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YouDoNotKnowMyName

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Everything posted by YouDoNotKnowMyName

  1. That is not how scissor lifts work. If I would just move the top half, then it would look like the top and bottom half are not attached to each other. (Or only attached at one point) Look at this sketch: If I would only move the beams D and C, then either the point D or the point C would have to be disconnected. But this isn't about that anyway. This topic is about having something moved up and down with a lift (ref attach it to the top platform of the lift) and then "unattaching it" and attaching it to something else for further movement.
  2. What do you mean by "sequencing" it? The moving elements of the scissor lift are all connected, so they HAVE TO move all at the same time, or it will look like they are not attached to each other. You can't just move the "lower half" of it. That would also change the geometry of the upper half. (if that is what you meant)
  3. Thanks! (No, I don't plan on using anything that uses "power" with this, just regular static objects)
  4. No, it just has been a long time since I last played Oblivion. That's why I didn't immediatley think of that staff. Actually I like the "staff" thing more then just having a follower scamp. Because with the staff, there is a in-game reason for the scamp(s) to follow you around.
  5. I know, I found that one too ... I guess there is no real mod for this because there is already a staff in the game the makes scamps follow you around.
  6. Good evening everybody! I just decided to come back to Oblivion after a few years of playing Skyrim and Fallout 4. One of my favourite creatures of Oblivion were the Scamps. I don't know why exactly but I just liked those little things. I can't believe that nobody has made a scamp - follower mod yet. I mean, how long has this game been out? 2008? Something like that ... And nobody (as crazy as me) has made such a mod. (Or I am just too stupid to find one)
  7. Good afternoon everybody! Is there any scripted way to make an NPC shoot a weapon at a specific target (X Marker)?
  8. So, lets say I have two objects ObjectA and ObjectB ObjectB is attached to ObjectA. Now, I want to "unattach" ObjectB. I would disable ObjectB, move it and then re-enable it and it will be unattached?
  9. I already tried "AttachTo" and it did not work. The object moved, but the object that was "attached to it" did not move with it. So I will try the "PlacAtNode". Where will that place the object? At the "origin point" of the object that it gets attached to?
  10. Actually the math is very simple. It is just pythagoras to figure out the lenght of "D" and then just arccos to get the angle. And all the angles are the same (+-90 or 180 or whatever degrees because they are "mirrored"). And yes, I know. A simple hydraulic cylinder lift would be "easier". But that would take up more space "below" the lowest point of this lift. And there is (almost) no space there. (I mean, there is space there but that is taken up by something else, and you can't have hydraulic cylinders sticking into that space) Yes, I know that there are telescoping hydraulic cylinders where you have a cylinder within a cylinder so the room it takes up in the "not extended configuration" is minimized, but still, it would require a meter or more of space below the "floor", and that just won't work. Using "ropes" (splines) that would lower the platform from the "ceiling" with like a crane would also not work, because there is very little room above as well. And there is also already something that takes up space directly under the ceiling. And in terms of "realism": quickly moving something heavy with ropes is not a good idea I spent a lot of time thinking about different methods and finally came to the conclusion that this is the only way to do this. Yes, keeping things realistic is fun (for me)! (Yes, I know, this is just modding, but I just LOVE technical details like this and "designing" things like this as if they were real projects)
  11. Good afternoon everybody! Is it possible to "ref attach" a static object to another with a script? So that if one moves, the thing that is "ref attached" to it will also move. And is there a way to un-ref-attach two object with a script so they can move freely again?
  12. Good morning everybody! I am currently working on something that contains a moving platform. The platform should be able to move up and down. Nothing complicated. I want to make it look like it is using a "scissor mechanism" to move up and down. (https://en.wikipedia.org/wiki/Scissors_mechanism) I got a script to work that moves the individual parts. I can set the height that the platform should move to with a property of the script. Here is the script: Scriptname GI_BPC_TLS_Lift_Script extends ObjectReference {Controls the Torpedo Loading System Lift} Float Property H Auto {Height to lift to} Float Property MovSpeed Auto {Movement Speed} ObjectReference Property BeamA Auto {Beam A} ObjectReference Property BeamB Auto {Beam B} ObjectReference Property BeamC Auto {Beam C} ObjectReference Property BeamD Auto {Beam D} Float Property L Auto {Length of each beam} Event OnActivate(ObjectReference akActionRef) ;button was pushed float XA = BeamA.GetPositionX() float YA = BeamA.GetPositionY() float ZA = BeamA.GetPositionZ() float RotXA = BeamA.GetAngleX() float RotYA = BeamA.GetAngleY() float RotZA = BeamA.GetAngleZ() float RotXB = BeamB.GetAngleX() float RotYB = BeamB.GetAngleY() float RotZB = BeamB.GetAngleZ() float RotXC = BeamC.GetAngleX() float RotYC = BeamC.GetAngleY() float RotZC = BeamC.GetAngleZ() float RotXD = BeamD.GetAngleX() float RotYD = BeamD.GetAngleY() float RotZD = BeamD.GetAngleZ() float XB float YB float ZB float XC float YC float ZC float XD float YD float ZD float XE float YE float ZE float XF float YF float ZF float XV float YV float ZV float XW float YW float ZW float D float alpha ; calculate D and alpha D = math.sqrt((L*L)-((H/2)*(H/2))) alpha = math.acos((H/2)/D) ; asign the values to the variables YB = YA - D ZB = ZA XB = XA YC = YA ZC = ZA + (H/2) XC = XA YD = YA - D ZD = ZA + (H/2) XD = XA YE = YA ZE = ZA + H XE = XA YF = XA - D ZF = ZA + H XF = XA YV = YA - (D/2) ZV = ZA + ((H/4)*3) XV = XA YW = YA - (D/2) ZW = ZA + (H/2) XW = XA RotXA = (90.0 - alpha) RotXB = (180.0 + alpha + 90.0) RotXC = (90.0 - alpha) RotXD = (180.0 + alpha + 90.0) ; move and rotate everything BeamA.SetMotionType(BeamA.Motion_Keyframed) BeamB.SetMotionType(BeamB.Motion_Keyframed) BeamC.SetMotionType(BeamC.Motion_Keyframed) BeamD.SetMotionType(BeamD.Motion_Keyframed) BeamA.TranslateTo(XA,YA,ZA,RotXA,RotYA,RotZA,MovSpeed) BeamB.TranslateTo(XB,YB,ZB,RotXB,RotYB,RotZB,MovSpeed) BeamC.TranslateTo(XC,YC,ZC,RotXC,RotYC,RotZC,MovSpeed) BeamD.TranslateTo(XD,YD,ZD,RotXD,RotYD,RotZD,MovSpeed) EndEvent The variable XA describes the X position of the point A (or the beam A). The origin points of the beams are marked with the coloured points in the sketch. The problem is that when I set all the parts to move with the same movement speed, they don't look like they are actually connected, some parts move slower some move faster. Is there a way to attach one static object to another (at a specified point)? So that when the one object moves, the other one moves too, but can still rotate freely. No, I don't want to use animations for this, I want to do this just with a script because there will be 5 different heights that this platform should be able to move to. Now, you might ask "why do you want to use such a difficult to implement movement mechanism?" Because this is a very compact way of moving heavy things up and down. And let's just say that there isn't much space where I intend to use this ...
  13. I know this is old, but this worked for me: Try to use this: CowLeft.SetMotionType(CowLeft.Motion_Keyframed)
  14. F4SE does not do anything by itself. It just makes some functions available for other mods to use.
  15. Starting a Permadeath playthrough at level 1 on spectacle island.
  16. Yes it probably will require scripting. It seems like the GetEquipped works on the player if you make a script that uses player.GetEquipped. So you would need WeaponToCheck.GetEquipped() or ClothingToCheck.GetEquipped(). That would require you to somehow get the current weapon or clothing item (or whatever) with the script ... But I am just guessing, because there is no documentation about "GetEquipType" on the CK wiki.
  17. The reason for those red boxes with the "!" is that the CK can't load or find the mesh. Maybe the ba2 archives of the mod did not get loaded for some reason? Maybe try to set the tree mod as a master file to your settlement mod? You can do that with xEdit. Then you can use stuff from the tree mod in your settlement mod. And for merging, I personally always use a tool called zMerge. (https://github.com/z-edit/zedit/releases) And you NEVER DELETE ANYTHING! If you want to remvoe something , you disable it.
  18. No, as far as I know the precombines are generated in "clusters" 3 by 3 cells.
  19. According to theory, Scrap everything only breaks precombines in settlement areas, not the whole game. I think there is an optional switch to do the whole game, but, it has to be a deliberate act, and it comes with a warning that performance issues may ensue. :D I also use a mod that lets you activate those trahs piles that are everywhere. When you activate them, they get disabled and you get some random scrap in your inventory. THAT breaks precombines EVERYWHERE for sure ...
  20. If you know what you are doing, you can even start all the way down near the glowing sea at level 1 with no gear and still survive ...
  21. I don't think that the traveling merchants actually know that they are working for the institute. I guess if a synth "escapes" the institute, the institute will just send some coursers (or other synths) to ask around if they have seen this "missing person", maybe even invent some sob-story or just pay them for information. And people are generally helpfull, and so they will share any information that might be useful ("yes, I have seen this guy / girl at that other place, ..."), because helping to find "missing people" is a good thing to do, right? And even if some of those informants put two and two together, who cares? For most people in the commonwealth it is a good thing to hunt down synths ...
  22. I personally don't care about broken precombines. I have been using scrap everything for a while now and never had any issues (that mod breaks precombines). But I am also fine with the game running at 25 or 30 FPS ...
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