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ProgMath2

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Posts posted by ProgMath2

  1. Look carefully on that line.

    EquipItem Necromancerrobe

    If you just give the NPC a leveled list, he would not equip it automatically (especially if he has another weapon in his hand).

    You need either pick one object and add+equip it straightly, or to find a mace in necromancer's inventory and equip it after giving a leveled item.

    something like that

    ref rItem
    ref rContainer
    
    begin whatever
       ...
       EquipItem Necromancerrobe
       AddItem LL0NPCWeaponMace100 1
       set rContainer to GetSelf
       foreach rItem <- rContainer
          if rItem.IsWeapon && rItem.GetWeaponType == 2
             rItem.EquipMe
             break
          endif
       loop
       ...
    end
    
  2. forli

    Isn't that "Camera Mode" a state of using third person animations in first person? When torch is waving in the damn middle of monitor? I trided it and I didn't liked it. I'll think about using the mod for graphics though.

     

    Anyway, I've made a mod that suits me. It combines all that I was mentioning with addition of forcing third person in vanilla cases of player.kill. So now the only bad case is non-vanilla kill in FP, and it will only make a little inconviniency of save-load to fix the camera. A shame that we could not find a universal solution, but my variant will do for me.

    Thanks, DrakeTheDragon, lubronbrons, forli.

  3. froli

    Personally, I don't use OR respecting the advanced age of my computer. I knew about that feature (my friend Google told me), but was too lazy to analyze such a global thing. I'll start now.

    I don't think that it can be called a bug when it works like in Vanilla, especially when when they say straightly: "It's fixed only with the Camera Mode on". But I appreciate your effort.

    On the other hand, if they'll do something plagiarizable, it would be very nice.

  4. I was wrong about the problem and it seems about the lags too.

    It appears that in First Person knockout event does not occur at all. That is probably what I've taken for the lags interfering the event. I was testing it mostly in TP to easily highlight player in console.

    So now in third person everything is working fine, but in FP camera just slowly lies to the ground and nothing at all happens. Not even getting up from unconsciousness. And only when I roll the mouse wheel, the death anim plays and the knockout script starts.

    Of cource, the normal damage recieving can be easily handled via OnHealthDamage in any camera mode, but catching the "kill" command in first person is still an opened question.

  5. I've found a solutuion.

    Set player essential + OnKnockout handler with SetRestrained 1.

    The camera stays ok in almost all the cases (except for situations with heavy lags).

    No actual death happens, GetDead/OnDeath doesn't ring, so all the scripts should continue their work.

  6. But wait for someone else to chime in as well here, as what I know about the topic is likely some years old and possibly outdated already by now.

    Yep, that's what I've thought creating the topic. I read some articles in wikies saying that's impossible, but I assumed they must be older than modern script extenders.

    have you tried "player.Update3D" already by chance? It fixes a lot of messed up skeleton issues with stuff I'm currently playing around, so maybe it will fix this one as well.

    I did. It seems that camera is different object than animation skeleton. On player death some deep-buried script slowly lowers it for retard cinematic purposes. If you say something like player.SetRestrained 1 (which locks the camera) in the middle of that process, the camera will stay at that middle position.

     

    to prevent death you can use event handler OnHealthDamage

    I've created mod like that, you can try it Amulet of Greed at feature name Greed Eternal

    also you can look at my code. maybe some inspiration come out

    I didn't know about that handler, thank you.

    I'll look on your code if I decide to make my own, my super-own undeath mod.

     

    The Player death doesn't just cause a camera misplacement: there are scripts which check for the player death and will stop working.

    Also, I suppose many internal flags in the game will signal the player death (like the dead music), and a simple Player.Resurrect won't restore them.

    There's a lot of mods that implements player immortality. And now you just come here and say "I don't believe in immortality".

     

     

     

    I was thinking about making my own Sheogorath immortality mod. I know that the other ones exist, but I was hoping that high-end scripting could already have solved some problems that had been making the modders of the past use surrogate ways to acquire the result (and I don't trust other people's mods, that's the second reason).

    The main reason I've started thinking about that is the paradox of Shivering Isles:

    Sheogorath is above SI laws, but even Sheogorath can't eat 3 portions of Greenmote and stay alive.

    I find this... discriminating.

    Therefore, preventing death is not a panacea, because it won't catch the "kill" command.

  7. You're not right. Quest's priority determines which lines will be shown on dialogue or conversation start. That's why you see Crime's 'criminal scum' lines instead of Generic's 'Good day citizen' while matching Crime's conditions (having bounty on your head).

  8. I'm trying to get NPCs perform special greetings after being hit by the spell.

    I've done that: made a new line in the GREETINGS topic, attached it to the new quest with priority of 80 and put a condition of being inside special faction. After this line is said, the resulting script excludes NPC from the faction. That's all. It works, but...

    Now I get most of NPCs' greetings messed. 'I HAVE NO GREETING', yes.

    Since guards with their insults are ok, I assume that my quest overtakes the lines of all the quests with lesser priority (Crime quest has 90). I tried to play with dialog checkboxes: Random, Random End, nothing at all - the story does not change.

    The thing I can not understand is why it even touches them? The only greeting line in my quest is only for members of the faction.

     

    So. What's wrong and how to make it right?

  9. I have a Japanese mod. A Japanese mod has Japanese words in file paths and my system does not like it. I want to replace Japanese parts of path strings with English.

    So, basically, I need a common text replace any Notepad has.

     

    What text editor will allow me save .esp without corrupting it?

    May be some other modding utility has a feature of global text replacing?

  10. PhilippePetain

    I don't like that idea. Instead of a solid item we get something-that-needs-patching-after-reload. And I modify more than just health. For now it's Current Health (does not clone item), Weapon Speed, Damage, Hide rings, Hide amulets and Enchantment Cost. And I plan to add biped slots switcher. So. Following your way I need to keep it all in the array, and on every load reassign half of the object parameters of every item in the list. It's ugly, it's too complex and it is definately unnecessary. And even more. If player wants to modify some common Iron Dagger, then every Iron Dagger in the game will be patched. More. If player has modified let's say 50 items, then on every reload game will modify all that damn properties instead of peacefully load that saved stuff anong with premade ones. I didn't tested it's speed, but I have enough on-load lags with Setbody end other mods.

     

    About other plugins and the parameters they modify.

    Every script can be crashed. If my spell will crash some forgotten mod from the dark corner of Nexus, so be it.

  11. My question is: how do you distinguish a clone created by your mod from clones created by other mods? As PhilippePetain suggest, you need to keep track of your clones, else you may end altering clones created by other mods (which may not like the change you make to their clones).

     

     

    It's rather strange question. Explain, please, which mod you do mean, what changes that mod could dislike, and how that mod is going to object.

    The only kind of mods I know that is cloning equipment is enchanting expansions, and they certainly would not track the new item's properties.

  12. If player's using enchanting, that means (in the worst case) player can double all wearable unenchanted inventory items of Oblivion+DLC+mods...

    Even a hedgehog can see that one shouldn't clone forms without a reason. It's a player decision, to make a new item, or not, don't you think? My script does not make more garbage then vanilla game, that's what I say. The other thing I say is that my way is the only way to tweak item's properties so they would persist after reload.

    Let's finish that pointless arguement already.

  13. Damn. I clone objects when I need new objects. It doesn't create more garbage than in-game enchanting.

    I cast the spell (a new special spell) on the item laying on the floor. If item isn't a cloned form (was initially given by master or plugin file, not a player-enchanted or already progmath-modified one), it gets disabled and DeleteReference -ed and on it's place appears the clone. The cloned form (either the initial one or just placed here by the spell) get it's properties modified.

    In the last post I was concerned if DeleteReference really deletes a reference. Now I tested it, and yes, it really does all of sudden. So no extra garbage is created.

  14. The newer Nifskope versions from Version 1.1.0-rc7 on do not longer support the import of obj files as the UV is messed up.

    The last Nifskope version that could handle obj import properly was Version 1.1.0-rc6

     

    Try to export as .3ds file and import this one with Nifskope.

     

    Thank you, Tamira, that helped!

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