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    • AndalayBay

      Orphan Attachments   07/31/2018

      I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!


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Everything posted by AndalayBay

  1. Bashed Patch Issue

    From the album Andalay's Stuff

  2. Daggerfall - The Western Kingdom (WIP)

    Yes, open the console, click on the NPC and then type evp and hit enter. If you post a screenshot of the NPC's AI packages, I'll take a look.
  3. [RELz] Tes3cmd

    Fritz found a bug and fixed it.
  4. Daggerfall - The Western Kingdom (WIP)

    The order of the packages is very important. Make sure you have the specific activity packages at the top, with the default wander packages at the bottom in the package list for the NPC.
  5. [WIP] Dark Brotherhood Chronicles: Consequences

    Hello stranger! I'm glad to see you're still around. I got a couple of small fixes and changes done to DBC last night.
  6. [WIP] Dark Brotherhood Chronicles: Consequences

    There is no "rest of the team" anymore. *sigh* Cray and Sue are still up for writing the story for Consequences, once Cray has gotten a new computer.
  7. [WIP] Dark Brotherhood Chronicles: Consequences

    You’ll need to install Awakening anew and play through it again when I release the new version. There are some major bug fixes and I have to change the final quest on both sides in preparation for Consequences. I am working on DBC again, when time permits.
  8. Northern UI Compatibility

    I miss my coloured map markers from MMO. A request: could you differentiate closed Oblivion gates? That's one feature from MMO that's particularly handy. Other than that, the MMO features are working just fine. The character stats menu should show the numerical progress for Oblivion XP. Most players don't have it displayed on the HUD and rely on the character stats menu instead. It's not shown in the pop-up, but next to the progress bar. Your pop-up is correct. Could you provide some instructions for people using mods like Display Stats? I didn't realize you had integrated support for DS until I checked the magic popup menu with the intention of customizing it myself. I suggest telling people that when they install Display Stats, NUI has support built-in, so they should leave the UI selection unchecked.
  9. Northern UI Compatibility

    I’ll be working with DavidJCobb on making Oblivion XP compatible with his new UI, called Northern UI. Here are some notes for David: Oblivion XP replaces the vanilla player levelling system with a D & D style system. This means that players don’t advance their skills and attributes from use. Rather they earn experience points from game activities. Once they have accumulated enough points, they will gain a level. When they gain a level, they can level up by sleeping or by pressing a button on the character stats menu, which will open the level-up window (menu). The level-up menu allows the player to spend points to increase their attributes and skills. Here’s the level-up menu for DarNified UI: We need to modify these menus for Oblivion XP: hud_main_menu.xml stats_menu.xml levelup_menu.xml levelup_config.xml levelup_av_template.xml ? I'm hoping we won't have to modify levelup_av_template.xml. See my comments a few posts down where I post the code snippets. We can upload images to the Collective project album and files to the Collective project download category. I’ll get into the specifics of what needs to change for each menu and some code snippets that show how Oblivion XP interacts with the menus in the next post.
  10. Northern UI Compatibility

    Yep, saw that already. Good stuff. Now if you do the increased limits for spellmaking and enchanting, I think I could back to NUI! I'll check out the new release.
  11. [RELz] Tales of Cyrodiil

    That's another difference with vanilla and the other UI's: they don't scroll. Thanks for fixing that David.
  12. Northern UI Compatibility

    Tales of Cyrodiil. See the OP of the link I just posted for the download link here. Or look in the files section in the right pane on the forums. Go to the Two Sisters Lodge in Skingrad and talk to Borwen. I have screenshots of the truncated dialogue in the linked thread. That thread also shows the fix using MenuQue. For NUI, we would just need to reduce the wraplength, provided having wraplines set to 2 is enough and there's enough vertical space.
  13. Northern UI Compatibility

    No worries. The main thing is that it works for your core users. For me, personally, there were too many incompatibilities for me to make NUI my UI. I'm an old Oblivion player and I've gotten used to certain features. I'll see if I can give your fix a quick run though. Another incompatibility that might pop up is the fact that you put the dialogue topics in the middle right side of the screen. All the other UI's have the dialogue on the left and we're depending on that for some quest mods with long dialogue topics. We're changing the wraplength and wraplines for the topics and the wraplength would be too long for NUI. We do that with Dark Brotherhood Chronicles and Tales of Cyrodiil might do the same. ToC at the very least needs a small dialogue topic font and currently tells people to use Darnified UI or DarkUId Darn. We're trying to change that with the wraplength and wraplines. You can see our discussion here if you're curious.
  14. Question for people with math skills

    I’d try 0,0,0. The interiors I’ve looked at so far are located at 0,0,0. Another option is to wander around an interior with debugging text turned on and see what’s returned for coordinates. I think Benirus Manor would be a good candidate. I don’t know how you’d figure it out if it’s not 0,0,0. Mod interiors may not be 0,0,0. I can say that DBC interiors are.
  15. Question for people with math skills

    Have a look at the latest OBSE documentation. There's a function called GetBoundingSphere that might help. I also notice there are matrix and vector functions that might help.
  16. Question for people with math skills

    Here's a better source of that code you found. The code you found used C++ functions, which won't help you at all. In terms of the math, it has been... fuck over 30 years since I did that stuff. You can click on the links in that article to get the definitions. The key to the math is the fact that the line drawn from the point to the other line, or plane, is 90 degrees. Do you know Pythagoras Theorem? Don't worry about all the rectangles. The point is that you can calculate the length of any side of a right-angled triangle if you know the length of the other two sides. That is the key to the math in the point-line distance calculations from the first link I posted in this message. I'll call that link Wolfram. In the Wolfram calculation, the object you're trying to place would be the point at x0. The interior mesh would be represented by the line between x1 and x2. However when you're placing the object, you won't know where the intersection point will be so that the angle is 90 deg. That's where sine and cosine come in. They allow you to calculate lengths for any angle. Here's the definition of sine from Wolfram. Don't worry about all the math - we don't care about that. We only care about the fact that sine gives you the length of the side opposite to the angle. Cosine gives you the length of the side adjacent to the angle. Honestly when I've been messing with this stuff in Oblivion script, I often don't know whether to use sin or cos, so you try both and see which gives you the correct result. In terms of editor size, it's not really a size as I said. It's only a number that you can use for comparative purposes. I use it in the script I posted above to determine the relative size of books being stacked. The only way you could use it is if you catalogued all the interior meshes, like I did with the books. Those are the arrays my script uses. If you could use the editor size to be able to define default values for L, W and H then it might be useful, but I would think there would be too much variance for that to help. In other words, two interior meshes would have the same editor sizes, but the individual dimensions would be drastically different.
  17. Question for people with math skills

    Ok, my eyes have glazed over as well. There's nothing worse than trying to sort through someone else's code, especially when they've obviously had trouble with it too, given the number of debugging statements in it. How about a completely different approach? My first suggestion is to use CODA to create Immersive Interiors Ultimate. CODA is the internal scripting language of the CSE and it can create objects. I'm not sure how you would collect all the exterior objects, but if you could find a way to load all the exterior objects, then you could use CODA to "copy" them and place them into the interior cell. I also don't know how you would only do that for interior cells with transparent windows. My second suggestion is to scrap Reneer's code and start creating your own. Pick an interior cell and just work out how to properly position one object like a rock. Then you can start building up your own code for the rest of the stuff. Failing those two suggestions, then I would start focusing on the objects that the current script doesn't place correctly and track down which part of the code is failing. If you can give me something specific, then I might be able to help with the math.
  18. Question for people with math skills

    Ok, I see what you're trying to do now. This is really going to put a lot of load on your PC. Are you using the CSE? It gives you the camera position and from that, you might be able to figure out where the origin is. I thought it was the centre of gravity, but it doesn't look like that's the case. So it's probably one of the corners of the mesh. The CS Wiki might say. I just checked a vanilla interior and it is set to the zero origin, so that will help. I'll take a quick look at Reneer's mod, but I really don't have much time to help right now. I've got a ton of mods to work on as well as a lot of server work, as Vorians will attest to.
  19. Question for people with math skills

    I’ll take a look. Sounds weird.
  20. Question for people with math skills

    What on earth, I mean nirn, are you trying to do? I don't know anything about Reneer's mod, so a link would help, I guess. I've always thought that interiors were much larger than exteriors and am surprised to hear that they are close. Anyway, don't forget about the North marker. Ideally when you design an interior, you set the first piece, if it's made up of several parts, at 0,0,0 with 0 rotation. Very few people do that and I don't think Bethesda did either. It makes dungeon construction much easier. Then you use the North marker to orientate the interior to match the exterior. I'm good at math, but have always found Bethesda's, or Gamebryo's coordinate system upside down and backwards. However you'll find a ton of math if you check out Imperial Furniture Renovated. So I might be able to help here. One thing to mention, the editor size is almost useless. You can only use getEditorSize as a relative value. For one thing, it doesn't include collision. Here's the book stacking script from IFR. This shows the factors involved, including scale: So if you can explain what you're trying to do, we could probably take some stuff from that script to fix your problem. If I ever get the motivation, I was going to release a new book placer mod that uses that and the other stacking scripts I developed. I got Horny Quintus' permission, but it would be a lot of work.
  21. [RELz] Tales of Cyrodiil

    One more thing to note: if we want this to be compatible with Northern UI, we'll have to set the wrap width to something smaller. David has the dialogue on the right side of the screen, so the wrap width would have to be about 800 px. That's just a guess. It depends on the player's screen resolution too, of course. I guess if we wanted to get fancy, we could figure out what the wrap width needed to be based on other elements in the menu. You can get the menu dimensions and position of the text elements and then figure out how much space you've got to work with. It might be more work than what it's worth though. We've never had a complaint about DBC, although I'm not sure that old code was working...
  22. [RELz] Tales of Cyrodiil

    Got it! When you make these changes to the dialogue menu, you change the base dialogue menu, so the changes will apply to vanilla dialogue and dialogue from other mods. We felt that the changes were pretty innocuous, so we did it for DBC. Also these fixes assume that the dialogue is on the left side like vanilla and all the other UI's except Northern UI. Since I had the problem with dialogue being truncated even though I have DBC installed, then it's obvious DBC's code wasn't working. Here's the new script. I'll paste in the entire script so you can get the variable declarations too. scriptname DBCAwakeningGenDialogueScript short i short adjusted short topicAdded short numTopics float fQuestDelayTime Begin GameMode if fQuestDelayTime != 2.0 Let fQuestDelayTime := 2.0 endif if (GetStage DBCAwakening >= 5) && (getStage DBCAwakening < 100) && (topicAdded == 0) addTopic DBCSanctuary let topicAdded := 1 endif if (getStage DBCMQ03BlackHand == 100) && (getStage DBCAwakening < 100) if (getStage DBCSQ03BloodGold == 0) addTopic DBCAnvilContracts endif if (getStage DBCSQ08ThreeTimes == 0) AddTopic DBCBrumaContracts endif if (getStage DBCSQ07SilencePrice == 0) AddTopic DBCClaneeContracts endif endif if (getStage DBCSQ01Infiltrate == 0) && (getStage DBCAwakening < 100) AddTopic DBCArquenContracts endif End begin MenuMode 1009 ; fix dialogue menu - need wider wrap width and possibly 2 lines let numTopics := tile_getInfo "dialog_topics\dialog_topics_layout\dialog_topics_scroll_pane\", 1009, 0 let i := 1 let adjusted := 0 if (adjusted == 0) while i < numTopics + 1 tile_setFloat "dialog_topics\dialog_topics_layout\dialog_topics_scroll_pane\#%g\topic_text\wrapwidth", i, 1009, 1200 tile_setFloat "dialog_topics\dialog_topics_layout\dialog_topics_scroll_pane\#%g\topic_text\wraplines", i, 1009, 2 let i += 1 loop let adjusted := 1 endif end This sets the wrap width to 1200 (pixels) and the wrap lines to 2. I use a "do once" variable called adjusted to stop the script from continually adjusting the width and wrap while the dialogue menu is open. I have made these changes in DBC and the script seems to be working fine. I had debug printc statements in the script and confirmed the width and wrap were being changed for each dialogue topic. It took a bit of fiddling since Kyoma doesn't have an example of doing this in the MenuQue documentation.
  23. [RELz] Tales of Cyrodiil

    I was actually just going to post that I need to do more testing with the new MenuQue syntax. The MenuQue docs are in Data\Docs\MenuQue, but they are far from an easy read. I'll repeat the old code here: begin MenuMode 1009 ; fix dialogue menu - need wider wrap width and possibly 2 lines mqSetMenuChildFloatValue "dialog_topics\dialog_topics_layout\dialog_topics_scroll_pane\##\topic_text\wrapwidth" 1009 0 1200 mqSetMenuChildFloatValue "dialog_topics\dialog_topics_layout\dialog_topics_scroll_pane\##\topic_text\wraplines" 1009 0 2 end The ## is the placeholder for the number of the child element, which is 0 in the above lines. So that would only work for the first line. I didn't write this code originally; it was done by another scripter. I think the proper way to do this would be to use the new functions to find out how many child elements there are and then go through each one and set the width (which is the 1200) and the wrap lines (which is the 2). I'll see if I can do a quick mock-up of the new code later - dinner time!
  24. [RELz] Tales of Cyrodiil

    MenuQue just gives you access to the menu XML via script. In this case, it's the dialog_menu.xml file. If you open that file, you can drill down through the sections to find the lines we're changing with MenuQue. The section is called topic_text. That's part of a template, so you'd need to change the wrapwidth and wraplines values for each dialogue line. I'll have to check the MenuQue documentation again to see how to handle this. I'm pretty sure Kyoma set it up to access all the items in a list. In DBC, we just had those two lines in a MenuMode block in a script that ran all the time. We have a generic dialogue quest like vanilla and those lines are in the script for that quest. I never noticed a problem, so perhaps it's a difference in our structure. Where are you adding the MenuQue commands?
  25. [RELz] Tales of Cyrodiil

    Welcome back! Did you look into the MenuQue stuff to increase the dialogue lines to two? I don’t know if that would work with Northern UI anyway since it makes so many changes to the menus, but it should work with most other UI’s. Since I couldn’t get the courier drunk, he didn’t give me the clue I needed. If I had that clue, I probably would have been able to finish it fine.