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Everything posted by PrettyMurky
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Script: Sleep, Enter Zone, Conversation
PrettyMurky replied to Mehra's topic in Oblivion's Discussion
Before you teleport the player to your dream world. Record their coordinates with three GetPos lines. Then simply affix these values to the returning MoveTo statement (or use PositionCell if you want to specify the angle they face as well). -
Looking for Mod that stops Enemy's Psychic Cheater Tracking
PrettyMurky replied to Ringwall's topic in Oblivion's Discussion
SM Combat Hide -
Script: Sleep, Enter Zone, Conversation
PrettyMurky replied to Mehra's topic in Oblivion's Discussion
As I said before. Your NPC's script will cause them to start a conversation with the player when the two conditions presented are true. As the stage 10 for your quest is still 'done' and the player is still in your worldspace, they are still both true. You should be able to do away with the spell, and its SetStage function entirely. Just have declare 'Short StartConv' variable in your quest script, then replace the 'player.addspell...' line with 'set StartConv to 1'. Change the NPCs script to be 'if YourQuest.StartConv && player.Getin...', and then add the line 'set YourQuest.StartConv to 0' to the results script for your GREETING topic. As for the 'Disableplayercontrols': Not a command I've actually used myself, but at a guess, if it didn't work when you put it in the Menumode block, then maybe the player's controls are already disabled during sleep, then re-enabled after, thus nullifying your command. If so, then you could try putting it in the NPC's script. -
Script: Sleep, Enter Zone, Conversation
PrettyMurky replied to Mehra's topic in Oblivion's Discussion
Basically after commenting out, your script might look a little, a-like-this: scn ScriptName short X ref Y Begin Menumode ; lines of code ;commented out ;then come back ;and reactivate them ;until something works End -
Script: Sleep, Enter Zone, Conversation
PrettyMurky replied to Mehra's topic in Oblivion's Discussion
You have to leave certain essential parts of it. So leave the 'scn xxx', the variable declarations, and the 'Begin...End' lines, and take out the rest. -
In your oblivion directory (the root folder, not 'data'), you should find a file called 'OBSE.log'. Next time you crash (other than 'on exit') open it, and scroll to the end. It should give some clue as to the problem is.
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Script: Sleep, Enter Zone, Conversation
PrettyMurky replied to Mehra's topic in Oblivion's Discussion
Keep calm. If you smoke, now is the time to do so. Bug hunting is like this. It could be something as seemingly insignifficant as an extra space on a single line. As I said, start systematically commenting out chunks of your code until the crashing stops. Then go to the last block you commented out, and try reactivating it, bit by bit, until you find the exact line that is causing the crash. -
Script: Sleep, Enter Zone, Conversation
PrettyMurky replied to Mehra's topic in Oblivion's Discussion
Your NPC will keep starting the dialog, because the conditions 'GetStageDone' and 'GetinWorldSpace' are still true. You'll need to change 'GetStageDone' to something else, perhaps 'GetQuestStage', although personally I'd do it with a simple quest variable. Then you'll need something in the Results script for your dialog topic, that sets whatever it is you choose to set, so that your NPC's condition is no longer true. As for your 'DisablePlayerControls'; Where were you trying to use it? -
Script: Sleep, Enter Zone, Conversation
PrettyMurky replied to Mehra's topic in Oblivion's Discussion
As NellSpeed said; 'End' is sufficient. Your 'End Menumode 1012' may be the cause of this. If that doesn't work; try commenting out each script (with ;'s before each line). This is a very useful, if somewhat tedious, tool for finding where problems are. If the game still crashes with Script1 commented out, try Script 2. When then game stops crashing, you've found your bug. -
Script: Sleep, Enter Zone, Conversation
PrettyMurky replied to Mehra's topic in Oblivion's Discussion
'SayTo player, Greeting' miiight be whats causing this, as 'GREETING' is not a normal topic. You could either put what you want them to say in a normal topic, or use 'StartConversation player', although this will start an actual dialog, rather than simply have the NPC 'say' the thing in Gamemode. This is not true. In fact, if all you are concerned about is that 'X != 0', then simply using 'if X', and avoiding the comparative entirely, is also preferable from an efficency point of view; as non-comparitive 'if's are faster to process as well. -
May as well prostitute out my own Crime handler. It simply checks if a player has fled the scene of a crime, and if so, enters any guards who are trying to 'find' and arrest the player, into combat with them. The main benefit being that you can actually hide from a guards you are in combat with (especially with SM Combat Hide), whereas an NPC on a 'find' package WILL find you, no matter where, or how invisible, you go.
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Enhanced Economy has an option for illegal looting.
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Just so you know: You don't need to (and perhaps shouldnt) edit the 'generic' quest. If you make your own quest, and add the 'GREETING' topic to it, and then set the priority of your quest to be higher than that of 'generic', then it should work as intended. Editing 'generic' might have undesired effects, or could undo, or be undone, by another mod that messes with it.
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Hmm, odd. At a guess; it'll be some subtle error in logic somewhere. If you post the relevent scripts, I'll have a look and see if I can find anything.
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Anyone ever try to make a text input mod?
PrettyMurky replied to zerther's topic in Oblivion's Discussion
Sounds like you'll need OBSE's Text Input functions. -
Instead of making your own, new topic; add a new greeting saying what you want, with a condition that a quest variable from your quest = 1. Setting it as such in the Menumode block, then setting it back to 0 in the greeting's result script.
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You should also check that the PC is sleeping as well, obviously. I'd have edited that into my last post, but apparently iPads are weird...
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As long as it's just StartConversation that needs to be in Gamemode and not MoveTo as well, then you might be able to simplify things by adding a 'find' package to the NPC. If an NPC is told to find another NPC, including the player, they will start a conversation with them when they do find them. So your script could be: [script]scn YourQuestScript Float fQuestDelayTime Begin Menumode Set fQuestDelayTime to 0.5 If player.GetInCell YourCell Else Return Endif If gamehour < 7 || gamehour > 8 Return Endif YourNPC.MoveTo player YourNPC.AddScriptPackage FindPlayer WakeUpPC End[/script] There may already be a FindPlayer package, if not, you'll have to make one.
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a bunch of questions for my special mods
PrettyMurky replied to LordChenzi's topic in Oblivion's Discussion
"..new picture.." I think that'll be with a DDS files, but not 100% sure on that one. "..an aura that.." For each aura, you'll need an area of effect spell that harms attackers etc.; a Gamemode block in a quest script that moves an activator to the player, then casts the AofE spell on the player; and the spell that the player actually casts, which appropriately starts or stops the quest script, and sets the fQuestDelayTime to how often you want the AofE to occur. "..summons 8 zombies?" Pretty sure this can be done, but couldn't tell you how myself. Try searching for 'multiple summons' mods, and have a look at them. "..zombie companion.." Less sure on this one. There are NPCs with dog companions, so that's the only place I can advise to look there. -
Alternate Start Mod and the Offical DLC
PrettyMurky replied to Alixen's topic in Oblivion's Mod troubleshooting
Rather than messing with the CharGen quest, you could just SetStage any individual plugins you want to '10'. This should be the 'you've heard a rumor about...' stage, and should get the ball rolling. -
You've put the code in a Gamemode block, so will not be running when the PC is asleep. You need to put it in a Menumode block.
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Weird. Not sure what's causing it, but it could be worked around by adding a Gamemode script to them that 'startcombat player'; maybe with a check to see if they have detected the player. Unless the problem is caused by how visibility is calculated in lava. If it still doesn't work, add in a message telling you what their detection level of the player is and see what that says.
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OOO "This lock is beyond my abilities"
PrettyMurky replied to Wylfred's topic in Oblivion's Mod troubleshooting
Oh. Looked it up, and it's 'LapMinLock' not 'LapMiniLock'. -
Running Mods without oblivion disc
PrettyMurky replied to chefbuggyy's topic in Oblivion's Discussion
Just to be contentious: Technically, (as I comprehend it), downloading software such as this is not illegal. What is illegal is a person who stands under relevent statute, downloading said software. It could be argued that such statues are unlawful, and thus by extension illegal themselves. On the other hand; Bethesda did a stunning job on Oblivion, and probably do deserve the money. -
OOO "This lock is beyond my abilities"
PrettyMurky replied to Wylfred's topic in Oblivion's Mod troubleshooting
I agree with the CS. Where did you get 'LapMiniLock' from?