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RomanR

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  1. Yes, books in Oblivion can only teach skills by default, but you can assign script to a book to add a spell of your choice. The simplest one would be like this: scn RomRBookTeachSpell ;if book was activated in a world begin OnActivate if GetActionRef == player player.AddSpell MySpell Activate else Activate endif end ;activated in inventory begin OnEquip player player.AddSpell MySpell end With OBSE you can add condition using HasSpell function to not try to add a spell every time, but it will work without it too.
  2. I suspect that this summon script isn't prepared for situation when summon spell is cast in rapid succession and is working right only when you wait until the spell finish itself. If not, the script will skip some phases because measured time for them didn't come. Regarding problem with fast travel/waiting/sleeping - after this the spell is no longer active, so there is nothing to control your creature anymore with script as it is. You will need to add ScriptEffectFinish (preferable choice) part or external source script must be running which can handle both situations.
  3. The summon script you mention is clearly made for persistent references, in short it simulates summoning by moving a creature from its "cage" (propably located in dedicated cell) to you and back. Is your summon persistent? Also with "No level processing" flag ticked (many creatures has) such creature will not run any AI package or script (so creatures made for summoning have this flag off and "Quest Item" flag on - makes them updated more often and their bodies will not be removed on cell reset) if you aren't in same cell. Regarding Spriggan's death I'm not sure, maybe it's something in summon script again.
  4. You're using Dispel command at a wrong time. Timer conditions are mismatched too, making a "fade phase" never to occur.
  5. Propably inserting "Dispel" command would help, if it's really the only problem: if ( timer > 30 ) ;Creature is dead and fade timer passed ;Move our creature back to its holding cell if killed == 0 SUMN.kill endif SUMN.moveto CreatureCageREF 0 0 10 ;Reset our creature if dead SUMN.resurrect ;Set our creature to an unprocessed state SUMN.disable ;If creature was killed by something else, dispel a summon spell if killed != 0 set killed to 0 dispel {Editor ID of this spell} endif endif ;Adjust timer state for early fade/disable upon death if ( SUMN.getdead == 1 ) && ( timer < 28 ) set timer to 28 set killed to 1 ;new short "flag" variable endif
  6. After some research and tests I'm positive it can be done. For ranged spells you can use invisible activators positioned in front of you - first one will shoot spell of your choice, second will serve as a target in which direction the first one will shoot. For positioning you will need OBSE, as vanilla doesn't have needed functions. Also positioning them at right direction is quite tricky in first person, but for races scaled near 1 doable. However using activator will bring some small disadvantages: 1. By default this won't raise any skill, but it can be arranged using OBSE function. 2. Doesn't trigger a crime when hitting friendly NPC (if you care of course). 3. Friendly fire (you can be hit by your "own" spell if not carefull). 4. On my computer projectile from activator doesn't light surrounding enviroment for some reason (but as I named my test power Mind Projectile, it's propably fitting). I can upload my test mod, if there's still interest, but bear in mind it's largely experimental - reasonably tested though.
  7. Yes, flags like "Must Complete", "Continue If PC Near" and "Must Reach Location" are blocking other packages to start if conditions to finish such flagged package aren't met, resulting in seemingly wrong behaviour of NPCs. If you want speed up your travel package a little, you can tick "Skip Fallout Behavior" (NPC will not engage other activities like conversations) or "Defensive Combat" (NPC will not engage in combat until attacked first). Propably the best is to link something for study: https://cs.uesp.net/wiki/Flags_on_Packages
  8. I would suspect something with network, since problem persist through different devices. If you can play your own recordings (music, sounds, video with sounds) on all these devices just fine, I would assume that PC, TV and smartphone is OK. Also many people are listening to music with too high volume, intesifing any imperfection of record and damaging their own hearing in the process. In this case just one linked video is propably not enough example. Perhaps your internet connection is the culprit and not your PC in the end?
  9. SMT stands for Simultenous Multi Threading. It allows modern CPU handle more than one HW thread (mostly two) and can boost overall speed when SW is written for it (high parallel tasks like rendering etc.) Speed gain can be about 20%. System sees such CPU with more cores than it really has. MSI mode is another interupt handling style. I practically know nothing about it. From googling it speeds up interrupt handling by writing directly into mapped memory. However such interrupt is unshared, so don't use this mode for devices with shared IRQs. But as I listen to music in video you linked, I don't hear anything wrong (except short sound drop on about 12:00, but it could be caused by anything as it's online) and load of my CPU was mostly at 2%. If you have problems while playing music and sound saved locally too, something seems slowing processing so much that sound buffer is drained too early before is filled with next sound data.
  10. Well, if my memory serves right, if you have too high infamy for starting Knights of the Nine questline - it should be enough to make pilgrimage to all wayshrines of the Nine and it should reset your infamy to 0 (without Knights of the Nine it wasn't possible before). After this you speak to the prophet and after you answer "You are right, I'm not worthy..." he should respond with that gods will decides for themselves and he will give you a map with wayshrines you must visit. After visits and return to him the questline should start.
  11. If the driver or codec used used isn't a problem I would try to switch off the efficient cores and also SMT in UEFI Bios, if it's possible. Efficient cores are still something new and scheduler in Windows isn't much good. Also running Task Manager while playing something could show if some core is overloaded to 100%. Windows 10/11 loads CPU much more than older systems, so switching some unecessary programs/services/schedule tasks off can improve things, but in this case you must know what you're doing. Edit: It's also good to check yor sound card capabilities and settings according to sound specs. If system or codec must resample a sound, it adds time to sound playing/processing. Regarding SoundBlaster - I disposed of my SoundBlaster X-Fi and returned to integrated RealTek Codec, because of various problems with drivers. At least on paper any external sound card isn't much better than capabilities of integrated one and if all effect are now computed by CPU so what? We have plenty of cores now.
  12. In my opinion, I would make these changes: Begin ScriptEffectStart ;Set temp reference for scripting. ;Allows faster transition of script as template. Also allows for leveled summon. set SUMN to SummonRat1REF ;Reset our creature if re-summoned before time runs out on spell SUMN.disable ;Now we move our creature to the Player ;Move the creature reference to the worldspace of the Player SUMN.moveto Player 30 30 10 ;Make our creature visible and active SUMN.enable ;Set variables set fade to 1 ;Resets the alpha fade variable to 1 set timer to 0 ;Reset timer set playonce to 0 ;Reset stage End On second part I would change order of commands: Begin ScriptEffectUpdate ;Increment timer set timer to timer + GetSecondsPassed ;Play introducing effect first if ( timer > 0.1 ) && ( playonce == 0 ) ;Play effect for creature entrance SUMN.pms effectSummonMythicDawn 1 set playonce to 1 endif ;If something kills a creature before a time out, move a timer ahead if ( SUMN.getdead == 1 ) && ( timer < 28 ) set timer to 28 endif ;kill a creature and set it to fade if ( timer > 28 ) && ( playonce == 1 ) if SUMN.GetDead == 0 SUMN.kill endif set playonce to 2 endif ;Fade creature if ( playonce == 2 ) set fade to fade - 0.03 SUMN.saa fade endif ;once creature faded or was a time out, prepare it for next summon if ( timer > 30 ) ;Creature is dead and fade timer passed ;Move our creature back to its holding cell SUMN.moveto CreatureCageREF 0 0 10 ;Reset our creature if dead SUMN.resurrect ;Set our creature to an unprocessed state SUMN.disable endif End Now it should be clear: you need to adjust timers in three parts - "moving timer ahead" part, "killing a creature" part and "prepare next summon" part.
  13. @GamerRick Well, that comment pointed out to this topic. It got me thinking that under some conditions the DXT1 compression could be used to decrease size of texture even further without significant visual loss of quality. Still as I'm not a graphician of any sort, so I had an idea to ask you, as you brought it up recommending that Optimizer Textures program and you have more experience. I hope you didn't mind. Perhaps with today's GBs of VRAM available, such discussion doesn't matter much anyway.
  14. Guessing from your favourite it's for Oblivion, right? In that case for returning exact AI package you can use OBSE, precisely GetCurrentPackage/GetCurrentEditorPackage. In vanilla you can use GetIsCurrentPackage function. Also it's good to check if your NPC is actually doing the action you want using GetCurrentAIProcedure. Maybe it will be enough using this function alone, if such precission isn't needed.
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