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glowplug

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Everything posted by glowplug

  1. As quick as I posted, I remembered that a submarine, as it name states, should be 'under water'. If people summon it on some of Cyrodiil's lakes, then the next cell is probably going to be 'under terrain'. If the code makes it drop 1000 units or whatever to make it stay underwater but under terrain then what else can the code do, teleport player and sub to somewhere else? The only problem is 'GetCellWaterType == 0' - should the code record previous cell and put them back there?
  2. Thanks RomanR, great feedback. What it can do is use 'IsUnderWater' to add the breathing code (if not Argonian) as well as use MenuQue for the semi-opaque goggles. This does not require an equipment slot meaning no risk of conflicts - avoid 'if anything can go wrong it will'. I won't restrict it to the mod's cells due to the following... The mod can do the network of travel for quests as automated. A bonus can be gaining a 'Summon Submarine' on one of the quests - if people want to use that to play 'Twenty Thousand Leagues Under the Terrain' then good luck to them. IE, both, as you suggest. There's a boat mod that had code to stop us 'running aground' but would lock the boat the spot making it useless. I don't know whether that was fixed but I'd much rather spend time on other things and let people sail right under Cyrodiil.
  3. Inspired by Subnautica, I'm developing an underwater mod for Oblivion. Due to differences in the engines, there are various issues that need to be addressed. Problem: Oblivion does not have an underwater air cell/pocket. Solution: Scuba gear...err no... Problem: Scuba gear requires an equipment slot that could conflict with other mods. Solution: A magical item instead of scuba gear. The item will provide a limited breathing time but will have upgrades for longer breathing. Returning to a vehicle or the surface will restore the item's air supply. Problem: The collision mesh required for an underwater vehicle will drive through ground mesh and any other object. Solution: A network of travel paths automated through use of linear interpolation algorithms. This could be changed to player driven controls but then it is up to you to follow the tunnels and caves without driving through them. Which would you prefer, automated or self drive?
  4. This requires creating a new race. I need to know the Base Attributes you want in order to start that. In addition I need a turn around diagram in order to do the 3d modelling - front back side. I need an image of the eye. Once added to the esp, the Wereboar will show in Factions and needs to be rated on Interfaction Relations - doing this will have to support 'Playable'. The basic spell code is easy but complicated during toggle. Changing race defaults skills and attributes to the base of that race - I can code the spell to fix that.
  5. Hi Stu, You may want to take a look at Oblivion Online Mod - Made Easy. After that the source code of Oblivion Script Extender (OBSE) to see how it extends the interpreter. Menuque to use and/or avoid conflicts with your inventory/menu requirements. The version of Gamebryo, let alone Oblivion's music management is unlikely to meet your requirements. You could refer to the source code of Enhanced Music Control (EMC) and Enhanced Music Control 2 (EMC2). A problem with EMC2 that I found was incorrect music for current interior/cell persisting from previous interior/cell where the API was unable to rectify. Going over the source, most was 1 file modular rather than OO, however, this may have changed.
  6. PS Wrye Bash might be able to but I won't touch it or OBMM with a barge pole. Do one thing wrong and they'll delete all the files we created since they were last opened - new mod blown away! Any feedback here? Any way to stop Wrye Bash or OBMM blowing away our new files?
  7. @RomanR While I agree with much of what you are saying, I feel that certain principles, across many branches of Christianity need to considered. Many Christians actively condemn magic as satanic holding that it opens the way for satanic possession. What I am suggesting is a Christian guild that allocates angelic roles to Aedra and demonic roles to Daedra. With 7 Christian angels it would either have to allow 1 Angel to represent 2 Aedra or include an Archangel. Encompassing 17 Daedra using 7 demons from the Old Testament would require more work but can be done - too much information post here. This is why I wrote that it would be interesting philosophically. The game gives us magical skills so God either needs to strike us dead for using them, Game Over or we have a divine purpose in using them. A significant number of NPCs use magic. Which ones should the mod strike dead as heretics and which preserve as divine beings? As I wrote, achievable but quite an amount of time and input to make it a worthy mod.
  8. TES4Gecko Edit Master List, Remove. All edits have to be isolated and removed using CS/E and/or FOV4Edit for this to work.
  9. I apologize KnightofDaWind, what seemed 'tongue in cheek' at the time was in completely out of place. I have traveled and try to show an understanding for a number of beliefs. I may have taken you too literally in thinking you wanted vanilla Oblivion, main quest and so on to be altered to suit christian beliefs, monotheism and so on. I feel that would be out of scope for a small development team. If, on the other hand, a mod was based on a sect that sought to refute the TES demigods in favor of a christian one then yes, that is not only achievable but would be extremely interesting, philosophically. Even then it would leave loose ends such as when Martin defeats Mehrunes Dagon as a dragon then turns into a stone dragon. From a christian perspective it is an angel/archangel pushing satan back to hell then God creating a symbolic statue at the site. As in CreatureMehrunesDagon is replaced by something symbolic of satan. The video of Martin as a dragon is replaced by the angel fighting satan which could be created using Unreal and look awesome. All considered, I feel it would need to start out as a small story based on a christian sect then evolve over time to encompass related and/or conflicting issues. It would need your commitment to following it through as well as modellers, animators, voice actors and so on coming on board as required. I'd caution against adding executive roles. Given time and the right kind of input, I believe it could be an outstanding mod. I am unable to commit to working with you directly on this. If, however, you get the ball rolling then I should be able to help out with some modelling. Say, a cathedral, chapels and so on. Please don't go on modelling in my mods. If you want to see my recent work then message me.
  10. Is this still a mod request? Scanning through I saw a number of 'PlaceAtMe' solutions which leads to save bloat. My solution to that is... Put a copy of ctrlogfiles.nif in a mod folder. Change it's collision to anim static using NifSkope (so it can be safely moved around). Add that under Static in a new esp. Create a Utils interior and add the object to it. Write a function that drops it in front of player.The function on step 5 can be called from a spell or hotkey. While it works first time the subsequent issues seem to be related to cell caching - if cached it fails else it works. Subsequent moves add another problem. It is if PositionCell/PositionWorld displace the Nif Origin each use - the change in angle and increase in position state that it is accumulating. kvRectifyDegree is simply a variation of FMod based on <360 let fAngleZ := call kvRectifyDegree Player.GetAngle z let fRadZ := fAngleZ * 0.0174533 let fX := Player.GetPos x let fY := Player.GetPos y let fX += 256 * cos fAngleZ let fY += 256 * sin fAngleZ let fZ := 32 if Player.IsInInterior let fZ += Player.GetPos z let refLocation := Player.GetParentCell kvToggleFireLogs01Ref.PositionCell fX, fY, fZ, fRadZ, refLocation else let fZ += GetTerrainHeight fX, fY let refLocation := Player.GetParentWorldspace kvToggleFireLogs01Ref.PositionWorld fX, fY, fZ, fRadZ, refLocation endif Having written one of the first data charting components for NT web servers I doubt I have my trig wrong here. I know the engine requires conversion over Worldspace quadrants but that does not explain relocation failure for an instantiated object. Why is it failing to move on whatever number of calls?
  11. Yeah, I've had nights of bad wind too. Usually bad dreams such as trying to rewrite an epic, such as the Elder Scrolls, to be Willy Wonker. 2 posts catches my interest on this, where are you actually coming from?
  12. Thank you, GetWorldMapData is not part of vanilla or OBSE libraries. Which plugin has this?
  13. Having searched, I did not find a mod with an infinite number of custom teleports. The idea is that we drop a teleport object at our feet ready to teleport back later. I'm fairly sure there is no way to get these to show, let alone make these selectable on the game menu maps. The solution being to use MenuQue and a few OBSE tricks on clone maps. When we click an inventory item or select it's hotkey it drops the teleport object in front of us - as long as there is no other in that cell. That requires adding the object to inventory, dropping it then getting a handle on it's reference - 2 routines of code can find that reference and add it to a 2 dimensional array. A routine prior to that will use 1 of those routines to exclude inter cell duplication - for obvious reasons. Using MenuQue to load Cyrodiil and SE map dds to present relative teleport icons for 'Select' should be fairly straight forward. Doing the same for a custom worldspace would be a problem, the routines need to get a handle on the worldspace image, can we do that? In the end, has anyone done a custom teleport mod like this, is it worth doing?
  14. Edit: the delete of my mod files, if I remember correctly, happened as soon as I installed another despite already trying to register my own.
  15. It's over a decade since I used Wrye Bash so I am not exactly sure how or what happened but it deleted my work. If I remember, I installed Wrye Bash, started working on my new mod, installed another mod and 'poof' all of my mod files had bee permanently deleted. If I remember, I then tried to register a new folder and esp on it but it still deleted my changes after several hours of work. How does an actual Mod Creator work with this tool?
  16. An average laptop or pc is hundreds of more times powerful than when Oblivion came out which leaves me asking 3 questions... Why use 256 or 512 textures where machines now work with 2048 or 4096 textures? Why use extremely low polygon models when there is no need - I remade Skyrim Riften ratway01 as 1 nif on Oblivion at over 15000 polygons. Under 12 draw calls instead of the hundreds that Skyrim ratway01 does. Isn't modding about extension and improvement instead of stagnating?Hackdirt, for example, could be rebuilt with hi-res with new models and textures where 'compare' screens look almost identical architecturally but photo realism with new models and textures.
  17. Or the reverse, Skyrim on Oblivion - such as I was asked to do 3D modelling for. I was asked to build this... ...for an "alleged" Ukrainian team. This video, from 9 months ago, has some of the interiors. The interiors have been around 4x the work of the village. Having recently completed the interiors, I asked for screenshots of what they have done with the village, clutter and so on. I was told this would take 2 days but in over 5 they have nothing. How would you feel having spent hundreds of hours and waited for over half a year? Please tell me how long it takes you to load Oblivion, cow worldspacename 0 0, then press the [PrtScn] key to demonstrate what the alleged 'team' has created? My contingency for being hoaxed, as I obviously have, is a story based mod that visits parts of Skyrim as it was at around the time of the Oblivion crisis.
  18. One of the Bethesda rules is that we do not take assets from one of their games and put them into another. That, however, can not stop us making a similar asset. This is Riften Village running on Oblivion, fully remodeled and textured from scratch. Where it seems you may have broken the rule, wouldn't you rather remake whatever they did even better? Especially where it is running on an older engne.
  19. Moving a marker is simply a way of storing a Transform of Position XYZ and Angle XYZ. These can be stored inside a quest script It could be Float StartX, Float StartAngleX or using OBSE stored in an array - example Begin ScriptEffectStart QstVariables.StartX = Player.GetPos X .... End Array management has a few more steps but I think you'll get the idea. I went over creating dynamic teleport objects, same as Two Worlds II but never finished it.
  20. Sorry GamerRick, I was distracted and didn't answer your post properly. Looking at the spaceship I did for Indornia, I made all of the nif origins the same as where the player stands during flight, all a case of simple trig but the reason a follower would bounce all over the place - I couldn't be bothered doing linear algebra, as you suggest. Thanks for the offer to help with this, for the moment, I'll need to dust of the cobwebs myself rather than waste your time. Once I've made some progress, I'll message you if that's okay - if your busy, it'll have to wait. I'm working on a project for some people in Ukraine while doing this in between - if I sit on one thing too long I go stale and make silly mistakes.
  21. Talk about absent minded, having redone SetScaleEx it works. I must have been disabling the wrong parent - it needs to be the last. Set Transform, Disable Last Parent, Next Frame Enable Last Parent.
  22. Thanks GamerRick. Good point about multiple animation objects. Please remember that this is a resource that requires no knowledge of programming. To achieve this I need sound analysis and properly structured code, it has to strictly apply the rules of 'Factor Out' and 'Write Once' - which I have working, including standardized minimal variables (save game size and no 'hybrid' code). At this stage, I was considering releasing a beta ready for the following steps... Asynchronous scaling to support SetScaleEx Multiple animation objects Write the library as a dll OBSE pluginPoint 3 is the reason for the delay. If it's in CSS people will change it then blame me for it not working. We can Clearly See it Working in my Videos. This script is all we need to put behind a looping animation object then use a custom XMarker (that allows scaling) to Parent the path then use 1 of 5 starter templates. arrTransforms is a 2 dimensional array of Vector3 Position, Vector3 Rotation and Scale. Standard 0-1 LERP where FnLerpTransform performs the Trilinear Interpolation. SetScaleEx requires an extra step 'this' will be replaced by the array of animation objects. Again, the resource user will need no knowledge of programming. scn ActiLoopPointsScript ;WARNING: do not change this script ; See Course, Lerp Multiple Points int iInitialized ; set to 1 externally after setting fDuration and fFPS int iIndex0 int iIndex1 float fDuration ; time in seconds set externally float fFPS ; target frames per second set externally float fInterval float fIncrement float fTimer float fStartingScale array_var arrTransforms Begin GameMode if iInitialized == 2 ; allow 1 frame after MoveToStart for GetTransform let iInitialized := 3 let arrTransforms := call FnGetTransforms this, fStartingScale endif if iInitialized == 1 ; set by Starter script - Trigger, GameMode, Activator or Quest let iInitialized := 2 let iIndex0 := 0 let iIndex1 := 1 ;___Allow for external interuption and reset. let fStartingScale := call FnMoveObjectToStart this, fStartingScale let fIncrement := call FnNormalizedIncrement fDuration, fFPS endif if iInitialized == 3 let fTimer += GetSecondsPassed if fTimer >= (1 / fFPS) let fTimer := 0 call FnLerpTransform this, arrTransforms, iIndex0, iIndex1, fInterval let fInterval += fIncrement if fInterval >= 1 let fInterval := 0 let iIndex0 += 1 let iIndex1 += 1 if iIndex1 == ar_Size arrTransforms[0] ;___LERP LastMarker to Start let iIndex1 := 0 elseif iIndex0 == ar_size arrTransforms[0] ;___LERP Start to FirstMarker (loop) let iIndex0 := 0 let iIndex1 := 1 endif endif endif endif End
  23. I went to an EB Games store when Fallout 3 came out. The salesman remembered that I'd bought Oblivion and said "It's a bit like Oblivion but with guns". I decided not to go into the analogy of 'ye medieval nuclear bomb', considering naturally occurring fission and so on. I should stop rattling on and get to the point. If the model is a musket but the weapon type bow, it can fire ammo that looks and travels like a bullet. Having made bows, it seems that Oblivion auto applies the draw animation based on the origin - this could be a problem for the musket. I think the idea would be to test some short, medium long primitives then decide where to go. I've got a few things on but if you provide some images I'll have a go at it as and when.
  24. Remove any of the quotes breaks this... SetEventHandler "OnMagicApply", FnOnMagicApply, "ref"::"LGHT", "ref"::"Player" The parameters have to be ref. Yes, it filters to self but LGHT is ignored (fires for any Self) the entire spell is passed yet it fires for each magic effect. OnMagicCast the same but only fires once for the spell. Edit: I'm guessing that all of the event handlers have the same "add same removes previous" issue. Having an event handler for each effect means the scattered across as many scripts as there are Magic Effect required - if their code needs changing then we've got to make sure to find change and save all of them - I try to avoid that. If OnSpellCast is required for additional/different code then what I put on FnOnSpellCastActor should be factored out.
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