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oc3

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Posts posted by oc3

  1. I am using "Toggle Zoom" which I love, but I would like to make it more immersive and visually realistic (for my own use). I would like to have it so that when you zoom in it looks like you are squinting. Dark and blurry around the edges with only the center clear and in focus. I know such a thing must be possible, but I have no clue how to do it. It seems that one would just need to create mesh plane and put a suitable texture on it, but how to get it to appear on screen I have no idea. Could someone please help. This could turn into a good mod that many might enjoy.

     

    Thanks OC3

  2. Starting a new play through after working on a mod for a couple of years and everything is going OK, but for some reason Castle Kvatch interior is extremely dark, even with all the flames about. Also, castle Bruma is very dark also. I went into the CS to see what the vanilla cells look like, and they look as normal as I remember them. It seems like some mod is changing the ambient light level. ALL OTHER INTERIORS BEHAVE FINE. HAVE NOT CHECKED THE OTHER CASTLES.

     

    I did add a few new mods, and my load order may have changed a bit from when I played last, but does anyone know of a mod that changes castle interior lighting??? I have looked but have found nothing.

     

    Thanks

     

    EDIT: After closer observation, This ONLY happens in castle interiors and the behavior is weird: As soon as I go through a door to a new interior cell, the lighting is fine, and then suddenly is very dark. Light sources do not EMIT any light (flames are seen but no light cast). But gradually the light begins to appear. After about a minute, lighting seems to be normal as near as I can tell.

  3. Found out the reason for the password email issue. Yahoo and another email service are blocking the Nexus' emails. Apparently they send so many emails that they are thought to be spam, so they get blocked. I'm not talking about ending up in my spam folder. Yahoo itself is blocking them.

  4. Seems I forgot my password. 2 days wasted trying to get it reset. After about 20 or more tries, I only got 2 emails and neither of them worked. I finally remembered my password and got in.

     

    Now, I'm trying to upload a new mod and I can't even seem to .... wait for it.....

     

    UPLOAD a F******* PICTURE!!!!!!!.

     

    I'm sorry for my profanity, but I am beyond frustrated. I've never had issues with this before and I am uploading a JPG file that is less than the maximum size. Every time I try to drag and drop OR navigate to the file it comes back saying that is an "invalid format" or something to that effect.

     

    I am about to loose my F...ing mind.

     

    Can someone pleeeease help?

  5. Striker, Ikecoast,

    Thank you for your help. Unfortunately waiting 72 hours didn't help. Also, I found out it happens on every game save that has 'fingers of the mountain' started. However, as a test, I put the creatures at the prison sewer exit and everything works fine regardless. Since my mod needs to be compatible with everyones game saves, I have to find another solution.

     

    Vyper,

     

    I unchecked the respawn flag, but now they don't seem to spawn at all. At least I can't find them. However they still spawn at the prison sewer exit. see above.

     

    Iknow I've changed the terrain around cloudtop. Very Extensively in some areas. This must have something to do with it, although I did not know terrain data was stored in a game save.

     

    My solution is going the have to be to make a static out of the creatures. Does anyone know a good tutorial on how to make a static out of a posed blender file? I can't seem to get it to export with any changes.

  6. Thanks Striker,

    they do seem to be appearing near a pathnode grid. But there is more... I posted a lot more info earlier and now it is gone....... You probably never saw it. I'l try to resummerize:

     

    I think I found a clue as to why the level 6 character works.... The area of my mod is near cloudtop. My level 6 character has never been to cloudtop, and things work normal with him.

     

    If I load a player that has been to cloudtop, then the deer and the ram both appear alive. I have recreated them from scratch as opposed to just giving new IDs to existing ones with no effect.

     

    They have unique IDs so I don't see how this can be a game save issue, and yet it seems to be.

     

    The creatures are meant to be merely props. They are supposed to be prey that a snow troll has killed and are inside it's cave. They have to spawn right where their blood spatter is for a believable effect. Is there an easy way to convert the creature mesh into a simple static mesh and have it posed like I want? I.E. dead and lying on it's side?

  7. Well, it's still happening. Very strange. Resaved after havok turned off. Also changed creature to a quest item. No change. I find the 2 animals lying about 10 feet from where they should be. One time the ram was actually standing and appeared to be alive. Again, this does not happen with a level 6 character.

     

    I tried changing the creatures levels to 100 and it made no difference.

  8. Looks like I have to ask for help again!

     

    I am trying to have a dead deer and a dead sheep spawn next to each other. In an exterior cell.

     

    I have given them both unique IDs and zeroed out EVERYTHING as far as stats and AI go. There is no PC Offset Level checked, and the creatures are set to level 1.

     

     

    The WIERD part......

     

    If I test with a level 6 character, everything is fine....animals appear where they are supposed to and positioned exeactly as in the CS.. But If if test with a higher level character, the animals either appear alive/or dead, although standing and not moving.

     

    Or... they spawn away from their CS editor locations, or not at all. At least I can't find them , maybe they fell through the world.

     

    I don't understand why the player level makes a difference. ...... I am using Beta Testing Charecters by LHammonds.

     

    Really need help here. I've read all on the CS site. Been working on this for a week and the mod for 2 years.....and I'm almost ready to turn it over to the testing guild. This is like the last thing.

     

    Please....... Help meeeeeee!

    OC3

  9. This may not be possible as I intended. It looks like the trapupdate system is hard coded to only allow certain special variables for trap damage.

     

    I was hoping that by putting the modactorvalue function under trapupdate that it would work without an actor reference (since the trap already knows what hit it) but it doesn't work.

     

    Unfortunately, I can't even use getactionref to find out what is in contact with the trap since that is only useful inside an onactivate block.

    And since the player and other creatures are both present, the script must know who hit the boulder to use modav.

     

    I wonder if anyone knows how to modify the trapupdate system to allow new variables like pushback pushactoraway or something else that would give a ragdoll effect.

  10. Time to beg for help again! This script is for a large boulder that when it strikes the player or NPC, causes them to fly backward as a ragdoll and after 3 seconds get up. Everything else about the script works Fine for now. The only part I need help with is knocking out the actor. The boulder pushes them back a bit but does not do the ragdoll thing....

    Thanks!

     

    EDIT: Don't pay too much attention to the indentation. The editor F***ed it all up when I pasted. I fixed it the best I could, but the editor is seriously lacking in usability.

     

     

     

    scn CTMBoulderScript



    float fTrapDamage

    float flevelledDamage

    float fTrapPushBack

    float fTrapMinVelocity

    float fTrapDeathPushBack

    short bTrapContinuous

    short activated

    Short BaseFatigue

    short doonce

    float hitTimer

    float TrapTimer ; Starts when actor is hit



    begin onactivate


    set fTrapPushBack to 2000
    set fTrapDeathPushBack to 4000
    set fTrapMinVelocity to 80
    set bTrapContinuous to 0
    set fTrapDamage to 95
    set flevelledDamage to 1.1
    set activated to 1
    set hitTimer to 12.5 ; To time the sounds and hit shader to the tempo of the stone
    set TrapTimer to 0
    end



    Begin Gamemode
    TrapUpdate

    If activated == 1

    Set BaseFatigue to GetActorValue Fatigue
    ModActorValue Fatigue -100




    if hitTimer > 0
    set hitTimer to hitTimer - GetSecondsPassed
    set TrapTimer to TrapTimer + GetSecondsPassed



    if doonce == 0
    PlaySound CTMStoneRoll
    set doonce to 1
    endif



    If TrapTimer > 3
    ModActorValue Fatigue BaseFatigue
    endif


    if hitTimer <= 12.4 && hitTimer >= 12.35
    TriggerHitShader .7
    endif


    if hitTimer <= 10.52 && hitTimer >= 10.47
    TriggerHitShader 3
    endif



    if hitTimer <= 4.25 && hitTimer >= 4.2
    TriggerHitShader 1.7
    endif


    if hitTimer <= 4.25 ; It has hit the wall and is moving slowly by then
    set fTrapPushBack to 1000
    set fTrapMinVelocity to 50
    set fTrapDamage to 10
    endif


    if hitTimer <= 0
    set activated to 2
    endif



    endif

    endif

    end



    begin onReset

    Reset3DState
    Set doonce to 0
    set activated to 0
    set hitTimer to 0

    end

     

  11. Thanks Drake, I'll look into that. But I think it may be simpler. If you are in game and type tcg in the console so that the collision geometry shows, you can actually see that the imp/bat has an elongated capsule shaped collision object attached to it. This appears to be what gives it constant height separation from the ground. (I should have made that more clear in my post)

     

    Unfortunately, that collision object does not show in Nifskope. Do you think it can still be related to an animation issue? Come to think of it, that collision box has to disappear when the creature dies. So it kind of makes sense that it would be controlled by an animation.

     

    EDIT: Nevermind, I'm off base. Trying your suggestion.

     

    Tried changing the Z value of the BP01 nonaccum in the idle animation. I was really hopeful, but it didn't work. I think you are definately onto something. The animations are the key. If I had the time, I think I could get it, but I nee to get this thing done and out the door. After 2 years, I really need to get back to my real life.

     

    Thanks for the time/help

  12. Is there any way to change the height at which flying creatures " fly " ? The Imp for instance.

     

    I realize they don't actually fly. they just hover around on what looks like a collision capsule, in game. The odd thing is, I cannot find the corresponding collision object in nifscope on the skeleton mesh or on the creature mesh.

     

    I have adjusted the heights of the skeleton in nifskope and the scene height, both with no changes in game.

     

    The only way that works is to change the scale of the creature in the CS. I'm trying to create a bat here, and they are already too large as it is.

     

    Suggestions....Is it even possible. Is the height hard coded into the game? Is there an AI variable?

    Thanks

  13. Nope, I don't have any menu mode items in the scripts. I think I may have found something helpful in another post:

    http://forums.nexusmods.com/index.php?/topic/392414-second-post-on-this-topic-zone-triggers-making-me-want-to-pull-my-hair-out/?p=3232399

    It states that if you put an IsActionRef anywhere but in an OnActivate block, it will block that thread until something is activated, including a menu. Another possibility is that menu mode stops all AI and gamemode processing giving the script time to execute.

    The original poster had the exact same problem as me, and found an object with an IsActionRef on it, deleted it's script and then everything worked.

    I'll check it out later and see I can find something similar.

  14.  

    Scale should not affect the TZ. They are supposed to be scaled, i guess.

     

    If the console says "ref 00000000..", there is nothing triggering it.

     

    Since you have more than one TZ, use this to identify which is printing which message.

    (make sure the code is added to all)

    ref reff
    ref refSelf
    Begin gamemode
       Let refSelf := GetSelf
       Let reff := GetActionRef
       printc  "TZ %i - GetActionRef = %i %n" refSelf reff reff
    end

    Thanks, Q,

    Looks like you've been working hard on this. Thanks. You probably haven't seen my last post yet, but when you do, I think you'll agree something else is going on. Thanks for your time, please keep helping if you can.

  15. Well...... It worked perfectly 3 times in a row. Then I wondered what would happen if I closed the CS, opened it and reloaded my esp, and then saved it (without even opening a cell).

     

    Guess what? Broken again! The first trigger zone works fine, but the second which it enables with 'CTMLeavingTombTrigger.Enable' does not. I only get the debug message after I enter the console or menu. Even then, it's script does not function even though I get the debug message. The caskets that it is supposed to activate during a gamemode ...Don't.

     

    Is using one triggerzone to enable another a bad practice?

     

    EDIT: This is incredibly weird, I've used dozens of trigger zones in this mod with no problem at all. Pretty sure I've even linked them. What the hell is going on. This almost seems like a CS issue. I sent ShadeMe a message, but so far no response. I'll let everyone know If he has any clues.

  16. Thanks to both of you for the ideas, but neither idea worked. Neither did using a different clean save. The console message QQuix recommended stated "ref 000000000 <noname>" REPEATEDLY. EDIT...After I hit the next 2 zones, the console correctly gives my characters name.

     

    Very strange. This problem has happened twice before. The first time it seemed to be fixed by resizing the trigger zones to a scale of 1.0. They were larger.

     

    The second time, I just rebuilt from scratch and also found that I had somehow resized the 'master' trigger zone to smaller than 1. Resized it to 1.0 and it started working again.

     

    Now, they are all definately scaled to 1.0 and does not work. I don't get it, because the size should not matter.

     

    I think something is stuck in a loop or otherwise tieing up the game engine/cpu until a menu or console is entered. Any ideas where to look?

     

    EDIT.... I'm going to resize and position my trig zones so they do not touch anything at all. I think the engine is getting 'clogged up' with all the constant triggering from statics.

  17. On a mod that I am working on, I have a series of trigger zones which in the past have worked perfectly. However, they recently quit working dependably. I created degug messages in the script and they pop up VERY late if at all, unless I enter the console or a menu, in which case it is instant.

     

    I've made too many changes since the last time I tested to be sure what the cause could be, but the last was creating a pathgrid. I deleted the pathgrid and the problem remains.

     

    The trigger zone also works fine in the testing hall.

     

    Here is a typical script:

     

    scn CTMStatueGuardTriggerSCRIPT

    ; Disables guard statues and enables the statue guard characters. Also, enables the trigger zone that spawns the last 4 skeletons/caskets

    SHORT TEST

    begin onTrigger Player
    if test == 0
    messagebox "triggered"
    SET TEST TO 1
    endif

    CTMGuardStatueLt.Disable
    CTMGuardStatueRt.Disable
    CTMStatueGuard1.Enable
    CTMStatueGuard2.Enable
    CTMLeavingTombTrigger.Enable
    CTMBoulderTrig2.Enable

    end

     

    NOW, keeping this in mind....I have an esp that works just fine when loaded in game, but......If I load it into the CS and make NO CHANGES and then save, the trigger zones no longer work.

     

    Any ideas? Almost done with this mod of 2 years plus, just need some help before I throw my computer in the lake. :wallbash:

    Thanks

     

     

     

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