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DragoonWraith

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  1. Just wanted to comment, that this is really impressive and exciting!
  2. There will be a Wiki for modding Skyrim just as their was for Oblivion and FO3. I heartily recommend you take a look once it is released.
  3. In previous games, you could open the Console (use the key to the left of 1, it's ` or ~ on most keyboards but at least in previous games the command seemed to be literally mapped to whatever key was physically left of the number 1), and then click on any reference to get the reference's formID. This is not the same as the base formID (which is what you'd need for, say, AddItem), but should be good enough for most functions you'd want to call on NPCs.
  4. If you want, almost everything about the "old style" commands (including console commands), as well as the new scripting language, is available in the sexy thread: here In particular: About the new system (it's a real language!) Old style command/blocktype/console command list (complete, I believe) Partial Papyrus function list More Papyrus details, complete Papyrus operator list Complete Papyrus native bindings Papyrus Dumper (generates barely-human-readable pseudo-assembly-like stuff for .pex files) Script class hierarchy (may be spoilers) Many thanks to the sexy team for this.
  5. It is not available. It will be available, ya know, "Soon™" to steal Blizzard's phrasing. But probably sooner than Blizzard's version of "Soon™". They're working on it now and want it out ASAP.
  6. One: There will, of course, be a Wiki for Skyrim. Two: It will need support! For the Oblivion CS Wiki, something like 90% of the material (aside from what Bethesda gave to us) was written by 10 people. Not 10%, 10. Honestly, might have been less than that. GECK had a different set of people, but I think it may have actually been less than that. Those ten people aren't going to do it again. So please register for the Wiki when it opens. Please share what you learn and try to improve the entire community. Three: The Wiki absolutely accepts, encourages, and wants tutorials! Not true! The Wiki wants tutorials. A good, from-the-beginning, comprehensive, and well-organized set of tutorials is exactly what the Wiki needs. I would really encourage you to consider writing these on the Wiki, once it's unveiled, either mirroring what goes here or just primarily there. Remember, the Wiki is where the CK's "Help" button will take people; it is the primary repository of information. While I agree both sites are very useful, I do want to really encourage everybody to not simply "accept" that the Wiki is daunting. I know it is; I wrote an enormous amount of it. I have tried to simplify things, but between the fact that I already know where everything is, and the fact that I'm only one person, that's easier said than done! I really want to encourage everybody to help out, for the good of the community. Heh, this will always be true.
  7. Thanks to Myrmaad for linking me here. I agree with his assessment: NifSE sounds like exactly what you need. Granted, what you're looking for here might be very complicated, and NifSE as it currently stands might not be up to the challenge yet, but that could be worked on. (Actually... it might work, depending on what you require. NifSE can copy a mesh from one to another, and could translate/rotate the mesh within the scene. Not sure how easy it will be to get it to look good, though.) It is not, currently, unfortunately. I don't own (and don't plan to buy) NV. I do own FO3, though; I had planned on porting NifSE to FO3 eventually. But only after I finish ARES (an Oblivion mod I'm working on), and iron out the bugs in the Oblivion version of NifSE. Anyway, in order for NifSE to be ported, there needs to be a Script Extender project for NV that exposes an API for 3rd-party extensions (as Oblivion's does) — is there one? If so, porting could be easy or difficult depending on how similar it is to Oblivion's. Since I don't own NV, though, I won't be able to test it. Therefore, I'd be willing to help someone port it, but I can't do it myself. You'd need to know at least a bit of C++ (variables, pointers, control structures like if/else/for/while/switch, STL objects like strings and vectors), and preferably know details on the NVSE API, if it exists. To volunteer for this, e-mail me (username at gmail). Don't PM me; as Myrmaad found, I don't check my PM box here very often. EDIT: Looked into this some; NVSE does seem to have a PluginAPI, though I don't know if it's fully operational yet. Based on what I saw, it looked very similar to Oblivion's, which may allow me to port NifSE quite easily; if it's easy enough, I may be able to do it myself and just ask for some volunteers to test it. The main issue will be that NifSE relies on a hook into Oblivion's executable; an alternate hook would have to be found for NV, and without the game in front of me, that seems completely impossible for me to do. I don't suppose there's anyone here who knows how to do some disassembly work to find it?
  8. Oblivion was a complete and utter disappointment for me. Let me give you some background. I was completely obsessed with Morrowind. I logged many, many hundreds of hours on the game, and many times that many on the Elder Scrolls forums. I modded the game, I explored the lore, and I just thoroughly enjoyed every aspect of it. I was literally at the point where I was taking notes in class in Daedric. Morrowind is without a doubt my favorite game of all time. What I loved about Morrowind was the setting, the atmosphere. The world was rich, deep, and at least for me, very believable. The factions interacted in intricate ways, the peoples had stories and backgrounds and it all seemed like a true other world. The mysteries in the game, the plots, the alliances and the hatreds, were fascinating. Made me feel like a true citizen of Tamriel. Oblivion, on the other hand, is flat and shallow. There are no mysteries, no unsolved puzzles. There is absolutely no ambiguity in the game whatsoever. Add on to this myriad continuity problems, rampant disregard, and even apparent ignorance, of previous lore, and the fewer options for character customization, and you have a drastically inferior game. The quests were boring, the people were uninteresting, and the factions extraordinarily static and simplistic. Literally, the best thing about Oblivion, as far as I am concerned, is the scenery. Those forests look excellent. Other than that, there is nothing about the game that I really appreciate, at all. Thanks to OBSE, modding in Oblivion is more interesting to me than it was in Morrowind, so I'm leaving Morrowind and its glorious memories behind, and I'm continuing on with the community that I loved from Morrowind and modding for Oblivion. However, I really don't think I'm going to play very much of Oblivion any longer, and I'm very unsure that I will ever buy another Bethesda product again.
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