IonDune Posted July 7, 2007 Share Posted July 7, 2007 I've begun work on a parachute mod, in which by equipping an item (meshes and animations in the future, hopefully!) one can descend from very tall heights slowly and peacefully, whether it be to enjoy the scenic flight or to sneak up on an enemy you spotted from atop a cliff. Using OBSE, I've made it so that falls no longer deal damage (just as a preliminary, eventually I hope for it to just be greatly reduced.) I cannot seem to be able to reduce fall speed or increase air control at all, however. By altering game setting variables such as fJumpFallVelocityMin, fJumpMoveBase, and fJumpMoveMult I had hoped I would be able to accomplish this, but so far I haven't noticed any changes ingame. Can anyone shed light on the situation? Also, if anyone knows any of the falling/jumping/gravity equations from the game, knowing those would help me a lot. And finally, I've noticed some levitation mods for oblivion, though I haven't had a chance to try any of them out yet. If anyone knows if I could use the same/similar methods to produce slower falling, please let me know. Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 7, 2007 Share Posted July 7, 2007 Most (if not all) of the levitation mods use clipping mode (tcm) to achieve their levitation action. Trying to adjust the player's height above ground through scripting doesn't work too well since the speed the script runs at changes according to processor, and it being run like that usually ends up just causing the player to keep popping up, falling, popping up, falling as the script tries to keep pace with gravity... It also sucks for performance. As far as I know, wind doesn't technically exist in the world beyond a weather effect to make trees move. It probably could within the engine, but Bethsoft has disabled this feature, probably due to performance issues and stuff blowing around too much. With the game settings, I'm not entirely sure, but believe fJumpmovebase/multi affects how much horizontal speed the player has when moving through the air. I believe it is affected by acrobatics skill and speed. Neither are really of any use here. I think fJumpFallVelocityMin controls a minimum velocity for all objects, but not the maximum (try setting it to a low number like 10, might give you a second or two before you reach normal speed).http://cs.elderscrolls.com/constwiki/index...tegory:Settings As I had said in your other thread, recreating morrowind's slowfall effect probably isn't possible within oblivion. Trying to do so, at best, would probably result in temporarily scewing up havok entirely while it is in effect. The havok system in Oblivion is probably what broke that spell effect since the devs couldn't apply seperate physics to a single entity or something. At any rate, I havn't found anything within any of the settings, or anything through scripting which would allow what you want. One option might be to lock the player into the falling animation, and place an invisible platform beneath them which adjusts its x/y location based on where the player is, and slowly changed z position, it may however be a bit buggy. Link to comment Share on other sites More sharing options...
IonDune Posted July 7, 2007 Author Share Posted July 7, 2007 Most (if not all) of the levitation mods use clipping mode (tcm) to achieve their levitation action. Trying to adjust the player's height above ground through scripting doesn't work too well since the speed the script runs at changes according to processor, and it being run like that usually ends up just causing the player to keep popping up, falling, popping up, falling as the script tries to keep pace with gravity... It also sucks for performance. As far as I know, wind doesn't technically exist in the world beyond a weather effect to make trees move. It probably could within the engine, but Bethsoft has disabled this feature, probably due to performance issues and stuff blowing around too much. With the game settings, I'm not entirely sure, but believe fJumpmovebase/multi affects how much horizontal speed the player has when moving through the air. I believe it is affected by acrobatics skill and speed. Neither are really of any use here. I think fJumpFallVelocityMin controls a minimum velocity for all objects, but not the maximum (try setting it to a low number like 10, might give you a second or two before you reach normal speed).http://cs.elderscrolls.com/constwiki/index...tegory:Settings As I had said in your other thread, recreating morrowind's slowfall effect probably isn't possible within oblivion. Trying to do so, at best, would probably result in temporarily scewing up havok entirely while it is in effect. The havok system in Oblivion is probably what broke that spell effect since the devs couldn't apply seperate physics to a single entity or something. At any rate, I havn't found anything within any of the settings, or anything through scripting which would allow what you want. One option might be to lock the player into the falling animation, and place an invisible platform beneath them which adjusts its x/y location based on where the player is, and slowly changed z position, it may however be a bit buggy. Hmm. Sounds to me like this is a lot more work than it is worth, if it even is possible. I'm going to push aside this project until I have either more experience modding, or until better ways to do it are found. Thanks for all your help. Link to comment Share on other sites More sharing options...
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