Various questions.

Post » Sun Nov 18, 2012 3:30 pm

(1) I have converted a worldspace ESP to ESM with TESVSnip (because it's too large to load in the CK as an ESP), and now there is a problem: When a saved game made in there is loaded, I'm teleported to the default riverwood inn cell. But teleporting myself back works fine of course. I thought originally that this was because maybe I needed to start a new game with the esm loaded, but that makes no difference. So, is it because of converting with TSEVSnip? If so, what other program can I use? If not, any ideas on why it happens?

(2) Is there a way to control the moon phases/position with a script, without changing the game time? Or a non-scripted way to make them always appear at the same place in the sky? That is what I want to do. If it's impossible, does anyone have an idea for faking it? I thought of using cloud textures but that doesn't really give me a lot of control over the color and position without messing up the other clouds in every weather condition. Also, changing the phase with the time of day for every weather would be horrible. Is there a way I can just make a flat nif that's visible from any cell and put it extremely far away without it fading out?

(3) Before I bother coding this myself, are there any script functions or non-scripted ways to move the camera cinematically? My plan is to set up lines of points as markers, and then translate through them in a spline while locking the view angle towards another target marker. This is a lot of setting up though, so tell me if there's an easy way to do it. I'm also wondering if there's a way to detach the camera from the player as well, so I can show the player character and don't have to move it back when I'm done with the sequence, and don't have to worry about the player being attacked as the camera flies around out of their control (since the player will be moving with it). Lastly, is there a way to force the player's camera pitch?

(4) fXPLevelUpMult gamesetting: How do I get this to apply for level 1 -> 2? I want to stop leveling from happening by skill increases, which works fine for level 2+ if I set this value to a very high amount, but level 1 seems to still take the default XP. Also, disabling skill level increases is not an option, because I still want skills to increase with use. Am I going to be forced to start the player at level 2 and do some UI hackery to display 1 level lower than the actual level? That would be pretty silly...
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Cedric Pearson
 
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Post » Sun Nov 18, 2012 9:48 pm

1) IDK, sorry - Quite a few on here using ESMs though, so hopefully one of them can set your straight

2) Moons. I can't answer your specific question ... but have you seen this set of "helper scripts"? http://www.creationkit.com/Complete_Example_Scripts#A_helper_script_with_functions_to_get_the_current_moonphase.2C_sync_between_the_two_moons_and_day_of_the_week

3) And no, there are no camera controls (nor seperate camera, as such) ... only moving the player (or an npc remotely controlled by the player etc), as far as I know. So you have to script the movement (couple of ways to do that ... none are particularly beautiful ... they do work though)
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R.I.p MOmmy
 
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Post » Mon Nov 19, 2012 3:23 am

2) Moons. I can't answer your specific question ... but have you seen this set of "helper scripts"? http://www.creationkit.com/Complete_Example_Scripts#A_helper_script_with_functions_to_get_the_current_moonphase.2C_sync_between_the_two_moons_and_day_of_the_week

Yeah, I saw it, but it only does the getting, and I need to do the setting.

3) And no, there are no camera controls (nor seperate camera, as such) ... only moving the player (or an npc remotely controlled by the player etc), as far as I know. So you have to script the movement (couple of ways to do that ... none are particularly beautiful ... they do work though)

I think I can do it pretty beautifully, it will just take a lot of math. :smile:
Thanks for telling me.
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Chris BEvan
 
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Post » Sun Nov 18, 2012 9:01 pm

2) As you will have seen, in the script I linked, there are no script settings for the Moons. The script I linked to simply calulates the Phase using GameTime.

Moons are part of CLIMATE: http://www.creationkit.com/Climate

But again, there does not appear to be anyway to manipulate or effect the moons with the Climate Object.

HOWEVER: You can have more than one climate (if you have more than one Region in a Worldspace), so it is possible to have different Moon Phases (or length of phase) for different climates

HOWEVER: I do not believe you can effect any of this by SCRIPT. So, I believe you will have to come up with some form of graphical work around (like your idea of using cloud textures) to achieve what you want.


You other possible option is to speak to the (ever lovely) SKSE Team and see if they have any plans for functions which may let you access Moon-related scriptable objects (the SKSE Team does do requests ... sometimes ... it seems :wink:)

You can find details of current SKSE Functionality ... here: http://www.creationkit.com/Category:SKSE
You can find them ... here: http://skse.silverlock.org/



4) Sadly, I believe you are correct ... Level-1 is "special" and is not effected by the setting. So maybe the easy thing to do is to stick with that, and give your players an easy ride just for Level-1 ... Changing the displayed value, is - I think - going to be a lot of work (if it is even possible) for not much gain?
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(G-yen)
 
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Post » Mon Nov 19, 2012 1:27 am

Okay, well I have an update on (1):

I opened the ESP with the 8192x8192 heightmap from TESAnnwynn with a real hex editor (not tesvsnip) and enabled the ESM flag, then saved it and renamed to ESM. I loaded only Skyrim.esm and this new esm, teleported to a cell, and saved the game. But when I tried to load it, I had the -same problem-.

I also tested another file in the same way, but the other one had a heightmap with only 2048x2048 size. When I did the same test with that one, things worked perfectly.

Here's another weird thing to note: With the large worldspace, I got a HUGE LOAD of script errors, but I didn't touch a thing from skyrim. Here's a sample of them:
Spoiler

[09/04/2012 - 04:46:04PM] error: Unable to bind script PlayerWerewolfCureSconceScript to (0) on (000F6090) because their base types do not match
[09/04/2012 - 04:46:04PM] error: Unable to bind script defaultsetstageondeathrefalias to (1) on (000F6090) because their base types do not match
And by huge load, I mean the log was 8 mb after 2 minutes of being in the game. There are thousands of lines of this, from various scripts. I can upload the en tire log if it would help.

So... I have edited the worldspace records of the small worldspace in the creation kit, I'll try copying that to the large one. I'll do it with a normal hex editor instead of tesvsnip as well. Actually, there's one great benefit of using a regular hex editor: it preserves the compression of the plugins.

Edit: Oh yeah, the 8192x8192 file works fine as an ESP too. It loads and saves with no problems. The only reason I need it to be ESM is because I can't open that size of an ESP with the CK.
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Allison Sizemore
 
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Post » Sun Nov 18, 2012 1:20 pm

If you can, you need to chat to one of the folks who are building a large-worldspace.

One of the teams working on a new province, or Alex - if he is around, haven't seen him post in a while?

There are quite a few large-spaces in development, so I'm surprised this hasn't been reported before (and/or a workaround being found)




Logfiles: Are those your scripts erroring, or vanilla skyrim scripts? Occasionally I get a raft of log entries - from vanilla - that make no sense ... and usually have no trace to be found of those entries, on a second run of the game ...
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Stacyia
 
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Post » Mon Nov 19, 2012 2:40 am

Vanilla scripts, I didn't have any scripts running in the test.
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ONLY ME!!!!
 
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Post » Sun Nov 18, 2012 7:39 pm

I also have a too large worldspace to open as a esp in the CK, 16384x16384. I get the same load problem as you get, as I remember it when I don't have my esm dependent on the Skyrim.esm or if I have used TESVSnip. I get the problem regardless if it is a large or small worldspace. I did these tests a long time ago, so I don't remember all the specifics anymore.
I don't know how to setting up a dependency without using the CK or TESVSnip, some make it work using Version Control, but that did not work for me. I'm waiting for GeckoV to be finished, hopefully it's exactly the tool we need.
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IM NOT EASY
 
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Post » Sun Nov 18, 2012 4:55 pm

Yeah i get this, lets call it the Large Worldspace Save bug, as well for my large worldspace.
I'm at 6 quads by 12 quads.

I've seen it being posted elsewhere but without a solution.
I hope someone figures this out.
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Stat Wrecker
 
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Post » Sun Nov 18, 2012 4:31 pm

Okay, thanks for letting me know that it's not just me. Will post with results if I have learned anything new.
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Katharine Newton
 
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