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lubronbrons

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Everything posted by lubronbrons

  1. Ok I'll try to explain but pardon my funny English, because I'm not native this things is important : - correctly installed obse 21 & CSE (you already did this) - attach the script to charA (assumming charA is NPC base object) - NPC BASE OBJECT is located in Object Window at CSE, NPC REFERENCE / Placed NPC is located in Cell View & Render Window, while DYNAMIC NPC ref is located only in certain savegame... (generated in-game) - make sure charA is placed in world as Placed NPC - my question is so why you need charB if you just can reuse charA, they are just the same NPC right ? so... my suggestion is you should change the script like this scn charAScr ref rf1 Begin OnDeath ;Once character A dies, same character is spawned. Let rf1 := GetBaseObject ;I would like the spawned character to spawn at a map marker at the entrance to town (anvil) AnvilMapMarkerNEW.PlaceAtMe rf1 End
  2. No, I used NPC base object (not placed) in my recent test oh... CS ? I suggest that you use CSE https://www.nexusmods.com/oblivion/mods/36370 and installed OBSE v21 in your setup http://obse.silverlock.org/
  3. ahh... I never thought that Jemane brothers could be exploited like that,,,, XD why you hate argonian that much I have suggestion to avoid invisibility exploit, I have a mod that modify actor behavior on player's invisibility. it is called Greed Vision (in case you interested you could find it in my Nexus file repository) as for are you sure ? just now out of curiosity I tested the script (because when I wrote that script I didn't test it) scn charAScr Begin OnDeath ;Once character A dies, character B is spawned. I would like character b to spawn at a map marker at the entrance to town (anvil) AnvilMapMarkerNEW.PlaceAtMe charB End and it did works maybe there is something missing in your setup ??
  4. quote : "I'm still not totally sure why you cannot do the ref rf1 = charB beforehand, I was taught to do that in c programming, but maybe I can google some info on that. This is how I would have done it" >>> I think... OBSE is pascal, not c language, dunnno... but here is the documentation syntax Let No, ref rf1 = charB will not work if it is not too much what is this mod you working on? also I think I recognized you... you're updated several of your mods recently, congrats ! Welcome back to Oblivion modding o'fellow modder :) sorry to be blunt but your invisible spell mod could be exploited in many ways man.. it is hard thing to do to achieve complete isolation of that invisibility, I don't think I can achieve that
  5. quote : "if character A already has a begin gamemode script block is it okay to put a begin ondeath block below that?>>> it is fine, just remember if you move to another cell (pc far away from char A)the GameMode script will stop working until you get near char A again..the radius distance when the script attached to reference stop working I think is around 12k radius, to make it works again pc must get near the reference around 8k radius quote : "scn is i guess short for script name?>>> Yes it is, 'scn' is equal with 'ScriptName' quote : "why is the colon in front of the = sign? i usually just use two equal signs>>> that is how you use syntax 'Let'I prefer 'Let :=' rather than 'Set to' because 'Let' is much more flexible, especially when handling String type variables quote : "is it necessary to use the let statements or can they be defined before the ondeath script?>>> the reaseon I use 'Let' same as above, and ... No, the syntax will works only within 'begin Block' modeso you can't do this ref rf1 := charAyou should do it like this ref rf1 begin <BlockMode> Let rf1 := someReference end...or this ref rf1 begin <BlockMode> Set rf1 to someReference end quote : "the NPC cannot be spawned at the map marker without first being called from a player.placeatme command? in this case would the player see the NPC for a split second?>>> pardon I don't understand this question ??every object CAN be spawned by using syntax PlaceAtMeNo,in this case if the spawned NPC created & moved to somewhere in same frame, you'll not see the NPC in split secondbut for 'test case' that you requested, there is 50% chance that you'll see charB spawned near pc EDIT :quote : "also what is your opinion on spawning him near skingrad gate and having him walk to anvil to achieve the delay? do you think he might get killed.">>> I don't know ... he might get killed or not factor is based on user modlist, if the user using mod that add many hostile actors then the answer is 'Yes' he could be killeddelay... hmm... this is a bit trickyI suggest that you use quest script rather than reference scriptreference script / attached script is unreliable, if the reference is too far away the script will not working at all (from my experience usually >12k radius from player)alsoPlaceAtMe will produce dynamic reference, means... if the object is too far away, even the Great Quest script can't reach this reference (because the NPC is NOT loaded into memory)so in this case, if you teleport the char B to far away location. both method will be invalid, that unreliable reference script & Quest script can't reach the char Bwhy ?the reason is simple, because char B is only dynamic reference (has index FF / crated in-game / reference stored in savegame / bloat potential)if dynamic ref is NOT loaded into memory / RAM they CAN'T BE called or accessed, but we can still validate this thing....
  6. I have several tips : - validation MenuMode 1048 could be useful for your project - this could be the syntax that you're looking for GetEnchMenuEnchItem - returns the enchantment which is to be applied to the item to be enchanted. Only works if the enchantment menu is the active menu. (enchantment:ref) GetEnchMenuEnchItem - this is known syntax prior to OBSE 21 that can get last sigil stone used (after enchant) GetLastUsedSigilStone (GetLastSS) - returns the sigil stone most recently used to enchant an item during the current game session (ref) GetLastUsedSigilStone GetLastSigilStoneEnchantedItem (GetLastSSItem) - returns the unenchanted item most recently enchanted with a sigil stone during the current game session (ref) GetLastSigilStoneEnchantedItem GetLastSigilStoneCreatedItem (GetLastSSCreated) - returns the enchanted item most recently created with a sigil stone during the current game session (ref) GetLastSigilStoneCreatedItem
  7. Greetings fellow modder !make sure this things first :- charB is NPC base object- using OBSE v21 in your setup & CSE for building mods- script below is attached to NPC char A suggestion for testing case scn charAScr ref rf1 Begin OnDeath ;Once character A dies, character B is spawned. Let rf1 := PlaceAtMe charB ;I would like character b to spawn either near me or dead character A (testing purpose) if GetRandomPercent < 50 rf1.MoveTo PlayerRef endif End .suggestion for solution scn charAScr Begin OnDeath ;Once character A dies, character B is spawned. I would like character b to spawn at a map marker at the entrance to town (anvil) AnvilMapMarkerNEW.PlaceAtMe charB End EDIT : testing script improved, using less variable, & more efficient logic
  8. documentation : SetEssential maybe you use reference not base object to set the actor to become essential you need his/her/it base object use syntax GetBaseObject to get the base form if you not sure which is which base form or reference, you could use test case code below to make sure if ref1.IsReference printc "%i %n is reference, set to essential" Let ref1 := ref1.GetBaseObject SetEssential ref1 1 else printc "%i %n is base object, set to essential" SetEssential ref1 1 endif
  9. since your modlist is that small I suggest that you do deactive then test (repeat) several times until you found the culprit it is a bit hassle Yes, but usually people caught the culprit using this trial & error method also if you kind enough, you'll get back here and report the result later after you know which mod is causing this ... so everybody could learn too :)
  10. I second this, but not particularly into Battlehorn Caslte... it seems NPC in Oblivion causing severe lag no matter what if someone could just describe all the game setting & other setting related to AI & NPC, so they not eat up our FPS that would be golden~
  11. use this mod to find related records in-game https://www.nexusmods.com/oblivion/mods/16704/ or this ---> https://www.nexusmods.com/oblivion/mods/21862/
  12. uh oh... that mod from another room :o must get permission hassle~
  13. I don't know such mod, Moksha :( but if you found it, I could make an esp to distribute it to all NPCs
  14. so you decided to go manually replacing it rather than using mod that I provide, I don't know why you're doing this but if this is fun for you, then there is no problem~
  15. I've made esp for no rat, I did it just for fun I hope your girl friend can enjoy Oblivion too~ https://www.mediafire.com/file/c3873r8b4mo1bq0/noRat.7z
  16. from my experience it is super useful actually for script to happen before the dialogue is finished I've created the workaround in my mod AoG (it's in my signature)
  17. goggle keyword : roman legion nexus oblivion https://www.nexusmods.com/oblivion/mods/43635/ https://www.nexusmods.com/oblivion/mods/46607
  18. umm... even the gray fox ? lol it's just very hard to get all NPCs wear that zero weight mage's hood by manual console command it could take an ages x_X I can't think any possible besides mod... here's the file enjoy~ http://www.mediafire.com/file/s4aadl5d5bf2td1/allMageHood.7z
  19. I have this mod here that modify NPCs to wear a hat it's not lore friendly though --> https://old.nexusmods.com/oblivion/mods/47049
  20. yeah... old Nexus dwellers especially that still love Oblivion (including me) already know that Oblivion have potential to be the most to have the biggest area than any other games (unfortunately all that TWMP is still barren even tho it have so much potential) it is sad that many modders that have this skillset already gone, Elsweys is one of the biggest regional scope project in Oblivion besides Morroblivion & Nehrim
  21. oh my too long ! LOL why don't you all just suggest this ---> https://www.nexusmods.com/oblivion/mods/47591/ it's all in one :)
  22. I have this ESP as filter patch (so if using WB no esp slot loss) this esp simply just make all item to the max quality the best possible level of leveled item (ALL) also this cover all its lower level so it's kind like of AULIAS but it isn't because.... AULIAS still follow player level, while my patch will get the best from start no matter what that is (weapons, armors, rewards) this patch of mine is only affect Unique items & Rewards, no other~ in case you interested you can pm me
  23. you can read all the MQ 16 stages here http://en.uesp.net/wiki/Oblivion:Light_the_Dragonfires to cheat your way use console command start quest -> https://cs.elderscrolls.com/index.php?title=StartQuest and set stage -> https://cs.elderscrolls.com/index.php?title=SetStage
  24. you noticed my signature ! Yay ! I prefer to be called L alright Moksha just take your time... the nexus & the mods will not go anywhere :) heh when you come back to Oblivion, I suggest that you use AoG mod in my signature and my newly created mod fresh from oven -> https://rd.nexusmods.com/oblivion/mods/48277 (sorry advertising XD XD )
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