Skevitj Posted June 3, 2010 Share Posted June 3, 2010 OBSE has i believe a command which can clean up the placeatme items so no bloating happens. @ecksile: deleteReference (OBSE) can be used to remove unwanted items and their references, but it needs either a script attached to the item with the appropriate trigger, or the references to ALL created items to be stored, thats the killer. It's useless when there's theoretically infinite items to be spawned (as in this case). The fact we're dealing with money makes it extra useless. If it's only for money, it's not too bad, and bad at the same time. Not too bad, since the reference is of little concern, as you are going to be picking it up quickly, destroying the reference auto. Bad due to the fact money is very easy to loose due to its size. Dropping hundreds of coins onto the ground (i'm assuming the ground is flat) will cause fluid like effects, causing them to spread out and possibly get lost in cracks, contributing to save-game bloats. The most obvious way to fix this, as far as I see (apart from using a chest) is to add in a bowl, like one of the small metal ayleid fire stands (won't look out of place, could have a fire going which is stopped when the coins spawn), and to have the x marked just above the bowl, so the money is dropped from about 20cm above the bowl into the center. That should act as an effective container without killing the idea, or causing funky physics. On a similar, but more serious note, if large amounts are dropped at the same time, they will collide, sending some flying, so the tricky part would be to create a sort of money waterfall. If you wan't to see what I mean (the problem), start up a game, use tcl to position yourself about 1m above the ground, then call: player.placeatme f 100 100 0 (Look down before you turn tcl off) Don't save the game, unless you're now 100 septims richer.It's really messy, the coins would need to be spawned a few at a time (per location, possibly multiple locations to speed it up), over a number of frames. Its not impossible to implement, and has the potential to create a funk visual effect, it just might take a while to neaten it up. I know I keep saying it but right about now an ayleid chest which suddenly gets consumed in fire, then when you look inside, wada-u-know, there's money in there, is looking like a really good idea. (Might have to turn the player around though, player.setangle?) That said that money waterfall idea is pure awesome, I'm gonna have to modify one of my houses to have a water-money-park. Link to comment Share on other sites More sharing options...
coke202 Posted June 3, 2010 Author Share Posted June 3, 2010 That said that money waterfall idea is pure awesome, I'm gonna have to modify one of my houses to have a water-money-park. ain't there a Castle mod out there that has a jewel waterfall? And thanks to all for the info ima ganna try to make the script...though the PlaceAtMe ItemID, count, [distance], [direction] code...I got all but the [distance] link, is it a XYZ or something els? A example should give me a idea. Link to comment Share on other sites More sharing options...
Skevitj Posted June 3, 2010 Share Posted June 3, 2010 ain't there a Castle mod out there that has a jewel waterfall? ...though the PlaceAtMe ItemID, count, [distance], [direction] code...I got all but the [distance] link, is it a XYZ or something els? A example should give me a idea. Distance is in oblivion units; 100 looks about ~50cm, there are a few articles which look at it in slightly more detail. I'm not sure how it would work with an x marker; How do you tell what the front is? It's just one of those things which involve constantly switching and tweaking the numbers, easy enough to do. The coordinates are relative to what it's called on, ie, if called player.placeatme: x,y,z=0 is in the middle of the player's feet. So calling it on your x-marker with distance=0 direction=0 should drop it from the center of the marker. Use a marker rat if there's problem with the x. (If it doesn't like 0, 1 is barely noticeable.) From the example I said previously, the tcl to get off the ground was because it spawns at the same height as your feet. If you're placing them relative to the player, use moveto with a marker then placeatme on the marker. (Dunno why I said this, having a fixed spawn point simplifies it) As for the jewel waterfall... Just when you think you've come up with an original idea... Damn you all...Might have to take a look at that, anyone able to post a link? EDIT: Just to clarify: player.placeatme f 1 0 0 will drop 1 coin at the player's feet. player.placeatme f 1 100 0 will drop 1 coin about 50cm infront of the player at the same height as their feet. xref.placeatme f 1 0 0 should drop 1 coin from the center of the bottom of the x marker (where xref is the reference to the x-marker) Link to comment Share on other sites More sharing options...
coke202 Posted June 3, 2010 Author Share Posted June 3, 2010 ain't there a Castle mod out there that has a jewel waterfall? ...though the PlaceAtMe ItemID, count, [distance], [direction] code...I got all but the [distance] link, is it a XYZ or something els? A example should give me a idea. Distance is in oblivion units; 100 looks about ~50cm, there are a few articles which look at it in slightly more detail. I'm not sure how it would work with an x marker; How do you tell what the front is? It's just one of those things which involve constantly switching and tweaking the numbers, easy enough to do. The coordinates are relative to what it's called on, ie, if called player.placeatme: x,y,z=0 is in the middle of the player's feet. So calling it on your x-marker with distance=0 direction=0 should drop it from the center of the marker. Use a marker rat if there's problem with the x. (If it doesn't like 0, 1 is barely noticeable.) From the example I said previously, the tcl to get off the ground was because it spawns at the same height as your feet. If you're placing them relative to the player, use moveto with a marker then placeatme on the marker. (Dunno why I said this, having a fixed spawn point simplifies it) As for the jewel waterfall... Just when you think you've come up with an original idea... Damn you all...Might have to take a look at that, anyone able to post a link? EDIT: Just to clarify: player.placeatme f 1 0 0 will drop 1 coin at the player's feet. player.placeatme f 1 100 0 will drop 1 coin about 50cm infront of the player at the same height as their feet. xref.placeatme f 1 0 0 should drop 1 coin from the center of the bottom of the x marker (where xref is the reference to the x-marker) Ok thanks man, I think I understand it now and I couldn't find the link to the mod with the water fall before (spelling it wrong :teehee:) but here it is http://tesnexus.com/downloads/file.php?id=16308 now please note that I don't have Shivering Isles so I can't play the mod, and they call it [Gemshower] {image http://tesnexus.com/downloads/images/16308-5-1206933925.jpg } and Thanks again everyone...for being smarter then me :biggrin: Link to comment Share on other sites More sharing options...
Skevitj Posted June 3, 2010 Share Posted June 3, 2010 Bummer, I dunno why but I don't have SI either. Oh well, shouldn't be too hard to scratch up something similar. Thanks for the link, and GL Link to comment Share on other sites More sharing options...
coke202 Posted June 3, 2010 Author Share Posted June 3, 2010 Bummer, I dunno why but I don't have SI either. Oh well, shouldn't be too hard to scratch up something similar. Thanks for the link, and GL you can open it useing CS there just some rooms that have stuff from SI that will make your CS crash just like if you where playing it usein CS to get the script that is on the gems. I could put the script on here put idk if you can put other ppl's scripts on the forms if you can then I can put it up due to the mod is kinda big. Np and good luck to you too. Link to comment Share on other sites More sharing options...
Skevitj Posted June 4, 2010 Share Posted June 4, 2010 Don't worry about it, shouldn't be too hard to write up from scratch. I try and avoid using other people's work if I can, would be only for a reference if I get stuck. Link to comment Share on other sites More sharing options...
coke202 Posted June 4, 2010 Author Share Posted June 4, 2010 Don't worry about it, shouldn't be too hard to write up from scratch. I try and avoid using other people's work if I can, would be only for a reference if I get stuck. Alrite good luck. Link to comment Share on other sites More sharing options...
Skevitj Posted June 4, 2010 Share Posted June 4, 2010 Alrite good luck. Same to you. Just outta curiosity, what is the money-at-the-press-of-a-button for? Just a money spawning button, or part of something larger, like a bank mod? Dunno what a bank would be doing in an Ayleid structure though, unless it's the Imperial treasury I guess. Link to comment Share on other sites More sharing options...
coke202 Posted June 4, 2010 Author Share Posted June 4, 2010 Alrite good luck. Same to you. Just outta curiosity, what is the money-at-the-press-of-a-button for? Just a money spawning button, or part of something larger, like a bank mod? Dunno what a bank would be doing in an Ayleid structure though, unless it's the Imperial treasury I guess. yea just somthing fun, im not ganna make another bank mod theres alot of good one's out there, I'm making a home mod or a new world space home mod for personal use (for now) maybe when I'm done with it and get all the permissions then I might upload it on here, right now there are 8 interiors and 1 world cell they are The Main Hall, Left and Right Wing, High Lord Chambers, The Maker Room(where the script I was looking for on here was ganna be used), The Path Way (where you go from the side of the island to the main building), The Splitter Corridor (this room go's to many parts of the place, only the Vault has been made) and The Vault. Thats all I done so far, call me lazy :happy: but most of the cells are duplicates, the world cell is a duplicate from Camorans Paradise, ganna change it alittle and add more stuff to it when I get tired of doing the inside part, so yea thats where I am lol. Link to comment Share on other sites More sharing options...
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