 7:58 pm

I made it work with a imperial using the exact same conditions
a Getisid
and getdistance

ofcourse changed to the proper references but it did not work with the breton :)


nevermind, there's no idea in discussing this
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^~LIL B0NE5~^
 
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Post » Fri May 27, 2011 9:04 am

How do I make my mod take values from an Ini file I made myself?
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Elea Rossi
 
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Post » Fri May 27, 2011 4:17 am

How do I make my mod take values from an Ini file I made myself?

Take a http://www.gamesas.com/bgsforums/index.php?s=&showtopic=992755&view=findpost&p=14507919
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Alexis Estrada
 
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Post » Thu May 26, 2011 8:56 pm

Thanks

Edit: Can someone look this over for me? It gives me a "max nesting of 10 exceeded" Error
ScriptName PaladinTalentScriptShort ChoiceShort Choice2Short TalentTree1Short TalentTree2Short TalentTree3Short Tree11Short Tree12Short Tree13Short Tree14Short Tree15Short Tree21Short Tree22Short Tree23Short Tree24Short Tree25Short Tree31Short Tree32Short Tree33Short Tree34Short Tree35Begin GamemodeIf RedTalentTokenActivated == 1	If Player.GetIsClass Paladin == 1		Messagebox "Which Tree do you wish to use your talent points in?" "Retribution" "Protection" "Holy" "None"		Set Choice to GetButtonPressed		If Choice == 0			MessageBox "Which talent do you wish to learn?" "Improved Retribution Aura" "Seal of command" "Two-Handed Blunt Training" "Sanctified Retribution" "Two-Handed Blade Training" "None"			Set Choice2 to GetButtonPressed				If Choice2 == 0					If Tree11 == 0						If Player.GetItemCount TalentToken > 0							AddFullEffectItem SHLD 5 0 0 0 RetributionAura							Player.RemoveItem TalentToken 1							Set Tree11 to Tree11 +1							Set TalentTree1 to TalentTree1 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					Else						Message "You already have this talent"						Set RedTalentTokenActivated to 0						Return					Endif				Elseif Choice2 == 1					If Tree12 == 0						If Player.GetItemCount TalentToken > 0							Player.AddSpell PaladinSealCommand							Player.RemoveItem TalentToken 1							Set Tree12 to Tree12 + 1							Set TalentTree1 to TalentTree1 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					Else						Message "You already have this talent"						Set RedTalentTokenActivated to 0						Return					Endif				Elseif Choice2 == 2					If Tree13 == 0						If Player.GetItemCount TalentToken > 0							Player.AddSpell Blunt2hExpertise							Player.RemoveItem TalentToken 1							Set Tree13 to Tree13 + 1							Set TalentTree1 to TalentTree1 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					ElseIf Tree13 == 1						If Player.GetItemCount TalentToken > 0							Player.AddSpell Blunt2hMastery							Player.RemoveItem TalentToken 1							Set Tree13 to Tree13 + 1							Set TalentTree1 to TalentTree1 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					Else						Message "You already mastered two-handed blunt weapons"					Endif				Elseif Choice2 == 3					If Tree15 == 0						If Player.GetItemCount TalentToken > 0							AddFullEffectItem RDEG 5 0 0 0 RetributionAura							Player.RemoveItem TalentToken 1							Set Tree15 to Tree15 + 1							Set TalentTree1 to TalentTree1 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					Else						Message "You already have this talent"						Set RedTalentTokenActivated to 0						Return					Endif				Elseif Choice2 == 4					If Tree15 == 0						If Player.GetItemCount TalentToken > 0							Player.AddSpell Blade2hTraining							Player.RemoveItem TalentToken 1							Set Tree15 to Tree15 + 1							Set TalentTree1 to TalentTree1 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					ElseIf Tree15 == 1						If Player.GetItemCount TalentToken > 0							Player.AddSpell Blade2hExpertise							Player.RemoveItem TalentToken 1							Set Tree15 to Tree15 + 1							Set TalentTree1 to TalentTree1 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					ElseIf Tree15 == 2						If Player.GetItemCount TalentToken > 0							Player.AddSpell Blade2hMastery							Player.RemoveItem TalentToken 1							Set Tree15 to Tree15 + 1							Set TalentTree1 to TalentTree1 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					Else						Message "You already mastered two-handed bladed weapons"					Endif				Elseif Choice2 == 5					Set RedTalentTokenActivated to 0					Return				Endif		Elseif Choice == 1					MessageBox "Which talent do you wish to learn?" "Improved Devotion Aura" "Plate Armor Specialization" "One-Handed Blunt Weapon Training" "Shield Training" "1-Handed Bladed Weapon Training" "None"			Set Choice2 to GetButtonPressed				If Choice2 == 0					If Tree21 == 0						If Player.GetItemCount TalentToken > 0							AddFullEffectItem SHLD 5 0 0 0 DevotionAura							Player.RemoveItem TalentToken 1							Set Tree21 to Tree21 + 1							Set TalentTree2 to TalentTree2 + 1							Set RedTalentTokenActivated to 0							Return					ElseIf Tree21 == 1						If Player.GetItemCount TalentToken > 0							AddFullEffectItem SHLD 5 0 0 0 DevotionAura							Player.RemoveItem TalentToken 1							Set Tree21 to Tree21 + 1							Set TalentTree2 to TalentTree2 + 1							Set RedTalentTokenActivated to 0							Return					ElseIf Tree21 == 2						If Player.GetItemCount TalentToken > 0							AddFullEffectItem SHLD 5 0 0 0 DevotionAura							Player.RemoveItem TalentToken 1							Set Tree21 to Tree21 + 1							Set TalentTree2 to TalentTree2 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					Else						Message "You already have this talent"						Set RedTalentTokenActivated to 0						Return					Endif				Elseif Choice2 == 1					If Tree22 == 0						If Player.GetItemCount TalentToken > 0							Player.AddSpell PlateArmorTarining							Player.RemoveItem TalentToken 1							Set Tree22 to tree22 + 1							Set TalentTree2 to TalentTree2 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					ElseIf Tree22 == 1						If Player.GetItemCount TalentToken > 0							Player.AddSpell PlateArmorSpecialization							Player.RemoveItem TalentToken 1							Set Tree22 to Tree22 + 1							Set TalentTree2 to TalentTree2 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					ElseIf Tree22 == 2						If Player.GetItemCount TalentToken > 0							Player.AddSpell PlateArmorExpertise							Player.RemoveItem TalentToken 1							Set Tree22 to Tree22 + 1							Set TalentTree2 to TalentTree2 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					Else						Message "You already have this talent"						Set RedTalentTokenActivated to 0						Return					Endif				Elseif Choice2 == 2					If Tree13 == 0						If Player.GetItemCount TalentToken > 0							Player.AddSpell Blunt1hExpertise							Player.RemoveItem TalentToken 1							Set Tree23 to Tree23 + 1							Set TalentTree2 to TalentTree2 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					ElseIf Tree23 == 1						If Player.GetItemCount TalentToken > 0							Player.AddSpell Blunt1hMastery							Player.RemoveItem TalentToken 1							Set Tree23 to Tree23 + 1							Set TalentTree2 to TalentTree2 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					Else						Message "You already mastered one-handed blunt weapons"					Endif				Elseif Choice2 == 3					If Tree24 == 0						If Player.GetItemCount TalentToken > 0							Player.AddSpell ShieldTraining							Player.RemoveItem TalentToken 1							Set Tree24 to Tree24 + 1							Set TalentTree2 to TalentTree2 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					ElseIf Tree24 == 2						If Player.GetItemCount TalentToken > 0							Player.AddSpell ShieldSpecialization							Player.RemoveItem TalentToken 1							Set Tree24 to Tree24 + 1							Set TalentTree2 to TalentTree2 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					ElseIf Tree24 == 1						If Player.GetItemCount TalentToken > 0							Player.AddSpell ShieldExpertise							Player.RemoveItem TalentToken 1							Set Tree24 to Tree24 + 1							Set TalentTree2 to TalentTree2 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					Else						Message "You already mastererd shielding"						Set RedTalentTokenActivated to 0						Return					Endif				Elseif Choice2 == 4					If Tree25 == 0						If Player.GetItemCount TalentToken > 0							Player.AddSpell Blade1hTraining							Player.RemoveItem TalentToken 1							Set Tree25 to Tree25 + 1							Set TalentTree2 to TalentTree2 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					ElseIf Tree25 == 1						If Player.GetItemCount TalentToken > 0							Player.AddSpell Blade1hExpertise							Player.RemoveItem TalentToken 1							Set Tree25 to Tree25 + 1							Set TalentTree2 to TalentTree2 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					ElseIf Tree25 == 2						If Player.GetItemCount TalentToken > 0							Player.AddSpell Blade1hMastery							Player.RemoveItem TalentToken 1							Set Tree25 to Tree25 + 1							Set TalentTree2 to TalentTree2 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					Else						Message "You already mastered one-handed bladed weapons"					Endif				Elseif Choice2 == 5					Set RedTalentTokenActivated to 0					Return				Endif		Elseif Choice == 2					MessageBox "Which talent do you wish to learn?" "Improved Blessing of Light" "Improved Blessing of Wisdom" "Improved Blessing of Might" "Improved Blessing of Protection" "Flash of Light" "None"			Set Choice2 to GetButtonPressed				If Choice2 == 0					If Tree31 == 0						If Player.GetItemCount TalentToken > 0							AddFullEffectItem SHLD 5 0 0 0 BlessingLight							Player.RemoveItem TalentToken 1							Set Tree31 to Tree31 + 1							Set TalentTree3 to TalentTree3 + 1							Set RedTalentTokenActivated to 0							Return					If Tree31 == 1						If Player.GetItemCount TalentToken > 0							AddFullEffectItem SHLD 5 0 0 0 BlessingLight							Player.RemoveItem TalentToken 1							Set Tree31 to Tree31 + 1							Set TalentTree3 to TalentTree3 + 1							Set RedTalentTokenActivated to 0							Return					ElseIf Tree31 == 2						If Player.GetItemCount TalentToken > 0							AddFullEffectItem SHLD 5 0 0 0 BlessingLight							Player.RemoveItem TalentToken 1							Set Tree31 to Tree31 + 1							Set TalentTree3 to TalentTree3 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					Else						Message "You already have this talent"						Set RedTalentTokenActivated to 0						Return					Endif				Elseif Choice2 == 1					If Tree32 == 0						If Player.GetItemCount TalentToken > 0							AddFullEffectItem RESP 1 0 60 0 PaladinSkill11W							Player.RemoveItem TalentToken 1							Set Tree32 to Tree32 + 1							Set TalentTree3 to TalentTree3 + 1							Set RedTalentTokenActivated to 0							Return					ElseIf Tree32 == 1						If Player.GetItemCount TalentToken > 0							AddFullEffectItem SHLD 1 0 60 0 PaladinSKill11W							Player.RemoveItem TalentToken 1							Set Tree32 to Tree32 + 1							Set TalentTree3 to TalentTreee3 + 1							Set RedTalentTokenActivated to 0							Return					ElseIf Tree32 == 2						If Player.GetItemCount TalentToken > 0							AddFullEffectItem RESP 1 0 60 0 PaladinSKil11w							Player.RemoveItem TalentToken 1							Set Tree32 to Tree32 + 1							Set TalentTree3 to TalentTree3 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					Else						Message "You already have this talent"						Set RedTalentTokenActivated to 0						Return					Endif				Elseif Choice2 == 2					If Tree33 == 0						If Player.GetItemCount TalentToken > 0							ModNthEffectItemDuration 15 PaldinSkill11M 0							Player.RemoveItem TalentToken 1							Set Tree33 to Tree33 + 1							Set TalentTree3 to TalentTree3 + 1							Set RedTalentTokenActivated to 0							Return					ElseIf Tree33 == 1						If Player.GetItemCount TalentToken > 0							ModNthEffectItemDuration 15 PaldinSkill11M 0							Player.RemoveItem TalentToken 1							Set Tree33 to Tree33 + 1							Set TalentTree3 to TalentTree3 + 1							Set RedTalentTokenActivated to 0							Return					ElseIf Tree33 == 2						If Player.GetItemCount TalentToken > 0							ModNthEffectItemDuration 15 PaldinSkill11M 0							Player.RemoveItem TalentToken 1							Set Tree33 to Tree33 + 1							Set TalentTree3 to TalentTree3 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					Else						Message "You already have this talent"					Endif				Elseif Choice2 == 3					If Tree34 == 0						If Player.GetItemCount TalentToken > 0							ModNthEffectItemDuration 15 PaldinSkill11P 0							Player.RemoveItem TalentToken 1							Set Tree34 to Tree34 + 1							Set TalentTree3 to TalentTree3 + 1							Set RedTalentTokenActivated to 0							Return					ElseIf Tree34 == 1						If Player.GetItemCount TalentToken > 0							ModNthEffectItemDuration 15 PaldinSkill11P 0							Player.RemoveItem TalentToken 1							Set Tree34 to Tree34 + 1							Set TalentTree3 to TalentTree3 + 1							Set RedTalentTokenActivated to 0							Return					ElseIf Tree34 == 2						If Player.GetItemCount TalentToken > 0							ModNthEffectItemDuration 15 PaldinSkill11P 0							Player.RemoveItem TalentToken 1							Set Tree34 to Tree34 + 1							Set TalentTree3 to TalentTree3 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					Else						Message "You already have this talent"					Endif				Elseif Choice2 == 4					If Tree35 == 0						If Player.GetItemCount TalentToken > 0							Player.AddSpell PaladinTalentFlash							Player.RemoveItem TalentToken 1							Set Tree35 to Tree35 +1							Set TalentTree3 to TalentTree3 + 1							Set RedTalentTokenActivated to 0							Return						Else							Message "You Require a point to learn talents"							Set RedTalentTokenActivated to 0							Return						Endif					Else						Message "You already have this Talent"					Endif				Elseif Choice2 == 5					Set RedTalentTokenActivated to 0					Return				Endif		Else			Set RedTalentTokenActivated to 0			Return		Endif	EndifEndif 

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Robert Garcia
 
Posts: 3323
Joined: Thu Oct 11, 2007 5:26 pm

Post » Fri May 27, 2011 2:18 am

Nesting is when you have a condition within a condition (or loop within a loop). I'm getting the feeling that Oblivion won't handle more than 10 nested conditions.
OBSE removes some annoying things like this but I couldn't confirm.
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Wayland Neace
 
Posts: 3430
Joined: Sat Aug 11, 2007 9:01 am

Post » Thu May 26, 2011 8:28 pm

Thanks

Edit: Can someone look this over for me? It gives me a "max nesting of 10 exceeded" Error
You can reduce the amount of nesting required by sticking some things on the same line

If Choice2 == 0 && Tree11 == 0	If Player.GetItemCount TalentToken > 0		AddFullEffectItem SHLD 5 0 0 0 RetributionAura		Player.RemoveItem TalentToken 1		Set Tree11 to Tree11 +1		Set TalentTree1 to TalentTree1 + 1		Set RedTalentTokenActivated to 0		Return	Else		Message "You Require a point to learn talents"		Set RedTalentTokenActivated to 0		Return	EndifElseif Choice2 == 0 && Tree11 != 0	Message "You already have this talent"	Set RedTalentTokenActivated to 0	ReturnElseif Choice2 == 1 && Tree12 == 0	If Player.GetItemCount TalentToken > 0		Player.AddSpell PaladinSealCommand		Player.RemoveItem TalentToken 1		Set Tree12 to Tree12 + 1		Set TalentTree1 to TalentTree1 + 1		Set RedTalentTokenActivated to 0		Return	Else		Message "You Require a point to learn talents"		Set RedTalentTokenActivated to 0		Return	EndifElseif Choice2 == 1 && Tree12 != 0	Message "You already have this talent"	Set RedTalentTokenActivated to 0	Returnetc.Endif

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Pumpkin
 
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Joined: Sun Jun 25, 2006 10:23 am

Post » Fri May 27, 2011 5:44 am

Thanks for your help,but I fixed it by making a quest,then removing the line that checks if a player has the token. Reduced 3 lines to 1 there
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Harry Leon
 
Posts: 3381
Joined: Tue Jun 12, 2007 3:53 am

Post » Thu May 26, 2011 9:36 pm

Hi :D
i was just wondering, is there any way to make the MiddleBrewer01, to a activator, its mesh is not being unpacked when i unpack the BSA folder Meshes.
what do i do?
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Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Fri May 27, 2011 4:43 am

I am trying to make an NPC use the 'preaching' animation such as the one the Prophet uses quite frequently in the Knights of the Nine, but even after extensive examination of his AI, dialogue, and scripts, I cannot find how to call on this animation. Any suggestions?
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Katy Hogben
 
Posts: 3457
Joined: Mon Oct 30, 2006 12:20 am

Post » Fri May 27, 2011 4:17 am

http://cs.elderscrolls.com/constwiki/index.php/Forcing_Idle_Animations this tutorial can tell you more, the animation is not a package but is called Idle Animations
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benjamin corsini
 
Posts: 3411
Joined: Tue Jul 31, 2007 11:32 pm

Post » Fri May 27, 2011 1:24 am

-How to change those dark textures (canopy shadows?) on the landscape?
And why some texures don't apply in certain cells, making those sharp borders between types of textures? How to overcome that?

Examine http://www.shrani.si/?43/vG/3CtMtPg2/terrain.png picture, for instance ...
Anyone?

-Also, how can i tweak CS to show more than 5x5 cells. I know it's ugridstoload, but when i change it to higher value, it doesn't apply, it just goes back to 5. I restarted CS, but it doesn't help.

Can someone please answer this?
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Johnny
 
Posts: 3390
Joined: Fri Jul 06, 2007 11:32 am

Post » Fri May 27, 2011 5:24 am

How to change those dark textures (canopy shadows?) on the landscape?

Press 'H' in the CS to open the landscape editor. Check the box beside "Edit Colours", the box on the left shows the colour that your left mouse button paints, and the one on the right shows the colour that your right mouse button paints. Understand?

Also, how can i tweak CS to show more than 5x5 cells. I know it's ugridstoload, but when i change it to higher value, it doesn't apply, it just goes back to 5. I restarted CS, but it doesn't help.

This is done by changing the CS .ini file.
Change
uExterior Cell Buffer=32
to something like
uExterior Cell Buffer=64

And why some texures don't apply in certain cells, making those sharp borders between types of textures? How to overcome that?

You are only allowed a limited number of textures per quad (I think it is 4).
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Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Thu May 26, 2011 9:27 pm

Hi :D
i was just wondering, is there any way to make the MiddleBrewer01, to a activator, its mesh is not being unpacked when i unpack the BSA folder Meshes.
what do i do?

You must have missed it. It is in the BSA in Meshes/Furniture/BarSet/MiddleBrewer01. (I've just extracted it)
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Jason White
 
Posts: 3531
Joined: Fri Jul 27, 2007 12:54 pm

Post » Fri May 27, 2011 12:12 pm

Is it possible to give arrows an effect that executes when they hit anything (such as a wall), rather than only when they hit some creature or NPC? I'm thinking exploding arrows or arrows that give off light.
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Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Thu May 26, 2011 10:06 pm

Is it possible to give arrows an effect that executes when they hit anything (such as a wall), rather than only when they hit some creature or NPC? I'm thinking exploding arrows or arrows that give off light.

Yes. You'll need to track them, figure out collision and do whatever you want to do. This http://cs.elderscrolls.com/constwiki/index.php/Running_Scripts_On_Arrows will help you get started.
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Sophie Payne
 
Posts: 3377
Joined: Thu Dec 07, 2006 6:49 am

Post » Thu May 26, 2011 7:51 pm

Hey, a while back I tried my hand at messing around with weather, using one of NE's as a base to see if I could recreate it so I could learn the steps. However after changing all the values in the Weather tab the color in the distance was off. I made sure everything was exact. What I think may be wrong is that NE uses a color replacer. If this is what caused the color difference and if so how do I make a color replacer?
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Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Thu May 26, 2011 11:47 pm

i would like to know how to Add canopy shadows :P
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Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Fri May 27, 2011 8:14 am

Yes. You'll need to track them, figure out collision and do whatever you want to do. This http://cs.elderscrolls.com/constwiki/index.php/Running_Scripts_On_Arrows will help you get started.



Thanks, that's what I needed. The script developed in that tutorial works as I need to, but I'm having a bit of trouble getting my end of the script to do what I need. I've never touched a script before. I'm just trying to have the arrow create an explosion when it hits something, then disappear. The disappearing is working, but I'm unsure as to how to create an explosion. I tried creating an explosion spell (a simple Fire Damage Touch spell with an Area, with the checkbox ticked that makes it fire even when there is no Touch target) and using the Cast command. However, Cast wants a target for the spell and I'm not sure what to use there. I tried using trigRef for a target, as it should refer to the arrow itself, but that doesn't work.

There are a lot of things a bit makeshift about the way I went about this and I'm sure one or more of them are wrong. Can I use a pre-made Spell for this effect or do I need to make a script version of an explosion somehow?
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Quick Draw
 
Posts: 3423
Joined: Sun Sep 30, 2007 4:56 am

Post » Fri May 27, 2011 10:54 am

i would like to know how to Add canopy shadows :P

Press 'H' in the CS to open the landscape editor. Check the box beside "Edit Colours", the box on the left shows the colour that your left mouse button paints, and the one on the right shows the colour that your right mouse button paints. Paint a grey colour to achieve a shadow effect.
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!beef
 
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Joined: Wed Aug 16, 2006 4:41 pm

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