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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. 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

  3. 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

  4. 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).

  5. 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).

  6. 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

  7. 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.

  8. 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.
  9. "The maximum distance of active area around the player is roughly 8000 units."

     

    "For best performance, you shouldn't have any more than 6 or 7 actors per section of an interior."

     

    "In dungeons, people will often make sure they've cleared out their current cell (and save) before entering through any load doors, ... so that the player doesn't lose everything due to crash or minor mistake."

     

     

    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:

  10. 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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