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theuseless

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  1. Hey there guys. You can attatch the following script to an activator. Attatch the following script to it and it should work. You can leave in the annotations if you like or remove them. scn XXXyourScriptNameHere ref gate ;declares reference variable 'gate' but still needs to be difined ref self ;declares ref variable 'self' but still needs to be difined short triggered ;declares variable 'triggered' and defined at 0 begin onActivate ;this starts the script when the switch is activated set gate to getParentRef ;defines variable 'gate' as what this switch is parented to set self to getself ;defines variable 'self' as the switch if triggered != 1 ;says if the animation is in default position (triggered is not equal to 0) self.playgroup forward 0 ;says to play the animation on the switch gate.playgroup forward 0 ;plays animation on the parent set triggered to 1 ;tells us that this has been done, animations are not in default state elseif triggered == 1 ;says if that didn't work because the animations have been run self.playgroup backward 0 ;reverses animations gate.playgroup backward 0 set triggered to 0 ;says that endif end All you need to do is attatch that script to any (unique) activator. Make both the target and the trigger persistant. That's all for a basic trigger. No, not all activators have animations attatched, but you can rotate a door untill it is sideways. So you're asking, yeah but how does this help me? Or you are saying, yeah, I already know that. Well then we will make a trap door that activates when you are over it. First find your door (like doors/archetecture/castleInterior/narrowSections/ SecretDoorLeyawiinPrivate. This could be a suitable alternative if scaled and rotated properly. You don't even need to attatch a script to it! Then make a unique trigger for it by going to world objects/activator/misc/triggers and find one that looks the correct size. Edit the trigger's ID (make it UNIQUE) and then make the following script and attatch it: scn XXXyourScriptnameHereXXX ref target begin onTrigger player short triggered ref target short triggered begin onTrigger player if triggered == 0 set target to GetParentRef set triggered to 1 if triggered != 1 target.playgroup forward 0 set triggered to 1 elseif triggered == 1 target.playgroup backward 0 set triggered to 0 endif endif end end It works in exactly the same manner as the other script, but since the trigger is not an animated object (reference), we don't need to playgroup it forward or backward. Also they trigger "begin onTrigger player" instead of GameMode or onActivate. You should now have a square brick that moves like a trap door, activated when the player passes over it (you are giong to need to get a little more advanced to make it trigger on creatures or NPC. You will need to path it then). I hope that this solves your issue. I recently went through the same thing, so all I had to do was cut and paste :biggrin: best of luck and hopefully you help me someday :wink: theuseless
  2. It would be cool to get a candleholder that has a little saucer and handle that gives off just a little less light than a torch, but cool for style purposes. I would love to see that one made.
  3. Bow to the temporary might of theuseless!!! Behold simple mortals, I am he who is the winner!!!!
  4. Hey there buddy. Back again. I found a portcullis that works with any of the aforementioned scripts, tho not nearly so grandiose. It is located at Activators/Dungeons/Caves. You get the CGate01 and the open version as well. I have tried these extensively with all the aforementioned scripts and other, vanilla, scripts. They animate perfectly as long as you use Vagrant0's first script as is. If you want to link them to other stuff, the scripting is already present vanilla. For a funny repeat effect (funny after I found my fix lol) try triggering the doors with vanilla rfswitch01. I haven't tried to modify the scripts to add the damage effects from the mace traps, but I'm sure its possible. Anyways, you can scale these gates up if you so choose, just remember to make a unique activator with functioning scripts attatched to open them. I hope this solves your problem (the portcullis style gates come fully decked out with architecture to make them look nice and smooth. I'll pm you this as well to make sure that you aren't wasting all your time looking for answers like I did :thumbsup: Hope this helps you out, theuseless
  5. It sounds to me like you need to follow the advice of the pros and re-order the unrecognized mods by hand. You might try to load w/o them and see if the SI quest advances. If that works, find similar mods and re-order by hand (using full balo is easiest for me, but you can re-order through Obmm if you want). example: Order house mods with house mods,weapons and armours together, mods that change the environment with mods that do the same, etc. Patterns will emerge. Then place bashed patch last and rebuild it. Not sure, but this should fix it. It is almost certainly a load order problem, and I've never seen a load list with mods after the patch. That means that the mods you are loading last are modifying the bashed patch's hard work and nullifying parts of it. This is more than likely where your problem stems from. I would strongly recommend trying to load your game without all those final mods (the unrecognized ones) to see if that's the problem. I would put money on it and I'm not the most experienced. Second, there is at least 1 problem and 1 redundancy that I can spot off quickly skimming the list. error: EiAmod.esp . Note: Use 'EiAmod_ShiveringIsles.esp' compatibility patch if using Shivering Isles. You probably should use the SI version. I am only assuming that it is named differently. That might help And I assume that you have the Mobs version of the UO SI patch. UOP Vampire Aging & Face Fix.esp is redundant with CosmeticComp. CosmeticComp changes the vampire aging and faces. The bashed patch is using the data from CosmeticComp to overwrite the UOP. This mod should be deleted as it is causing your data folder to bloat. Check the list of changes affected by CosmeticComp to find other redundant files that don't need updating. This list pointed me to some cool mods, but I don't have the time to test it for you. It looks like if you re-order your mods, update your EiAmod and rebuild your patch last you should be able to play. I'm familiar with some but not all your mods. I hope that you find your answer. Again, I'm putting my money on the load order problem. If not, smegmus maximus.additem 'gold001' 10000. Hope that I could be of help, theuseless
  6. I am fairly new to making mods, but have played mods enough to think that you might have a problem with 2 of your mods. It sounds like something minor (like a timer, short counter or ref) got confused and is trying to modify with scripts that it wasn't intended. I had a problem like this that didn't start immediately. I had Reneer's Guard Overhaul and I can't remember what was affecting the problem. The problem was that the doors to cities would always be locked. I didn't think it was a mod conflict either until it happened over and over with new saves, only after time. I uninstalled any conflicting mods and playtested until I found the problem. I'm sure that there's an easier way to fix conflicts, but I haven't gone into the mod cleaning tutorials yet. That might help, might not. Also, is your patch up to the 3.x unofficial fix? That helped me with a lot of my issues when playing with a hundred + mods. If I didn't add anything usefull, I'm sorry. My name states it all, theuseless. Just thought I might interject my opinion (not necessarily advice).
  7. It seems that for some reason, I can't always see all the text posted in a topic. I find that I have to cut and paste to a simple txt doc. Is this something that I need to set in my Firefox settings? I just upgraded and the bastitches didn't save my preferences (wish they'd give me an ini file lol). It is somewhat annoying and having to copy/paste, but worth it for some of the posts in here. Also, its not that way all the time. It seems to be somewhat random (I haven't discerned the pattern yet at least).
  8. I seem to be having the Exact same problem. I have the playgroups set fine, the scripts following work perfectly for me with other gates. I'm only having issues with this one gate for the moment, KvatchCastlePortcullis02. I have the following script running on the Switch: scn tUL665TharnstEntOpenerScript ; activates parent after a 2 sec delay short open short next short busy float timer ref mySelf ref myParent begin onActivate ;tells the switch what to do when activated if busy == 0 if open == 0 playgroup forward 1 set open to 1 set next to 1 set timer to 2 else playgroup backward 1 set open to 0 set next to 1 set timer to 0.5 endif set busy to 1 endif end begin gameMode ;sets up references and tells the switch that when it is activated, to activate it's parent reference if next == 1 && timer <= 0 set mySelf to getSelf set myParent to getParentRef myParent.activate mySelf 1 set next to 0 endif if isAnimPlaying == 0 && busy == 1 set busy to 0 endif if timer > 0 set timer to timer - getSecondsPassed endif end begin onReset ;resets the switch when the cell resets reset3DState set next to 0 set open to 0 set busy to 0 end and the actual gate script: scn tUL665TharnstEntDoorScript short init short next short lowered short busy ref mySelf ref myParent begin onActivate ;tells the drawbridge what to do when activated if isActionRef player == 1 if lowered == 0 message "This gate is lowered remotely." else message "This gate is raised remotely." endif elseif isActionRef mySelf == 0 && busy == 0 if lowered == 0 ;if activated and the bridge is up, push the bridge down playgroup forward 0 set lowered to 1 else playgroup backward 0 ;if activated when the bridge is down, pull the bridge up set lowered to 0 endif set next to 1 set busy to 1 endif end begin gameMode if init == 0 ; set up ref variables set mySelf to getSelf set myParent to getParentRef set init to 1 endif if next == 1 myParent.activate mySelf 1 ; this says "if I am activated, activate my parent reference" set next to 0 endif if isAnimPlaying == 0 && busy == 1 set busy to 0 endif end I copied the script from a tutorial I went through. It is missing a small bit of code (to reverse the gate/bridge's original appearance) to try to attempt to fix this. (I omitted the enable/disableLinkedPathPoints in this one for clarity) There were no changes. Did nothing. The code looks clean on paper... So then I found my way here and tried the script that the brilliant Vagrant0 posted. I had to set the playgroup variables (i set them to 0) so that the code looks like this: scn tULTharstEntOpenerTESTScript ref gate ref self short triggered begin onactivate set gate to getparentref set self to getself if triggered != 1 self.playgroup forward 0 gate.playgroup forward 0 set triggered to 1 elseif triggered == 1 self.playgroup backward 0 gate.playgroup backward 0 set triggered to 0 endif end This works like a beauty on everything else, but won't solve the problem with the animations. Now I know that its a problem with either the CS, the gate anim, or my comp. Thanks for the code to kill clutter scripts Vagrant0. I will still use the longer scripts for complex daisy chains, but those simple ones help a lot. I hope that there is a solution to this, Matt (Inggrish). If you happen to find either a solution or a mod that allows a cool gate as a modder's resource, please let me know. I will do the same, theuseless
  9. As I am new to scripting, I don't even know if it is possible, but wouldn't it be cool to order your companions to serve you in your castle? What if a mod had jobs that you could assign to npc companions. Like a castle that is devoid of servants to begin with, but then you find somebody for the master of the hunt, your cook, the peasants and so forth. Just a random idea. So each companion would be ordered to specific job titles, which would place them into the scripting written for each of the jobs. So you could grab a non scripted npc and insert them into the role. I think that would take it over the top. If this flat out isn't possible, please let me know. I will add this to my list of "coolest long term goals" until then.
  10. I would like see a feature that allows us to rate each article of feedback on our posts. I already look for kudos and all, but it would be nice to be able to see individual relevance as set by the topic's creator. Thank you for making such a wonderful website. I wish that I could have read your tutorial on how to install mods when I started playing them a couple of months ago. Now, thanks to your community, I am making my own mods better.
  11. Wow, thank you so much Vagrant0! These are precisely the answers that I was looking for and such a fast response. Load times don't make too much of a differnce with my comp, but these guidlines are very useful. I do want to use large rooms still, but now I know how to break them up. They are each roughly each 2,000 - 2,500 in distance at the largest, from one wall to the other. I like your idea of black fog tho, I'm gonna use that, along with spider webs and darker lighting to hide visability of hidden doors/chests. I will also release a version with it broken down into cells based on rooms, but for now I'm building it as a whole (I can split it into individual cells later). If there were a way to rate usefulness of comments in here, I would give you a perfect 10 (which is unheard of for me). Thank you again with your informative, quick and easy to understand response :yes:
  12. I am new to making my own content, but I have completed a number of tutorials on how to make a mod. I now feel like I have the hang of it and want to take it to the next level. So i have a floorspace that took a week to lay down and fit seamlessly. It is a huge castle with many secret passageways and secret rooms. I have been looking in these forums for hours and googled myself to death but I can't find an answer to my question. How many cells should i split the castle into, and how much should each cell contain? I ask because as it stands now, I am ready to add items, npc's and quests (I'm a tutorial hound and have tried and tested many on small scales). Is there a recommended range for how much is loaded in a single cell? Can I make an open castle that contains all the combined info in one cell for high performance, and release a multiple celled version for low performance comps? As I stated earlier, I am new to modding but I am willing to learn and open to any suggestions please. :thanks:
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