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Silgrad Tower: Oblivion » Beyond Cyrodiil » Skyrim for Oblivion » Skyrim Art » Falmer ruins » Hello You
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The Old Ye Bard
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Try the CS Wiki forums for help Wink :)
12.08.2006 04:49 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Psychotic
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I'm still searching it, I don't want to ask things that have been answered before.
12.08.2006 04:54 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
TheImperialDragon
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Is this for the ice cave secret door? Just copy, then paste the old one in a new script and name it something else before saving.
12.08.2006 05:39 TheImperialDragon is offline Send an Email to TheImperialDragon Search for Posts by TheImperialDragon Add TheImperialDragon to your Buddy List
Psychotic
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quote:
Originally posted by TheImperialDragon
Is this for the ice cave secret door? Just copy, then paste the old one in a new script and name it something else before saving.

It's for a moving platform. The first thing I did is check the Secret Door script, but that one works in a different way, I need to create a new script. I've found a way, but I need to test it, I'm not sure how well it will work.
12.08.2006 05:51 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
The Old Ye Bard
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Did you test that script?
12.08.2006 23:14 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Psychotic
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quote:
Originally posted by The Old Ye Bard
Did you test that script?

Yup, not working. I'll try one more thing (not as good, but might work) and if that doesn't work I'll drop the whole script thing and go for a more simple but less satisfying solution.
12.08.2006 23:21 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
TheImperialDragon
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Maybe you could post your progress thus far so that a scripter might be able to have a look at it.
12.08.2006 23:25 TheImperialDragon is offline Send an Email to TheImperialDragon Search for Posts by TheImperialDragon Add TheImperialDragon to your Buddy List
Psychotic
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Basically I need to move a platform on which you will be later able to stand on from point A on the Z axis to point B when the White Wich is killed (I know, sounds simple).

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scn 1SKLowerIcePlate01    

float startZ ;starting position (point A)
float modZ ;movement per frame in units
ref SKWhiteWitch    

begin gameMode  	  	
 If SKWhiteWitch. GetDead == 1		
     set startZ to getPos z
     set modZ to ( startZ - 5 )
  If getPos z <= 211.36 ;stop position (point B)
    setPos z, 211.36
    endif
 endif

end


The script doesn?t even start, but I suspect that's just a wrong reference or something. Thing is even if it did work in theory it would continue to move forever for 5 units every frame. I need something like a DoOnce command or a timer, but I don't know how to make that work exactly.
And there is yet another possible problem. I read on the CS forum that most objects leave their collision mesh behind when moved by a script like this one.

This post has been edited 2 time(s), it was last edited by Psychotic: 12.08.2006 23:45.

12.08.2006 23:43 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
The Old Ye Bard
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a much more time consuming way of doing it would be to do a hell of a lot disable/enables in the script on a lot of objects...
12.08.2006 23:50 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Psychotic
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quote:
Originally posted by The Old Ye Bard
a much more time consuming way of doing it would be to do a hell of a lot disable/enables in the script on a lot of objects...

Whatever works. At the moment I'll take any solution.
12.08.2006 23:52 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
The Old Ye Bard
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Well just make a big line of them in the CS and record all of their Refs(also check the persistance refernce) then make sure they all start out diabled, then in the script enable one, then disable it, which enables the next one, which then disables and enables the next one, etc. It might look a bit stuttery(not sure) but it should get the job done.
12.08.2006 23:57 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Psychotic
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I have a solution with involving a timer that might work, I'll test it now. If you have any suggestions for the current script, just copy and paste it and add your modifications, it's easier to see if your solution will work that way.
13.08.2006 00:06 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
The Old Ye Bard
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I don't understand OBs scripting language as much as I do MW's, however I do know what is and what isn't possible and how to go about such things.
13.08.2006 00:09 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
TheImperialDragon
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You could try having it appear to be fading in with the the FadeToAlpha function. Disabling it until the witch is dead, then enabling it (Making sure the alpha is set to 0/1, whichever is invisible) and then have the alpha slowly change?
13.08.2006 00:14 TheImperialDragon is offline Send an Email to TheImperialDragon Search for Posts by TheImperialDragon Add TheImperialDragon to your Buddy List
Psychotic
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quote:
Originally posted by The Old Ye Bard
I don't understand OBs scripting language as much as I do MW's, however I do know what is and what isn't possible and how to go about such things.

Same here, I love what scripting can do, but hate having to doing it. :D
13.08.2006 00:15 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
The Old Ye Bard
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What's the status?
14.08.2006 06:42 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Siegfried
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quote:
Originally posted by The Old Ye Bard
What's the status?

Theres no great rush here, we're hardly building any ruins right now anyway.
14.08.2006 17:31 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
Psychotic
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quote:
Originally posted by The Old Ye Bard
What's the status?

I'll get on it as soon as I upload the update for the ice cave. Yes
14.08.2006 18:43 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
The Old Ye Bard
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I noticed you finished that update Wink Deal
15.08.2006 05:32 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Liquid Cheese
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I really like it, it looks much nicer than any ice buildings would...
31.08.2006 19:54 Liquid Cheese is offline Send an Email to Liquid Cheese Search for Posts by Liquid Cheese Add Liquid Cheese to your Buddy List
Psychotic
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quote:
Originally posted by Liquid Cheese
I really like it, it looks much nicer than any ice buildings would...

Thank you!

Although the Falmer ruins that we decided to go with are a bit different and are in fact made of ice, they look good though and are still towers. They are on the "Visual Development" board (what has been finished by now that is).
31.08.2006 20:42 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Gilboron
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Well, please remember that the "Elven" coughayleidcough Ruins in Oblivion only apply to Ayleid, Aldmer or whatever you call them (Yes, I wrote Aldmer, that are Ayleids. Do not confuse with Altmer. Read your Pocket Guide), and Falmer ruins CAN look COMPLETELY different.
20.02.2007 20:26 Gilboron is offline Send an Email to Gilboron Search for Posts by Gilboron Add Gilboron to your Buddy List YIM Account Name of Gilboron: arne_dhollander View the MSN Profile for Gilboron
Richard
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quote:
Originally posted by Gilboron
Well, please remember that the "Elven" coughayleidcough Ruins in Oblivion only apply to Ayleid, Aldmer or whatever you call them (Yes, I wrote Aldmer, that are Ayleids. Do not confuse with Altmer. Read your Pocket Guide), and Falmer ruins CAN look COMPLETELY different.


I haven't seen the Falmer ruins, but I imagine if they look similar to Oblivion ruins of any sort it's to avoid having to create entirely new models.
21.02.2007 00:23 Richard is offline Send an Email to Richard Search for Posts by Richard Add Richard to your Buddy List
Psychotic
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quote:
Originally posted by Gilboron
Well, please remember that the "Elven" coughayleidcough Ruins in Oblivion only apply to Ayleid, Aldmer or whatever you call them (Yes, I wrote Aldmer, that are Ayleids. Do not confuse with Altmer. Read your Pocket Guide), and Falmer ruins CAN look COMPLETELY different.

When the Falmer settled the territory that later became Skyrim they looked exactly the same as the Ayleids... the Falmer, the Ayleids and any other elves all originate from the Aldmer. Seeing how the Aldmer came to Tamriel from the south and expanded towards the north it can be assumed that the elves that settled Skyrim (the Falmer) also came from the south (Cyrodiil). Because Cyrodiil was the home of the Ayleids this makes the Falmer Ayleid in origin and therefore leaves room for the possibility that their architecture style also originates from the architecture style of the Ayleids.

And welcome to Skyrim for Oblivion! :D

quote:
I haven't seen the Falmer ruins, but I imagine if they look similar to Oblivion ruins of any sort it's to avoid having to create entirely new mode

They do look similar to the OB Ayleid ruins and even though I think that?s the way they should look it is for the most part a compromise because of the s**t load of work that is required to make a completely new set. Tongue
21.02.2007 01:11 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Local
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I like those concepts you dew really cool, your right I would look more creative,

My opinion is to try and re-create the ruins from bloodmoon?that would look awesome. Good job!

===local===
25.03.2007 17:21 Local is offline Send an Email to Local Search for Posts by Local Add Local to your Buddy List
Psychotic
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quote:
Originally posted by Local
I like those concepts you dew really cool, your right I would look more creative,

My opinion is to try and re-create the ruins from bloodmoon?that would look awesome. Good job!

===local===

Thanks!

But what ruin from Bloodmoon exactly? I don't remember any Falmer ruins there. Confused
25.03.2007 17:37 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Lady Nerevar
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thats because there were none. the only ruins in Bloodmoon were skal burials

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Local
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Yeah but they would look more like famer ruins then a re-textured dungeon walls.....like the more new stuff the better it might take longer but the those little things make a huge difference.

===local===
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The Old Ye Bard
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quote:
Originally posted by Lady Nerevar
thats because there were none. the only ruins in Bloodmoon were skal burials


True, unless you count Caste Kaarstaag, which wasn't a ruin (but could be counted as Falmer).
25.03.2007 21:11 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
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