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      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!

AndalayBay

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AndalayBay last won the day on October 19

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About AndalayBay

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    Magma Golem
  • Birthday 12/01/1964

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    Female
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    Ontario, Canada
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    Hockey, Canadian football, lacrosse, travel, woodworking, music (favourite bands: Tool, NIN, Disturbed, Linkin Park, Perfect Circle, Nickelback, Papa Roach...)

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  1. Northern UI Compatibility

    Here's what I came up with for the placeholder. What do you think? The forums aren't doing a good job of resizing that image. It looks crisper than that. Also, the image is still too big. I set _allowStretch to false, but I guess there's still a zoom factor. I don't think the image needs to fill that spot.
  2. Northern UI Compatibility

    I know what the mouseover script does, but I missed the part about you wanting the values written to the menu's root tile. Initially I tried setting the String trait as you indicated here and that didn't work at all. We need to make sure the code continues to work for those using a mouse. We also need to make sure we don't break the other UI's. If you're using the keyboard or gamepad, what would trigger the mouseover function? The mouseover function is the event handler for the OnMouseover event. Is that a function of your DLL? If user6 and user7 aren't used, then yes, it would be better to use those. I guess I'll have to use the canCreate boolean because user8 won't exist in the other UI's. I'll get complaints if I have Ob XP writing errors to the console. Here's the new script if you'd like to install the CSE and give it a try yourself: scn ObXPUILevelUpMouseoverFn ; Parameters short menuType string_var pathName short buttonId ; Locals long actorVal string_var picture string_var descr string_var sName Begin Function { menuType, pathName, buttonId } ; Safety check if ( menuType != 1027 ) return endif let descr := tile_GetString "%z\_descript", pathName, 1027 let sName := tile_GetString "%z\_name", pathName, 1027 if ( tile_HasTrait "%z\_smallpicture", pathName, 1027 ) ; top-level template let actorVal := tile_GetFloat "%z\_actorVal", pathName, 1027 let picture := tile_GetString "%z\_smallpicture", pathName, 1027 elseif ( buttonId == 100 || buttonId == 110 ) ; _plusImg or _minImg let actorVal := tile_GetFloat "%z\...\_actorVal", pathName, 1027 let picture := tile_GetString "%z\...\_smallpicture", pathName, 1027 else let picture := "Bla" let actorVal := -1 endif ; reset pictures tile_SetString "levelup_background\OXP_attributes\OXP_attribute_picture\filename|Bla", 1027 tile_SetString "levelup_background\OXP_skills\OXP_skill_picture\filename|Bla", 1027 ; write current values to user traits for Northern UI tile_SetFloat "\user6", 1027, actorVal tile_SetString "\user7|%z", descr, 1027 tile_SetString "\user8|%z", sName, 1027, true if ( actorVal >= 0 && actorVal < 8 ) tile_SetString "levelup_background\OXP_attributes\OXP_attribute_picture\filename|%z", picture, 1027 elseif ( actorVal >= 11 && actorVal < 33 ) tile_SetString "levelup_background\OXP_skills\OXP_skill_picture\filename|%z", picture, 1027 endif sv_Destruct pathName, picture, descr, sName End I haven't tested that yet, so it may not work. I'm hoping that you'll only expect the user traits to have real values when the actor value isn't -1. And yes, the damned editors and other forum bits are all kinds of busted. This is IPS 4 and it sucks. We will be switching to other forum software, if I ever get time to finish my evaluations.
  3. Northern UI Compatibility

    Pretty much. It doesn't make sense to me, but I thought that's what you wanted. If I set the String attribute, it didn't work. I had to let the menu do its thing with the active() call.
  4. Northern UI Compatibility

    I can do the scripting, I'm just not following what you're trying to do. Is user6 used by all UI's? Is it always the description? In the mouseover function, the actor value is _actorVal. The local variable is set to -1 when the mouse isn't passing over an attribute or skill. So you're saying you want the -1 to be applied to the menu? User7 seems to be a scroll bar, which doesn't make any sense to me. If you want the actor value to be set to -1 in the menu, then I would be inclined to do it this way: tile_setFloat "%z\_actorVal", pathName, 1027, -1 I don't know what the "canCreate" boolean is for. Do you? If you're sure that user6 is the description and user7 is the actor value, then I can certainly switch to using them. For the record, here are some values for pathName: pathname: levelup_background pathname: bottom_bar\controls\levelup_exit_button pathname: levelup_background\OXP_attributes\OXP_attributes_pane\OXP_AV3 pathname: levelup_background\OXP_attributes\OXP_attributes_pane\OXP_AV2 pathname: levelup_background\OXP_attributes\OXP_attributes_pane\OXP_AV1 pathname: levelup_background\OXP_attributes\OXP_attributes_pane\OXP_AV0 pathname: levelup_background\OXP_attributes\OXP_attributes_pane\OXP_AV1 pathname: levelup_background\OXP_attributes\OXP_attributes_pane\OXP_AV1\enumpicker\_plusImg pathname: levelup_background\OXP_skills\OXP_skills_pane\OXP_combatskills\OXP_AV15 pathname: levelup_background\OXP_skills\OXP_skills_pane\OXP_combatskills\OXP_AV16 pathname: levelup_background\OXP_skills\OXP_skills_pane\OXP_combatskills\OXP_AV15 pathname: levelup_background\OXP_skills\OXP_skills_pane\OXP_combatskills\OXP_AV16 pathname: levelup_background\OXP_skills\OXP_skills_pane\OXP_combatskills\OXP_AV18 I really wish the syntax was consistent for those tile_xxx functions.
  5. Northern UI Compatibility

    Here's the new plugin. It seems to work with the other UI's, but I haven't tested all of them yet. If it works with one, it should work with them all. Could you upload your new levelup menu? I've got a placeholder image that I'd like to play with and I don't feel like figuring out how to get it coded up.
  6. ObXP

    ObXP View File ObXP plugin with mouseover changes. Submitter AndalayBay Submitted 10/22/2018 Category The Collective  
  7. Northern UI Compatibility

    Got it! This turned out to be tricky. Setting the string value caused a conflict between the mouseover code in the plugin versus the active() call in the menu. As you moved the mouse around, you'd get overlapping descriptions due to the difference in timing. The solution was to set the actual trait and let the menu code continue to set the string. I decided not to mess with the skills or attributes sub-title on the description. Can we remove that? The skill or attribute should be highlighted so people will know whether it's a skill or attribute description. Trust me, they'll know anyway. Here's the new mouseover function code: scn ObXPUILevelUpMouseoverFn ; Parameters short menuType string_var pathName short buttonId ; Locals long actorVal string_var picture string_var descr Begin Function { menuType, pathName, buttonId } ; Safety check if ( menuType != 1027 ) return endif if ( tile_HasTrait "%z\_smallpicture", pathName, 1027 ) ; top-level template let actorVal := tile_GetFloat "%z\_actorVal", pathName, 1027 let picture := tile_GetString "%z\_smallpicture", pathName, 1027 let descr := tile_GetString "%z\_descript", pathName, 1027 elseif ( buttonId == 100 || buttonId == 110 ) ; _plusImg or _minImg let actorVal := tile_GetFloat "%z\...\_actorVal", pathName, 1027 let picture := tile_GetString "%z\...\_smallpicture", pathName, 1027 let descr := tile_GetString "%z\_descript", pathName, 1027 else let picture := "Bla" let actorVal := -1 let descr := "" endif ; reset pictures tile_SetString "levelup_background\OXP_attributes\OXP_attribute_picture\filename|Bla", 1027 tile_SetString "levelup_background\OXP_skills\OXP_skill_picture\filename|Bla", 1027 if ( actorVal >= 0 && actorVal < 8 ) tile_SetString "levelup_background\OXP_attributes\OXP_attribute_picture\filename|%z", picture, 1027 tile_SetString "%z\_descript|%z", pathName, descr, 1027 elseif ( actorVal >= 11 && actorVal < 33 ) tile_SetString "levelup_background\OXP_skills\OXP_skill_picture\filename|%z", picture, 1027 tile_SetString "%z\_descript|%z", pathName, descr, 1027 endif sv_Destruct pathName, picture, descr End This was a function that Kyoma wrote after he switched to the new syntax. I was hoping that he allowed for more than one parameter and indeed he did. I'll do a bit more tidying up and then will post a new plugin.
  8. Craftybits 0.812 Bug Reports

    Odd. It sounds like it's hit or miss. What's the intelligence of the NPC's involved? It's a stretch, but I remember that the Gamebryo engine had some surprising features, even to Bethesda, so it might be worth checking out.
  9. Craftybits 0.812 Bug Reports

    A find package is used to find an object. The object has to be persistent. If you want the NPC to activate an activator, I don’t think a find package will work. I took a look at the various package types and I’m not sure what would get an NPC to activate an activator. That has to be doable though. I would look at the various activators in the game, do a text search for the editor ID and see if I could find one that’s the object of an AI package. If you can’t find one, then another option would be to use a marker in a trigger zone. Give the NPC a travel package to the marker, which would set off the trigger zone. Then have the trigger zone set off your activator. Yeah, that’s ugly. Hopefully there is a package that would get an NPC to activate an activator. Actually you could probably just get the NPC to travel to the activator. Put a trigger zone around your activator and it would trigger your activator. It doesn’t look like a travel package to an activator would get an NPC to activate it, but it’s worth a try.
  10. Craftybits 0.812 Bug Reports

    I haven’t been following your discussion, but I’d like to give you guys a caution based on your last post, @HoundAkragth. NPC’s can’t access a container with a script unless your mod requires OBSE 21+. I believe that shadeMe was able to fix the bug with OBSE. We discovered the bug when we had eat packages for the NPC’s in Dark Brotherhood Chronicles that included the NPC getting something to eat from a container. If you need NPC’s to access containers, then giving them an eat package with no food in their inventory is an easy way to test the fix. Combine that with low responsibility and an aggression of 20 and fights will break out.
  11. Northern UI Compatibility

    Ok, I’ll take a look.
  12. Northern UI Compatibility

    Yeah let me take a look. One thing we need to keep in mind are the translations. I don’t think I have a line for “Skills” or “Attributes” as a single word, so we should probably remove that. I’ll take a look at the placeholder image as well. I won’t be back to modding until later tonight though. I’m UTC - 4, btw. Do we need to remove the active() calls from the menus then?
  13. Northern UI Compatibility

    Ok, so what would I need to do via script? As I said before, there’s actually only one level-up menu for all the other UI’s. I just had to change the levelup_config xml to set the sizes, fonts and colours. So yeah if I don’t have to detect NUI, I can take a look. I’m just not clear on what I’d need to do.
  14. Northern UI Compatibility

    Would having the placeholder image help with the problem? As I said, I didn't even know keyboard navigation was an option. I really don't think anyone will use it. Could you set the focus to the Strength attribute? You might have to also set the image and description to Strength as well. I don't know what to do about the mouse pointer though. I'm hesitant to handle this script-side because the other UI's don't have this issue. I'd have to detect that it's Northern UI and have custom code for it. In terms of the placeholder image, that's the idea, but I think it should be a bit smaller and fainter. It really dominates the menu.
  15. Northern UI Compatibility

    First, that's super! Second, I really never thought about the empty space. We could use the Oblivion XP icon. I'm good enough at Photoshop to make it semi-transparent or faded, but it might be more work than it's worth. People aren't in the level-up menu all that long. They are bumping up their stats and moving on. I've never had anyone comment on the empty spot.
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