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monsto

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Everything posted by monsto

  1. I had originally asked in the last post But I had missed where you mentioned SetMotionType. That makes a lot of sense. I'll try that now. My other question about feeding out console commands is still relevant tho. thanks again.
  2. I quote because it helps with notification. Depending on the board, if you're just a participant and not the op, you won't get a notification of further action in the thread. On IPB forums default, quoting is the best way to make sure notifications are sent. The code works completely as expected. It drops position markers, and when prompted it attempts to set me at the marker. It's the method/function to use as traversal that doesn't set Z position. And it's behaviours are really consistent between MoveTo and SetPosition functions which makes me suspect that I've bumped up against some kind of a limitation. I tried TranslateToRef, which works as expected from its description... but with the exception that the player never rotates, regardless of DisablePlayerControls. on MoveTo i missed the MatchRotation flag. Even tho it defaults to true, it only sets Z (compass) angle and not X (up/dn) is there a way to feed console commands as opposed to using scripting functions? If I could tell it to TCL then player.moveto, it probably wouldn't be as efficient as far as the game is concerned, but it would apparently achieve the goal. Thanks again for the replies.
  3. Are you suggesting that I move the player into position, then 'restrain' them to that position? That won't work. When I Game.GetPlayer().SetPosition(x, y, 256), the player never goes to 256 at all. As said in the OP, player will set to the XY but stay on the floor of the cell.
  4. In game using the console, I can go player.setpos z 256. assuming the floor is at zero, the player is set up there, then they fall to the floor. If tcl is active (collision off) then they'll hang in air. You can do this for any non-construction static. Using a script, the player seemingly cannot be put up in the air. The script equivalent would be Game.GetPlayer().SetPosition(<parms>) coupled with ToggleCollision(). This however doesn't even raise the player off the floor. The script does everything I need it to do, my problem now is finding a way to achieve this effect. The question is what do I need to be able to do to put the player in mid air? I've used a marker with Game.GetPlayer().MoveTo(<marker>) and they go to the XY but not Z I've tried using an iron dagger... to set the position I have to be in tcl and ending that mode drops the dagger to the floor. The little map flag stays where you put it because it's a MiscObj, but it seemed to break the entire script.
  5. "This toolkit allows me to create standardized files" Standard to what? Operating system? The game?
  6. Yeah I've seen that page. What it doesn't really help with is the original problems I have here. . . which is basically how do I take this simple concept and stuff it into the way that skyrim/papyrus expects it? Based on my description above, I'll need to use an asset for a marker. That'd be the simplest way to store the positions per cell. Lets say i repurpose that iron sword, and 'disable' it in game. That will need Property. I get that. But I'm moving the player. Do i need Property for the player?To do these types of utility mods, I see Quests in the code. WTF?My favorite part is that I'd be more than willing to just RTFM. The CK Wiki isn't much to speak of with the questions I have. It's incomplete and indexed poorly. . . unless I've missed something. You know what, f*#@ it. Thanks for replying.
  7. No... for lack of a better word, I'm making a gallery. Imagine an art gallery. paintings, sculptures, etc. I want to set "camera" positions, then cycle thru them via automation. I know you can't separate the camera from the player, and even if you could I don't care to I'm content to use "player.moveto" whatever invisible token I set out. For example whiterun. Use TCL to get into position to best view Adrienne's forge. Press a key and set a marker. Walk up the hill to the marketplace. Press a key and set a marker. Do it again at Heimskr. When done, then press another key to cycle between the markers. Save markers on a per-cell basis. This is the meat and potatoes of the script/mod. Future dreams include a menu with "change/delete/moveto" individual markers, perhaps add additional info to the marker, maybe even do movement between 2 different markers. But for right now, I just want to get the absolute basics: put down a marker, traverse the markers. I don't have a problem using spells, but a "press a key to change modes" would be better. Jaxons Positioner takes KP_ENTER to change from "play the game" to "move the selected", but again I couldn't make heads or tails of where that's done in the code. It may also be a feature of MCM.
  8. The definition of Property that made it click for me came from Cipscis ...scroll down about 2/3 the way till you get to Properties header. I had seen a million different horrible paraphrases of what Property was and why it's there, and they all fell quite short. In 2 paragraphs, he clearly explains why you need Property and what it is for. First of all, it needs to be completely cell contained. That is to say that each cell will have it's own marks stored. And then here's the thing: I intend to do this as a purely personal mod. I'm one of those "homemaker" types. I've built a couple of cells in CK and do my thing with them. I haven't truly played the game in a couple of years and have no desire play the game while any of this stuff is active. The combination of world altering mods that I have running would probably break the s*** out of the game anyway. So rather than you writing it, i'd like to understand myself how to do this on my own. Therefore, if you wouldn't mind, would you be willing to be a short-term mentor for a couple weeks while I stumble thru this? Most of the stumbling will be with me getting things started... doing the obscure s#*&#33;.
  9. First of all, people tend to not even open a post with a subject line like yours. I mean it's not even specific enough to call it vague. "I have some basic questions about skyrim modding" would have been much better. Even later on something like "Having a problem with a lever opening a gate" will get you much more response than say "I need help please help me!!" To answer your questions... Dude, nobody would tell you that. I mean those guys made the mod learning from the same tools and websites you'll use. So it's quite possible. There are no alternatives. Creation Kit is it. It's what the developers used to build the meat and potatoes of the game. That's pretty standard stuff, and creationkit.com can give you the basics of how to do it.
  10. How "standard" or "required" is this? Is it stated somewhere (like creationkit.com) that it's something you need to do when creating a mod?
  11. I've got experience in python, php, javascript and some SQL, so the bulk of papyrus seems like pretty standard stuff. What throws me off is when a Property is required, where to attach scripts, and whatever other declarations are required in a script header, For a first script I want to do the following in-game. As player, move to a position. Press a key to save the players position and angle. Toggle visibility of a game asset (let's say iron swords) to depict the stored position and angle. At some future point return the player to the position.What part of this needs a Property and why? Based on what I have learned by reading s#*&#33;, it seems that i need to set up a Property to refer to the iron sword. Will I a Property for referring to and moving the player? Then there's the whole "press a key" thing. Should I make that a spell? I've seen mods that don't have a spell, but pressing an arbitrary key toggles "activation" of a mode where a whole set of keys/actions become available. I've tried looking at other peoples code, but it always seems like a spaghetti referential mess... which probably comes from not completely understanding how/when Property works. If I use that as a spell, where do I attach the script? To the spell, the spell effect, or something else? If this were python or javascript, I'd absolutely just go build something and then poke at it till I got somewhere. My problem is that creation kit not only takes a week to start, but is also unstable. And I'm reluctant to go thru that start/crash process over and over without having at least some idea of what it's going to choke on and if I somehow caused it.
  12. Lets say I populate an array with data in a script attached to a marker. is that made part of the savefile automatically when the player saves or do i have to do something special for it to save? What I want to do is save a 'view' or 'camera' position to come back to later. So at the press of a key, the position + orientation + otherdata will be put into an array. Will that data need to be manually written to something to save it in the game file?
  13. yeah, i had actually. prid 0, prid, and prid 14 are errors.
  14. FOR USE IN BAT FILES, I need to deselect whatever is selected. I know that for example prid 14 will select the player. Is there a command to deselect in this context?
  15. I've been working on this thing, I decided to save it in numbered increments, FileNameBlam00*.esp. I have one, 002, that is 292.6k When I start CK, no active file, then save to the next increment, 003 shows as only a couple K depending on what I've done in the interim. Save and push does the same thing. How do I get CK to save the ENTIRE F******G THING not just the newest changes?
  16. Sounds to me like you are winning the game here. Whether or not it's a promotion (lead programmer of a small dev team) it's not the kind of leap that someone takes without the internal motivation to chase that thing that makes them tick. As a programmer myself (node, etc), and a past life where I took the leap from Quake-engine hobbyist to that of "paid professional", I can see that this is an exciting time for you. It's a scary leap to make, but it's invigorating, energizing, ain't it? Lastly, your mental filter that catches the naysayers, pre-complainers, pre-requesters and haters is going to need a bit more energy now that you have some 10x the people hanging on your every word. Congratulations, all the way around. May your unit-tests complete and your compiles be error free.
  17. In creation kit . . . http://i.imgur.com/UEd9v4L.png In game . . . http://i.imgur.com/zkbA3cg.jpg Any ideas at all?
  18. I'll bypass the description with a screenshot. What's the prosthesis mod?
  19. This is from the middle out towards the street entrance. This is completely related to setting "grids to load" entry in Render Window Properties to anything other than the default. Default is 5. That normally crashes my machine, too much crap to load. After setting it to 3 does as pictured. Setting the CreationkitPrefs.ini to 3 is ignored and runs as 5. After setting it to 3 then back to 5, it takes longer to load (as if loading 5 cells) and is still black. Suggestions? Work arounds? Fixes?
  20. Sorry, man . . . nobody knows the answer to your question. However, people have an opinion on something they have no control over, so maybe that will help. Or not.
  21. Thank you so much for an answer. Do you still have problems with constant hd activity with loading and reloading? I see these tweaks as affecting mostly visual performance, which isn't much of an issue. it's drive access that blows performance for me.
  22. I appreciate the reply. What entries in the prefs file get tweaking?
  23. The thing chews on my hard drive like a hound on a leg bone. Every movement creates loading and reloading. I want to work in a confined space (Hangman's Alley (FensRaiderCampExt*)) and truly do not care about anything outside of it for now. File > Preferences > Render Window > Grids to load = 3 seems to have no effect. What would happen if I set it to 1? What do the following settings do? File Menu > Preferences > Render Window > . . .Allow Render Window Cell LoadsDraw World BorderView Menu > Current Cell OnlyAlso, when I de/select things, the camera moves wildly about. If the camera is in the vicinity I want, when I press D to deselect something, the camera will jump waaaayyy out somewhere pointing at the entity that was selected. And then the program has to chew for a while so it can load all the new assets that I can see. This is just one example, but it does it constantly with the back n forth, making for all kinds of loading/unloading. Lastly: As I make these changes in the prefs window, they don't appear to stick between sessions. Where is the prefs file that I would make these changes on in order to make them permanent? Performance would be fine, if I could get it to stop constantly loading things as I'm trivially moving around just trying to look at things.
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