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glowplug

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Everything posted by glowplug

  1. Okay, I gave up and did some looping global sounds and dropped them in the worlds. Only having 1 seems to stop playing after some distance from it. After a bit of trial and error, I prefer deduction, spacing a few out seems to solve this. Sure hope I'm not going somebody's rig up for Christmas.
  2. Despite doing the same Ambr sounds and Percentages as vanilla regions I can never seem to get success with this in my worldspaces. Maybe it's because I'm using custom weather and climates but I set the sun times same as Default. In both cases Default music, so what else is there? I had a look at GOSH but it is quite extensive and I'm a little overwhelmed as to what I am missing.
  3. Thanks for your help once again Contrathetix. I'm not sure how I missed Oblivion - Meshes.bsa\DistantLOD when viewing in BSA Browser. The other mistake I made was packing the Sound folder into it. I found DistantLOD, Meshes and Textures can go into one bsa. I think I'll stick with 'ModName - meshes.bsa' and 'ModName - textures.bsa'. That installs on NMM nice and quickly. FX + Voice work in 'ModName - sound.bsa' but I'll cross that bridge if and when it becomes necessary.
  4. At only a few months of development my mod has 1000 files in DistantLOD. Even with a bsa it makes a very slow install on NMM. I have to ask what it does to overheads such as load and travel? Tamriel does not need these yet does have the LSData folder, are they related? While I've found no information on creating these files the Construction Set Wiki mentions some mods come with them. Any help greatly appreciated.
  5. My mistake, I should have checked. I do have the current version but hardly use it. After exporting as png I use DDSopt to convert to dds for the difference as can be seen here. DDSopt left, GIMP dds export right.
  6. It sounds like the collision mesh has the wrong settings. The best way to learn this is to compare it to other shields in NifSkope. Shininess can be achieved by several things. If you call the NiMaterialProprerty EnvMap2 and/or the NiTexturingProperty -> Apply Mode to Apply_Highlight it will look like glass or shiny metal. To change that call the NiMaterialProprerty whatever and change the mode to Apply_Modulate.If the Normal texture is fully opaque it should look dull, however it will go from shiny at around 1% alpha (mostly color) to dull at around 99% alpha. To change that open it in GIMP or Photoshop and increase the alpha channel (make a backup copy first, of course).I don't know about Photoshop but the easy way in GIMP is... Duplicate the layer Select the bottom layer and press Delete key. Select the top layer and slide it somewhere from 1% dull to 99% shiny. Merge the top layer down. Export as ImageName_n.DDS then select Compression: BC3 / DXT5, Mipmaps: Generate mipmaps.You can get the GIMP DDS plugin here. Note: the final export has to have 100% of Red, Green, Blue, Alpha (RGBA) in all. If you simply adjust the slider on the bottom layer to say 70% it has not adjusted it to 70% color, 30% alpha, just 70% contribution to the image, so...export scales it back up. Merging multiple layers results in whatever getting finalized to 100% before export. Note 2: If using multiple layers over 2, always merge from bottom up to top - this maintains layer Mode such as Burn, Multiply and so on.
  7. Is it possible you this with MenuQue? While it comes with documentation installed under the Oblivion/Data/Docs/MenuQue folder, there is also the WIKI guide. Hope this helps.
  8. Put simply, I did not want to leave anything open to misinterpretation. I meant what I said, Contrathetix, Forli and yourself put a lot of time into helping people here. There are a number of people, like myself, who do not learn through conventional methods. I am simply offering to help bridge that gap. Forli, in personal messages, let alone here, has taken time to help me over several hurdles. It is the least I can do to say thank you. Maybe the best thing would be if I just get on with those tutorials and worry about feedback if and when it comes. Personally, I'd love to do character animations but I have not found a tutorial I could get through.
  9. I get the impression that Forli is mainly driving home the need to think things through and do appropriate testing, please correct me if I am wrong. Let us consider Let vs Set with the following code and results... We can see a discrepancy on the first call, after activation, to GetSecondsPassed. Iterations, averages and runs reveal Let and Set of equality in applied performance. Along with the examples that Forli kindly provided I think it is a fairly good example of native vs interpreted code performance which is where I am heading... We have come from addressing entry level CS to C++ optimization and I have to ask... What of the novice coming here in search of answers, what knowledge do we 'Expect' of them? What legacy in times to come? There are some very obvious places in my mods where I have chosen solutions that are less than optimised due to priority... Why would I sacrifice run-time stability and/or code management to save 1 seconds processing per hour of game play?Why make a custom script for a one off call that may save 1 millisecond on a rig that's outdated even for this game?Why cram everything into 1 script instead of a few functions for a hit or miss saving of nanoseconds?...and so on but the answers are simply whichever is optimal and/or best in regard to it's location and/or dependencies. Scoping and stability are, more often that not, on equal footing to optimization. Do not misunderstand me. The time and support as given here by people such as Contrathetix, Lubronbrons and Forli, to name a few, is of outstanding credence of their willingness to share their time and skills for our benefit. I am simply indicating a need for contingencies such as "hands on" tutorials to complement their good work - something that I can try to give back as a thank you. Entry level tutorials with... Brief descriptions.Short exercises with Known Steps for Known Outcomes.Relevant, working examples.Images cropped and sized for readability.Videos if needed....I am not talking about replacing what exists but rather bridging the gap to fill whatever holes. Starting with a MessageBox tutorial I have asked for feedback in several places but there has been no critical review at this stage. The answer I most get for this sort of request is "when I get time" and most forget. Over 90% of people who have told me "when I get time" have not found it for 3-18 months or more. It is a little frustrating in cases where I have responded to their request within a day or so. While I know my tutorial has already provided help it is simply not good enough. I only included around 25% of the exercises I drafted due to... Certain exercises would be better presented in other tutorials.A need for precise, accurate and progressive impartation.A need for feedback, to correct any of my misconceptions....imagine whatever number of such tutorials, optimized for learning based on a cross section of feedback, the novice through to the expert. Imagine them translated to a number of spoken languages. Again, I am not talking about hand holding or my skills as a teacher but helping to 'boot' whoever up through joint effort. Currently the MessageBox tutorial should take an experienced CS programmer no more than 20-30 minutes to review and criticize. I'm sure many, as well as myself, would be most grateful.
  10. Sorry to confuse things there - I should have realised the logic of (iter.GetOwner != 0) was needed - up to you whether you want to apply this only to PlayerRef or create generic function for all actors.
  11. I want to clarify what ended up happening for anybody coming here. Having got the main esp for Dayn Telsag rebuilt I re-installed tes411 then MPGUI. When I ran ./Oblivion/Data/ini/tes4ll_all.mpb this time there were no problems. I was able to select the plugin, Read Worldspace, select very high settings and it looks great in game. It would seem my latest esp has bad tearing in the ground mesh so I will have to remake that one. At least 90% of my work from the last 3-4 months is okay. I'm just glad I did not get the latest esp fully built before finding out.
  12. I found a loop on OBSE http://obse.silverlock.org/obse_command_doc.html after searching stolen. Do you want to do a boolean true/false test or do something with each item? To shorten that down a bit... scn FnMoveStolenItems ref iter ref actor ref container begin function { actor, container } foreach iter <- actor if iter.GetOwner != actor if iter.isEquipped iter.unequipMe endif iter.RemoveMeIR containerTo endif endif end
  13. I'm making faster progress than I expected. Almardi, the realm of Dayn Telsag is running which is quite a releif as it is about the size of The Shivering Isles. I don't think I can get my Steam version to run on Linux but I have my original DVD so I might try that as a test environment if it still installs. There has to be some solution as Oscape was producing the bottom of the map quite well, just the top half was flat. The thing is that it defaulted to Left -32; Top -32; Right 0; Bottom 0; - I was forgetting that the textures are mirrored so I suppose the nifs are too. Maybe the map is torn but I was getting the problem with a few of them.
  14. I started out typing reams but realised I needed to cool off. Firstly I want to make it very clear that I am not having a go at you Contrathetix. You simply gave me good advice with good intentions and I thank you. Oscape and tes411 gave me problems that I could not find solutions from their documentation. There were related posts but the answers still produce same problem(s) across a number of worldspaces that I know are fine. I get the feeling I will not get the answers I need and will have to give up on this. In the end I ran TES4LODGen but it corrupted my installation beyond repair. Cyrodiil had no LOD and my worldspaces were full of holes. Oblivion was the only esm so it was not a multiple esm problem. Maybe I need to run something else first? Either way I really do wish more people would focus on How instead of What in their documentation. Known Steps for Know Outcomes for a working solution, not some cryptic pseudo code known only by a 'click' set of people! All I know is that right now I am really ticked off with losing what I have put so much effort into. It's not the time, I was on a roll with something big but now the vision has evaporated. At this stage I've fully reinstalled Oblivion + 50 mods + what I have released on Nexus. That still leaves the last 3-4 months work. That has more combined worldspace than what I have released and I can't trust any of it's LOD. I'll stick with CSE LOD and TES4qLOD textures but that still leaves the problem with where I was up to. It is supposed to be a snow scape of deserted islands in an inky black sea and sky but with LOD triangulation it looked terrible. If worst comes to worst I will just have to manually fix it in blender...gaaahhh!!!
  15. Ahhh...ask Gruftikus, yeah I...ahhhh :blush: ...no. Just posted there now. I'll take a look at Oscape now.
  16. Maybe I should rephrase this. Could somebody please tell me whether tes411-v5 can be used for my worldspace and if so how?
  17. Thanks once again, Forli, code now in place. I not only keep forgetting the ToString ($) but often put "%k" instead of "%z" - there's got to be some language/reason I keep associating k wth char/string but I just can't put my finger on it. All going to plan the mod will be up in next 24 hours.
  18. Darn, stuck again. EDIT For the sake of this project I decided to go with strings, sv_Split and MessageBoxEx. I'm still very grateful for your support Forli and QQuix. Your knowledge will help to fix quite a few things I have or will stumbled over. End EDIT I need to split the arrays back out as MessageBox button labels in several locations. The idea is to manage arrays at the top of the script and the rest takes care of itself. I can do this using MessageBoxEx but that, of course, is deprecated.
  19. Thanks for that, I'd just remembered sv_Split but I would have had to use a delimiter which would be a problem. Things like # or | could end up in the strings so ar_List will be perfect.
  20. In C++ I can... string texts[] = {"Apple", "Banana", "Orange"}; ...can I do much the same using an OBSE array? The objectives are to tidy the code along with reference the strings by numerical index. I'd rather not have to initialize them line by line as it defeats the purpose.
  21. I'm wondering if there is a tool to improve on the LOD meshes as generated by the current version of CSE. I realise there is tes411-v5 but I haven't comprehended a way, from it's documentation or batch comments, to apply it to my own mods - is it any different to CSE anyway? This screen shot shows CSE LOD meshes and TES4qLOD.exe textures @4096. While I could could try to get rid of ridges and triangulation using Blender I am not prepared to put that time into this mod.
  22. Thanks for that link. I'm going to take a bit of time reading over it and the wiki (think I've been over that before) to make sure I take it all in. Based on the fact that the clone I create is persisting and I won't need any others it may well be best to just let the cell reset itself in due course
  23. Having got Migck's code into place I decided to try ResetInterior and found it removes the clone. To test this I set the door to alternate between create clone and reset. Having saved, I went through about 20 times then saved again - the second was a few kb higher than the first. Loading the second save I went through about 20 times again then saved - the third was back down to the same size as the first. The mod will only need to use ResetInterior when the player uses a 1 way exit out of the valley. The event handlers have tested out fine so I think my problems with this topic are solved. Thank you Contrathetix and Forli for your great support here. Now to start working on zombie outfits.
  24. I really want to thank you for taking time to help me avoid these traps. I'd considered doing a remove items loop but that was nothing to what Migck has taking care of. The only problem I found was it leaves the player naked but that will be easy to fix (change those statements to NS...or...maybe not). There is still the issue of DeleteFullActorCopy. This seems to go out of scope the second the player leaves the cell by teleport or save/reload. DeleteFullActorCopy being solely dependant on the original pointer from CreateFullActorCopy...that makes sense to me. This comes down to either doing something else or writing off some save game bytes. I'm pretty sure Migck's CreateActorCopyFunction reduces that to acceptable. I certainly won't ruin story, mood and ambience over a few bytes of save game - providing that is all it is. It's a quest mod and people will uninstall when finished anyway. I only use CSE but my main reason for only 1 esm other than Oblivion is to avoid anomalies like ground mesh disappearing. Just to clarify... Nagasteim is on the back burner till Dayn Telsag is ready. Dayn Telsag - The Oracle of Almardi is the first book of the full story (Nagasteim the second) and will replace the current release of Kalosan - The Oracle of Almardi. * Dayn Telsag is in esm as I use esp merging because the esm takes around half a minute to save. The current mod, Dunwukim, is a dungeon crawler for me to learn stuff I want to do on Dayn Telsag but not break it. Dunwukim got to around 15 seconds a save so I converted it to esm and work from esp merge atm. I've actually kept the current Dunwukim esp independent of the Dunwukim esm as I am not sure about a few things. I got the hint about spelling discrepancies but in all seriousness I am seeing 'my friend' tomorrow. He fronts as a doctor but is a magician with candy that stops all my neighbours talking during the night and waking me up...okay, I couldn't resist that one - the candy only stops the dogs talking (I wish).
  25. Thanks once again for saving me what would have been a very sorry path to take. I can't use the esm directly as I'm already working on an esm so I'll simply add the code to my mod - migck has been good enough to give permission to do so. The reason I'm working on esm is to do esp job lots and use TES4Gecko Merge To Master. This not only reduces save time by about 20 seconds but reminds me to back up on a task basis.
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