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JustChill

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Everything posted by JustChill

  1. I honestly would never ever run vanilla CS again. Especially as CSE has achievements. Try to alter a base game Dialogue Topic by adding a new response into the "Add Topic" field. The CSE will inform you about you being dumb. XDDDDDD Adding new responses to a base game topic should only be done in the result script of said topic. With the command "AddTopic <your new topic>". I even unlocked the achievement, where it tells you that you are using the CSE for a few hours without having it crashing. XD
  2. Black text would even harder to be read on black background. I am not always looking INTO the lava there and at the very end you see a pretty dark "water shader" for lava, so that's that. You are obviously not a fan of J. J. Abrams. :tongue: Still thansk for the critique, I might use simply a dark black shadow next time, instead of a cyan one. ^^ ANYWAYS, stick to the topic please! Which is lava rendering with OR or OBGE - Liquid Water. :wink: Which is a reason why I also upload the INI with my recommended settings if I use a mod that requires OR. Are you using OBGE v3 instead? OBGE is aged and furthermore has the very same issue. As OBGE - Liquid Water introduced it, which is baked into OR. I recently reached out to the developer of Oblivion Reloaded Lite. He may look into it, so if this gets fixed OR will be definitely superior to OBGE at least when it comes to Liquid Water. I really hope this can get fixed as all I am currently thinking about is that plain lava texture hovering through the screen. XDDD
  3. I recently beat the drum about this old issue, as I actually was about to never encounter it anyways because of thinking that a static lava texture for Oblivion was normal even in the base game. XD Long story short: Oblivion Reloaded and also an old part of OBGE which that got merged into OR (OBGE - Liquid Water), seems to have an issue with using the lava shader properly. While the base game (vanilla Oblivion) has a nice lava shader, Oblivion Reloaded and also OBGE - Liquid Water both seem to just use the regular water shader for lava. Here a quick test: I am wondering about, as I only found another reference about this issue from about 3 years ago on LoversLab. Does nobody else really notice that issue, or did we all just got used to having a static lava texture when using Oblivion Reloaded? XD I mean seriously, I started to play Oblivion very late (2013 I guess) and immediately started it with OBGE and OBGE - Liquid Water (Oblivion Reloaded or OBGE v4 wasn't a thing back then) and I never bothered about having a static lava texture as I thought it was perfectly normal. Now I see that vanilla lava looks far better than its appearance with OR and it bugs me somehow. :sad: PS: I know OR is basically OBGE V4, but it uses a different name and includes most of the OBGE V3 functions (including the additional Liquid Water mod). I still like to state it differently as... well it's named Oblivion Reloaded officially. ;)
  4. So... Well at least it's not a full year later. ^^ But I finally found the time to finish the mod in the way I wanted to (at least almost). Everything works as intended, just the boss fight is yet not balanced a bit. But the functionality is there, so currently, it's as-is: https://www.nexusmods.com/enderal/mods/115 No worries, you will be credited too. As soon as I am done, the mod credits might be looking like this. ^^ As stated, I did NOT forget anyone in the credits. Helpful or not. :P
  5. Hey, where do you run this query? It would be best to do it in Begin MenuMode 4 If GetGameRestarted SetScript INHIBPrimmPowderGangerOverrideSCRIPT, PrimmPowderGangerOutside SetScript INHIBPrimmPowderGangerOverrideSCRIPT, LvlPowderGangerGunNVBisonSteve01 SetScript INHIBPrimmPowderGangerOverrideSCRIPT, LvlPowderGangerNVBisonSteve01Sleeping SetScript INHIBPrimmPowderGangerOverrideSCRIPT, LvlPowderGangerNVBisonSteve01Flamer SetScript INHIBPrimmPowderGangerOverrideSCRIPT, PrimmPowderGangerRifle EndIf EndI recommend to check the warnings of this function on the Geck Wiki: https://geckwiki.com/index.php/SetScript#Warning
  6. I've thought about spells to achieve that... First you need a quest and a script attached to it, to save some variables. scn QuestToSaveFactionsOfActorSCRIPT array_var arFactionIDs ;=> Used to save the factions of the last hit actor ref rSaveLastHitActor ;=> Used to save the ref of the last hit actor ;=> The Quest of this script does NOT have to run as variables are saved in it anyways. ;=> Just attach the script to the respective quest.This is the first spell with which you save the factions of the hit actor. scn SpellToGetFactionsOfActor ;=> Magic Effect Script! short sNumFactions ref rFactionID ref rActorID ;It might be better to apply this effect to a spell and use it not in GameMode but in ;ScriptEffectStart, when the spell hits the respective actor. Begin ScriptEffectStart Let rActorID to GetSelf If rActorID.IsActor if eval(Ar_Size QuestToSaveFactionsOfActor.arFactionIDs > -1) Let QuestToSaveFactionsOfActor.arFactionIDs := ar_Null endif Let QuestToSaveFactionsOfActor.rSaveLastHitActor := rActorID ;=> Be aware of the QUEST NAME! Let QuestToSaveFactionsOfActor.arFactionIDs := ar_Construct Array While snumFactions < (rActorID.GetNumFactions - 1) ;=> The number of factions the player is in minus 1, as an index starts at 0. if (rActorID.GetNumFactions - 1) == -1 Break ;=> Is in no faction, so get outa here. endif Let rFactionID := rActorID.GetNthFaction sNumFactions ar_Append QuestToSaveFactionsOfActor.arFactionIDs rFactionID Let sNumFactions += 1 Loop Let sNumFactions := 0 Endif EndWith the second spell you can remove this actor from all factions. scn SpellToRemoveActorFromFactions ;=> Magic Effect Script! short sNumFactions ref rFactionID ref rActorID Begin ScriptEffectStart Let rActorID to GetSelf If rActorID.IsActor if rActorID == QuestToSaveFactionsOfActor.rSaveLastHitActor While eval(ar_Size QuestToSaveFactionsOfActor.arFactionIDs > sNumFactions) Let rFactionID := QuestToSaveFactionsOfActor.arFactionIDs[sNumFactions] rActorID.SetFactionRank rFactionID -1 Let sNumFactions += 1 Loop Let QuestToSaveFactionsOfActor.arFactionIDs := ar_Null Let sNumFactions := 0 Let QuestToSaveFactionsOfActor.rSaveLastHitActor := 0 Endif Endif End
  7. I've fixed it. I've placed 2 trigger boxes on one side of the killbox and 2 on the other. So the trap won't be triggered if the player is right in place, but if he / she enters or leaves the trap area. Good enough for a proper horrific experience of being crushed by a ceiling Floor Crusher. ^^ I've linked the trigger boxes together for a daisy chain. Yet, only one trigger box is directly linked to the Floor Crusher and activates it. The other trigger boxes are linked to that one persistent trigger box and will try to activate it. However, the variable which determines if it can be triggered will only allow an activation when 0. So if the persistent trigger box triggers the floor crusher, a timer will run and set the variable to 0 after 25 seconds. Which is basically the functionality of the base game trigger box, yet I still added it as unique one as you never know when someone uses base game activators, where the changes might intervene with that functionality.
  8. Hey there, I've a weird issue on a trap in Nehrim. Nehrim adds 2 "Floor Crushers" onto the roof of a dungeon. So they come down and actually block the way of the player or even lock him inside their texture. However they deal no damage at all. So I thought I put 2 killboxes on the floor of each crusher and enable these as soon as the crusher comes down. Following situation: [ ( ) ] So, [ ] = an event trigger box, which activates the crusher coming down to the player. While () = the initially disabled killbox which has an "OnTriggerActor" block where the targeted actor gets killed. So the killbox is placed inside the event trigger box. The killbox also has a GameMode block to enable and disable the killbox again at the right moment, but this one works flawless, as of testing it with "PrintC". However, as of using another "PrintC" on the target reference in the "OnTriggerActor"-block, I realized that it only returns the FormID of the event trigger box back, which activates the crusher. So it only tries to kill the event trigger box while the player or any creature is unharmed. I know that the trigger box overlaps the killbox, so it's just normal that it would feel triggered by the triggerbox. But shouldn't "OnTriggerActor" only run on actors (NPCs, creatures), excluding everything else including activators? Cheers
  9. Have you tried using the Construction Set Extender? I wouldn't touch CS without CSE in a million years. XD I can't believe that Bethesda used the base CS to program Oblivion. oO
  10. Ah sorry, for the inconvenience. I actually went through the list of functions on CS Wiki and found this one: SetMagicEffectIsHostile After trying it out with setting the fatigue penalties to diseases, I got rid of the blur by making DGFA "non-hostile" as long as the player is sprinting. Afterwards, DGFA will be set back to hostile. Not the best solution as it can be exploited on NPCs if a spell with DGFA is casted on them they probably won't be upset about as long as the player is sprinting. ^^ Anyways, that's probably the best I can come up with. Maybe that was helpful for someone with a similar issues, I don't know. Anyways, cheers
  11. Hey, badly I've opened up a topic already in the Mod Talk, even though I think the chances to meet a Gamebryo wizard here are much higher. ^^ So... I've took my "Oblivion Subtle Sprint" mod and wanted to implement it into a mod which I write for Nehrim. In addition to that I realized how bad the solution with "ModAV2" was as that function cannot work with decimal values, furthermore even if I use a function that works with decimal values it will still be tied to the framerate. I've released Subtle Sprint, while I capped Oblivion to 60 FPS. And it worked pretty well for that amount. However, as not everyone is capping the FPS for Oblivion (even though it's recommended), I wanted to completely redo the way the fatigue is drained. So, here is my solution with an ability or a disease: Both settings would work but both have graphical annoyances which I would like to remove. Is there any way to remove the blur effect when using a disease or the spell time from the HUD when using an ability? Cheers
  12. It seems that the spell handling is still pretty annoying. An illness shows no spell time bar but shows blur, an ability shows the spell time bar. -.- In addition: I am somewhat happy with setting all spells to diseases and using a function that makes the magic effect DGFA non-hostile for as long as the player is sprinting. https://forums.nexusmods.com/index.php?/topic/8835508-is-there-a-way-to-avoid-these-issues/&do=findComment&comment=82240963
  13. Now that was easy. XD I simply switched from disease to ability. Didn't know it's allowed that abilities can harm the player, but even if they do there is no weird blurry screen effect everytime they get applied. :)
  14. Hey there, I have quite an annoyance to solve. Currently, I try to enhance a sprint function I am working on. I've realized that my solution with ModAV2 only works when the framerate is low. Otherwise the fatigue get drained waaaaaaaaay too fast. So I started to work with diseases that damage the fatigue. However, everytime these get applied, the screen gets blurry for a short time. Is there any possibility to suppress that visual effect? Kindest regards, JC
  15. Sorry. ^^ I know that feeling when I am looking onto my own scripts after a while, but without having much comments on them. XD Normally, I don't like to add much comments, but it benefits even the creator of a script, so I actually recommend using comments. I am glad we were able to help you. :) Cheers
  16. Relatively simple? While I agree that this cannot be compared to a real programming language as it's rather an engine-implemented script language - it still can be annoying as hell sometimes. ^^ Especially when you come from the previous script language for Gamebryo and now feel funny about getting a compilation error at least once per new script, as you forgot to use () after a call for a native function. Goodbye Player.Additem <EditorID> <amount>:( Anyways, I think your attempt is good with "OnContainerChanged". SurfsideNaturals gave me a very good example about using OnContainerChanged and she wrote pretty clear comments to understand what's going on there: https://forums.nexusmods.com/index.php?/topic/8360833-is-it-possible-to-track-if-the-player-just-used-a-specific-soul-gem/page-5&do=findComment&comment=77164713 I hope this helps you too. :)
  17. Hey there, here is the script used by Enderal for dynamically switching combat soundtrack: I hope this is helping you. :)
  18. Hm, I cannot agree with his script being a mess. Especially as there is no unified way of how to write scripts. If they work, they work. That's actually the main goal of writing a script, I guess. ^^ @ anb2004 I've read your code and I assume you try to put the armor onto the mannequin and remove it again, when activating. The only issue I have is, are these two different types of armor or are these just two pieces of armor that can be combined with each other? As in your screen, I see two different tops, but the same bottoms. Do you only focus on the tops here? Where "TheArmor" is one top and "TheArmorB" is the other one and the mannequin has these bottoms per default? The reason why I am asking this is, that you try to equip both armors at the same time. XDDDD So, I guess if these are really just the tops you've overthought it here. No worries, I overthink things either pretty often, SurfsideNaturals knows about. :D I simply continue my assumptions from the start, that these mannequins are used to display just these two types of tops. In addition: Ah sorry, I just read that now. That makes it a bit more complicated, when you add the other parts either as a linked reference. Let me think over again. ^^ Another addition: I hope it works. oO I haven't worked on my own with linked references with keywords before, but I guess this is the only way to check for specific linked references when there are multiple ones. Anyways, here you add a keyword to a linked reference (LINK). Oh and don't forget to add the message box with 2 buttons (first one = "Add armor pieces to mannequin", second = "Remove armors pieces from mannequin"). You can also add a third button as "Cancel". It will work right away. ^^ This message box only comes, when you have armor pieces in your inventory and there are still some free slots (but also armor pieces in some slots) on the mannequin. If the mannequin is empty you will add all your armor pieces without being asked for. If the mannequin is fully geared, you get all armor pieces back without a question. I try to avoid message boxes, sometimes they are handy. :smile: Decisions, decision... :wink: Also add only one of each armor piece to one mannequin (5 in total) You can add both body armors overlapping each other in the Creation Engine. The script will only activate one (favoring "TehArmor"). If you want to add "TehArmorB" on a mannequin be sure that "TehArmor" is not in the players inventory. But if the armor is unique and you have two mannequins, that issue should solve itself. ^^
  19. When doing something like this use "else" . if akActivator.getItemCount(ArmorA) && akActivator.getItemCount(ArmorB) Else ; Do something here. You do not have both items. EndIf It would be best if you included your entire script. That Else block would fire too, if the item count of both items is 0. So it is not totally equivalent with the OR operator. No worries, you are welcome. However, SurfsideNaturals is right about posting more context. :wink: As if you want to have a different behavior when the player has BOTH items in inventory and when there is just ONE of them in the inventory. In that case an ElseIf with my example would be necessary too. if akActivator.getItemCount(ArmorA) && akActivator.getItemCount(ArmorB) ; 'Do something here if the player has both items.' ElseIf akActivator.getItemCount(ArmorA) || akActivator.getItemCount(ArmorB) ; 'Do something else here, when only one of these items is in the players inventory.' Else ; 'Do something else here. You do not have any of the items.' EndIfIn addition to that, you could either go if akActivator.getItemCount(ArmorA) && akActivator.getItemCount(ArmorB) ; 'Do something here if the player has both items.' ElseIf akActivator.getItemCount(ArmorA) ; 'Do something else here, when only ArmorA is in the inventory.' Elseif akActivator.getItemCount(ArmorB) ; 'Do something else here, when only ArmorB is in the inventory.' Else ; 'Do something else here. You do not have any of the items.' EndIfYet as we don't exactly know what you are up to, any solution that fits your needs might do it. ^^ Anyways, happy modding. :smile:
  20. Hey, have you tried attaching a script to the boss that plays the custom music? I haven't much messed around with custom music, as I rather just copied an already existing boss from Enderal and just changed the visuals and stats of that Wispmother. She has a respective script attached. I cannot recall how the coding looks like, but when I am at home later, I could copy you the PSC file here. :)
  21. if (akActivator.getItemCount(ArmorA) > 0) || (akActivator.getItemCount(ArmorB) > 0); Player has just one of the items?That should do it. :smile: I've changed the evaluation to > 0as >=are actually two types of evaluations (greater and equal), which is a bit more demanding. It shouldn't be that big of a deal, but as long as you don't really need the ">=" evaluation, I recommend to just use the ">" with asking if it is greater than 0. :wink: You can read more about operators here: https://www.creationkit.com/index.php?title=Operator_Reference :)
  22. Just as a minor addition... As I now also added a fancy effect shader for the corpses re-appearing on position. They will also re-appear if they are already in position, but I don't mind that feature. It mainly should just prevent the player of f***ing up the boss battle. ^^ Oh, and as a note for people who may be very unfamiliar of how the Nexus forum code works. If you use the "Preview Post" function and have a CODEsegment in your post, the forum software will automatically add new empty lines after any line in your code segment. :wink: I personally dislike that function myself, but I guess it's there for a reason?
  23. No worries, I already used it for my boss battle. ^^ A player could drag or use spellcraft to bring these corpses out of position. So I teleport them back into their initial editor position. :smile: Oh about the end, it's actually meant for her to be in Ghost status. I still need to implement her reviving casts for the corpses though. Unfortunately I just can invest around 2 to 3 hours during the week. Looking forward to the weekend. :D Jerking around with the engine feels currently pretty entertaining. ^^ Even though I am really not a fan of this disimprovement, I think I just have a bit of an enthusiasm for the Creation Engine right now. But definitely happy that I am not the only one who speaks bad about zhe Papyrus. Ah, I am late at that one too. XD
  24. XD Well, there are indeed some. But it seems you got it going. Sometimes it's just necessary to be happy with the available solution. :sad: Gamebryo isn't that much better either, but just got better in the recent years. For example, there was no function to activate and deactivate the Pipboy light. oO I mean that's a simple function, but no command for it to manipulate the light. The only way to turn the light on / off was by pressing the button to go into the inventory for a longer period of time. Which was the way I initially did it. XDDD Even though I was very unhappy with that solution it worked. So a combination of HoldKey and ReleaseKey did the trick. Except a few months later JazzIsParis updated his NVSE plugin with this one: TogglePipBoyLight Which made me re-writing the whole mod from scratch. ^^ I recently either found some nice issue with MoveToMyEditorLocation in Papyrus. There are 8 corspes the player can drag around and move out of the battle arena, in my recent mod. I tested that by moving the corpses almost to the other end of the whole dungeon. As soon as the player starts the boss combat, the corspes should be moved back into their initial position as the boss needs them for specific battle states. Yet this one didn't work: I tried to make their teleportation back to their initial place looks a bit magical by using these visual effects. Yet "MoveToMyEditorLocation()" didn't fire properly (especially for the corpses which were floating in the water). So I came up with this: Even though there is now no fancy effect when the corpses re-appear on their initial location, at least the movement works properly. Disabling, moving and enabling stuff was something I already got used to in Gamebryo, so it seems a few Gamebryo solutions still work here. :D
  25. Hey, thanks again for pointing me to this result. It looks as haunted as I wanted it to be. :D Now I just have to program the battle behavior and it's good to go. :) Cheers
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