XJDHDR Posted February 19, 2010 Share Posted February 19, 2010 To get the dust added in as basically as possible, place the four dust clouds covering the Lake Arrius statue so that they cover your statue copies in exactly the same way. Then give each dust cloud a reference. Then open the script attached to the high priest and replace it with this script:ScriptName {WhateverNameYouWantInOneWord} Begin OnDeath {ReferenceIDOfStatue}.playgroup unequip 0 {ReferenceIDOf1stDustCloud}.playgroup forward 0 {ReferenceIDOf2ndDustCloud}.playgroup forward 0 {ReferenceIDOf3rdDustCloud}.playgroup forward 0 {ReferenceIDOf4thDustCloud}.playgroup forward 0 End I imagine though that all that complicated scripting which Bethesda used is used to get the time passed since the player picked up the Mysterium Xerxes then use those times to determine when each dust cloud starts animating. If that is the case, the dust clouds will probably appear when they are not supposed to and the whole thing ends up looking unrealistic. Anyway, once you have saved this script, test it out in game and see what happens. If you aren't satisfied with the results, tell me how it can be improved and I will see what can be done. Link to comment Share on other sites More sharing options...
dutch666 Posted February 19, 2010 Author Share Posted February 19, 2010 Thnx, i will test this ASAP and tell you about the results. Link to comment Share on other sites More sharing options...
dutch666 Posted February 20, 2010 Author Share Posted February 20, 2010 It worked, but even if the animations were right it would still look unrealistic. I think that only one dust animation (when the statue hits the ground) is enough to make the crumbling look better. It takes the statue 4.5 to 5.5 sec. to hit the ground , so it would be nice if the Script contains some Code which tells the game to wait for about 5 seconds before starting the animation :cool: Link to comment Share on other sites More sharing options...
XJDHDR Posted February 20, 2010 Share Posted February 20, 2010 Before I go on, I think I should give you a suggestion about the IDs you give to objects in the CS. Basically, you want to give every new object you create a unique editer ID so that there is little chance that another mod creates another object with exactly the same ID and ends up conflicting with yours. When I need a new item in any of my mods, I always prefix the editer ID with XJ{Initials of my mod}. Now, open the quest window (click on the Q icon near the top of the CS) then create a new quest with whatever name you want. Then click on that quest so that it is selected. Under the quest data tab, make sure the cleck box next to Start Game Enabled is cleared. Then close the Quest window (things may get a bit confusing if you don't clos it). Next create a new quest script (in the script window, click the drop down box next to Script Type then select Quest). Then paste this into that script:ScriptName {NameOfYourNewQuest}Script Float Timer Float fQuestDelayTime Begin GameMode If fQuestDelayTime != .1 Set fQuestDelayTime to .1 EndIf If Timer == 0 Set Timer to GetSecondsPassed Return Else If GetSecondsPassed - Timer < 5 Return Else {ReferenceIDOfGroundHitDustCloud}.playgroup forward 0 StopQuest {NameOfYourNewQuest} EndIf EndIf End Next, reopen the quest window and select your new quest. Click the drop down box next to Script then select the script you just created. If you don't see it there, make sure you saved the script as a quest script. If not, save it as a quest script then exit and reopen the quest window. Once the script is attached, exit the quest window. Next, open the script attached to the high priest again and amend the script so that it looks like this:ScriptName {WhateverNameYouWantInOneWord} Begin OnDeath {ReferenceIDOfStatue}.playgroup unequip 0 StartQuest {NameOfYourNewQuest} End Then test ingame and see if the results are satisfactory. If not, play around with this line in your quest script:If GetSecondsPassed - Timer < 5. Specifically, keep changing the number until the dust cloud animation is perfectly synchronised with the statue hitting the ground. Like I said, I wonder why Bethesda didn't just make this dust a part of the statue animation instead of having them seperate. Link to comment Share on other sites More sharing options...
dutch666 Posted February 20, 2010 Author Share Posted February 20, 2010 Thnx, i will add & test your script soon and inform you about the results. Before I go on, I think I should give you a suggestion about the IDs you give to objects in the CS. Basically, you want to give every new object you create a unique editer ID so that there is little chance that another mod creates another object with exactly the same ID and ends up conflicting with yours. When I need a new item in any of my mods, I always prefix the editer ID with XJ{Initials of my mod}. Good idea, i will keep that in mind while using the CS. Link to comment Share on other sites More sharing options...
dutch666 Posted February 20, 2010 Author Share Posted February 20, 2010 It didn't work... :confused: I've created the Quest with the new Script attached to it, and also changed the script on the High Priest exactly as you discribed in your post... Maybe I'm missing something? :mellow: Link to comment Share on other sites More sharing options...
XJDHDR Posted February 20, 2010 Share Posted February 20, 2010 Okay, let's debug. Chenge the quest script to this:ScriptName {NameOfYourNewQuest}Script Float Timer Float fQuestDelayTime Begin GameMode If fQuestDelayTime != .1 Set fQuestDelayTime to .1 EndIf If Timer == 0 MessageBox "Timer Started" Set Timer to GetSecondsPassed Return Else If GetSecondsPassed - Timer < 5 Return Else MessageBox "Animation Started" {ReferenceIDOfGroundHitDustCloud}.playgroup forward 0 StopQuest {NameOfYourNewQuest} EndIf EndIf End Test the script again (BTW, are you using a save that doesn't have Oblivion4Ever active to test in each case). Then tell me when the Timer Started and Animation Started messages appear. Link to comment Share on other sites More sharing options...
dutch666 Posted February 20, 2010 Author Share Posted February 20, 2010 .... (BTW, are you using a save that doesn't have Oblivion4Ever active to test in each case) .... I use a clean SaveGame (saved @ Level 1, just before exiting the Imperial Sewers during Character Generation) and a specially made Test plug-in to test al kinds of stuff.... :smile: I will test the new Script soon.... Link to comment Share on other sites More sharing options...
dutch666 Posted February 20, 2010 Author Share Posted February 20, 2010 Tested the new Script: The only MessageBox that appeared was the Box with the Message: "Timer Started" (about 2 seconds after the Dagon statue crumbled to the ground) The other, second MessageBox did not appear at all..... Link to comment Share on other sites More sharing options...
XJDHDR Posted February 20, 2010 Share Posted February 20, 2010 Oops, I just discovered that I didn't use the GetSecondsPassed command in the correct way (I thought it was one thing but in fact it was something else). Okay, replace the script on the high-priest with this:ScriptName {WhateverNameYouWantInOneWord} Begin OnDeath {ReferenceIDOfStatue}.playgroup unequip 0 StartQuest {NameOfYourNewQuest} Set {NameOfYourNewQuest}.fQuestDelayTime to .1 End And replace the quest script with this:ScriptName {NameOfYourNewQuest}Script Float fQuestDelayTime Begin GameMode If GetSecondsPassed < 5 Return Else MessageBox "Animation Started" {ReferenceIDOfGroundHitDustCloud}.playgroup forward 0 StopQuest {NameOfYourNewQuest} EndIf End It should work now. Link to comment Share on other sites More sharing options...
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