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Hospital Pillows Expanded


Abramul

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I would prefer to set a script up so that if the player has object 'x' equipped, any pillow activated turns to a pillow-meshed activator, and said activators turn back to a pillow.

IE, an obnoxious "locking ring ---" the exact thing I wanted to avoid.

 

Someone made a mod which allows you to rotate, change the scale and do some others things with any item. In case there is something you can't figure out that they did already, you could look at it?

I don't think that'll help too much in changing the default rotation of a new object that was not individually placed in the game-world.

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Without even looking at the plugin, I can say that it's ENTIRELY different from what I did.

My method:

 

Open mesh in NIFSkope.

Set Scale and Rotation to whatever you want.

Save, and create a new item in the CS, or assign the mesh to an old one.

 

Note: I realized I may have misinterpreted the term "down the hierarchy". I may yet be able to add collision...

 

EDIT: It appears the Collision Data isn't enabled. Probably only used in Oblivion. There remains only one thing that I believe may work.

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The whole collision thing is way over my head, so I'll ask something else. Do you remember that when you drop a pillow on the landscape (not on a static, just the landscape) it would always slightly float? Have you been able to 'fix' this?

 

If not... What if when you drop a pillow, it automaticly increases it's scale by, let's say 0.1, after it's dropped? Then the little space between the pillow and the ground should be gone.

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Can't say I've noticed that, but I haven't looked at pillows stacked on anything but other pillows. I can think of three possible fixes:

1) Set the z-axis translation to a small (<1?) negative number

2) Change the Center z-axis setting, as above

3) Change the z-axis of all the vertices, as above

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Do you remember that when you drop a pillow on the landscape (not on a static, just the landscape) it would always slightly float?

Much more information here. So far, none of your suggestions will work, since the space between objects and the ground is variable.

 

My fix was to add in a script that, when executed on a pillow, would add that pillow to a sort of "foundation" of objects, all of the same Z axis position.

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begin pillowgrowerscript
short NumSeeds
short onpcequip

if ( onpcequip )
if player.getitemcount pillowseed >= 1
 set NumSeeds to player->getitemcount pillowseed
 player->removeitem pillowseed NumSeeds
 player->additem hospitalpillow NumSeeds
endif
endif
end

The Construction Set still crashes with this script. I think I'll just try my first idea... By the way MB, where did you get the idea of calling them hospital pillows? Are the pillows in hospitals out there not soft at all or something? ;)

 

Another problem. No crashes this time though.

 

if player->getitemcount pillowseed >=1

It says: scriptcommand "ifgetitemcount" not found on line 5. Ifgetitemcount pillowseed >= 1

 

If I remove the if the player will always get a pillow, even when they don't have a seed. Why isn't it working? Stupid MW scripting :rolleyes:

 

The full script:

begin pillowgrowerscript
short onpcequip

if ( onpcequip )
if player->getitemcount pillowseed >= 1
player->removeitem pillowseed 1
 player->additem hospitalpillow 1
endif
endif
end

 

I also added something on what to do when the amount of pillow seeds is 0 (show a message), but when I activate the object (with seeds or not) it will both add a pillow and show a message (and remove the seed if I had any)

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  • 1 month later...

This idea failed. So, I did what I should have done in the first place: test an existing static whose collision is ALREADY working. It seems Morrowind just isn't programmed in such a way that dropped items can have collision.

 

Of course, the possibility exists that I made a mistake in testing.

 

 

At least I probably know how to add collision to a static object that doesn't have it.

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