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Posts
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Everything posted by DxVander
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Ok thanks @Andalaybay, (visited many times the CS wiki articles but) After 2 days I understood what all that meant, resume (for other newbies like me): I wanted my script to open a container but in the player's inventory view, not the container interior (the default view). The function was just: ClickMenuButton "#42" 1008 1008 = container menu, #42= player's inventory button (the bag icon) another elements of this particular menu: #2 to #5 = main tabs (weapons tab, apparel tab, alchemy tab and misc tab) #32 = "Take all" button #33 = "Exit" button #34 = "Haggle" button if you want to know the #id for another element... 1.-use a BSA extractor (bae.exe or alike) to load the compressed file "Oblivion - Misc.bsa" (that one in the Data folder), and extract the file "container_menu.xml" (or the menu you are interested in) 2.-Open "container_menu.xml" with wordPad or another text editor 3.- search the lines that mention the icon image/button/element you are looking for, then look for the line below: <id> (#) This mod I'm working on is almost finished. You will be able to check it out soon at: https://next.nexusmods.com/profile/DxVander
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Hello Context: Oblivion/Construction Set/OBSE .- as you know ...In a Container Menu, the default view is the interior of the container, There is the function: GETContainerMenuView: (returns 1 if the player is viewing his own inventory, or 0 if viewing the container or merchant's inventory), but there is no "SETContainerMenuView" ; to change that view from a script... I´ve used the function: ClickMenuButton "#2" 1035 ; to activate the Exit button in the repair menu, but the numbers change in every menu, I´ve found the code for the "Take all" button and even "Exit" button, but not the id of the button that change the view to the player's inventory, that one with the bag icon... I've tried several numbers in the line: >>>> ClickMenuButton "#______" 1008 ; ...but havent found the one that I want if somebody could give me that id/number ...and well...where to know about other buttons... I´ve found that maybe I could type text and something like Menus\Main\inventory_menu.xml but I haven't found much about xml stuff and I still don't get it .
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The resulting Mod is this: https://www.nexusmods.com/oblivion/mods/53817 Thanks
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Thank you very much @GamerRick that was all I needed, I attached the "Clickmenubutton..." line on the script of the Repair Hammer, now they are disabled (altough the inventory menu closes too leaving the sepia screen with the character posing, I think just need to add in the code to open the inventory menu again to give the effect that nothing happened... mmm which could be that code?) and when equiped by an Activator the Repair menu works fine. Now I can start to put my anvils in every Blacksmith workshop.
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Hi I've managed to make an activator (anvil) with a script that opens the Repair menu (equipping a Repair hammer if there's some in inventory), now I need to know how to: disable the Repair menu by the Repair Hammer itself, but being still be able of call the menu on the activator. I was thinking to attach a script to the Hammers , where if trying to equip it, inmediately close the menu, or that only works near of an anvil or something. and include in the script of the activator a way to disable the script of the hammer. Is it possible?
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OMG...i was looking for this info for days, (well im an apprentice modder) now I know why it was so hard to find a mod that does that. Thanks.
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Hello, new modder here, somehow knew that it was for something like that...I just want to ask, is that a function of the Standard CS for Oblivion? I have found it in some mods but doesn´t compile if I try to use it. And if I need to install/enabe something else could you tell me how please? thanks in advance
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Hello, I recently started to use the Construction Set for Oblivion, and what can I say, I´m finally getting the features I couldnt find already made ...I just have a few questions, (I´ve seen tutorials, and done many failed tests and experiments with many of the CS tools, and I think is better not to make a mess with the game, (...sorry if bad english): 1.- I don´t know if this is the right place to post this kind of things, please tell me if not . 2.-I made a mod related with road signs (activators), how can I avoid to dismount of the horse when activate something? 3.-I found how to change the sound of a creature but I think I can´t select a new Sound from my PC, ideas? 4.-How can I make less frequent some loot object? I like to play it harder Thanks in advance, I will apreciate every constructive critic.