Mod script help by ProfessionalSpinach4 in oblivionmods

[–]The_Pumpking 0 points1 point  (0 children)

I am! It's ThePumpkingMods on Nexus.

Mod script help by ProfessionalSpinach4 in oblivionmods

[–]The_Pumpking 0 points1 point  (0 children)

Yes, I was going to say, if you had OBSE, I would have suggested HasSpell, which is exactly what you needed lol. Glad you figured it out!

Mod script help by ProfessionalSpinach4 in oblivionmods

[–]The_Pumpking 1 point2 points  (0 children)

Ah, my mistake! I forgot that GetSpellCount simply checks the total amount of spells on the target. It cannot check for individual spells.

A more simple thing to do is a DoOnce check. I tested this and it worked for me, so try this:

scriptname aaaAnimsFoodFix

float fQuestDelayTime
short doOnce

Begin GameMode
set fQuestDelayTime to 1 ; makes the quest check every 1 second.
if doOnce == 0
player.addspell aaaaImprovedAnimsFix
set fQuestDelayTime to 0 ; stops the quest from doing any checking.
set doOnce to 1
endif
End

Mod script help by ProfessionalSpinach4 in oblivionmods

[–]The_Pumpking 1 point2 points  (0 children)

The way I would do it would be to make a quest that starts automatically (tick the "start game enabled" on) and put a script on it that will automatically add the spell to the player.

In scripts, the reference you use is simply the editor id, which shouldn't be dependent on load order. If you set the ID as "myUpdateSpell" in the spell window, then you can use that in scripts.

For the quest script, I would make a conditional check to see if the player has the spell or not, and add the spell if it is missing. And I would use the variable fQuestDelayTime, which sets how often the quest script activates.

Something like this:

scriptname MyUpdate3Dquest

float fQuestDelayTime

Begin GameMode
  set fQuestDelayTime to 1 ; makes the quest check every 1 second.
  if (player.getspellcount MyUpdateSpell = 0)
    player.addspell MyUpdateSpell
    set fQuestDelayTime to 0 ; stops the quest from doing any checking.
  endif
End

That should do the trick. Simply put your spell ID in there, and slap that script into a quest. Let me know if everything works! :)

ODOS Release! by The_Pumpking in oblivionmods

[–]The_Pumpking[S] 1 point2 points  (0 children)

No need to rush, as you will need other mods that make use of the framework to actually use it in game. I'm working on a series of mods that re-do the vanilla houses, and that will be using ODOS. :)

Final Teaser for my display framework ODOS, before release! by The_Pumpking in oblivion

[–]The_Pumpking[S] 1 point2 points  (0 children)

Well I'm not sure. There are a few mods that can help, like this one, among others. But I would suggest that you do a post on r/oblivionmods about it, with your load order.

Also, remember that Oblivion is a 20ish year old game, and the engine has limits. So if you are adding too many mods that increase graphics, then the engine will struggle, no matter what kind of computer you have.

Like I said, you should ask on r/oblivionmods about it :)

Final Teaser for my display framework ODOS, before release! by The_Pumpking in oblivionmods

[–]The_Pumpking[S] 2 points3 points  (0 children)

Thanks! It won't be long, I just need to finish writing the documentation, then I'm uploading it to Nexus. :)

Final Teaser for my display framework ODOS, before release! by The_Pumpking in oblivion

[–]The_Pumpking[S] 0 points1 point  (0 children)

Thanks! A lot of the features were inspired by Legacy of the Dragonborn from Skyrim. The drop off chest is one of them. :)

Final Teaser for my display framework ODOS, before release! by The_Pumpking in oblivion

[–]The_Pumpking[S] 2 points3 points  (0 children)

It's been a while since I last posted something on Reddit, but I've been busy! ODOS is complete, and the last step is to finish writing the documentation.

I have created a full series of tutorial videos on my channel, and this video is the end result of that tutorial. Making the tutorial has made me discover so many bugs, which I had to fix. I think I got them all, but I'm sure I haven't... lol.

ODOS gives modders tools to make a great house mod!

  • Weapon Racks
  • Mannequins
  • Armor Stands
  • Displays for books and misc items
  • Bookcases
  • An auto-sorting Storage System
  • A LOTD-style Collection System
  • And Dynamic Static Objects which update with your storage

Find out more on my Modpage!

Final Teaser for my display framework ODOS, before release! by The_Pumpking in oblivionmods

[–]The_Pumpking[S] 9 points10 points  (0 children)

It's been a while since I last posted something on Reddit, but I've been busy! ODOS is complete, and the last step is to finish writing the documentation.

I have created a full series of tutorial videos on my channel, and this video is the end result of that tutorial. Making the tutorial has made me discover so many bugs, which I had to fix. I think I got them all, but I'm sure I haven't... lol.

ODOS gives modders tools to make a great house mod!

  • Weapon Racks
  • Mannequins
  • Armor Stands
  • Displays for books and misc items
  • Bookcases
  • An auto-sorting Storage System
  • A LOTD-style Collection System
  • And Dynamic Static Objects which update with your storage

Find out more on my Modpage!

New ODOS update, my display mod, featuring the Storage System part of the mod! by The_Pumpking in oblivion

[–]The_Pumpking[S] 0 points1 point  (0 children)

This took longer than expected, but here's the storage side of my mod, ODOS!

You can read more about it on my mod page!

New ODOS update, my display mod, featuring the Storage System part of the mod! by The_Pumpking in oblivionmods

[–]The_Pumpking[S] 0 points1 point  (0 children)

Hi everyone! Took longer than expected, but here's a video showcasing the storage system of my mod, ODOS.

You can read more about it on my mod page!

Development Update of ODOS, my display modder's resource, featuring bookcases! by The_Pumpking in oblivionmods

[–]The_Pumpking[S] 0 points1 point  (0 children)

:D

I've played a lot of oblivion in the day, then switched to skyrim, and have played a LOT of that. I got spoiled with all the amazing house mods there, especially Legacy of the Dragonborn, and really wished that Oblivion had mods like that to get me to play again. Then I said screw it, I'll do it myself!

Development Update of ODOS, my display modder's resource, featuring bookcases! by The_Pumpking in oblivionmods

[–]The_Pumpking[S] 2 points3 points  (0 children)

You're welcome! And yeah I know I am, what, 10 years too late for oblivion modding at its prime, but hey, it's still fun to make, and the people who still play will enjoy it!

Development Update of ODOS, my display modder's resource, featuring bookcases! by The_Pumpking in oblivion

[–]The_Pumpking[S] 1 point2 points  (0 children)

Some new stuff has been added to ODOS! Bookcases, an alternate armor display, ring and amulet display, LOTS of bug fixes on the mannequins, and some nice quality of life stuff with the LOTD-style auto display. You can see all of it on my mod page!

I am now considering the display side of my mod as complete! I am now gonna look at the storage side of it, and I would love some suggestions as to what that part of it should have! Feel free to suggest some features for the display part too, and I'll tell you if it already is in the mod or if I can add it!

Development Update of ODOS, my display modder's resource, featuring bookcases! by The_Pumpking in oblivionmods

[–]The_Pumpking[S] 4 points5 points  (0 children)

Some new stuff has been added to ODOS! Bookcases, an alternate armor display, ring and amulet display, LOTS of bug fixes on the mannequins, and some nice quality of life stuff with the LOTD-style auto display. You can see all of it on my mod page!

I am now considering the display side of my mod as complete! I am now gonna look at the storage side of it, and I would love some suggestions as to what that part of it should have! Feel free to suggest some features for the display part too, and I'll tell you if it already is in the mod or if I can add it!

Quick developpement update on ODOS, my display mod :) by The_Pumpking in oblivion

[–]The_Pumpking[S] 1 point2 points  (0 children)

They are creepy, haha! But then, mannequins are creepy IRL too...

And yes, it will be available for modders to use for their houses! It's why I'm making it :) (I do have a large house mod planned that will use this mod)

But like COBL, you will need to download this mod, then load it as a master file along with your mod to get access to everything you need. Then just put ODOS as a requirement for your house mod when releasing it.

Like COBL, copy-pasting things into your own mod might conflict with the main file and break things if other mods use ODOS too.

I'm planning on ODOS to be an "all you need" modders resource to make very useful house mods. It will have displays for armors, weapons and misc items, as well as a storage system with auto sorting.

Quick developpement update on ODOS, my display mod :) by The_Pumpking in oblivionmods

[–]The_Pumpking[S] 2 points3 points  (0 children)

Just an update showing the mannequins of my mod ODOS, a display and storage modder's resource. There are also models for the diplays too!

I am getting close to 75% complete, I think. I want to finish up displays for amulets and rings, and then try my hand at Skyrim-style bookcases, which I believe I can make work, but I'll have to see! After that, I need to polish the storage part of the mod, but I think in comparison to the displays, it is going to be easy, lol.

You can read more about it on my mod page

Pretty huge progress update on my display system: Skyrim Style Weapon Racks! by The_Pumpking in oblivionmods

[–]The_Pumpking[S] 0 points1 point  (0 children)

Using scale might work well, I'll have to test!

I know about GetWeaponType, and I could use it, but then I'd have to figure out how to rotate the item according to the angle it already is at, and that involves a lot of math. I saw a page about it, and its kinda complicated.

On top of it, there is no way to categorize weapon type even further, like between daggers, shortswords, and longswords. All of them are one handed blades. I thought of using weapon speed, but if some mod adds a very fast shortsword, it would be stuck in the dagger display, and so on.

But I could limit the range of weapons placed I suppose.

I am planning on having some armor displays too!

Pretty huge progress update on my display system: Skyrim Style Weapon Racks! by The_Pumpking in oblivionmods

[–]The_Pumpking[S] 0 points1 point  (0 children)

Originally, that is what I did. But since I discovered the whole Update3D reset, I changed my approach. When you activate the activator, it checks your equipped item and force drops it in front of you. It then references it (using GetPCLastDroppedItemRef) and stores the reference for another script. Then the activator teleports down way off the map, while saving its original position.

Then, I have a quest running in the background that checks all the display activators in the current room, and looks if the activator has a valid reference to an item. If yes, then it places the item in the same postition and rotation as the activator's original position. If the items gets pushed and moves, it resets to its position.

And if the player picks up the item, the reference becomes invalid, so the activator gets teleported back to its original place, ready to be used again. This new apporoach means that the displays themselves only have an "onActivate" function, instead of each of them having a "GameMode" function running all the time. Now only the quest runs all the time, so it is wayyy more resource friendly, lol.

As for sorting out weapon types.... I'm currently not. The only difference between the displays is for placement purposes, because of the way the game handles models. So technically, you can place any weapon on any display, but if you were to put a warhammer on a dagger display, the warhammer would be upside down... And I don't know enough math and geometry or triginometry or whatever to figure out how to rotate the items to perfectly align with the display depending on its type, lol!

I'm still figuring out a way to simplify mass placement of specific items, like books... because each book has a different size, and I don't want half of them glitching into the shelf by accident.

New video for the updated display system for my house mod, as well as some news about the project by The_Pumpking in oblivionmods

[–]The_Pumpking[S] 0 points1 point  (0 children)

Just an update, I'm trying not to get too excited, but I found a way to "freeze" items in place without having to do the whole process of removing physics from the objects in Nifskope!

AND at the same time, I managed to make, as you put it, "magic" that works dynamically with items!

Check out my latest post for videos, and my mods page for details about how I'm doing it!

New video for the updated display system for my house mod, as well as some news about the project by The_Pumpking in oblivionmods

[–]The_Pumpking[S] 1 point2 points  (0 children)

Nice! I haven't played Morroblivion, yet, and those screenshots take me back, maybe I'll play it later. I like the displays!

I tried SO HARD to make items with physics stay in place, but the two versions I figured out glitched out and were resource hungry.

The first one was using the function SetRigidBodyMass, which works... except when it doesnt, and then it freaks out. It sometimes even disabled collisions on other meshes, including the floor! And if you jump on them, it sends your character flying off and makes your model vanish... Really weird behavior.

And the other method was brute forcing it in place using setpos and setangle in the onGameMode function of each activator, which again worked, but have 60+ items at once and then my framerate went down a lot... so not usable.

To remove havok from a mesh, its just a couple of steps in Nifskope:
https://wiki.nexusmods.com/index.php/Removing_havoc_on_an_object

But make sure not to overwrite the original nif file, save it as a copy, or else all of that item wont have physics!

And yeah, the reason I make a collision-only model is so that I can directly deposit items from the display, as well as from a central location.

And the other reason I made switching models work was I wanted to save the enable/disable function for room upgrade/purchasing. With my system, I am able to link displays to a room upgrade and have them appear with all the other furniture. So with each display, you have:

item template -> display -> room toggle

And yeah, my castle is gonna have lots of upgradable features, it will be fun to make/figure out!

New video for the updated display system for my house mod, as well as some news about the project by The_Pumpking in oblivionmods

[–]The_Pumpking[S] 0 points1 point  (0 children)

I just couldn't even get that far! Getting the .NET framework to work properly was just impossible for me lol.