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Everything posted by bomo99
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Hello, i have made some npcs in the CS and want to use them later, just in the process to see if they are working before i start scripting them, but for some reason when i enter the cell they are located in they are not where i placed them in the Construction Set, it seems they like to hop in the air, even though i put them on the ground close to the floor so that they aren't clipping through it, and i have no idea why these npcs are doing this, if anyone can shed some light on this, i would be grateful. i can also take a screenshot of where the NPC is suppose to be, and make a video showing what is actually happening
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Teleport Spell Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
i finally found some time to check out EngineBugFixes, i had hopes that this may have solved the issue, but no same problem, im wondering if it's worldspaces in general that are the issue in the way the marker needs to be loaded back in after a save Edit: just Checked Unofficial Oblivion Patch and the error is gone, but now to find out what changed -
Teleport Spell Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
i'll try it, but i don't think it will change anything Edit: same result, going to try changing the model to actually SEE if its there or not Edit 2: ok i have changed the model to something we can see as you will see it is above Anvil Mages Guild and sort of clipping in the building but it doesnt affect anything, after the game is closed and loaded that save again not using the spell but coc'in again to get to anvil here is the result, i even loaded the save again to see if it returned to the same spot it was in, but i didn't find it, it seems that maybe when a persistent object moves maybe it loses it and the game purges it? -
Teleport Spell Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
so i can confirm that the Markers being static is not the issue, i changed them to activators to see if it changes anything, nope, same issue, it seems that maybe when the player saves, and closes the game or it crashes, and loads that save the worldspace purges any item that doesn't belong in it, but this doesn't make too much sense to me, because when i drop a weapon in anvil and repeat the steps here nothing happens, unless activators/Static items function differently on this -
Teleport Spell Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
i do have a quest i can attach variables to, i have one that gives the teleport spell itself after a certain quest stage, the only thing is, is that, that quest stage if the final stage/Complete Quest, and on the result script the final thing is Stopquest, i don't know if this hurts using it, i can change it but just want a little more clarification if this will still work, the only other thing i have a question about is this part right here QstVariables.StartX = Player.GetPos X would the player part in this part be the Marker? or the actual player and would it need to run before or after this? AXMPlayerRef.MoveTo player -
Teleport Spell Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
the reason is, is that i don't want the marker physically visable just usable, at 2:15 is same save i just went outside of benirus manor into anvil used the teleport spell, went to the house and let it autosave, closed the game, then loaded that autosave, and used the tele spell only for it to not do anything but the sound still works and to show what i was talking about. will update is the televar stays 1 after Edit: when that autosave loaded, AXMTeleportVar == 1, after the spell does nothing it reverts to 0 just for Reference 1 means to my worldspace/AXMTeleportRef and 0 means returning to AXMPlayerRef -
Teleport Spell Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
alright found some time here are the markers that i am using for the teleport and it in action i noticed something when making the video, when i used the teleport in benirus manor and teleported as in the video just as Roman says no issues even after closing the game after using it in the manor it worked which had me confused so i tried it again when out in anvil, the results are at 2:15 where it does what i have been trying to get help with, something that i want to test while i get this post up is that the Ref that moves to the player originates in the cell that i show at 2:15 so maybe that has something to do with it, ill test around and see if the results are the same Edit: tried a different cell in my mod that prompts an autosave after teleport in anvil and i got the same problem so my hypothesis of the save starting in the cell the moving marker originates is not the issue, but maybe that it is that it starts out in a worldspace? when you teleport in a cell and save, then close or CTD, then load that save, then use the spell it works fine. -
Teleport Spell Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
the bug only occurs when leaving my worldspace/cells when loading a save from those areas, if i have time, sometime later today i can take a screenshot of both of the markers and a video showing what happens -
Teleport Spell Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
alright here is the script i have been using ScriptName AXMTeleportToLodgeScript Begin ScriptEffectStart if (AXMTeleportVar == 0) AXMPlayerRef.MoveTo player endif End Begin ScriptEffectFinish PlaySound AXMTele if (AXMTeleportVar == 0) set AXMTeleportVar to 1 Player.MoveTo AXMTeleportRef else set AXMTeleportVar to 0 Player.MoveTo AXMPlayerRef endif End -
Teleport Spell Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
i prefer to not use messagebox for the teleport, as it would slow the spell a little, just want stable markers that wont break after a CTD, as i think static objects reset their positions, but i want to know if i were to change them to activators if it will be more reliable, as i have stated above, the spell works fine it is just after a CTD, the marker that moves to the player resets itself and traps in the area -
Teleport Spell Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
i don't like clogging up my spell book if i can help it, if its possible to do with one spell using a global variable that changes which direction it takes, then i am happy -
Teleport Spell Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
yes both markers are set to be persistent References -
Blade Auto Return Script Help
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
i thought i already tried this and it didnt work then went to try what i put even added 1 at the end just in case, but ya it works, the only thing i have left to ask is which block is better to put it in OnLoad or OnDrop? -
Hello, i made and new weapon and thought of something interesting and was wonder if it is possible within normal CS i thought that adding any of these would work Begin OnLoad Player.Activate End Begin OnDrop Player.Activate End while testing out the weapon it got disarmed and clipped through the floor and nearly lost it till i eventually found it, and thought maybe there is a script way of doing it so i looked around to see if there is a IfDisarmed trigger somewhere but i didn't but i remember reading a little about Onload and thought that it might work, and i also tried OnDrop incase that might work and they did not, is there a way to make this work?
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Hello, i made a teleport spell about 4-6 years ago which works fine, but has a bug, but first i will detail what the teleport spell does then say what the bug is, here is what the spell does 1. on Spell cast move a marker to player 2. then move player to a different marker 3. change a Global Variable to 1(to switch between enter and exit states) 4. when player casts the spell again they move to the marker from point 1 sounds simple, and it works very well, but the bug here might be what i am using but i'm not sure, when you save/autosave in the area after point 2, and close the game/CTD then load the save, and use the spell to leave it doesnt do anything at first, but when casted again it will do point 2, i am wondering if this is because i am using the static XMarker as the Ref for the markers, would changing these to Activators be more reliable?
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Race/NPC Invisible Face
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
ok, i have found the problem, since i copied the companion script/Quest Variables for the companion to my project it wouldn't load the dialogue like i wanted but removing them worked, i also would like to have certain choices to be removed when a topic is used just for the choices, for e.g. Follow Me -> when clicked the NPC will follow them and return to menu but after the click this will disappear and these will take its spot Wait Here -> waits in General Area Stand Guard -> will not move from spot i take it quest variables are needed for this so i have to take apart the script that i have and implement what i need/want for the companion, but for the follow/wait is it easy to do or is it going to be too difficult? -
Race/NPC Invisible Face
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
i added a new dialogue to greeting that has Say Once Checked and has the result script to add all the topics but it still wont work, am i still missing something? -
Race/NPC Invisible Face
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
ok got the greeting to work now, for some reason adding topics through the side area is not working as i cannot ask the companion to follow me or check storage, etc i added all the topics to the "Add Topics" area and put the ones i needed to test out on the Choices area, and its not working -
Race/NPC Invisible Face
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
i just did this same issue, i keep getting "I Have No Greeting" this is what i put for the Dialogue right now did i enter anything wrong i already have the quest to have repeated topics and activated at start Edit: I forgot to actually check start game enabled for it, but i had a different one to start this quest, now it is working fine thank you -
Race/NPC Invisible Face
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
so i am having an issue with the npc now, i tried adding a custom greeting to the npc but when i talk to the npc i get a "I HAVE NO GREETING" message when i check the quest and the npc i can see the greeting is there, is there something i need to apply/check for it to work? -
Race/NPC Invisible Face
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
okay good news the npc now works... now i need help with the greetings and topics and such -
Race/NPC Invisible Face
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
the mod i got everything from was from Bladesong, trying to recreate the npc companion from there without the mod requiring 2 mods to play Edit: Changing the Mouth, Teeth, and Tongue to their Vanilla Directory's worked, but i have no idea why? -
Race/NPC Invisible Face
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
"when the companion is called/summoned there face is invisible, i checked CS and they are invisible" thats from race and npc preview Mostly from a mod but some like mouth, teeth, and such are from oblivion, from the mod i think is hair, eye color, face -
Race/NPC Invisible Face
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
yes all .nif, .egm, .egt, .tri, and .dds are account for. The only thing is if i need to edit these file types .egm, .egt, .tri i don't know how yes they are pointing to my files i double checked, i even did it again to make sure -
Race/NPC Invisible Face
bomo99 replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
yes my companion belongs to a custom race they have nothing equipped this is my first npc made so i am pretty new to this