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DrakeTheDragon

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Posts posted by DrakeTheDragon

  1. I'm not sure it will be considered to be listed, if its name is still "SpecialIdle_something-something". But if you find the right node in NifSkope and rename it to "idle", then it will. ...Or it will break something, both possible.

     

    I for one prefer previewing animations in NifSkope anyways. Open the skeleton, add as many models to it as you like/need, then go "spells > animation > add .kf" or what it was named, hit play and see.

  2. Hmm, if that's the case, then let me quickly expand my sample script and add some GetActionRef to it:

     

    ...
     
    short open
    float timer
    ref opener
     
    Begin OnActivate
        set timer to 5 ;seconds
        set open to 1
        set opener to GetActionRef
        Activate opener
    End
     
    Begin GameMode
        if open == 1
            if timer > 0
                set timer to timer - GetSecondsPassed
            else
                set open to 0
                Activate opener
            endif
        endif
    End
    

    Let's see if that's better.

    After all, why shouldn't the one opening it also be the one closing it again? And activating works entire world spaces away remotely.

  3. Hmm, the approach is probably way too primitive and lacking in many parts, but why not simply catching the activation event and starting a timer for an automatic re-close?

    ...
     
    short open
    float timer
     
    Begin OnActivate
        set timer to 5 ;seconds
        set open to 1
        Activate
    End
     
    Begin GameMode
        if open == 1
            if timer > 0
                set timer to timer - GetSecondsPassed
            else
                set open to 0
                Activate
            endif
        endif
    End
    

    Could in theory be functioning.

     

    Of course such a simplistic system can easily be gotten out of whack, if one really tries to. But then, these trials can also be caught and circumvented with further code.

  4. Well, yes, I think so, too. The very moment you select the skeleton file the CS will know where to look for all the animations. All the ones with the special code names inside the NIF will get added and used automatically (moving around, jumping, fighting, etc.).

     

    Only the real special ones, the ones named Special Idles, where each is only played while certain conditions are met, have to be set up inside the Idle Manager. But most creatures I know don't have many, or any, in there, unless it's ridable ones and similar.

    And I for one didn't have any trouble creating new animation branches inside the tool. Though... as of right now I can't really recall how it was done anymore either.

  5. Hmm, can a TriggerBox also cast spells? Can't recall having seen one used for that, yet.

    But using a trigger for that is kinda overcomplicating things anyways. If I need to have a spell cast onto the player, or something else, from out of nowhere, I for one prefer using an Activator. There's even empty NIFs floating around somewhere, so there's also nothing to see in the split-second the activator is nearby.

    So you have a script that spawns the triggerbox (triggerRef.MoveTo player), then you wait for the trigger to get triggered by being around the player only for then to do the casting from a script on the trigger itself.

    You can just as well only use the one script you already have, spawn an activator instead, then use its ref for the casting call:

    ...
    OvadBootsCasterRef.moveTo player ;add some offset as well, if needed, somewhere "above" the player is usually done
    OvadBootsCasterRef.cast OvadBootsSpell player
    OvadBootsCasterRef.moveTo OvadTriggerHomeRef
    ...
    

    And that should also do the trick. The activator doesn't need any script to run on itself.


    Also, you're using the code box correctly, but the editors of this site are often having problems with copy&paste. At least parts of the copied text's styling are always copied along.
    I'm not 100% sure what happened in your case above, but as I can't recreate the alternating line background whatever I try, nor the line numbering, it must be coming from outside.
    To eliminate any potential misclick on creating of the block, do like I always do and simply write out the code block BBCode yourself like so:

    [code]
    ...
    [/code]
    

    And the paste inserting can be done without the formatting as well on most OS I know.

  6. Hmm, in principle I did the same when I created my ridable creature dragon, but I don't recall it being that difficult. I'm not sure if I had to do anything inside the idle animation selector, but I think for the mounting, unmounting and stuff I had to.

    I know the normal set of animations comes automatically from inside the folder where the "skeleton.nif" is. What body parts, and/or equipment, the creature has is set up in one tab of the creature dialog though. Not sure why you had so much trouble finding it.

     

    Maybe it's all to do with me using the CS Extender (CSE) from ShadeMe and you the regular CS? Ah, but I'm far from an expert in this one. I only remember the whole setup wasn't really that much work.

     

    Kinda curious now, too, to learn how it's actually done.

  7. We cannot offer much support when it comes to certain mod packs, as nobody but their creator knows what all they changed and not even the authors of the mods they included/redistributed without permission can say their mods inside the packs will still work the same way.

     

    However, actors losing their voices, especially when it's a different language version of the game, is always caused by one or more mods in the load order not being made for the current voice, thus switching it around so the game won't find the original voices anymore, searching for the other language ones instead.

     

    A single English language mod inside the mix up can and/or will switch the current language to English, and everything Russian will no longer be used. If there is no English voice files present, then no voices will be used. That's why plugins always should be translated to your game's language, so this won't happen.

     

     

    For a little more technical insight: Voice files are, for whatever reason, stored and read from inside a folder labeled after the display name (not EditorID) of the race. In English it's for example "voices/Oblivion.esm/Argonian/...", while in German it's "voices/Oblivion.esm/Argonier/..." and in Russian it will be... I don't know. But once the game comes upon a plugin which was not yet translated to your language, it will switch the internal pathing to this plugin's racial display names. One single German plugin in your load order, and your game will look for voices inside the German paths instead of the English ones for each race.

  8. Well, it's not "impossible" to put a spell effect onto the player directly, but it's way more complex to do. There's no simple function like "put spell effect on actor" or the like. It involves highly articulated OBSE scripting.

    That's why nobody does it, when you can just as well make the thing you weren't to touch cast the spell onto you instead.

     

    Mind, however, not all kinds/types of objects can cast a spell, even with scripting. They must be "activators" or related to them, like actors, doors, chests, etc., something you "can" activate in other words.

    And for actors it's again special, as it will also make them do the casting animation, provided they have one, and if they don't have one, then they also can't be made to cast.

     

    "OnActivate" is the proper block type to catch this activation. (The command isn't "Start" though but "Begin".)

    It should also be checked who or what activated the "trap", if you don't want it casting the curse onto everyone. Or you can obtain the actual activator (who or what activated it) and cast the curse onto this.

    The last thing you want is your player getting cursed, because some random beggar just happened to pick up the item while you were only close by.

     

    One thing to mind when using the "Activate" function is the confusing order when going by its name.

    It's "chest.activate player", meaning the player activates the chest,

    not "player.activate chest", meaning the chest activates the player.

    That's why in every OnActivate block that is to catch activation and either occasionally prevent it or not at all there's mostly only an "Activate" call at the end (meaning "activate myself" or "pass on my activation").

  9. When I need functions, I made a shortcut to this list in the CS Wiki as it not only lists the OBSE as it lists everyone, both CS, OBSE and also Puffy.

     

    I do feel like some stuff is missing, like how to use the most important command ever made like "if" as one example... I mean, "If" made the computer possible in the first place with Ada's mathematic made 150 years ago...

    Well, "If" isn't a function but part of the language rather, like loops and iterations and such. That's why it's under the Commands page, or directly under its own page instead.

    This page here is the entry point to all things Oblivion scripting. All others mentioned so far are subpages of that.

  10. Hmm, the biggest problem likely is, vampirism in this game is completely and utterly hardcoded, with almost no technical means for a mod to interfere.

     

    Vampirism is a boolean flag, either you're a vampire or you're not a vampire. Being a vampire, by game engine, comes with all effects as a whole, good as well as bad, especially the visually unpleasing to many face deformation effects.

    There's a special vampire "race" inside the CS, probably a Breton or Imperial human one. When an actor has vampirism the game will use this race as a morph target between this and the normal race, according to the level of vampirism the actor has. Where well sated, at level 100, makes him/her look almost completely normal and the hungrier he/she gets the more vampiric the shape. (Vampire modding experts correct me, if wrong!)

     

    This is already causing a very odd situation with beast races, as you might imagine. A morph between an Argonian or Khajiit and a human vampire face is anything but looking right, especially with human eyes!

    And you also cannot define vampire fangs or eyes separately per race, not even for beasts.

     

    That's why most vampire mods instead incorporate a custom race, that does "look&feel" like a vampire but isn't "technically" one at all. They also introduce cooler features, abilities and the like. However, not using the game's hardcoded system also removes the face shape changing with vampirism level effect some still want to keep.

    So it depends on what it is you want your custom vampire race to have, whether you go the completely custom race "faked" vampirism route, or try to somehow work against the game's hardcoded vampirism framework still. Quite some vampire mods I know went that way, too, like turning around the face changing rules, tweaking this or that feature, etc.

     

    I'm not really in the know though what all can or cannot be done with this.

  11. Hmm, I'm far from an expert when it comes to combat AI and an actor's choice of attack, but additionally make sure your creatures also have the casting animations needed for the types of casts they are to do.

    I figured out very early, but after a hell of a lot of debugging around, that you cannot have a creature cast spells, or do any other action for that matter, if they're lacking the animation(s) for that.

    When creating new custom creatures, or from copying existing ones, this is one step all too easily overlooked.

  12. Ah, yes, you can't toggle on and off effects which you hard-coded into the NIF.

    If you want to go that route, there's only the old "swap between weapon with effects when drawn and weapon without effects when sheathed" approach of ancient times, which never really looks perfectly well due to the animations playing on swap.

     

    If you want script control over your weapon's effects, follow the route Pellape is explaining to re-create your hardcoded effects with script functions.

  13. There's indeed been approaches towards that in the past, but due to how it works in this game it always involves a lot of work.

     

    Doing it by body meshes and as many corresponding clothing/armor replacements as possible:

    https://www.nexusmods.com/oblivion/mods/36324

     

    Doing it through additional scale bones inserted into the skeleton(s):

    https://www.nexusmods.com/oblivion/mods/31955

    https://www.nexusmods.com/oblivion/mods/37596

     

    The latter would likely be closest to how it's done in Skyrim, if Skyrim's way wasn't even inspired by these mods perhaps (?)

     

    But all of them come with additional work and individual drawbacks, and also haven't been worked on in a long time.

     

     

    Nowadays with Blockhead the first approach can be done in a much more streamlined way, but automatic clothing and/or armor replacements are still quite a complex mess.

  14. If I got the scripts on the 1st page right, then a simple script like this put onto the NPC itself would already suffice:

    short doOnce
     
    Begin GameMode
        If 0 == doOnce
            PlayMagicShaderVisuals effectTG11stone
            set doOnce to 1
        EndIf
    End
    

    There's probably more efficient ways to go about it. But that should be a simple start.

     

    ...Not sure what game interactions (close, restart, reload etc.) might potentially require the shader visuals to be re-applied later though.

     

    Take a look at the Vanilla game's ghost ability, "AbGhost"-something-something I think. They apply a shader effect and see-through alpha to the creature or NPC it's on in much the same way.

  15. The 1st page basically explains it already. You need to play the shader effects on them through a script either on an item they wear/have in their inventory or on a spell or sometimes ability even.

    You can also make a script running on "them", as it's NPCs we're talking of here. Then you could call the playXYZ functions directly without a reference before them.

  16. Hmm, I'm wondering what you would need to unfreeze them for. It's a weapon rack after all. You put them onto it and you take them off. Would they at any point need working physics for that?

     

    The moment you pick them up their world existence is actually deleted anyways. An inventory version with identical stats gets spawned inside your inventory. And when you drop this one again, a new world version gets created with functional physics again.

     

    Or am I missing something? Do you -want- them to fall down on being hit by explosions or the like?

     

    edit: Ah, I've seen it in your other videos now. You often grab them away and carry them around. Yeah, that won't work anymore, once their physics have been turned off.

  17. After seeing your video I thought I'd seen something against this troublesome behavior in the past already, but couldn't quite find again what it was. I could've sworn there was ways to just turn off and on an item's physics, that is not their collision, so you can still pick them up, take them from the rack, but only their falling down, so whether they do have contact to something or not they'll stay in place, like what you try to re-achieve repeatedly with your SetPos calls. Sadly it was a whole decade since and my memory's not the best. Now I think I've re-found something that could be of use to you here.

     

    https://forums.nexusmods.com/index.php?/topic/30486-how-to-freeze-an-object/

     

    The use of SetRigidBodyMass really sounds like it could do the trick. You won't want to re-enable their falling down from the rack without them being taken off anyways, I think.

    Should at least be worth a try.

  18. Yeah, I got that from the post you were writing, while I was writing mine. And I meanwhile also read up about the INI settings in the game and others.

     

    They are indeed used for doing this immersion-breaking unrealistic view thing, which cannot be found or reproduced in reality. I mean, if you look through a camera at a distant scene and hold a pen in front of you the same time, then zoom in on some distant object and the pen on screen won't even move... that's not doable in RL. But I think they did it for usability purposes, mainly to fix weapon and item positioning for people using different FOVs than default.

     

    And that's also exactly the effect you're asking for here, as you explained in the post written while I was writing mine.

     

    I'm afraid that invalidates my previous writing, so disregard my post. In this version of the game engine it cannot be done.

  19. I'm far from an expert in this, but if I get the explanation of what the setting in Skyrim, et al, does correctly, then it creates an immersion-breaking split in your view focus between your body, what you hold, and the scene you're looking at?

    I wonder if that really is a thing. Your screen is a picture of the scene in front of you taken with one specific FOV and then blended above it all another picture of your arms and what you hold but taken with a different camera with a different FOV? How's that supposed to be in any way convincingly immersive still?

     

    Nevertheless, no, in Oblivion there is only 1 camera, 1 FOV, and no split focus render screen. What you can create, and I think I've seen mods, like Oblivion Reloaded but also others, already doing it, however, is different FOVs for when you're in 1st person view and when in 3rd person view. As 3rd person is like watching through a flying camera somewhere behind you, it can believably have a different focus / FOV than when you look through "your own (virtual) eyes" (1st person).

     

    But I think what you're mainly intending to have is a change in weapon and shield position, i.e. simply modified 1st person animations, which is also nothing new.

    The game already uses vastly different poses in 1st person than in 3rd person, for exactly the reason you're aiming at. Using a regular unchanged 3rd person animation in 1st person (converted of course) almost completely blocks your view or clips with the camera near plane.

    Additionally no other body/equipment slot than hand and arms (occasionally also upper body) are even considered to be rendered when in 1st person. (That's why you don't see your feet when looking down). And if you switch into 1st person, then enable free camera mode (console command "tfc"), you'll quickly see how horribly warped your arms' posing is compared to when in 3rd person view.

     

    So, yes, the exact weapon positioning in Oblivion can be done and is done through 1st person animation replacements mostly.

    I think the position of the camera in relation to the body when in 1st person view can also be altered... somehow.

    Certain mods with their own 3rd person or "fake 1st person" views definitely have their own INIs with settings to that effect at least, if I recall correctly that is.

  20. It's on the top of every page, also the ones you were trying at apparently. There's list of menu drop-down buttons next to a logo link back to the frontpage of the site:

    Nexusmods    Games v    Mods v    Media v    Community v    Support v

    If you click on this "Mods", there won't be a selection for a game. That's under "Games". It will open a pull-down where the links I took the above from are presented in different columns.

     

     

    If you're not seeing the same, chances are your browser or extensions are blocking it for some reason, and you'll likely be missing out on other features as well.

  21. How about on any file site ("game site" didn't mean the developer's own website but the Nexusmods site pertaining to the game, like "www.nexusmods.com/skyrim" or "www.nexusmods.com/fallout4" etc.) you drop down "Mods" and under "Mod updates" click on Tracked mods?

    That should lead directly to your Tracking Centre, the place where you can see and manage your tracked mods.

  22. Additionally people aim more for immersion and realism when making game changing mods, and it's not exactly believable that you can't loot an enemy's weapon or armor or that weapon and armor merchants suddenly don't have anything (but maybe recipes?) to sell.

    Next remove quest rewards and hidden items, too, (they're mostly weapons or armors as well) and you'll end up with a mostly empty game world, where no direct benefit comes from diving down a dungeon, cave or hole.

     

    I'm not even sure Maskar's, or others', current crafting amount/potential can already make up for the loss from removal of all weapon or armor items from the game. And let's not forget the sheer abundance of custom items mods going exactly counter this idea, putting their stuff into dungeons or leveled loot lists.

     

    It can all be done, of course, no doubt about that. The technical part of it is actually quite simple, too, just an insanely large amount of tedious work, emptying all vendor or reward chests and clearing out all leveled lists.

    But I think the most probable answer to why this hasn't been done long ago is simply: Nobody but you so far asked for it. You'll need to find some author capable of doing all this and with the same will to have their game this way as you.

     

     

    And please remain civil here, everybody. You can discuss ideas and probabilities of them being made without resorting to attacks or insults.

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