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QQuix

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Everything posted by QQuix

  1. At the time, someone said that the rain is just a "kind of screen" placed in front of the camera", not an actual mesh in the game. One of the modders was trying to detect if the player was under some kind of roof, not so easy as many of the possible 'roofs' do not even have collision data. What I did for that proof of concept video was to put a trigger box around the shack, so the script would know whether the player was in or out. If the player was OUT, the rain would be normal. If IN, the script changed the weather to 'no rain'. I also placed some vanilla meshes that looked like waterfall at the edges of the roof. Some other things that may or may not help: It only rains in exterior worldspaces (I don't remember if this is the term used), not in interior worldspaces. When you cross a door, you are teleported to an interior worldspace where the interior of the house is built. Some modders where working on creating houses in the exterior, so you could look out the window and see NPCs passing by. One of their problems was the rain. If any of them finished and published such a mod, you may check how the 'rain problem' was solved.
  2. I have written/read maybe millions of lines with Pluggy and never had any problem.
  3. I am afraid I wouldn't be of much help here. I retired from scripting many years back, when I was a young lad of 68, and most scripting details have faded from memory and whatever is still left is too rusty to be of any use.
  4. I am not sure it is what you are referring to, but you may take a look at the scripts in QQuix - Rock rock rock your ship As you probably know, vanilla ships are multi-part and, for this mod, all parts must move together as a whole. If memory serves, I save the initial relative position of all parts relative to the ship hull, then, every frame I tilt hull's XYZ angles a little bit and have to recalculate the XYZ position and angle of all the parts (masts, crates, etc.) to keep then in the same relative position to the hull new angles. Hope it helps.
  5. Long ... long ... long... time ago there were a few modders discussing the matter. If memory serves, one of them was close to a generic solution, but I don't remember more than that. At the time I tried my hand, just for fun: https://www.youtube.com/watch?v=yZiTu296zag But it is not practical. A lot of work to rig a single shack.
  6. I see... Thanks for the return. I do not remember what I may have changed in Chrome settings. For me, t is not worth pursuing. Just a few seconds delay a few times a day do not bother at all
  7. It is happening again. About half the time when i hit F5. Screen image attached. [EDIT] The fulll URL is: https://forums.nexusmods.com/index.php?app=core&module=search&do=viewNewContent&search_app=forums&sid=103280d691b622b12e594ac1332c5de1&search_app_filters[forums][searchInKey]=&change=1&period=lastvisit&userMode=&followedItemsOnly=
  8. For me, when it happens, it lasts about 2 seconds. It is a white screen with centered large black letters (about 1 cm tall).
  9. Same here. Started 2-3 weeks ago when i press F5 in the 'New content' page (which is pretty much all i do nowadays in the nexus). Come to think of it, I have not seen this message in the last couple of days.
  10. If memory serves, it is possible to change variables in quests. I used arrays to hold data for objects of object-oriented-like programming. Arrays are nice for this as you can pass them around from function to function. If memory serves (again), I even passed refs to functions as array entries, so each 'object' could call different functions for the same action,
  11. My key format was XXXXX-XXXXX-XXXXX which is one of the valid Steam formats. Yours is not a Steam key, for sure. I suggest you go to NexusMods >> MyWallet and double check your purchase description. It should tell you what kind of key you have. Mine says "Purchase for "The Elder Scrolls III: Morrowind Game of the Year Edition Steam Key" (which I missed the first time around)
  12. My bad . . . It was a Steam key, not a GOG key. Thanks, guys.
  13. Nope. Just tried that. No luck. Also retyped the whole thing from scratch. Twice. With and without the dashes.
  14. Good suggestion, as Nexus gave me a key in the format XXXXX-XXXXX-XXXXX. Tried without the dashes - no luck.
  15. Hi About 10 days ago I 'purchased' a copy of Morrowind using DP points. Problem: GOG says "Code not found" What I did : 1 - Purchase the game in the NexusMods >> MyWallet 2 - Got a game key, copied it to clipboard 3 - Clicked on the message "Need help using your game key?" 4 - It opened a GOG page to enter the key 5 - Entered the key (paste) 6 - Got a message "Code not found" on the GOG page. (Repeated several times over the last few days) I submitted a question to the GOG support but had no answer so far. Did I do anything wrong? Any help ?
  16. from the wiki: "When used to create a single object, this function will return a reference to the created object so that it can be used with additional function calls." I.e. you can save the the reference returned and use it later to delete it.
  17. FormID is the generic name of the 8-digit hex number as Drake described. refID is the FormID of an item in the game world ObjectID is the ForrmID of a Base Object FactionID is the FormID of a Faction object and so on... This is the general understanding. Some WIKI pages may not conform, which may make it confusing.
  18. If memory serves, sending the same message twice clears the buffer. Good for this scenario, Bad if there is some important message in the buffer.
  19. This post should help on the string comparison: http://www.gamesas.com/string-comparison-t127835.html
  20. Same here. (Yesterday was OK.) Clicking in the link above gets me this:
  21. Yes . . . in order for an array to exist, somebody has to build it, right? After it is built, you can pass it around, so other pieces of code may use it (and change it). (actually, pass his location/address around, so other pieces of code may access it)
  22. You are right: you do not have to pre-initialize an array_var if you are 'pointing' it to an existing (initialized) array. Array_var's are like c++ pointers. You may have multiple array_var's pointing to the same arrary. Example: array_var A array_var B array_var C let A := ar_construct array let B := A ;--- Now, A and B point to the same array ;--- By the way . . . --- let A := ar_null ;--- Now, A points to null, but the array itself remains intact because ;--- OBSE knows that there are other array_var's still pointing to it let B := ar_null ;--- Now, B points to null, and the array is destructed because ;--- OBSE knows that B was the last array_var pointing to it let C := SomeRef.GetTargets ;--- C now points to the array returned by GetTargets.
  23. If I understand your question, the answer was in that WIKI page, in the StringMap example Anyway, here is another example: the MyNPC array contains multiple types of entries: float, string and reference ;--- Main array array_var MyNPC let MyNPC := ar_Construct stringmap ref MyRef let MyRef := <Jonh'reference/FormID in game> Let MyNPC["Reference"] := ref Let MyNPC["FullName"] := "John Doe" Let MyNPC["PosX"] := MyRef.getpos x Let MyNPC["PosY"] := MyRef.getpos y Let MyNPC["PosZ"] := MyRef.getpos z Let MyNPC["AngX"] := MyRef.getangle x Let MyNPC["AngY"] := MyRef.getangle y Let MyNPC["AngZ"] := MyRef.getangle z To access the data: Let NPCref := MyNPC["Reference"] ;--- Not sure this works NPCref.setpos x MyNPC["PosX"] ;--- Maybe the value must go to a float first float posX Let PosX := MyNPC["PosX"] NPCref.setpos x PoxX ; etc, etc, etc ...
  24. This WIKI page may help: Introduction to OBSE arrays
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