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122
| 1,494
|
https://en.uesp.net/wiki/Tes3Mod:PlayGroup
|
Tes3Mod:PlayGroup
|
{{Morrowind Modding Functions Trail}}
'''PlayGroup'''
<pre>
PlayGroup, GroupName, [Flags]
Where: GroupName = Animation group to play.
Flags = Optional parameter indicating when the animation should start.
0 = Normal, the current animation will finish it's full
cycle, and the new animation will start from its beginning.
1 = Immediate Start, the current animation will stop
regardless of the frame it is on, and the new
animation will start from its beginning.
2 = Immediate Loop, the current animation will stop
regardless of the frame it is on, and the new
animation will start at the beginning of its loop cycle.
Type: Animation
Returns: none
Example: PlayGroup, Idle2
"taren andoren"->PlayGroup, Idle, 0
"Black Dart Malar"->PlayGroup "Death1"
Scripts: AzuraEnd
rockSlide
drowned
</pre>
Plays the animation group defined by GroupName. Optional flags can be used to start the group in different ways. The various group names can be found by viewing the animation menu options in the Character menu in the Construction Set or [[Morrowind Mod:Animation Groups|Animation Groups]] on this site.
See Also: [[Morrowind Mod:LoopGroup|LoopGroup]], [[Morrowind Mod:Animation Groups|Animation Groups]]
| 2,307,427
|
2021-01-07T23:46:19Z
|
HoodBot
|
PlayGroup
Plays the animation group defined by GroupName. Optional flags can be used to start the group in different ways. The various group names can be found by viewing the animation menu options in the Character menu in the Construction Set or Animation Groups on this site.
See Also: LoopGroup, Animation Groups
|
122
| 1,495
|
https://en.uesp.net/wiki/Tes3Mod:LoopGroup
|
Tes3Mod:LoopGroup
|
{{Morrowind Modding Functions Trail}}
'''LoopGroup'''
<pre>
Loopgroup, GroupName, Number, [Flags]
Where: GroupName = Animation group to play.
Number = The number of times to play the animation.
Flags = Optional parameter indicating when the animation should start.
0 = Normal, the current animation will finish it's full
cycle, and the new animation will start from its beginning.
1 = Immediate Start, the current animation will stop
regardless of the frame it is on, and the new
animation will start from its beginning.
2 = Immediate Loop, the current animation will stop
regardless of the frame it is on, and the new
animation will start at the beginning of its loop cycle.
Type: Animation
Returns: none
Example: LoopGroup, Idle3, 5
Scripts: OutsideBanner
sotha_machine1
</pre>
Plays the animation group defined by GroupName the number of times specified. Optional flags can be used to start the group in different ways. The various group names for NPCs can be found by viewing the animation menu options in the Character menu in the Construction Set or [[Morrowind Mod:Animation Groups|Animation Groups]] on this site.
See Also: [[Morrowind Mod:PlayGroup|PlayGroup]], [[Morrowind Mod:Animation Groups|Animation Groups]]
| 2,307,245
|
2021-01-07T23:44:51Z
|
HoodBot
|
LoopGroup
Plays the animation group defined by GroupName the number of times specified. Optional flags can be used to start the group in different ways. The various group names for NPCs can be found by viewing the animation menu options in the Character menu in the Construction Set or Animation Groups on this site.
See Also: PlayGroup, Animation Groups
|
122
| 1,496
|
https://en.uesp.net/wiki/Tes3Mod:LowerRank
|
Tes3Mod:LowerRank
|
{{Morrowind Modding Functions Trail}}
'''LowerRank'''
<pre>
LowerRank
Type: Faction
Returns: none
Example: LowerRank
player->LowerRank
"tedryn brenur"->LowerRank
Scripts: Not Used, only used in dialogue?
</pre>
Lowers the object's rank in its current faction.
See Also: [[Morrowind Mod:RaiseRank|RaiseRank]], [[Morrowind Mod:PCLowerRank|PCLowerRank]]
| 2,307,246
|
2021-01-07T23:44:52Z
|
HoodBot
|
LowerRank
Lowers the object's rank in its current faction.
See Also: RaiseRank, PCLowerRank
|
122
| 1,497
|
https://en.uesp.net/wiki/Tes3Mod:Short
|
Tes3Mod:Short
|
{{Morrowind Modding Functions Trail}}
'''Short'''
<pre>
Short
Type: System
Example: short LocalVar
Scripts:
</pre>
This is one of the three types of the scripting language. Short variables are signed and can range from -32,768 to 32,767.
Although local variables can start with an underscore character (_), this seems to cause strange problems in some functions. Therefore it is recommended that you do not name variables starting with the underscore.
See Also: [[Morrowind Mod:Float|Float]], [[Morrowind Mod:Long|Long]]
| 2,307,542
|
2021-01-07T23:47:11Z
|
HoodBot
|
Short
This is one of the three types of the scripting language. Short variables are signed and can range from -32,768 to 32,767.
Although local variables can start with an underscore character (_), this seems to cause strange problems in some functions. Therefore it is recommended that you do not name variables starting with the underscore.
See Also: Float, Long
|
122
| 1,498
|
https://en.uesp.net/wiki/Tes3Mod:Float
|
Tes3Mod:Float
|
{{Morrowind Modding Functions Trail}}
'''Float'''
<pre>
Float
Type: System
Example: float LocalVar
Scripts:
</pre>
This is the largest and one of the three types of the scripting language. Float variables can range from 3.4e+38 to 3.4e-38 and has 7 digits of precision.
Although local variables can start with an underscore character (_), this seems to cause strange problems in some functions. Therefore it is recommended that you do not name variables starting with the underscore.
See Also: [[Morrowind Mod:Long|Long]], [[Morrowind Mod:Short|Short]]
| 2,307,101
|
2021-01-07T23:43:50Z
|
HoodBot
|
Float
This is the largest and one of the three types of the scripting language. Float variables can range from 3.4e+38 to 3.4e-38 and has 7 digits of precision.
Although local variables can start with an underscore character (_), this seems to cause strange problems in some functions. Therefore it is recommended that you do not name variables starting with the underscore.
See Also: Long, Short
|
122
| 1,499
|
https://en.uesp.net/wiki/Tes3Mod:PCLowerRank
|
Tes3Mod:PCLowerRank
|
{{Morrowind Modding Functions Trail}}
'''PCLowerRank'''
<pre>
PCLowerRank, [FactionID]
Where: FactionID = Optional faction for the player to join.
Type: Faction
Returns: none
Example: PCLowerRank, "Mages Guild"
PCLowerRank, Nerevarine
PCLowerRank (uses the caller's faction)
Scripts: Not Used
</pre>
Lowers the player's rank in the given faction.
See Also: [[Morrowind Mod:LowerRank|LowerRank]], [[Morrowind Mod:PCJoinFaction|PCJoinFaction]], [[Morrowind Mod:PCRaiseRank|PCRaiseRank]]
| 2,307,419
|
2021-01-07T23:46:16Z
|
HoodBot
|
PCLowerRank
Lowers the player's rank in the given faction.
See Also: LowerRank, PCJoinFaction, PCRaiseRank
|
122
| 1,500
|
https://en.uesp.net/wiki/Tes3Mod:RaiseRank
|
Tes3Mod:RaiseRank
|
{{Morrowind Modding Functions Trail}}
'''RaiseRank'''
<pre>
RaiseRank
Type: Faction
Returns: none
Example: RaiseRank
player->RaiseRank
"tedryn brenur"->RaiseRank
Scripts: Not Used, only used in dialogue?
</pre>
Raises the object's rank in its current faction.
See Also: [[Morrowind Mod:LowerRank|LowerRank]], [[Morrowind Mod:PCRaiseRank|PCRaiseRank]]
| 2,307,441
|
2021-01-07T23:46:24Z
|
HoodBot
|
RaiseRank
Raises the object's rank in its current faction.
See Also: LowerRank, PCRaiseRank
|
122
| 1,501
|
https://en.uesp.net/wiki/Tes3Mod:PCRaiseRank
|
Tes3Mod:PCRaiseRank
|
{{Morrowind Modding Functions Trail}}
'''PCRaiseRank'''
<pre>
PCRaiseRank, [FactionID]
Where: FactionID = Optional faction for the player to join.
Type: Faction
Returns: none
Example: PCRaiseRank, "Mages Guild"
PCRaiseRank, Nerevarine
PCRaiseRank (uses the caller's faction)
Scripts: sjoringScript
</pre>
Raises the player's rank in the given faction. If the player is not a member of the faction, the player is joined and their rank set to 1.
See Also: [[Morrowind Mod:PCJoinFaction|PCJoinFaction]], [[Morrowind Mod:PCLowerRank|PCLowerRank]], [[Morrowind Mod:RaiseRank|RaiseRank]]
| 2,307,420
|
2021-01-07T23:46:16Z
|
HoodBot
|
PCRaiseRank
Raises the player's rank in the given faction. If the player is not a member of the faction, the player is joined and their rank set to 1.
See Also: PCJoinFaction, PCLowerRank, RaiseRank
|
122
| 1,502
|
https://en.uesp.net/wiki/Tes3Mod:PCJoinFaction
|
Tes3Mod:PCJoinFaction
|
{{Morrowind Modding Functions Trail}}
'''PCJoinFaction'''
<pre>
PCJoinFaction, [FactionID]
Where: FactionID = Optional faction for the player to join.
Type: Faction
Returns: none
Example: PCJoinFaction, "Mages Guild"
PCJoinFaction, Nerevarine
PCJoinFaction (uses the caller's faction)
Scripts: MoonAndStar
</pre>
Joins the player to the given (or the caller's) faction.
See Also: [[Morrowind Mod:PCLowerRank|PCLowerRank]], [[Morrowind Mod:PCRaiseRank|PCRaiseRank]]
| 2,307,418
|
2021-01-07T23:46:16Z
|
HoodBot
|
PCJoinFaction
Joins the player to the given (or the caller's) faction.
See Also: PCLowerRank, PCRaiseRank
|
122
| 1,503
|
https://en.uesp.net/wiki/Tes3Mod:MenuMode
|
Tes3Mod:MenuMode
|
{{Morrowind Modding Functions Trail}}
'''MenuMode'''
<pre>
MenuMode
Type: Misc
Returns: short
Example: if ( MenuMode == 1 )
Scripts: anoScript
AzuraEnd
</pre>
Returns 1 if the player is currently in menu mode (i.e., has any inventory/magic menus open thus pausing the game). It is a good idea to separate your script logic into processing of commands in and out of menumode. Certain actions like using items are done when in menu mode.
| 531,822
|
2010-01-30T09:59:09Z
|
RoBoT
|
MenuMode
Returns 1 if the player is currently in menu mode (i.e., has any inventory/magic menus open thus pausing the game). It is a good idea to separate your script logic into processing of commands in and out of menumode. Certain actions like using items are done when in menu mode.
|
122
| 1,504
|
https://en.uesp.net/wiki/Tes3Mod:MenuTest
|
Tes3Mod:MenuTest
|
{{Morrowind Modding Functions Trail}}
'''MenuTest'''
<pre>
MenuTest, short_enum
Type: Console/script, Undocumented
Returns: none
Example: if ( OnPCEquip == 1 )
set OnPCEquip to 0
coc Balmora
MenuTest
endif
Scripts:
</pre>
When called, MenuTest closes certain types of inventory menus, including Player, NPC and containers. It doesn't work for dialogue, enchanting, alchemy, spell or armorer menus. It works from the console as well as from a script. It also takes parameters:
menutest or menutest 0: for closing menu
menutest 3: open stats menu or focus on it
menutest 4: open inventory menu or focus on it
menutest 5: open spell menu or focus on it
menutest 6: open map menu or focus on it
menutest 9: logs the unique identifier and text labels of every piece of the user interface{{Ref|While this is designed to log the unique identifier and text labels of every piece of the user interface, it only works in debug builds. The debug logging function is empty in the retail version, so nothing actually happens. There is a long pause because it waits 1ms between each item. See [http://forums.bethsoft.com/topic/1543348-repairing-the-cogs-of-morrowind-34-mcp/page-2#entry24536646 Hrnchamd's post] describing this feature.}}
for menutest 3,4,5,6, it's like clicking on the upper right button of the menu.
{{Reflist}}
| 1,845,436
|
2018-09-23T02:17:26Z
|
HotnBOThered
|
MenuTest
When called, MenuTest closes certain types of inventory menus, including Player, NPC and containers. It doesn't work for dialogue, enchanting, alchemy, spell or armorer menus. It works from the console as well as from a script. It also takes parameters:
menutest or menutest 0: for closing menu
menutest 3: open stats menu or focus on it
menutest 4: open inventory menu or focus on it
menutest 5: open spell menu or focus on it
menutest 6: open map menu or focus on it
menutest 9: logs the unique identifier and text labels of every piece of the user interface
for menutest 3,4,5,6, it's like clicking on the upper right button of the menu.
|
122
| 1,505
|
https://en.uesp.net/wiki/Tes3Mod:MessageBox
|
Tes3Mod:MessageBox
|
{{Morrowind Modding Functions Trail}}
'''MessageBox'''
<pre>
MessageBox, "Message", [Var1], [Var2, ...], ["button1"], ["button2"], ...
Where: Message = String message to display
Var1, 2, ... = Optional variables to insert into message
Button1, ... = Optional button texts for displaying choices
Type: Misc
Returns: none
Example:
Scripts:
</pre>
The MessageBox function has two main abilities, to display simple text messages to the player at the bottom of the screen and to display a list of choices to the player. To display a message use the function like the following:
<pre>
MessageBox, "This is a simple message" ; Simple text message
MessageBox, "GameHour = %.2f", GameHour ; Display a float value with 2 decimal points
MessageBox, "Long/Short = %G", 101 ; Display a short/long value, not %D as in the help file!
MessageBox, "String = %S", "SomeString" ; Display a string value, kinda useless, might not work
</pre>
Use the optional variables to display numbers/strings in the message text. When displaying float values you must specify the number of decimals places to use. You can also use the %.0f format to display short/long variables. Although the help file only shows 1 or 2 optional variables, there can be more than 2.
To display a list of choices to the user, use the format:
<pre>
MessageBox, "Press ok to continue...", "Ok" ; One choice
MessageBox, "What is your answer?", "Yes", "No" ; Two choices
MessageBox, "Choose a number", "1", "2", "3", "4", "5" ; Five choices
</pre>
There are also a number of special strings which can be used within the MessageBox string. They all begin with the ^ and not the % character as written in the help file:
<pre>
^PCName The player's name.
^PCClass The player's class.
^PCRace The player's race.
^PCRank The player's rank in the speaker's faction.
^NextPCRank The player's next rank in the speaker's faction.
^Cell The cell the player is currently in.
^Global Any global variable value (ex: ^Day). Floats display with 1 decimal.
</pre>
To return the user's choice, use the GetButtonPressed function, for example:
<pre>
begin TestMessageScript
short MessageOn
short Button
; Display message when the player activates the object
if ( OnActivate == 1 )
set MessageOn to 1
endif
; Display the choices to the user
if ( messageOn == 1 )
MessageBox, "Do you wish to drink from the Bitter Cup or to pick it up?", "Drink", "Pick it up"
Set messageOn to 2
endif
if ( messageOn == 2 )
set Button to GetButtonPressed
if ( Button == -1 ) ; Nothing
return;
endif
if ( Button == 0 ) ; drink it
Disable
player->ModStrength, 20
Set MessageOn to 0
return
endif
if ( Button == 1 ) ; pick it up
Activate
Set MessageOn to 0
return
endif
endif
end
</pre>
Use a similar setup for asking the user other choices.
If you pop up a message box with an 'ok' button when a saved game is loaded immediately after running Morrowind, you won't have a mouse pointer to click on the 'ok' button to get rid of the message box. The game also keeps running while the message box is displayed; it doesn't pause as it normally does. You can right-click to get into Menu mode, and then you'll have a mouse pointer to clear the box with. This only happens the first time you load a save after running Morrowind; if you load a save from within the game, you do get a mouse pointer to click the 'ok' button with. So apparently it's some sort of initialization problem.
See Also: [[Morrowind Mod:GetButtonPressed|GetButtonPressed]]
| 2,307,251
|
2021-01-07T23:44:53Z
|
HoodBot
|
MessageBox
The MessageBox function has two main abilities, to display simple text messages to the player at the bottom of the screen and to display a list of choices to the player. To display a message use the function like the following:
Use the optional variables to display numbers/strings in the message text. When displaying float values you must specify the number of decimals places to use. You can also use the %.0f format to display short/long variables. Although the help file only shows 1 or 2 optional variables, there can be more than 2.
To display a list of choices to the user, use the format:
There are also a number of special strings which can be used within the MessageBox string. They all begin with the ^ and not the % character as written in the help file:
To return the user's choice, use the GetButtonPressed function, for example:
Use a similar setup for asking the user other choices.
If you pop up a message box with an 'ok' button when a saved game is loaded immediately after running Morrowind, you won't have a mouse pointer to click on the 'ok' button to get rid of the message box. The game also keeps running while the message box is displayed; it doesn't pause as it normally does. You can right-click to get into Menu mode, and then you'll have a mouse pointer to clear the box with. This only happens the first time you load a save after running Morrowind; if you load a save from within the game, you do get a mouse pointer to click the 'ok' button with. So apparently it's some sort of initialization problem.
See Also: GetButtonPressed
|
122
| 1,506
|
https://en.uesp.net/wiki/Tes3Mod:GetButtonPressed
|
Tes3Mod:GetButtonPressed
|
{{Morrowind Modding Functions Trail}}
'''GetButtonPressed'''
<pre>
GetButtonPressed
Type: Misc
Returns: short
Example: short Button
set Button to GetButtonPressed
Scripts: bittercup
playscript
</pre>
Returns the user's choice from the previous MessageBox function. If the user hasn't made a choice yet the function returns -1. The first button will return a value of 0, the second 1, and so on.
See Also: [[Morrowind Mod:MessageBox|MessageBox]]
| 2,307,125
|
2021-01-07T23:43:59Z
|
HoodBot
|
GetButtonPressed
Returns the user's choice from the previous MessageBox function. If the user hasn't made a choice yet the function returns -1. The first button will return a value of 0, the second 1, and so on.
See Also: MessageBox
|
122
| 1,507
|
https://en.uesp.net/wiki/Tes3Mod:ModFactionReaction
|
Tes3Mod:ModFactionReaction
|
{{Morrowind Modding Functions Trail}}
'''ModFactionReaction'''
<pre>
ModFactionReaction, FactionID1, FactionID2, Value
Where: FactionID1 = FactionID source
FactionID2 = FactionID target
Value = Value to modify the faction reaction by.
Type: Faction
Returns: none
Example: ModFactionReaction, "Thieves Guild", "Temple", -2
modFactionReaction, "Redoran", "Nerevarine", 4
Scripts: MoonAndStar
</pre>
Modifies the reaction of one faction towards members of another faction. Positive value indicate more like, while negative values indicate dislike. For example,
<pre>
ModFactionReaction, "Thieves Guild", "Temple", -2
</pre>
will cause all thieves guild members to increase their dislike of all temple members (it is not reversible so you would have to also set the Temple faction reaction to the Thieves guild).
See Also: [[Morrowind Mod:GetFactionReaction|GetFactionReaction]], [[Morrowind Mod:SetFactionReaction|SetFactionReaction]]
| 2,307,306
|
2021-01-07T23:45:24Z
|
HoodBot
|
ModFactionReaction
Modifies the reaction of one faction towards members of another faction. Positive value indicate more like, while negative values indicate dislike. For example,
will cause all thieves guild members to increase their dislike of all temple members (it is not reversible so you would have to also set the Temple faction reaction to the Thieves guild).
See Also: GetFactionReaction, SetFactionReaction
|
122
| 1,508
|
https://en.uesp.net/wiki/Tes3Mod:ModRegion
|
Tes3Mod:ModRegion
|
{{Morrowind Modding Functions Trail}}
'''ModRegion'''
<pre>
ModRegion, RegionID, Clear, Cloudy, Foggy, Overcast, Rain, Thunder, Ash, Blight, Unknown1, Unknown2
Where: RegionID = Region to change the weather in
Clear = Chance of clear weather (percent, 0 to 100, float)
Cloudy = Chance of cloudy weather (percent, 0 to 100, float)
Foggy = Chance of fog (percent, 0 to 100, float)
Overcast = Chance of overcast weather (percent, 0 to 100, float)
Rain = Chance of rain (percent, 0 to 100, float)
Thunder = Chance of thunder storms (percent, 0 to 100, float)
Ash = Chance of ash storms (percent, 0 to 100, float)
Blight = Chance of blight storms (percent, 0 to 100, float)
Unknown1 = Chance of snow (percent, 0 to 100, float) (Bloodmoon)
Unknown2 = Chance of blizzard (percent, 0 to 100, float) (Bloodmoon)
Type: Weather
Returns: none
Example: ModRegion, "Weather Machine", 0, 100, 0, 0, 0, 0, 0, 0, 0, 0
ModRegion, "Red Mountain Region", 50, 50, 0, 0, 0, 0, 0, 0, 0, 0
Scripts: weatherScript
Endgame
</pre>
Changes the weather chances for the RegionID. Used to get rid of, or add weathers to an area permanently. The values must add up to 100 or you will get odd results. Note that the last two weather types are undocumented and currently unknown but presumably are the two new snow/blizzard weather types added with Bloodmoon.
See Also: [[Morrowind Mod:ChangeWeather|ChangeWeather]]
| 2,307,331
|
2021-01-07T23:45:35Z
|
HoodBot
|
ModRegion
Changes the weather chances for the RegionID. Used to get rid of, or add weathers to an area permanently. The values must add up to 100 or you will get odd results. Note that the last two weather types are undocumented and currently unknown but presumably are the two new snow/blizzard weather types added with Bloodmoon.
See Also: ChangeWeather
|
122
| 1,509
|
https://en.uesp.net/wiki/Tes3Mod:ModPCFacRep
|
Tes3Mod:ModPCFacRep
|
{{Morrowind Modding Functions Trail}}
'''ModPCFacRep'''
<pre>
ModPCFacRep, Value, [FactionID]
Where: Value = Value to modify the faction reputation by.
FactionID = Optional faction ID to modify.
Type: Faction
Returns: none
Example: ModPCFacRep, 10, "Thieves Guild"
ModPCFacRep, 25, "Temple"
"tedryn brenur"->ModPCFacRep, -5
Scripts: MaduraFollow
shrineAldDaedroth
</pre>
Modifies the [[Morrowind:Reputation#Faction_Reputation|reputation modifier]] for members of the specified faction towards the PC.
See Also: [[Morrowind Mod:GetPCFacRep|GetPCFacRep]], [[Morrowind Mod:SetPCFacRep|SetPCFacRep]]
| 2,307,328
|
2021-01-07T23:45:33Z
|
HoodBot
|
ModPCFacRep
Modifies the reputation modifier for members of the specified faction towards the PC.
See Also: GetPCFacRep, SetPCFacRep
|
122
| 1,510
|
https://en.uesp.net/wiki/Tes3Mod:MoveOneToOne
|
Tes3Mod:MoveOneToOne
|
{{Morrowind Modding Functions Trail}}
'''MoveOneToOne (MOTO)'''
<pre>
MoveOneToOne (MOTO)
Type: Console
Returns: none
Example:
Scripts:
</pre>
Unknown console function that appears to have something to do with animation.
| 531,909
|
2010-01-30T10:02:19Z
|
RoBoT
|
MoveOneToOne (MOTO)
Unknown console function that appears to have something to do with animation.
|
122
| 1,511
|
https://en.uesp.net/wiki/Tes3Mod:Move
|
Tes3Mod:Move
|
{{Morrowind Modding Functions Trail}}
'''Move'''<BR>
'''MoveWorld'''
<pre>
Move, Axis, Speed
MoveWorld, Axis, Speed
Where: Axis = X, Y or Z
Speed = Movement speed in world units per second.
Type: Movement
Returns: none
Example: Move, X, 10
MoveWorld, Y, 12
Scripts:
</pre>
These functions cause the referenced object to move at the given speed. The Move function uses the object's axes while the MoveWorld always uses the world axes (positive Z is upwards). Note that the exact speed is affected slightly by the speed of the system the game is being played. Thus, where an exact final position is required it is recommended to test for distance rather than time.
| 531,908
|
2010-01-30T10:02:16Z
|
RoBoT
|
Move
MoveWorld
These functions cause the referenced object to move at the given speed. The Move function uses the object's axes while the MoveWorld always uses the world axes (positive Z is upwards). Note that the exact speed is affected slightly by the speed of the system the game is being played. Thus, where an exact final position is required it is recommended to test for distance rather than time.
|
122
| 1,512
|
https://en.uesp.net/wiki/Tes3Mod:StreamMusic
|
Tes3Mod:StreamMusic
|
{{Morrowind Modding Functions Trail}}
'''StreamMusic'''
<pre>
StreamMusic, "Filename"
Where: Filename = Name of the music file to play
Type: Sound
Returns: none
Example: StreamMusic, "conantheme.mp3"
Scripts: GnisisWarpDoor
GnisisEggmineDoor
</pre>
Plays the given music file. (Doesn't need to be mp3, wav or mid will work as well.)
| 532,097
|
2010-01-30T10:16:05Z
|
RoBoT
|
StreamMusic
Plays the given music file. (Doesn't need to be mp3, wav or mid will work as well.)
|
122
| 1,513
|
https://en.uesp.net/wiki/Tes3Mod:StopScript
|
Tes3Mod:StopScript
|
{{Morrowind Modding Functions Trail}}
'''StopScript'''
<pre>
StopScript, ScriptName
Where: ScriptName = Name of the script to stop
Type: Script
Returns: none
Example: StopScript, CharGen
Scripts: CharGen
EndGame
</pre>
This stops a currently running global script started previously with StartScript. Using StopScript resets any local variables used by that script. A StopScript will not immediately terminate the script when it is called. Instead, the script continues executing to the End statement, and then terminates. Use the [[Morrowind Mod:Return|Return]] command to immediately stop a script for the current frame if desired.
If a Tribunal Start Script is terminated with StopScript, it will start up again the next time the game is loaded.
See Also: [[Morrowind Mod:ScriptRunning|ScriptRunning]], [[Morrowind Mod:StartScript|StartScript]]
| 2,307,553
|
2021-01-07T23:47:15Z
|
HoodBot
|
StopScript
This stops a currently running global script started previously with StartScript. Using StopScript resets any local variables used by that script. A StopScript will not immediately terminate the script when it is called. Instead, the script continues executing to the End statement, and then terminates. Use the Return command to immediately stop a script for the current frame if desired.
If a Tribunal Start Script is terminated with StopScript, it will start up again the next time the game is loaded.
See Also: ScriptRunning, StartScript
|
122
| 1,514
|
https://en.uesp.net/wiki/Tes3Mod:StopCombat
|
Tes3Mod:StopCombat
|
{{Morrowind Modding Functions Trail}}
'''StopCombat'''
<pre>
StopCombat
Type: Combat
Returns: none
Example: "Drores Arvel"->StopCombat
StopCombat
Scripts: cattleScript
fightStopOrdinators
</pre>
The calling actor will stop attacking (whether or not they actually are currently attacking anything). Note that using this function can
result in NPCs not to defend themselves or attack at all.
See Also: [[Morrowind Mod:StartCombat|StartCombat]]
| 2,307,552
|
2021-01-07T23:47:15Z
|
HoodBot
|
StopCombat
The calling actor will stop attacking (whether or not they actually are currently attacking anything). Note that using this function can
result in NPCs not to defend themselves or attack at all.
See Also: StartCombat
|
122
| 1,515
|
https://en.uesp.net/wiki/Tes3Mod:StartScript
|
Tes3Mod:StartScript
|
{{Morrowind Modding Functions Trail}}
'''StartScript'''
<pre>
StartScript, ScriptName
Where: ScriptName = Name of the script to start
Type: Script
Returns: none
Example: StartScript, CharGen
Scripts: Main
MoonAndStar
</pre>
This function starts a script running as a global script. It is not attached to any object, so functions like moving, rotating, checking distances and such have no bearing in a global script (which means you must specify object IDs explicitly). Note this isn't exactly true as if you start a global script it will use the calling script object by default (i.e., if you started a global script from within the NPC Bob's script, the global script would use Bob as the default object). Global scripts are good for running complex quests, checking variables, or setting timers. Each global script is run every frame so take care not to run too many at one or the game's speed will be reduced.
You can target a global script using either ObjectID->StartScript, or calling StartScript from the dialogue results box. While both are true, they don't quite work as expected when used together. From the results box, ObjectID->StartScript seems to attach the script to the NPC calling the dialogue and not the referenced object. When you use a targeted global script any function call in the script will use the target object (you don't need to explicitly specify the object unless you need/want to).
See Also: [[Morrowind Mod:ScriptRunning|ScriptRunning]], [[Morrowind Mod:StopScript|StopScript]]
| 2,307,550
|
2021-01-07T23:47:14Z
|
HoodBot
|
StartScript
This function starts a script running as a global script. It is not attached to any object, so functions like moving, rotating, checking distances and such have no bearing in a global script (which means you must specify object IDs explicitly). Note this isn't exactly true as if you start a global script it will use the calling script object by default (i.e., if you started a global script from within the NPC Bob's script, the global script would use Bob as the default object). Global scripts are good for running complex quests, checking variables, or setting timers. Each global script is run every frame so take care not to run too many at one or the game's speed will be reduced.
You can target a global script using either ObjectID->StartScript, or calling StartScript from the dialogue results box. While both are true, they don't quite work as expected when used together. From the results box, ObjectID->StartScript seems to attach the script to the NPC calling the dialogue and not the referenced object. When you use a targeted global script any function call in the script will use the target object (you don't need to explicitly specify the object unless you need/want to).
See Also: ScriptRunning, StopScript
|
122
| 1,516
|
https://en.uesp.net/wiki/Tes3Mod:ScriptRunning
|
Tes3Mod:ScriptRunning
|
{{Morrowind Modding Functions Trail}}
'''ScriptRunning'''
<pre>
ScriptRunning, ScriptName
Where: ScriptName = Name of the script to check
Type: Script
Returns: short
Example: if ( ScriptRunning, CharGen == 1 )
Scripts: Main
</pre>
Returns 1 if the given script is running as a global script, or 0 otherwise.
See Also: [[Morrowind Mod:StartScript|StartScript]], [[Morrowind Mod:StopScript|StopScript]]
| 2,307,459
|
2021-01-07T23:46:34Z
|
HoodBot
|
ScriptRunning
Returns 1 if the given script is running as a global script, or 0 otherwise.
See Also: StartScript, StopScript
|
122
| 1,517
|
https://en.uesp.net/wiki/Tes3Mod:Return
|
Tes3Mod:Return
|
{{Morrowind Modding Functions Trail}}
'''Return'''
<pre>
Return
Type: System
Returns: none
Example: return
Scripts:
</pre>
Use this to stop processing a script before the end. This is particularly useful for long scripts that may take some time to fully process. For example:
<pre>
begin TestScript
if ( MenuMode == 1 )
return
endif
; Do stuff
end
</pre>
| 531,981
|
2010-01-30T10:09:50Z
|
RoBoT
|
Return
Use this to stop processing a script before the end. This is particularly useful for long scripts that may take some time to fully process. For example:
|
122
| 1,518
|
https://en.uesp.net/wiki/Tes3Mod:StopSound
|
Tes3Mod:StopSound
|
{{Morrowind Modding Functions Trail}}
'''StopSound'''
<pre>
StopSound, SoundID
Where: SoundID = The sound to stop playing
Type: Sound
Returns: none
Example: StopSound "Sound Test Loop"
Scripts: SoundTest
PlagueRock1
</pre>
Stops the given sound if it is playing and previously starting with PlayLoopSound.
See Also: [[Morrowind Mod:PlaySound|PlayLoopSound]]
| 2,307,554
|
2021-01-07T23:47:15Z
|
HoodBot
|
StopSound
Stops the given sound if it is playing and previously starting with PlayLoopSound.
See Also: PlayLoopSound
|
122
| 1,519
|
https://en.uesp.net/wiki/Tes3Mod:StartCombat
|
Tes3Mod:StartCombat
|
{{Morrowind Modding Functions Trail}}
'''StartCombat'''
<pre>
StartCombat, ActorID
Where: ActorID = The actor with which to start combat with.
Type: Combat
Returns: none
Example: "drals indobar"->StartCombat Player
StartCombat Player
Scripts: almaScript
avSlaveHunter
</pre>
The calling NPC will start combat with the given ActorID. Should only be called once (not continuously) or you may experience unintended results (such as the NPC not attacking at all). Once combat is started, the NPC is subject to the usual AI rules (such as fleeing).
See Also: [[Morrowind Mod:StopCombat|StopCombat]]
| 2,307,549
|
2021-01-07T23:47:13Z
|
HoodBot
|
StartCombat
The calling NPC will start combat with the given ActorID. Should only be called once (not continuously) or you may experience unintended results (such as the NPC not attacking at all). Once combat is started, the NPC is subject to the usual AI rules (such as fleeing).
See Also: StopCombat
|
122
| 1,520
|
https://en.uesp.net/wiki/Tes3Mod:PlaySound
|
Tes3Mod:PlaySound
|
{{Morrowind Modding Functions Trail}}
'''PlayLoopSound3D'''<BR>
'''PlayLoopSound3DVP'''<BR>
'''PlaySound'''<BR>
'''PlaySoundVP'''<BR>
'''PlaySound3D'''<BR>
'''PlaySound3DVP'''
<pre>
PlayLoopSound3D, "SoundID"
PlayLoopSound3DVP, "SoundID", Volume, Pitch
PlaySound, "SoundID"
PlaySoundVP, "SoundID", Volume, Pitch
PlaySound3D, "SoundID"
PlaySound3DVP, "SoundID", Volume, Pitch
Where: SoundID = The sound to play
Volume = Float value to adjust the volume, 0 is none, 1 is full
Pitch = Float value to adjust the pitch
Type: Sound
Returns: none
Example: PlaySound, "Crowd Boo"
PlayLoopSound3DVP. "Sound Test Loop", 1.0, 1.0
Scripts: SoundTest
GG_OpenGate1
</pre>
These functions play sound with a variety of options. The PlaySound function will play the sound at full volume, sounding like it comes from directly at the player's location. The 3D functions will cause the sound to be played from the calling object's location in the game (so it will be dimmer the farther the player is away from it). The VP functions allow you to adjust the volume and pitch of the sound, although whenever the functions are used only 1 for both volume and pitch are used. The PlayLoop functions will play the sound continuously until a StopSound function is called.
See Also: [[Morrowind Mod:StopSound|StopSound]]
| 2,307,430
|
2021-01-07T23:46:20Z
|
HoodBot
|
PlayLoopSound3D
PlayLoopSound3DVP
PlaySound
PlaySoundVP
PlaySound3D
PlaySound3DVP
These functions play sound with a variety of options. The PlaySound function will play the sound at full volume, sounding like it comes from directly at the player's location. The 3D functions will cause the sound to be played from the calling object's location in the game (so it will be dimmer the farther the player is away from it). The VP functions allow you to adjust the volume and pitch of the sound, although whenever the functions are used only 1 for both volume and pitch are used. The PlayLoop functions will play the sound continuously until a StopSound function is called.
See Also: StopSound
|
122
| 1,521
|
https://en.uesp.net/wiki/Tes3Mod:StayOutside
|
Tes3Mod:StayOutside
|
{{Morrowind Modding Functions Trail}}
'''StayOutside'''
<pre>
StayOutside
Type: Undocuments, Variable, Bloodmoon
Example: short StayOutside
set StayOutside to 1
Scripts: Not Used
</pre>
When used in script, it causes whoever it's assigned to to automatically remain (and wait) outside of any interior the player may enter (automatically rejoins upon return).
| 724,203
|
2011-09-21T08:31:23Z
|
Rpeh
|
StayOutside
When used in script, it causes whoever it's assigned to to automatically remain (and wait) outside of any interior the player may enter (automatically rejoins upon return).
|
122
| 1,522
|
https://en.uesp.net/wiki/Tes3Mod:SkipAnim
|
Tes3Mod:SkipAnim
|
{{Morrowind Modding Functions Trail}}
'''SkipAnim'''
<pre>
SkipAnim
Type: Animation
Returns: none
Example: SkipAnim
"taren andoren"->SkipAnim
Scripts: Not Used
</pre>
Causes the current animation to not be played for this frame. One of the useful things to do with this is to create armor dummies for displaying armor and clothing. Simply create a new NPC, set its health to 0, and attach to it a script like the following:
<pre>
begin test_dummy
SkipAnim;
end
</pre>
When you insert the NPC into the game it will die (since it has no hitpoints) but it will not 'fall over' since all its animations are disabled. You can then access its inventory (since it's dead) and any armor that you place in the dead body will be automatically equipped. Unfortunately, it appears that weapons are not automatically equipped in the same manner.
See Also: [[Morrowind Mod:LoopGroup|LoopGroup]], [[Morrowind Mod:PlayGroup|PlayGroup]]
| 2,307,545
|
2021-01-07T23:47:12Z
|
HoodBot
|
SkipAnim
Causes the current animation to not be played for this frame. One of the useful things to do with this is to create armor dummies for displaying armor and clothing. Simply create a new NPC, set its health to 0, and attach to it a script like the following:
When you insert the NPC into the game it will die (since it has no hitpoints) but it will not 'fall over' since all its animations are disabled. You can then access its inventory (since it's dead) and any armor that you place in the dead body will be automatically equipped. Unfortunately, it appears that weapons are not automatically equipped in the same manner.
See Also: LoopGroup, PlayGroup
|
122
| 1,523
|
https://en.uesp.net/wiki/Tes3Mod:ShowRestMenu
|
Tes3Mod:ShowRestMenu
|
{{Morrowind Modding Functions Trail}}
'''ShowRestMenu'''
<pre>
ShowRestMenu
Type: Console
Returns: none
Example: ShowRestMenu
Scripts: BedStandard
CharGenBed
</pre>
Displays the standard rest/sleep menu allowing the player to choose the amount of time they wish to rest.
| 532,084
|
2010-01-30T10:15:11Z
|
RoBoT
|
ShowRestMenu
Displays the standard rest/sleep menu allowing the player to choose the amount of time they wish to rest.
|
122
| 1,524
|
https://en.uesp.net/wiki/Tes3Mod:ShowSceneGraph
|
Tes3Mod:ShowSceneGraph
|
{{Morrowind Modding Functions Trail}}
'''ShowSceneGraph (SSG)'''
<pre>
ShowSceneGraph
SSG
Type: Console
Example:
Scripts: n/a
</pre>
When you use this command the game will freeze for a short time (30 seconds or so). When the command is finished it will actually create a new Window on the desktop with all the game renderer's information (use Alt-Tab or Alt-Esc to temporarily exit the game and view the other window). The information is displayed via a tree control and those familiar with hacking NIF files may recognize some of the information. The world objects can be found under the World Scene Graph--WorldRoot--WorldObjectRoot and then under the currently loaded cells. You can view the various rendering information under each object. This probably won't be much use to most people but only those performing low-level hacking/editing of Morrowind or it's data files (such as NIF files).
| 1,184,819
|
2013-05-03T22:06:26Z
|
Jeancey
|
ShowSceneGraph (SSG)
When you use this command the game will freeze for a short time (30 seconds or so). When the command is finished it will actually create a new Window on the desktop with all the game renderer's information (use Alt-Tab or Alt-Esc to temporarily exit the game and view the other window). The information is displayed via a tree control and those familiar with hacking NIF files may recognize some of the information. The world objects can be found under the World Scene Graph--WorldRoot--WorldObjectRoot and then under the currently loaded cells. You can view the various rendering information under each object. This probably won't be much use to most people but only those performing low-level hacking/editing of Morrowind or it's data files (such as NIF files).
|
122
| 1,525
|
https://en.uesp.net/wiki/Tes3Mod:ShowTargets
|
Tes3Mod:ShowTargets
|
{{Morrowind Modding Functions Trail}}
'''ShowTargets (ST)'''
<pre>
ShowTargets
ST
Type: Console
Example:
Scripts:
</pre>
Console command that shows the selected actor's target group members.
| 532,087
|
2010-01-30T10:15:17Z
|
RoBoT
|
ShowTargets (ST)
Console command that shows the selected actor's target group members.
|
122
| 1,526
|
https://en.uesp.net/wiki/Tes3Mod:ShowVars
|
Tes3Mod:ShowVars
|
{{Morrowind Modding Functions Trail}}
'''ShowVars (SV)'''
<pre>
ShowVars
SV
Type: Console
Example:
Scripts:
</pre>
Console command that lists all the global and/or local variables. If no object is currently selected in the console (shown by the console title) SV will list all global variables and values. If an object is selected SV will list all the object's script variables and values (if it has any). This console command is invaluable for debugging purposes.
| 532,088
|
2010-01-30T10:15:47Z
|
RoBoT
|
ShowVars (SV)
Console command that lists all the global and/or local variables. If no object is currently selected in the console (shown by the console title) SV will list all global variables and values. If an object is selected SV will list all the object's script variables and values (if it has any). This console command is invaluable for debugging purposes.
|
122
| 1,527
|
https://en.uesp.net/wiki/Tes3Mod:ShowMap
|
Tes3Mod:ShowMap
|
{{Morrowind Modding Functions Trail}}
'''ShowMap'''
<pre>
ShowMap, CellID
Where: CellID = Partial or complete cell name to show on world map
Type: Misc
Returns: none
Example: ShowMap "Gnisis"
ShowMap "Vivec"
Scripts: BookPilgrimsPath
</pre>
Shows the given cell name on the world map. Will match complete or partial cells, so ''ShowMap, "Vivec"'' will show cells ''Vivec'' and ''Vivec, Fred's House'' as well.
| 532,083
|
2010-01-30T10:15:09Z
|
RoBoT
|
ShowMap
Shows the given cell name on the world map. Will match complete or partial cells, so ShowMap, "Vivec" will show cells Vivec and ''Vivec, Fred's House'' as well.
|
122
| 1,528
|
https://en.uesp.net/wiki/Tes3Mod:ShowGroup
|
Tes3Mod:ShowGroup
|
{{Morrowind Modding Functions Trail}}
'''ShowGroup (SG)'''
<pre>
ShowGroup
SG
Type: Console
Example:
Scripts:
</pre>
Unknown console command.
| 532,082
|
2010-01-30T10:15:07Z
|
RoBoT
|
ShowGroup (SG)
Unknown console command.
|
122
| 1,529
|
https://en.uesp.net/wiki/Tes3Mod:Show
|
Tes3Mod:Show
|
{{Morrowind Modding Functions Trail}}
'''Show'''
<pre>
Show
Type: Console
Returns: Unknown, most likely Float
Example: Show "Variable_Name"
Scripts:
</pre>
Unknown console command (similar to [[Morrowind Mod:ShowVars|ShowVars]]?). If you use this in a script it will prevent the script from being compiled (you'll get no errors in the editor but the compiled script data is not saved to the plugin).
This function is used to return the value of the specific variable.
| 2,307,543
|
2021-01-07T23:47:11Z
|
HoodBot
|
Show
Unknown console command (similar to ShowVars?). If you use this in a script it will prevent the script from being compiled (you'll get no errors in the editor but the compiled script data is not saved to the plugin).
This function is used to return the value of the specific variable.
|
122
| 1,530
|
https://en.uesp.net/wiki/Tes3Mod:ShowAnim
|
Tes3Mod:ShowAnim
|
{{Morrowind Modding Functions Trail}}
'''ShowAnim (SA)'''
<pre>
ShowAnim
SA
Type: Console, Undocumented
Example:
Scripts:
</pre>
Unknown console command.
| 532,081
|
2010-01-30T10:15:05Z
|
RoBoT
|
ShowAnim (SA)
Unknown console command.
|
122
| 1,531
|
https://en.uesp.net/wiki/Tes3Mod:SetPos
|
Tes3Mod:SetPos
|
{{Morrowind Modding Functions Trail}}
'''SetPos'''
<pre>
SetPos, Axis, Position
Where: Axis = World axis to set the object's position (X, Y, or Z)
Position = Position in game units to set (float). In Tribunal the function can accept
variable floats as well as literal values.
Type: Movement
Returns: none
Example: SetPos, X, 45.0
"Act_banner_Tel_Vos"->SetPos, Z, -1002.0
SetPos, Y, GetStartingPos, Y
SetPos, Y, fValue (Tribunal only)
Scripts: shrineGnisisSecret
PlagueRock1
</pre>
Sets the position of the object in game units (70 units per meter) using the given world axis. In Tribunal the function also accepts local float variables in addition to literal values (does not accept globals). This function does modify the player's position. Unfortunately there are problems when you use SetPos to change the current cell. The cell's contents are not always loaded correctly. In this case you may need to use the COE (CenterOnExterior) function to change the current cell and then the SetPos to modify the player's position. An easier method is to use a [[Morrowind Mod:FixMe|FixMe]] function call after the player's position has changed.
A related problem is in exteriors the function will only work in the currently loaded area (the current cell plus 2-3 cells around the current cell). It can't be used to move something to an arbitrary exterior cell.
It's also worth noting that an object's new x,y,z co-ordinates are not stored in save game files. Any scripts that need to permanently alter an object's position in the game world need to store the new co-ordinates in local variables and update the object's position accordingly.
See Also: [[Morrowind Mod:GetPos|GetPos]]
| 2,307,511
|
2021-01-07T23:47:00Z
|
HoodBot
|
SetPos
Sets the position of the object in game units (70 units per meter) using the given world axis. In Tribunal the function also accepts local float variables in addition to literal values (does not accept globals). This function does modify the player's position. Unfortunately there are problems when you use SetPos to change the current cell. The cell's contents are not always loaded correctly. In this case you may need to use the COE (CenterOnExterior) function to change the current cell and then the SetPos to modify the player's position. An easier method is to use a FixMe function call after the player's position has changed.
A related problem is in exteriors the function will only work in the currently loaded area (the current cell plus 2-3 cells around the current cell). It can't be used to move something to an arbitrary exterior cell.
It's also worth noting that an object's new x,y,z co-ordinates are not stored in save game files. Any scripts that need to permanently alter an object's position in the game world need to store the new co-ordinates in local variables and update the object's position accordingly.
See Also: GetPos
|
122
| 1,532
|
https://en.uesp.net/wiki/Tes3Mod:SetPCFacRep
|
Tes3Mod:SetPCFacRep
|
{{Morrowind Modding Functions Trail}}
'''SetPCFacRep'''
<pre>
SetPCFacRep, Value, [FactionID]
Where: Value = Value to set the faction reputation to.
FactionID = Optional faction ID to modify.
Type: Faction
Returns: none
Example: SetPCFacRep, 10, "Thieves Guild"
SetPCFacRep, 25, "Temple"
"tedryn brenur"->ModPCFacRep, 5
Scripts: Not Used
</pre>
Defines the reaction modifier for members of the specified faction towards the PC.
See Also: [[Morrowind Mod:GetPCFacRep|GetPCFacRep]], [[Morrowind Mod:ModPCFacRep|ModPCFacRep]]
| 2,307,508
|
2021-01-07T23:46:59Z
|
HoodBot
|
SetPCFacRep
Defines the reaction modifier for members of the specified faction towards the PC.
See Also: GetPCFacRep, ModPCFacRep
|
122
| 1,533
|
https://en.uesp.net/wiki/Tes3Mod:SetJournalIndex
|
Tes3Mod:SetJournalIndex
|
{{Morrowind Modding Functions Trail}}
'''SetJournalIndex'''
<pre>
SetJournalIndex, JournalID, Index
Where: JournalID = Journal entry to add or modify.
Index = Value to set the journal entry to.
Type: Dialogue
Returns: none
Example: SetJournalIndex, "A2_4_MiloGone", 10 (???)
Scripts: Not Used
</pre>
Sets the Journal to that index. Can move up or down. Not used so I'm not sure what purpose or use this function is. Although it is supposedly included in the original game, it only works in Tribunal or later versions.
SetJournalIndex is primarily useful to set a Journal to an entry without displaying any journal text. This can be used as a form of a quest variable without being forced to actually create a global variable to govern that quest -- for example, to display something to the player, and then set a special flag for that quest you can set the index to 46, and then check to see if the dialogue entry is 46 instead of 45 to have the NPC do something different when reacting to the player. Essentially, it's a way of tracking the player's shenanigans without tipping off the player with a journal entry.
You can set the journal index to values where a journal index doesn't actually exist, as well.
Whether or not you can use SetJournalIndex to repeatedly display the same journal entry over and over, I haven't tried.
See Also: [[Morrowind Mod:Journal|Journal]]
| 2,307,496
|
2021-01-07T23:46:54Z
|
HoodBot
|
SetJournalIndex
Sets the Journal to that index. Can move up or down. Not used so I'm not sure what purpose or use this function is. Although it is supposedly included in the original game, it only works in Tribunal or later versions.
SetJournalIndex is primarily useful to set a Journal to an entry without displaying any journal text. This can be used as a form of a quest variable without being forced to actually create a global variable to govern that quest -- for example, to display something to the player, and then set a special flag for that quest you can set the index to 46, and then check to see if the dialogue entry is 46 instead of 45 to have the NPC do something different when reacting to the player. Essentially, it's a way of tracking the player's shenanigans without tipping off the player with a journal entry.
You can set the journal index to values where a journal index doesn't actually exist, as well.
Whether or not you can use SetJournalIndex to repeatedly display the same journal entry over and over, I haven't tried.
See Also: Journal
|
122
| 1,534
|
https://en.uesp.net/wiki/Tes3Mod:SetFactionReaction
|
Tes3Mod:SetFactionReaction
|
{{Morrowind Modding Functions Trail}}
'''SetFactionReaction'''
<pre>
SetFactionReaction, FactionID1, FactionID2, Value
Where: FactionID1 = FactionID source
FactionID2 = FactionID target
Value = Value to modify the faction reaction by.
Type: Faction
Returns: none
Example: SetFactionReaction, "Thieves Guild", "Temple", -2
SetFactionReaction, "Redoran", "Nerevarine", 4
Scripts: MoonAndStar
</pre>
Defines the reaction of one faction towards members of another faction. Positive value indicate more like, while negative values indicate dislike. For example,
<pre>
SetFactionReaction, "Thieves Guild", "Temple", -2
</pre>
will cause all thieves guild members to dislike all temple members (it is not reversible so you would have to also set the Temple faction reaction to the Thieves guild).
See Also: [[Morrowind Mod:GetFactionReaction|GetFactionReaction]], [[Morrowind Mod:ModFactionReaction|ModFactionReaction]]
| 2,307,484
|
2021-01-07T23:46:50Z
|
HoodBot
|
SetFactionReaction
Defines the reaction of one faction towards members of another faction. Positive value indicate more like, while negative values indicate dislike. For example,
will cause all thieves guild members to dislike all temple members (it is not reversible so you would have to also set the Temple faction reaction to the Thieves guild).
See Also: GetFactionReaction, ModFactionReaction
|
122
| 1,535
|
https://en.uesp.net/wiki/Tes3Mod:SetAngle
|
Tes3Mod:SetAngle
|
{{Morrowind Modding Functions Trail}}
'''SetAngle'''
<pre>
SetAngle, Axis, Angle
Where: Axis = World axis to set the object's angle (X, Y, or Z)
Angle = Angle in degrees to set (float). In Tribunal the function can accept
variable floats as well as literal values.
Type: Movement
Returns: none
Example: SetAngle, X, 45.0
"Act_banner_Tel_Vos"->SetAngle, Z, 90
SetAngle, Y, GetStartingAngle, Y
SetAngle, Y, fValue (Tribunal only)
Scripts: SignRotate
Dagoth_doors
</pre>
Sets the angle of the object in degrees using the given world axis. In Tribunal the function also accepts float variables in addition to literal values.
Setangle does not appear to work with actors. Consider using [[Morrowind Mod:Face|Face]] instead.
| 2,307,466
|
2021-01-07T23:46:37Z
|
HoodBot
|
SetAngle
Sets the angle of the object in degrees using the given world axis. In Tribunal the function also accepts float variables in addition to literal values.
Setangle does not appear to work with actors. Consider using Face instead.
|
122
| 1,536
|
https://en.uesp.net/wiki/Tes3Mod:SetAtStart
|
Tes3Mod:SetAtStart
|
{{Morrowind Modding Functions Trail}}
'''SetAtStart'''
<pre>
SetAtStart
Type: Movement
Returns: none
Example: SetAtStart
"ex_gg_portcullis_01"->SetAtStart
Scripts: BarDoor
GG_OpenGate1
</pre>
This resets the object to the original position and orientation it was given in the editor, before any movement or rotation occurred. Be warned that this function doesn't always seem to do exactly as it should. Objects are not necessarily reset to their editor-defined position.
| 1,995,858
|
2019-08-10T06:17:30Z
|
Dillonn241
|
SetAtStart
This resets the object to the original position and orientation it was given in the editor, before any movement or rotation occurred. Be warned that this function doesn't always seem to do exactly as it should. Objects are not necessarily reset to their editor-defined position.
|
122
| 1,537
|
https://en.uesp.net/wiki/Tes3Mod:SetDelete
|
Tes3Mod:SetDelete
|
{{Morrowind Modding Functions Trail}}
'''SetDelete'''
<pre>
SetDelete, Flag
Where: Flag = 1 to delete object, 0 to clear
Type: Misc, Tribunal
Returns: none
Example: SetDelete, 1
Scripts: trapProjScript
explosion_pushout
</pre>
The SetDelete function can be used in combination with Disable to remove an object more completely. SetDelete 1 marks a reference for deletion while SetDelete, 0 clears that flag.
If the reference was placed in-game (e.g., by the player dropping an item, or by a [[Morrowind Mod:PlaceAt|PlaceAtPC]] script command), then it will be deleted immediately. But if the reference was placed by an esm or esp file, then it will be marked as deleted, and will not display nor have its scripts run. If you delete from the console you will notice this as in the title of the console: for an ingame reference, the title will revert back to "Console", while for an esp/esm reference the title will continue to match the reference id, and you will be able to setdelete 0, if you wish.
====Tips====
Always disable the object at least one frame before deleting it. The main thing is to not delete the object while it is still actively engaged in some other activity.
Example code (near beginning of script):
<pre>
if ( deleteobj = 1 ) ;Local variable, set when you want to delete
if ( deletetimer == 0 )
Disable
endif
if ( deletetimer < 10 )
set deletetimer to ( deletetimer + 1 )
endif
if ( deletetimer == 10 )
"my_object_01"->SetDelete, 1
endif
Return
endif
</pre>
That way, with the return, it stops the rest of the script if it's up near the top of it (below where you setup the variables though), and disables it, and gives it a bit of time before it's deleted. It may not need 10 frames, but that's not long, and it worked in my scripts. It can be quite a useful function in scripting things, as it allows for a script to use PlaceAtPC or PlaceItem scripts or such to create items within the world, at different locations, or different situations, where you may want to delete such items after.
Other useful tips for successfully using SetDelete are:
#Always disable the object at least one frame ahead of time.
#After entering a cell or using a cast spell or explode spell, wait two seconds before deleting.
#Always call setDelete from a local script.
#Never SetDelete if the object is in an inventory.
See Also: [[Morrowind Mod:DontSaveObject|DontSaveObject]]
| 2,307,479
|
2021-01-07T23:46:48Z
|
HoodBot
|
SetDelete
The SetDelete function can be used in combination with Disable to remove an object more completely. SetDelete 1 marks a reference for deletion while SetDelete, 0 clears that flag.
If the reference was placed in-game (e.g., by the player dropping an item, or by a PlaceAtPC script command), then it will be deleted immediately. But if the reference was placed by an esm or esp file, then it will be marked as deleted, and will not display nor have its scripts run. If you delete from the console you will notice this as in the title of the console: for an ingame reference, the title will revert back to "Console", while for an esp/esm reference the title will continue to match the reference id, and you will be able to setdelete 0, if you wish.
Tips
Always disable the object at least one frame before deleting it. The main thing is to not delete the object while it is still actively engaged in some other activity.
Example code (near beginning of script):
if ( deleteobj = 1 ) ;Local variable, set when you want to delete
if ( deletetimer == 0 )
Disable
endif
if ( deletetimer
That way, with the return, it stops the rest of the script if it's up near the top of it (below where you setup the variables though), and disables it, and gives it a bit of time before it's deleted. It may not need 10 frames, but that's not long, and it worked in my scripts. It can be quite a useful function in scripting things, as it allows for a script to use PlaceAtPC or PlaceItem scripts or such to create items within the world, at different locations, or different situations, where you may want to delete such items after.
Other useful tips for successfully using SetDelete are:
#Always disable the object at least one frame ahead of time.
#After entering a cell or using a cast spell or explode spell, wait two seconds before deleting.
#Always call setDelete from a local script.
#Never SetDelete if the object is in an inventory.
See Also: DontSaveObject
|
122
| 1,538
|
https://en.uesp.net/wiki/Tes3Mod:DontSaveObject
|
Tes3Mod:DontSaveObject
|
{{Morrowind Modding Functions Trail}}
'''DontSaveObject'''
<pre>
DontSaveObject
Type: Misc
Returns: none
Example: DontSaveObject
Scripts: diseaseAscended, all other disease scripts
SignRotate
</pre>
Call when you do not want to save any changes in the calling object to the player's save game.
Although this has been said to be a new function with Tribunal, it also appears to work fine in the original game (such as in the diseaseAscended script which is in the original game).
See Also: [[Morrowind Mod:SetDelete|SetDelete]]
| 2,307,053
|
2021-01-07T23:43:32Z
|
HoodBot
|
DontSaveObject
Call when you do not want to save any changes in the calling object to the player's save game.
Although this has been said to be a new function with Tribunal, it also appears to work fine in the original game (such as in the diseaseAscended script which is in the original game).
See Also: SetDelete
|
122
| 1,539
|
https://en.uesp.net/wiki/Tes3Mod:SameFaction
|
Tes3Mod:SameFaction
|
{{Morrowind Modding Functions Trail}}
'''SameFaction'''
<pre>
SameFaction
Type: Faction
Returns: short
Example: if ( "Shunari Eye-Fly"->SameFaction == 1 )
Scripts: Not Used, only used in dialogue
</pre>
Returns 1 if player is in the faction of the calling NPC, or 0 otherwise.
| 531,990
|
2010-01-30T10:10:09Z
|
RoBoT
|
SameFaction
Returns 1 if player is in the faction of the calling NPC, or 0 otherwise.
|
122
| 1,540
|
https://en.uesp.net/wiki/Tes3Mod:Set
|
Tes3Mod:Set
|
{{Morrowind Modding Functions Trail}}
'''Set'''
<pre>
Set <variable> to <expression>
Where: <variable> = Local, global, or external variable to set
<expression> = Mathematical expression which can include locals, globals
literal numbers, functions and the operators +, -, *, and /.
Type: System
Returns: none
Example: set LocalVar to ( 3.14159 * Radius * Radius )
set GlobalVar to ( ( player->GetStrength ) / 10 + 1 )
set GlobalScript.LocalVar to GlobalVar
set Object.LocalVar to ( -60 + ( GetPos, X ) / 1024 )
Scripts: -
</pre>
Use <code>set</code> to store a value or expression to a variable. The expression can be a complex mathematical expression including numbers, functions, and variables. When using the <code>set</code> command, you should make use of spaces to surround all operators and variables. You should also surround all functions with brackets (if you do not use brackets some functions will not compile correctly).
Note that you can have multiple functions in the <code>set</code> expression, however they must all apply to the same object reference.
For example:
<pre>
set LocalVar to ( player->GetPos, X ) + ( player->GetPos, Y )
set LocalVar to ( player->GetPos, X ) + ( GetPos, Y ) ; Same as the previous set.
set LocalVar to ( player->GetPos, X ) + ( aengoth->GetPos, Y ) ; Will not work; use two separate set commands.
</pre>
| 1,635,773
|
2017-06-02T10:39:29Z
|
Darklocq
|
Set
Set to
Where: = Local, global, or external variable to set
Use to store a value or expression to a variable. The expression can be a complex mathematical expression including numbers, functions, and variables. When using the command, you should make use of spaces to surround all operators and variables. You should also surround all functions with brackets (if you do not use brackets some functions will not compile correctly).
Note that you can have multiple functions in the expression, however they must all apply to the same object reference.
For example:
|
122
| 1,541
|
https://en.uesp.net/wiki/Tes3Mod:SayDone
|
Tes3Mod:SayDone
|
{{Morrowind Modding Functions Trail}}
'''SayDone'''
<pre>
SayDone
Type: Sound
Returns: short
Example: if ( SayDone == 1 )
if ( Player->SayDone == 1 )
Scripts: DaedraAzura
TribEnd
</pre>
Returns 1 if the object is not saying anything, or 0 otherwise.
See Also: [[Morrowind Mod:Say|Say]]
| 2,307,454
|
2021-01-07T23:46:30Z
|
HoodBot
|
SayDone
Returns 1 if the object is not saying anything, or 0 otherwise.
See Also: Say
|
122
| 1,542
|
https://en.uesp.net/wiki/Tes3Mod:Say
|
Tes3Mod:Say
|
{{Morrowind Modding Functions Trail}}
'''Say'''
<pre>
Say, "Filename", "Text"
Where: Filename = WAV Sound file to play
Text = Text used for dialog captions.
Type: Sound
Returns: none
Example: Say, "Vo\Misc\tr_almgreet1.mp3", "Many Blessings upon you, my loyal servant."
"hels_assassin1"->Say, "Vo\Misc\helsass1.wav", "...supposed to be here somewhere..."
Scripts: almaScript
barassScript
</pre>
Makes the subject say the given WAV file, only works on animating objects.
See Also: [[Morrowind Mod:SayDone|SayDone]]
| 2,307,453
|
2021-01-07T23:46:29Z
|
HoodBot
|
Say
Makes the subject say the given WAV file, only works on animating objects.
See Also: SayDone
|
122
| 1,543
|
https://en.uesp.net/wiki/Tes3Mod:Rotate
|
Tes3Mod:Rotate
|
{{Morrowind Modding Functions Trail}}
'''Rotate'''<BR>
'''RotateWorld'''
<pre>
Rotate, Axis, Angle/sec
RotateWorld, Axis, Angle/sec
Where: Axis = The world or object axis to rotate about (X, Y, or Z).
Angle/sec = The rotation speed to rotate the object (degrees per second).
Type: Movement
Returns: none
Example: Rotate, X, 0.5
"Act_banner_Khuul"->RotateWorld, Z, 1
Scripts: float
BarDoor
</pre>
Rotates the object along the specified world (RotateWorld) or object (Rotate) axis at the specified number of degrees per second. To be used properly, the function should be called continuously while rotation is desired, for example:
<pre>
begin test_RotateScript
short RotatingItem
if ( OnActivate == 1 )
if ( RotatingItem == 0 )
set RotatingItem to 1
else
set RotatingItem to 0
endif
endif
if ( RotatingItem == 1 )
RotateWorld, Z, 0.5
endif
end
</pre>
which should start rotating an object up when it is activated and stop when it is activated again.
| 531,982
|
2010-01-30T10:09:53Z
|
RoBoT
|
Rotate
RotateWorld
Rotates the object along the specified world (RotateWorld) or object (Rotate) axis at the specified number of degrees per second. To be used properly, the function should be called continuously while rotation is desired, for example:
which should start rotating an object up when it is activated and stop when it is activated again.
|
122
| 1,544
|
https://en.uesp.net/wiki/Tes3Mod:Resurrect
|
Tes3Mod:Resurrect
|
{{Morrowind Modding Functions Trail}}
'''Resurrect'''
<pre>
Resurrect
Type: Stats
Returns: none
Example: gateway_haunt->Resurrect
Scripts: KarrodScript
ResurrectHaunt
</pre>
Brings actor back to life. When you do this any changes made to the actor in game (stats, inventory, etc...) will be reset to their original value. I have experienced game crashes when using this function from the console sometimes (not consistent).
| 531,980
|
2010-01-30T10:09:48Z
|
RoBoT
|
Resurrect
Brings actor back to life. When you do this any changes made to the actor in game (stats, inventory, etc...) will be reset to their original value. I have experienced game crashes when using this function from the console sometimes (not consistent).
|
122
| 1,545
|
https://en.uesp.net/wiki/Tes3Mod:ResetActors
|
Tes3Mod:ResetActors
|
{{Morrowind Modding Functions Trail}}
'''ResetActors (RA)'''
<pre>
ResetActors
RA
Type: Console, Undocumented
Returns: none
Example:
Scripts:
</pre>
Console command that moves all actors to their starting positions and sets their AI package to the default.
| 531,979
|
2010-01-30T10:09:46Z
|
RoBoT
|
ResetActors (RA)
Console command that moves all actors to their starting positions and sets their AI package to the default.
|
122
| 1,546
|
https://en.uesp.net/wiki/Tes3Mod:RemoveSoulGem
|
Tes3Mod:RemoveSoulGem
|
{{Morrowind Modding Functions Trail}}
'''RemoveSoulGem'''
<pre>
RemoveSoulGem, CreatureID
Where CreatureID = Creature whose soulgem we wish to remove
Type: Magic
Returns: none
Example: Player->RemoveSoulGem, "atronach_storm"
RemoveSoulGem, "golden saint_staada"
Scripts: SkinkSoul2
StrongSoulRemove
</pre>
Removes one soulgem containing the given creature's soul from the calling actor's inventory. Note that some references incorrectly mention an optional 'Count' argument where you can specify the number of the soulgem to remove (confirmed in script output with Bloodmoon and latest patch).
| 531,975
|
2010-01-30T10:09:37Z
|
RoBoT
|
RemoveSoulGem
Removes one soulgem containing the given creature's soul from the calling actor's inventory. Note that some references incorrectly mention an optional 'Count' argument where you can specify the number of the soulgem to remove (confirmed in script output with Bloodmoon and latest patch).
|
122
| 1,547
|
https://en.uesp.net/wiki/Tes3Mod:RepairedOnMe
|
Tes3Mod:RepairedOnMe
|
{{Morrowind Modding Functions Trail}}
'''RepairedOnMe'''
<pre>
RepairedOnMe, ObjectID
Where: ObjectID = The repair object to check for
Type: Object
Returns: short
Example: if ( daedric_shield->RepairedOnMe, repair_master_01 == 1 )
if ( "DarkBrotherhood Boots"->RepairedOnMe, "repair_grandmaster_01" == 1 )
Scripts: Not Used
</pre>
Returns 1 if the calling object is repaired by given object, or 0 otherwise. For example,
<pre>
if ( "banhammer_unique"->RepairedOnMe, "repair_journeyman_01" == 1 )
</pre>
checks against a Banhammer being repaired by a journeyman's hammer. Obviously, the ObjectID should be a valid repair item and the calling item should be a weapon or armor.
| 531,978
|
2010-01-30T10:09:43Z
|
RoBoT
|
RepairedOnMe
Returns 1 if the calling object is repaired by given object, or 0 otherwise. For example,
checks against a Banhammer being repaired by a journeyman's hammer. Obviously, the ObjectID should be a valid repair item and the calling item should be a weapon or armor.
|
156
| 1,548
|
https://en.uesp.net/wiki/Tes2Mod:DFRemake/Resource_-_RMEnableDungeon
|
Tes2Mod:DFRemake/Resource - RMEnableDungeon
|
{{Trail|DFRemake}}
== RMEnableDungeon ( ) ==
=== Inputs ===
None
=== Outputs ===
None
=== Description ===
Shows and enables the processing for the current dungeon.
=== Example ===
RMEnableDungeon()
=== See Also ===
*[[Daggerfall:DFRemake/Resource - RMDisableDungeon|RMDisableDungeon]]
__NOTOC__
| 2,439,231
|
2021-07-12T20:33:45Z
|
Dcsg
|
RMEnableDungeon ( )
Inputs
None
Outputs
None
Description
Shows and enables the processing for the current dungeon.
Example
RMEnableDungeon()
See Also
RMDisableDungeon
|
156
| 1,549
|
https://en.uesp.net/wiki/Tes2Mod:DFRemake/Resource_-_RMDisableDungeon
|
Tes2Mod:DFRemake/Resource - RMDisableDungeon
|
{{Trail|DFRemake}}
== RMDisableDungeon ( ) ==
=== Inputs ===
None
=== Outputs ===
None
=== Description ===
Hides and disables the processing for the current dungeon.
=== Example ===
RMDisableDungeon()
=== See Also ===
*[[Daggerfall:DFRemake/Resource - RMEnableDungeon|RMEnableDungeon]]
__NOTOC__
| 2,439,227
|
2021-07-12T20:33:45Z
|
Dcsg
|
RMDisableDungeon ( )
Inputs
None
Outputs
None
Description
Hides and disables the processing for the current dungeon.
Example
RMDisableDungeon()
See Also
RMEnableDungeon
|
156
| 1,553
|
https://en.uesp.net/wiki/Tes2Mod:DFRemake/Resource_-_Regions
|
Tes2Mod:DFRemake/Resource - Regions
|
{{Trail|DFRemake}}
Daggerfall is divided into 61 regions (12? unused and empty), sometimes called provinces or counties, which locations are organized into.
== Design Notes ==
*Nothing special will be done with 'empty' regions.
== Public Constants ==
*'''DF_NUM_REGIONS''': The number of regions (61 by default). The first region is 0.
== Public Functions ==
| 2,439,257
|
2021-07-12T20:33:47Z
|
Dcsg
|
Daggerfall is divided into 61 regions (12? unused and empty), sometimes called provinces or counties, which locations are organized into.
Design Notes
Nothing special will be done with 'empty' regions.
Public Constants
DF_NUM_REGIONS: The number of regions (61 by default). The first region is 0.
Public Functions
|
156
| 1,554
|
https://en.uesp.net/wiki/Tes2Mod:DFRemake/DFEIsValidRegion
|
Tes2Mod:DFRemake/DFEIsValidRegion
|
{{Trail|DFRemake}}
== integer DFEIsValidRegion ( DWORD RegionIndex ) ==
=== Inputs ===
*'''RegionIndex''': The index of the region to check.
=== Outputs ===
Returns 1 if the given region is valid, and 0 otherwise.
=== Description ===
Checks if the given region is a valid region index. Although regions are pretty much hard-coded at 61, this provides a useful sanity check for region indices.
=== Example ===
Local Result as integer
Result = DFEIsValidRegion(17)
if (not Result) then End
__NOTOC__
| 2,439,167
|
2021-07-12T20:33:38Z
|
Dcsg
|
integer DFEIsValidRegion ( DWORD RegionIndex )
Inputs
RegionIndex: The index of the region to check.
Outputs
Returns 1 if the given region is valid, and 0 otherwise.
Description
Checks if the given region is a valid region index. Although regions are pretty much hard-coded at 61, this provides a useful sanity check for region indices.
Example
Local Result as integer
Result = DFEIsValidRegion(17)
if (not Result) then End
|
156
| 1,555
|
https://en.uesp.net/wiki/Tes2Mod:DFRemake/DFEGetRegionName
|
Tes2Mod:DFRemake/DFEGetRegionName
|
{{Trail|DFRemake}}
== string DFEGetRegionName ( DWORD RegionIndex ) ==
=== Inputs ===
*'''RegionIndex''': The region to get the name of.
=== Outputs ===
Returns the given region name.
=== Description ===
Use this function to access the name of a region. If available, the appropriate language will be used.
=== Example ===
RegionName$ = DFEGetRegionName(15)
__NOTOC__
| 2,439,163
|
2021-07-12T20:33:38Z
|
Dcsg
|
string DFEGetRegionName ( DWORD RegionIndex )
Inputs
RegionIndex: The region to get the name of.
Outputs
Returns the given region name.
Description
Use this function to access the name of a region. If available, the appropriate language will be used.
Example
RegionName$ = DFEGetRegionName(15)
|
156
| 1,556
|
https://en.uesp.net/wiki/Tes2Mod:DFRemake/DFEGetFirstRegionLocation
|
Tes2Mod:DFRemake/DFEGetFirstRegionLocation
|
{{Trail|DFRemake}}
== integer DFEGetFirstRegionLocation ( DWORD MemblockPtr, DWORD RegionIndex ) ==
=== Inputs ===
*'''MemblockPtr''': Pointer to the memblock (from GET MEMBLOCK POINTER) to receive the location data. The memblock should be allocated with at least 256 bytes.
*'''RegionIndex''': The region index to start iterating locations in.
=== Outputs ===
Returns 0 if there are no locations in the given region (or on any error). Returns 1 on success.
=== Description ===
Use this function to start iterating through all locations in a given region. See [[Daggerfall:DFRemake/DFEGetNextRegionLocation|DFEGetNextRegionLocation]] for a description of the memblock data format.
=== Example ===
Local Result as integer
make memblock 1, 256
Result = DFEGetFirstRegionLocation(get memblock ptr(1), 19)
=== See Also ===
*DFEGetNextRegionLocation
__NOTOC__
| 2,439,147
|
2021-07-12T20:33:37Z
|
Dcsg
|
integer DFEGetFirstRegionLocation ( DWORD MemblockPtr, DWORD RegionIndex )
Inputs
MemblockPtr: Pointer to the memblock (from GET MEMBLOCK POINTER) to receive the location data. The memblock should be allocated with at least 256 bytes.
RegionIndex: The region index to start iterating locations in.
Outputs
Returns 0 if there are no locations in the given region (or on any error). Returns 1 on success.
Description
Use this function to start iterating through all locations in a given region. See DFEGetNextRegionLocation for a description of the memblock data format.
Example
Local Result as integer
make memblock 1, 256
Result = DFEGetFirstRegionLocation(get memblock ptr(1), 19)
See Also
DFEGetNextRegionLocation
|
156
| 1,557
|
https://en.uesp.net/wiki/Tes2Mod:DFRemake/DFEGetNextRegionLocation
|
Tes2Mod:DFRemake/DFEGetNextRegionLocation
|
{{Trail|DFRemake}}
== integer DFEGetNextRegionLocation ( DWORD MemblockPtr, DWORD RegionIndex ) ==
=== Inputs ===
*'''MemblockPtr''': Pointer to the memblock (from GET MEMBLOCK POINTER) to receive the location data. The memblock should be allocated with at least 256 bytes.
*'''RegionIndex''': The region index to start iterating locations in.
=== Outputs ===
Returns 0 if there are no more locations in the given region (or on any error). Returns 1 on success.
=== Description ===
Use this function to continue iterating through all locations in a given region after an initial call to [[Daggerfall:DFRemake/DFEGetFirstRegionLocation|DFEGetFirstRegionLocation]]. The memblock format is as follows:
{| border="1" cellpadding="2" cellspacing="0" align="center"
|-
!Field
!Type
!Byte Pos
!Description
|-
|align="center" |XPos
|align="center" |float
|align="center" |0
|X position of the location in the world
|-
|align="center" |YPos
|align="center" |float
|align="center" |4
|Y position of the location in the world
|-
|align="center" |Type
|align="center" |DWORD
|align="center" |8
|Type of location (see [[Daggerfall:DFRemake/Resource - Location Types|Location Types]]).
|}
=== Example ===
Local Result as integer
Local XPos as float
Local YPos as float
Local Type as DWORD
make memblock 1, 256
Result = DFEGetFirstRegionLocation(get memblock ptr(1), 19)
while (Result)
XPos = memblock float(1, 0)
YPos = memblock float(1, 4)
Type = memblock DWORD(1, 8)
print "Found location at ", XPos, ", ", YPos, " of type ", Type
Result = DFEGetNextRegionLocation(get memblock ptr(1), 19)
endwhile
=== See Also ===
*[[Daggerfall:DFRemake/DFEGetFirstRegionLocation|DFEGetFirstRegionLocation]]
*[[Daggerfall:DFRemake/Resource - Location Types|Location Types]]
__NOTOC__
| 2,439,351
|
2021-07-12T21:25:59Z
|
Legoless
|
integer DFEGetNextRegionLocation ( DWORD MemblockPtr, DWORD RegionIndex )
Inputs
MemblockPtr: Pointer to the memblock (from GET MEMBLOCK POINTER) to receive the location data. The memblock should be allocated with at least 256 bytes.
RegionIndex: The region index to start iterating locations in.
Outputs
Returns 0 if there are no more locations in the given region (or on any error). Returns 1 on success.
Description
Use this function to continue iterating through all locations in a given region after an initial call to DFEGetFirstRegionLocation. The memblock format is as follows:
Example
Local Result as integer
Local XPos as float
Local YPos as float
Local Type as DWORD
make memblock 1, 256
Result = DFEGetFirstRegionLocation(get memblock ptr(1), 19)
while (Result)
XPos = memblock float(1, 0)
YPos = memblock float(1, 4)
Type = memblock DWORD(1, 8)
print "Found location at ", XPos, ", ", YPos, " of type ", Type
Result = DFEGetNextRegionLocation(get memblock ptr(1), 19)
endwhile
See Also
DFEGetFirstRegionLocation
Location Types
|
156
| 1,558
|
https://en.uesp.net/wiki/Tes2Mod:DFRemake/Resource_-_Location_Types
|
Tes2Mod:DFRemake/Resource - Location Types
|
{{Trail|DFRemake}}
These are a list of the predefined location types. Note that the location type is a bit field with the low 4-bits being the basic location type and the high 4-bits any additional flags.
{| border="1" cellpadding="2" cellspacing="0" align="center" width="90%"
|-
!style="background: #999999;" |Constant
!style="background: #999999;" |Value
!style="background: #999999;" |Description
|- align="center"
|DF_LOCTYPE_LARGETOWN
|0x00
|Light Rose
|- align="center"
|DF_LOCTYPE_MEDIUMTOWN
|0x01
|Medium Rose
|- align="center"
|DF_LOCTYPE_SMALLTOWN
|0x02
|Medium Rose
|- align="center"
|DF_LOCTYPE_FARM
|0x03
|Medium Rose
|- align="center"
|DF_LOCTYPE_LARGEDUNGEON
|0x04
|Orange
|- align="center"
|DF_LOCTYPE_TEMPLE
|0x05
|Light Blue
|- align="center"
|DF_LOCTYPE_TAVERN
|0x06
|Dark Rose
|- align="center"
|DF_LOCTYPE_MEDIUMDUNGEON
|0x07
|Dark Orange
|- align="center"
|DF_LOCTYPE_MANOR
|0x08
|Light Pink
|- align="center"
|DF_LOCTYPE_SHRINE
|0x09
|Dark Blue
|- align="center"
|DF_LOCTYPE_SMALLDUNGEON
|0x0A
|Medium Red
|- align="center"
|DF_LOCTYPE_SHACK
|0x0B
|Dark Pink
|- align="center"
|DF_LOCTYPE_GRAVEYARD
|0x0C
|Red
|- align="center"
|DF_LOCTYPE_COVEN
|0x0D
|Black
|- align="center"
|DF_LOCTYPE_SHIP
|0x0E
|Location of the player's ship
|- align="center"
|Unknown
|0x0F
|Never used
|- align="center"
|DF_LOCFLAG_HIDESTART
|0x80
|align="left" |It is unsure exactly what this flag means, but most of these locations will be hidden when the player starts a new game.
|- align="center"
|DF_LOCFLAG_SHOWALWAYS
|0x20
|align="left" |When this flag is set the location is always shown on the players map. This overrides the DF_LOCFLAG_SHOWSTART flag. Unconfirmed whether this flag value should be 0xA0 instead. The two flags are always combined.
|}
It has been confirmed that these flags and types include everything used in Maps.bsa.
| 2,439,213
|
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|
Dcsg
|
These are a list of the predefined location types. Note that the location type is a bit field with the low 4-bits being the basic location type and the high 4-bits any additional flags.
It has been confirmed that these flags and types include everything used in Maps.bsa.
|
156
| 1,559
|
https://en.uesp.net/wiki/Tes2Mod:DFRemake/DFEGetFirstRegionDungeon
|
Tes2Mod:DFRemake/DFEGetFirstRegionDungeon
|
{{Trail|DFRemake}}
== integer DFEGetFirstRegionDungeon ( DWORD MemblockPtr, DWORD RegionIndex ) ==
=== Inputs ===
*'''MemblockPtr''': Pointer to the memblock (from GET MEMBLOCK POINTER) to receive the dungeon data. The memblock should be allocated with at least 256 bytes.
*'''RegionIndex''': The region index to start iterating dungeons in.
=== Outputs ===
Returns 0 if there are no dungeon in the given region (or on any error). Returns 1 on success.
=== Description ===
Use this function to start iterating through all dungeons in a given region. See [[Daggerfall:DFRemake/DFEGetNextRegionDungeon|DFEGetNextRegionDungeon]] for a description of the memblock data format used.
=== Example ===
Local Result as integer
make memblock 1, 256
Result = DFEGetFirstRegionDungeon(get memblock ptr(1), 19)
=== See Also ===
*[[Daggerfall:DFRemake/DFEGetNextRegionDungeon|RMGetNextRegionDungeon]]
__NOTOC__
| 2,439,145
|
2021-07-12T20:33:36Z
|
Dcsg
|
integer DFEGetFirstRegionDungeon ( DWORD MemblockPtr, DWORD RegionIndex )
Inputs
MemblockPtr: Pointer to the memblock (from GET MEMBLOCK POINTER) to receive the dungeon data. The memblock should be allocated with at least 256 bytes.
RegionIndex: The region index to start iterating dungeons in.
Outputs
Returns 0 if there are no dungeon in the given region (or on any error). Returns 1 on success.
Description
Use this function to start iterating through all dungeons in a given region. See DFEGetNextRegionDungeon for a description of the memblock data format used.
Example
Local Result as integer
make memblock 1, 256
Result = DFEGetFirstRegionDungeon(get memblock ptr(1), 19)
See Also
RMGetNextRegionDungeon
|
156
| 1,560
|
https://en.uesp.net/wiki/Tes2Mod:DFRemake/DFEGetNextRegionDungeon
|
Tes2Mod:DFRemake/DFEGetNextRegionDungeon
|
{{Trail|DFRemake}}
== integer DFEGetNextRegionDungeon ( DWORD MemblockPtr, DWORD RegionIndex ) ==
=== Inputs ===
*'''MemblockPtr''': Pointer to the memblock (from GET MEMBLOCK POINTER) to receive the dungeon data. The memblock should be allocated with at least 256 bytes.
*'''RegionIndex''': The region index to continue iterating dungeons in.
=== Outputs ===
Returns 0 if there are no more locations in the given region (or on any error). Returns 1 on success.
=== Description ===
Use this function to continue iterating through all dungeons in a given region after an initial call to [[Daggerfall:DFRemake/DFEGetFirstRegionDungeon|DFEGetFirstRegionDungeon]]. The memblock format is as follows:
{| border="1" cellpadding="2" cellspacing="0" align="center"
|-
!Field
!Type
!Byte Pos
!Description
|-
|align="center" |XPos
|align="center" |float
|align="center" |0
|X position of the dungeon in the world
|-
|align="center" |YPos
|align="center" |float
|align="center" |4
|Y position of the dungeon in the world
|}
=== Example ===
Local Result as integer
Local XPos as float
Local YPos as float
make memblock 1, 256
Result = DFEGetFirstRegionDungeon(get memblock ptr(1), 19)
while (Result)
XPos = memblock float(1, 0)
YPos = memblock float(1, 4)
print "Found dungeon at ", XPos, ", ", YPos
Result = DFEGetNextRegionDungeon(get memblock ptr(1), 19)
endwhile
=== See Also ===
*[[Daggerfall:DFRemake/DFEGetFirstRegionDungeon|DFEGetFirstRegionDungeon]]
__NOTOC__
| 2,439,159
|
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|
Dcsg
|
integer DFEGetNextRegionDungeon ( DWORD MemblockPtr, DWORD RegionIndex )
Inputs
MemblockPtr: Pointer to the memblock (from GET MEMBLOCK POINTER) to receive the dungeon data. The memblock should be allocated with at least 256 bytes.
RegionIndex: The region index to continue iterating dungeons in.
Outputs
Returns 0 if there are no more locations in the given region (or on any error). Returns 1 on success.
Description
Use this function to continue iterating through all dungeons in a given region after an initial call to DFEGetFirstRegionDungeon. The memblock format is as follows:
Example
Local Result as integer
Local XPos as float
Local YPos as float
make memblock 1, 256
Result = DFEGetFirstRegionDungeon(get memblock ptr(1), 19)
while (Result)
XPos = memblock float(1, 0)
YPos = memblock float(1, 4)
print "Found dungeon at ", XPos, ", ", YPos
Result = DFEGetNextRegionDungeon(get memblock ptr(1), 19)
endwhile
See Also
DFEGetFirstRegionDungeon
|
156
| 1,561
|
https://en.uesp.net/wiki/Tes2Mod:DFRemake/Exterior_Water
|
Tes2Mod:DFRemake/Exterior Water
|
{{Trail|DFRemake}}
== Like Original Water ==
Originally in DF the exterior water was just a flat plane upon which you sunk slightly and had reduced movement (felt like walking in mud).This is a very simple approach to implement as the landscape mesh will just be made flat, textured with water, and the appropriate adjustments made to the camera position and movement. While this is a simple design and faithfully reproduces the original game, it may be better to try to create a better system.
{| border="1" cellpadding="2" cellspacing="0" align="center"
|-
!Advantages
!Disadvantages
|-
|
*Very simple to implement
*Faithful to the original game
*Consistent water appearance at sea and in-land (uses the same textures).
|
*Not very interesting from a player's perspective
*Not realistic
|}
== Separate Water Plane ==
This is a more complex design but is one seen in a variety of games (such as Morrowind). For this approach the base land generation is the same underwater as it is above water. A semi-transparent water plane is created, typically at Z=0 for convienence. When the player is under the water plane their movement is adjusted appropriately along with basic display effects (a blue fog, bubbles, and blue tint for instance).
{| border="1" cellpadding="2" cellspacing="0" align="center"
|-
!Advantages
!Disadvantages
|-
|
*Allows underwater exploration
*Relatively simple (only requires the addition of a water plane and water effects).
|
*There is nothing underwater to explore in the original game (there are some underwater flats I believe though).
*Extra work would need to be done to add underwater features.
*The shoreline created by this method may not be adequate (depends on the landscape creation and how DB clips the water/land).
*Possible performance issues (as there would be more polygons required for water surface).
*Cannot created dynamic water above sea-level (no rivers or lakes other than the major ones).
|}
== Adjustable Water Plane ==
This is an extension from the previous design with the change that the water plane is not held to a constant Z=0 position, but can vary as we go in-land. This creates the possibility of more realistic in-land lakes and rivers (as opposed to the fake textured water tiles as used in DF).
There are a few ways the water level can be adjusted. One is to have the water flat on the sea but be at a slight angle underneath the land. This is relatively simple but does require the engine have some knowledge of where the land and sea is. Another idea would be to have the water level simply mirror the average land level, offset by a set amount (like a water table). This is actually quite easy to do and the offset can be adjusted a variety of ways to create different shore lines (for example, in the desert the water table would be much lower than the land while in the jungle it would be much closer and for towns it could be adjusted down as needed).
{| border="1" cellpadding="2" cellspacing="0" align="center"
|-
!Advantages
!Disadvantages
|-
|
*In-land lakes/rivers become a possibility (they are still random and depend on the landscape generation however).
|
*Exactly how to adjust the in-land water level may be difficult (likely would require a good deal of tweaking to perfect).
*In-land water may tend to bury locations/town. Land or water height under towns would have to be adjusted. Underwater dungeon entrances might actually be a good thing.
*May have possibly issues with shore line quality.
*More of a performance issue since water is everywhere (land quality may have to be reduced to compensate).
|}
== Dynamic Water Effects ==
If we decide to use a separate water plane, it will rather boring to just have it static. Real water has waves and undulates rather than sitting still. There are a few ways we can achieve this.
*Move Water Plane Up/Down: This is the simplest design and is easy to do, though the quality of the animation may not be very impressive.
*Create Waves: A much more involved process which would require the adjustment of water vertices up/down to simulate waves. This can result in a very good effect but requires a good deal of processing power. There is also the problem of not being able to directly manipulate mesh vertices in DB (recreating the water plane each frame from a memblock is likely too slow).
== Pixel Shader Effects ==
It is likely possible to apply some simple pixel shader effects to the water to make it more realistic (like in Morrowind for example). More experience with DB's shader capabilities is needed to determine how effective and possible this is.
== In-Land Water Texture Tiles ==
Originally, DF simply used basic textures to simulate water in-land. If the in-land water effects work well with a water plane, these textures can be ignored, making landscape texturing a little easier. Otherwise, a method of creating a consistent pattern of water textures in-land will have to be devised.
== ToDo ==
*Test how a water plane intersects with land to see the shore line quality.
*How good/bad does simply moving a water plane up/down look?
*How difficult is it to adjust the water plane vertices to create waves? How long does it take?
*What is the effect on performance of a seperate water plane (both transparent and not)?
*Experiment with pixel shader water effects (including some performance metrics for comparison).
| 2,439,199
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|
Dcsg
|
Like Original Water
Originally in DF the exterior water was just a flat plane upon which you sunk slightly and had reduced movement (felt like walking in mud).This is a very simple approach to implement as the landscape mesh will just be made flat, textured with water, and the appropriate adjustments made to the camera position and movement. While this is a simple design and faithfully reproduces the original game, it may be better to try to create a better system.
Separate Water Plane
This is a more complex design but is one seen in a variety of games (such as Morrowind). For this approach the base land generation is the same underwater as it is above water. A semi-transparent water plane is created, typically at Z=0 for convienence. When the player is under the water plane their movement is adjusted appropriately along with basic display effects (a blue fog, bubbles, and blue tint for instance).
Adjustable Water Plane
This is an extension from the previous design with the change that the water plane is not held to a constant Z=0 position, but can vary as we go in-land. This creates the possibility of more realistic in-land lakes and rivers (as opposed to the fake textured water tiles as used in DF).
There are a few ways the water level can be adjusted. One is to have the water flat on the sea but be at a slight angle underneath the land. This is relatively simple but does require the engine have some knowledge of where the land and sea is. Another idea would be to have the water level simply mirror the average land level, offset by a set amount (like a water table). This is actually quite easy to do and the offset can be adjusted a variety of ways to create different shore lines (for example, in the desert the water table would be much lower than the land while in the jungle it would be much closer and for towns it could be adjusted down as needed).
Dynamic Water Effects
If we decide to use a separate water plane, it will rather boring to just have it static. Real water has waves and undulates rather than sitting still. There are a few ways we can achieve this.
Move Water Plane Up/Down: This is the simplest design and is easy to do, though the quality of the animation may not be very impressive.
Create Waves: A much more involved process which would require the adjustment of water vertices up/down to simulate waves. This can result in a very good effect but requires a good deal of processing power. There is also the problem of not being able to directly manipulate mesh vertices in DB (recreating the water plane each frame from a memblock is likely too slow).
Pixel Shader Effects
It is likely possible to apply some simple pixel shader effects to the water to make it more realistic (like in Morrowind for example). More experience with DB's shader capabilities is needed to determine how effective and possible this is.
In-Land Water Texture Tiles
Originally, DF simply used basic textures to simulate water in-land. If the in-land water effects work well with a water plane, these textures can be ignored, making landscape texturing a little easier. Otherwise, a method of creating a consistent pattern of water textures in-land will have to be devised.
ToDo
Test how a water plane intersects with land to see the shore line quality.
How good/bad does simply moving a water plane up/down look?
How difficult is it to adjust the water plane vertices to create waves? How long does it take?
What is the effect on performance of a seperate water plane (both transparent and not)?
Experiment with pixel shader water effects (including some performance metrics for comparison).
|
156
| 1,562
|
https://en.uesp.net/wiki/Tes2Mod:DFRemake/Definitions
|
Tes2Mod:DFRemake/Definitions
|
{{Trail|DFRemake}}
The following are definitions of common terms used throughout the project documentation. __NOTOC__
;3d Object: Small Daggerfall object models stored in Arch3d.bsa. Typical objects include houses, a piece of a dungeon (hallway, room) or smaller construction pieces.
;Block: A collection of Daggerfall 3d objects that builds part of a dungeon or town. Block data is stored in Blocks.bsa in the form of RDB files (dungeon) and RMB (town and other exterior pieces).
;DFELibrary: The DLL, written in Visual C++ v6, which adds Daggerfall related commands to DarkBasic.
;Flat: A 2D plane which always faces the player. Also known as a decal.
;Landscape Block: The landscape design used in DarkBasic splits the entire land into small, more manageable blocks. Each block is a square grid of planes and is large enough to hold a single town.
;Landscape Pixel: The original DF map is divided into 1000x500 pixels. Each pixel contains basic information such as average height, climate, and texture set.
;Object ID: The value DarkBasic uses to identify objects.
;Object Value: The value used by Daggerfall to identify basic 3d objects in Arch3d.bsa.
| 2,439,195
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|
Dcsg
|
The following are definitions of common terms used throughout the project documentation.
;3d Object: Small Daggerfall object models stored in Arch3d.bsa. Typical objects include houses, a piece of a dungeon (hallway, room) or smaller construction pieces.
;Block: A collection of Daggerfall 3d objects that builds part of a dungeon or town. Block data is stored in Blocks.bsa in the form of RDB files (dungeon) and RMB (town and other exterior pieces).
;DFELibrary: The DLL, written in Visual C++ v6, which adds Daggerfall related commands to DarkBasic.
;Flat: A 2D plane which always faces the player. Also known as a decal.
;Landscape Block: The landscape design used in DarkBasic splits the entire land into small, more manageable blocks. Each block is a square grid of planes and is large enough to hold a single town.
;Landscape Pixel: The original DF map is divided into 1000x500 pixels. Each pixel contains basic information such as average height, climate, and texture set.
;Object ID: The value DarkBasic uses to identify objects.
;Object Value: The value used by Daggerfall to identify basic 3d objects in Arch3d.bsa.
|
156
| 1,563
|
https://en.uesp.net/wiki/Tes2Mod:DFRemake/Fractal_Roads
|
Tes2Mod:DFRemake/Fractal Roads
|
{{Trail|DFRemake}}
Wilderness exploration in the original DF was relatively unexciting. One idea would be to link towns with some sort of road system which would at least link the towns together and help improve the overall state of the wild. While this is certainly an 'extra' in the remake development, if such as system is relatively simple to implement, it should be considered.
== Simple Linear Linking ==
A basic road system would simply be straight lines from a given town to its closest neighbours. This would be something done before-hand (since its relatively time consuming) and stored externally for later use. During landscape creation, this road data would be accessed in order to appropriately texture the land with roads.
This has the advantage of being quite simple to implement but creates boring roads with no overall structure.
== Noisy Linear Linking ==
This builds upon the previous concept but adds some random noise into the road position to provide variety. Any sort of random variations from a straight line would be fine, as long as the start and end locations remain the same. This still has the disadvantage of not having any overall structure.
== Size Based Linking ==
This is again built off the previous concepts with the change of linking towns is based on their size. The pre-computed road linkage would be performed over several iterations. The first run would link major towns together, the capitol of each region for instance. These roads would be considered as major roads. In subsequent runs, roads would be created to join up smaller sized towns. Roads would not only join towns to towns, but towns to nearby towns as well. In this manner an overall road network is created and would hopefully make it more realistic.
The implementation of such a system would be similar to the previous designs. The road network would be pre-computed and stored in an external file. Only the start and end of each road segments would need to be stored (along with possibly the road size and a random seed). For the 10,000 locations in DF this would result in a file size in the order of 1 MB (assuming an average of 3 roads per town which is generous). If we stored the road data on a block-by-block basis (making it easier to create them) this would increase to the order of 100 MB. If we only used the medium-large towns to the create the roads, these values could be much smaller (10-50%).
| 2,439,201
|
2021-07-12T20:33:43Z
|
Dcsg
|
Wilderness exploration in the original DF was relatively unexciting. One idea would be to link towns with some sort of road system which would at least link the towns together and help improve the overall state of the wild. While this is certainly an 'extra' in the remake development, if such as system is relatively simple to implement, it should be considered.
Simple Linear Linking
A basic road system would simply be straight lines from a given town to its closest neighbours. This would be something done before-hand (since its relatively time consuming) and stored externally for later use. During landscape creation, this road data would be accessed in order to appropriately texture the land with roads.
This has the advantage of being quite simple to implement but creates boring roads with no overall structure.
Noisy Linear Linking
This builds upon the previous concept but adds some random noise into the road position to provide variety. Any sort of random variations from a straight line would be fine, as long as the start and end locations remain the same. This still has the disadvantage of not having any overall structure.
Size Based Linking
This is again built off the previous concepts with the change of linking towns is based on their size. The pre-computed road linkage would be performed over several iterations. The first run would link major towns together, the capitol of each region for instance. These roads would be considered as major roads. In subsequent runs, roads would be created to join up smaller sized towns. Roads would not only join towns to towns, but towns to nearby towns as well. In this manner an overall road network is created and would hopefully make it more realistic.
The implementation of such a system would be similar to the previous designs. The road network would be pre-computed and stored in an external file. Only the start and end of each road segments would need to be stored (along with possibly the road size and a random seed). For the 10,000 locations in DF this would result in a file size in the order of 1 MB (assuming an average of 3 roads per town which is generous). If we stored the road data on a block-by-block basis (making it easier to create them) this would increase to the order of 100 MB. If we only used the medium-large towns to the create the roads, these values could be much smaller (10-50%).
|
122
| 1,564
|
https://en.uesp.net/wiki/Tes3Mod:PurgeTextures
|
Tes3Mod:PurgeTextures
|
{{Morrowind Modding Functions Trail}}
'''PurgeTextures (PT)'''
<pre>
PurgeTextures
PT
Type: Console, Undocumented
Returns: none
Example:
Scripts:
</pre>
Console command that presumably unloads all textures currently being used. Caution, may freeze game.
| 1,184,892
|
2013-05-03T23:09:03Z
|
Jeancey
|
PurgeTextures (PT)
Console command that presumably unloads all textures currently being used. Caution, may freeze game.
|
122
| 1,565
|
https://en.uesp.net/wiki/Tes3Mod:Position
|
Tes3Mod:Position
|
{{Morrowind Modding Functions Trail}}
'''Position'''<BR>
'''PositionCell'''
<pre>
Position, X, Y, Z, ZRot
PositionCell, X, Y, Z, ZRot, "CellID"
Where: X,Y,Z = Exterior/interior location to move to the object to (float).
ZRot = World Z-axis orientation of the object (degrees for the player, minutes otherwise (0=North, clockwise), float)
CellID = Interior cell name
Type: Movement
Returns: none
Example: Player->Position, -1005, 165018, 100
"Salyni Nelvayn"->PositionCell, 106, 1241, -105, "Assurdirapal, Shrine"
PositionCell, 8090, 698, -500, 270, "Vivec, St. Olms Haunted Manor"
Scripts: CharGen
gardingScript
</pre>
Sets the position of the calling object to the given exterior (Position) or interior (PositionCell) location. If you try to teleport to an unsafe place (clipping with an object or out in the void), you will instead be placed at the next safe location. Some people have noticed bugs using the Position function (NPCs disappearing) and recommend using the PositionCell function instead, which can be outside if an exterior cell name is given.
Note that you must specify ZRot in minutes (1 degree = 60 minutes; north = 0, east = 5400, south = 10800, west = 16200) except for when you position the player, then degrees must be used (north = 0, east = 90, south = 180, west = 270). See "Morrowind Scripting for Dummies (9th Edition)"[http://planetelderscrolls.gamespy.com/View.php?id=6083&view=Mods.Detail] pages 50 and 54 for reference.
If you PositionCell something you have never met into your current cell then its local script will not start running (until you leave the area and return anyways).
A common application of this function is to create a teleportation item (though, since variables are not accepted, you can only teleport to set locations), for example:
<pre>
Begin TestTeleport_Script
short button
short messageOn
short reset
short OnPcEquip
if ( OnPCEquip == 0 )
set reset to 0
endif
if ( reset == 1 )
return
endif
if ( OnPCEquip == 1 )
if ( reset == 0 )
Set OnPCEquip to 0
MessageBox "Use the Mazedband to teleport where?" "Vivec" "Mournhold" "Sotha Sil" "Nowhere"
set messageOn to 1
endif
endif
if ( messageOn == 1 )
set button to GetButtonPressed
if ( button >= 0 )
set messageOn to 0
endif
; Vivec
if ( button == 0 )
playsound "conjuration hit"
Player->PositionCell 12, 219, -501, 0 "Vivec, High Fane"
set reset to 1
; Mournhold
elseif ( button == 1 )
playsound "conjuration hit"
Player->PositionCell 0, -478, -645, 0 "Mournhold Temple: High Chapel"
set reset to 1
; Sotha sil
elseif ( button == 2 )
playsound "conjuration hit"
Player->PositionCell 3976, 4179, 12310, 0 "Sotha Sil, Dome of Sotha Sil"
set reset to 1
return
; Nothing
elseif ( button == 3 )
set reset to 1
return
endif
endif
End
</pre>
You should not use either function from dialogue results as it can cause the game to crash. Instead, create a script to peform the teleporting and use a [[Morrowind Mod:StartScript|StartScript]] to start it from the dialogue result.
See Also: [[Morrowind Mod:PlaceItem|PlaceItem]], [[Morrowind Mod:PlaceItem|PlaceItemCell]]
| 2,307,434
|
2021-01-07T23:46:21Z
|
HoodBot
|
Position
PositionCell
Sets the position of the calling object to the given exterior (Position) or interior (PositionCell) location. If you try to teleport to an unsafe place (clipping with an object or out in the void), you will instead be placed at the next safe location. Some people have noticed bugs using the Position function (NPCs disappearing) and recommend using the PositionCell function instead, which can be outside if an exterior cell name is given.
Note that you must specify ZRot in minutes (1 degree = 60 minutes; north = 0, east = 5400, south = 10800, west = 16200) except for when you position the player, then degrees must be used (north = 0, east = 90, south = 180, west = 270). See "Morrowind Scripting for Dummies (9th Edition)"[ pages 50 and 54 for reference.
If you PositionCell something you have never met into your current cell then its local script will not start running (until you leave the area and return anyways).
A common application of this function is to create a teleportation item (though, since variables are not accepted, you can only teleport to set locations), for example:
You should not use either function from dialogue results as it can cause the game to crash. Instead, create a script to peform the teleporting and use a StartScript to start it from the dialogue result.
See Also: PlaceItem, PlaceItemCell
|
122
| 1,566
|
https://en.uesp.net/wiki/Tes3Mod:PlayBink
|
Tes3Mod:PlayBink
|
{{Morrowind Modding Functions Trail}}
'''PlayBink'''
<pre>
PlayBink, "Filename", Flag
Where: Filename = Movie filename
Flag = 0 or 1 (1 if you want player to be able to escape movie)
Type: Misc
Returns: none
Example: PlayBink, "mw_cavern.bik", 1
Scripts: AzuraEnd
MoonAndStar
</pre>
Plays the given BIK movie file.
| 531,949
|
2010-01-30T10:03:56Z
|
RoBoT
|
PlayBink
Plays the given BIK movie file.
|
122
| 1,567
|
https://en.uesp.net/wiki/Tes3Mod:PlaceItem
|
Tes3Mod:PlaceItem
|
{{Morrowind Modding Functions Trail}}
'''PlaceItem'''<BR>
'''PlaceItemCell'''
<pre>
PlaceItem, ObjectID, X, Y, Z, ZRot
PlaceItemCell, ObjectID, CelID, X, Y, Z, ZRot
Where: ObjectID = Object to place into world
CelID = Cell name where to place the item
X,Y,Z = Exterior/interior location to place the item, can be a literal value
as well as float variables.
ZRot = World Z-axis orientation of the item (in degrees)
Type: Movement, Tribunal
Returns: none
Example: PlaceItem, "false_sunder", 10, -5006, 0, 0
PlaceItemCell, "daedric_god_helm", "Assernerairan, Shrine", NewX, NewY, NewZ, 45
Scripts: dulniScript
projectileMine
</pre>
New functions added in Tribunal to create new item references into the world. PlaceItem will create a new item in the exterior while PlaceItemCell does the same for an interior cell. With either function, if the target cell for the reference is an exterior cell and the given coordinate is outside of that cell, then the reference will be added to the cell containing the coordinate. This is a nice addition that allows you to add things to the world without previously placing them in the editor.
There seems to be a bug with PlaceItemCell in that items added with the function disappear if you save, exit, and reload. This seems to depend on the order in which things occur. For instance if you add an NPC to the clothier to a cell that the player has never visited the NPC will be there. However, if you save the game after the NPC has been added, reload that save and then visit the cell the NPC will not be there.
See Also: [[Morrowind Mod:PlaceAt|PlaceAtPC]]
| 2,307,424
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|
HoodBot
|
PlaceItem
PlaceItemCell
New functions added in Tribunal to create new item references into the world. PlaceItem will create a new item in the exterior while PlaceItemCell does the same for an interior cell. With either function, if the target cell for the reference is an exterior cell and the given coordinate is outside of that cell, then the reference will be added to the cell containing the coordinate. This is a nice addition that allows you to add things to the world without previously placing them in the editor.
There seems to be a bug with PlaceItemCell in that items added with the function disappear if you save, exit, and reload. This seems to depend on the order in which things occur. For instance if you add an NPC to the clothier to a cell that the player has never visited the NPC will be there. However, if you save the game after the NPC has been added, reload that save and then visit the cell the NPC will not be there.
See Also: PlaceAtPC
|
122
| 1,568
|
https://en.uesp.net/wiki/Tes3Mod:PlaceAt
|
Tes3Mod:PlaceAt
|
{{Morrowind Modding Functions Trail}}
'''PlaceAtMe'''<br>
'''PlaceAtPC'''
<pre>
PlaceAtMe, ObjectID, Count, Distance, Direction
PlaceAtPC, ObjectID, Count, Distance, Direction
Where: ObjectID = Object to place into world
Count = Number of the object to add
Distance = Distance from the player in game units
Direction = Initial orientation of the object
0 = front
1 = back
2 = left
3 = right
Type: Movement
PlaceAtMe, Bloodmoon
Returns: none
Example: PlaceAtPC, "delte fyr", 1, 120, 0 (just in front of player)
PlaceAtPC, "Dremora_lord", 1, 128, 1 (sneak attack behind player)
PlaceAtMe, "activator_01", 1, 500, 3
Scripts: karrodScript
BILL_MarksDaedraSummon
</pre>
Places the object at the player (PlaceAtPC) or another object/activator (PlaceAtMe), in the direction you specify and the distance. If that location is not safe (in the air, in a wall, etc), the object will be placed at one of the other axis or at the player's exact location (feet). It is used most often to spawn NPCs/creatures near the player/object for a coordinated and timed attack.
See Also: [[Morrowind Mod:PlaceItem|PlaceItem]], [[Morrowind Mod:PlaceItem|PlaceItemCell]]
| 2,307,421
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2021-01-07T23:46:16Z
|
HoodBot
|
PlaceAtMe
PlaceAtPC
Places the object at the player (PlaceAtPC) or another object/activator (PlaceAtMe), in the direction you specify and the distance. If that location is not safe (in the air, in a wall, etc), the object will be placed at one of the other axis or at the player's exact location (feet). It is used most often to spawn NPCs/creatures near the player/object for a coordinated and timed attack.
See Also: PlaceItem, PlaceItemCell
|
122
| 1,569
|
https://en.uesp.net/wiki/Tes3Mod:PCSkipEquip
|
Tes3Mod:PCSkipEquip
|
{{Morrowind Modding Functions Trail}}
'''PCSkipEquip'''
<pre>
PCSkipEquip
Type: Inventory
Returns: none
Example: short PCSkipEquip
set PCSkipEquip to 1
set PCSkipEquip to 0
Scripts: sealedTreasuryOrders
sealedTreasuryReport
</pre>
Not a function but must be defined as a short variable in order to be used. When defined, set this to 1 to skip equipping the object, or 0 otherwise. Good for popping up messages for breaking seals on books and such.
| 531,938
|
2010-01-30T10:03:30Z
|
RoBoT
|
PCSkipEquip
Not a function but must be defined as a short variable in order to be used. When defined, set this to 1 to skip equipping the object, or 0 otherwise. Good for popping up messages for breaking seals on books and such.
|
122
| 1,570
|
https://en.uesp.net/wiki/Tes3Mod:PCVampire
|
Tes3Mod:PCVampire
|
{{Morrowind Modding Functions Trail}}
'''PCVampire'''
<pre>
PCVampire
Type: Global
Returns: short
Example:
Scripts:
</pre>
A global variable that gives the state of the player's vampire status.
<pre>
-1 = Has been cured
0 = Not a vampire
1 = Currently a vampire
</pre>
| 531,939
|
2010-01-30T10:03:32Z
|
RoBoT
|
PCVampire
A global variable that gives the state of the player's vampire status.
|
122
| 1,571
|
https://en.uesp.net/wiki/Tes3Mod:PCRace
|
Tes3Mod:PCRace
|
{{Morrowind Modding Functions Trail}}
'''PCRace'''
<pre>
PCRace
Type: Global
Returns: short
Example:
Scripts:
</pre>
A global variable that holds a numeric value for the player's race.
<pre>
1 = Argonian
2 = Breton
3 = Dark Elf
4 = High Elf
5 = Imperial
6 = Khajiit
7 = Nord
8 = Orc
9 = Redguard
10 = Woodelf
</pre>
It is unknown what happens for a newly created race.
| 531,936
|
2010-01-30T10:03:25Z
|
RoBoT
|
PCRace
A global variable that holds a numeric value for the player's race.
It is unknown what happens for a newly created race.
|
122
| 1,572
|
https://en.uesp.net/wiki/Tes3Mod:PCGet3rdPerson
|
Tes3Mod:PCGet3rdPerson
|
{{Morrowind Modding Functions Trail}}
'''PCGet3rdPerson'''
<pre>
PCGet3rdPerson
Type: Player Controls
Returns: short
Example: if (PCGet3rdPerson == 1)
set sValue to PCGet3rdPerson
Scripts: Not Used
</pre>
Returns 1 if in 3rd person mode, or 0 otherwise.
See Also: [[Morrowind Mod:PCForce3rdPerson|PCForce3rdPerson]], [[Morrowind Mod:PCForce1stPerson|PCForce1stPerson]]
| 2,307,417
|
2021-01-07T23:46:15Z
|
HoodBot
|
PCGet3rdPerson
Returns 1 if in 3rd person mode, or 0 otherwise.
See Also: PCForce3rdPerson, PCForce1stPerson
|
122
| 1,573
|
https://en.uesp.net/wiki/Tes3Mod:PCForce3rdPerson
|
Tes3Mod:PCForce3rdPerson
|
{{Morrowind Modding Functions Trail}}
'''PCForce3rdPerson'''
<pre>
PCForce3rdPerson
Type: Player Controls
Returns: none
Example: PCForce3rdPerson
Scripts: Not Used
</pre>
Queue the change to 3rd person mode (this may have to wait for the current animation to finish).
See Also: [[Morrowind Mod:PCGet3rdPerson|PCGet3rdPerson]], [[Morrowind Mod:PCForce1stPerson|PCForce1stPerson]]
| 2,307,416
|
2021-01-07T23:46:15Z
|
HoodBot
|
PCForce3rdPerson
Queue the change to 3rd person mode (this may have to wait for the current animation to finish).
See Also: PCGet3rdPerson, PCForce1stPerson
|
122
| 1,574
|
https://en.uesp.net/wiki/Tes3Mod:PCForce1stPerson
|
Tes3Mod:PCForce1stPerson
|
{{Morrowind Modding Functions Trail}}
'''PCForce1stPerson'''
<pre>
PCForce1stPerson
Type: Player Controls
Returns: none
Example: PCForce1stPerson
Scripts: Not Used
</pre>
Queue the change to 1st person mode (this may have to wait for the current animation to finish).
See Also: [[Morrowind Mod:PCGet3rdPerson|PCGet3rdPerson]], [[Morrowind Mod:PCForce3rdPerson|PCForce3rdPerson]]
| 2,307,415
|
2021-01-07T23:46:14Z
|
HoodBot
|
PCForce1stPerson
Queue the change to 1st person mode (this may have to wait for the current animation to finish).
See Also: PCGet3rdPerson, PCForce3rdPerson
|
122
| 1,575
|
https://en.uesp.net/wiki/Tes3Mod:PayFine
|
Tes3Mod:PayFine
|
{{Morrowind Modding Functions Trail}}
'''PayFine'''<BR>
'''PayFineThief'''
<pre>
PayFine
PayFineThief (undocumented)
Type: Misc
Returns: none
Example: PayFine
Scripts: TGDiscountScript
</pre>
Pays the player's fine for committing any crimes and resets the game's AI so that guards and NPCs don't hate the player any more. PayFine is used by the game to clear the AI after the player pays a fine to a guard or other law enforced. It removes any stolen merchandise from the player's inventory and puts it into the evidence chests around the island. PayFineThief is similarly used when the player uses the Thieves Guild to remove any bounty on their head but does not remove any stolen items.
| 1,184,805
|
2013-05-03T21:51:22Z
|
Jeancey
|
PayFine
PayFineThief
Pays the player's fine for committing any crimes and resets the game's AI so that guards and NPCs don't hate the player any more. PayFine is used by the game to clear the AI after the player pays a fine to a guard or other law enforced. It removes any stolen merchandise from the player's inventory and puts it into the evidence chests around the island. PayFineThief is similarly used when the player uses the Thieves Guild to remove any bounty on their head but does not remove any stolen items.
|
122
| 1,576
|
https://en.uesp.net/wiki/Tes3Mod:PCClearExpelled
|
Tes3Mod:PCClearExpelled
|
{{Morrowind Modding Functions Trail}}
'''PCClearExpelled'''
<pre>
PCClearExpelled, [FactionID]
Where: FactionID = Optional faction to clear the player's expelled flag.
Type: Faction
Returns: none
Example: PCClearExpelled, "Imperial Legion"
PCClearExpelled (call from a dialogue, uses the actor's faction)
Scripts: expelledMG
</pre>
Clears the player's expelled flag for the given faction. If no faction is specified, the caller's faction is used. Faction names for Great Houses are just the unique part of the house name, ie "Hlaalu". Faction names for the three imperial-sponsored guilds are formatted like "Thieves Guild".
Note: The Mages guild will not give you more duties if you use pcclearexpelled, because it uses a second variable called ExpMagesGuild to track how long you've been expelled. The code you need is <b>Set ExpMagesGuild to 31</b> (Alternatively, use both <b>PCClearExpelled "Mages Guild"</b> and <b>Set ExpMagesGuild to 0</b>.)
See Also: [[Morrowind Mod:PCExpell|PCExpell]], [[Morrowind Mod:PCExpelled|PCExpelled]]
| 2,307,412
|
2021-01-07T23:46:13Z
|
HoodBot
|
PCClearExpelled
Clears the player's expelled flag for the given faction. If no faction is specified, the caller's faction is used. Faction names for Great Houses are just the unique part of the house name, ie "Hlaalu". Faction names for the three imperial-sponsored guilds are formatted like "Thieves Guild".
Note: The Mages guild will not give you more duties if you use pcclearexpelled, because it uses a second variable called ExpMagesGuild to track how long you've been expelled. The code you need is (Alternatively, use both and .)
See Also: PCExpell, PCExpelled
|
122
| 1,577
|
https://en.uesp.net/wiki/Tes3Mod:PCExpell
|
Tes3Mod:PCExpell
|
{{Morrowind Modding Functions Trail}}
'''PCExpell'''
<pre>
PCExpell, [FactionID]
Where: FactionID = Optional faction to expell the player from.
Type: Faction
Returns: none
Example: PCExpell, "Mages Guild"
PCExpell (call from a dialogue, uses the actor's faction)
Scripts: Not Used (only in dialogue)
</pre>
Expells the player from the given faction.
See Also: [[Morrowind Mod:PCClearExpelled|PCClearExpelled]], [[Morrowind Mod:PCExpelled|PCExpelled]]
| 2,307,413
|
2021-01-07T23:46:14Z
|
HoodBot
|
PCExpell
Expells the player from the given faction.
See Also: PCClearExpelled, PCExpelled
|
122
| 1,578
|
https://en.uesp.net/wiki/Tes3Mod:PCExpelled
|
Tes3Mod:PCExpelled
|
{{Morrowind Modding Functions Trail}}
'''PCExpelled'''
<pre>
PCExpelled, [FactionID]
Where: FactionID = Optional faction to check the player's expelled flag.
Type: Faction
Returns: none
Example: if (PCExpelled, "Mages Guild" == 1)
if (PCExpelled == 1 ) ( uses the caller's faction)
Scripts: Not Used (only in dialogue)
</pre>
Returns 1 if the player is currently expelled from the given faction, or 0 otherwise.
See Also: [[Morrowind Mod:PCClearExpelled|PCClearExpelled]], [[Morrowind Mod:PCExpell|PCExpell]]
| 2,307,414
|
2021-01-07T23:46:14Z
|
HoodBot
|
PCExpelled
Returns 1 if the player is currently expelled from the given faction, or 0 otherwise.
See Also: PCClearExpelled, PCExpell
|
122
| 1,579
|
https://en.uesp.net/wiki/Tes3Mod:Output
|
Tes3Mod:Output
|
{{Morrowind Modding Functions Trail}}
'''OutputObjCounts'''<BR>
'''OutputRefCounts'''<BR>
'''OutputRefInfos'''
<pre>
OutputObjCounts
OutputRefCounts
OutputRefInfo
Type: Console, Undocumented
Returns: none
Example:
Scripts:
</pre>
Console only commands that output object/reference info.
*'''OutputObjCounts''': Shows the number of all objects in the current savegame sorted by categories. Lists also the number of all clones made from one base object, e.g. an imperial guard.
*'''OutputRefCounts''': Shows the number of all references in the current savegame sorted by categories. Lists also the number of references that are cloned, persistent, have been moved from their original location etc.
*'''OutputRefInfos'''
Using this command on an object creates an output like this:<br>
Reference - ''ReferenceID''<br>
sourceid ''Reference-Index1''<br>
targetid ''Reference-Index2''<br>
file - ''Master/Plugin name''<br>
cell - ''Cell name''
''ReferenceID'': The reference's id as shown in the console when clicking on it with the mouse.<br>
''Reference-Index1'': The index of the reference. If a plugin file modifies a reference in a master file, then the reference-index of the plugin file is shown here. If the reference in a master file is not modified, or the reference is introduced into the game by a plugin file, then the reference-index of the master/plugin file is shown instead.<br>
''Reference-Index2'': This is the reference-index of the original master/plugin file which introduces the reference into the game.
Reference-Indices are given as a hexadecimal value. Every reference-index has the form xxXXXXXX. xx is the esm/esp file's number in the current load order, eg. 01 for Morrowind.esm, 02 for Tribunal.esm and so on. And XXXXXX is the reference's index in the master/plugin file.
Note: The Construction Set does not display any values at all, you must use a third party application like MWEdit or the TESCMD to actually see these reference-indices and note that the TESCMD converts hexadecimal numbers into decimal numbers when dumping information from a master/plugin file to the command-line console.
''Master/Plugin name'': The name of the master/plugin file which makes the last modification to the original reference. If no modification is done to the original reference, it shows the name of the master/plugin file which introduces the reference into the game.<br>
''Cell name'': The name of the cell the reference is currently located, including path-grid coordinates if the current cell is an exterior cell.
For non-reference objects (items placed into the game by any other method than using a game editor, e.g. dropping an item or using the [[Morrowind Mod:PlaceAt|PlaceAtMe]] command) the ''sourceid'' and ''targetid'' are always 00000000 and the name of the file is always "None", ''ReferenceID'' and ''cell'' are still shown.
For leveled creatures/items the "ori" output looks a little different. It comes in this form:<br>
Reference - ''ReferenceID''<br>
sourceid 00000000<br>
targetid 00000000<br>
file - None<br>
cell - ''Cell name''<br>
LevelCrea - ''Leveled List''<br>
(or LevelItem - ''Leveled List'')<br>
sourceid ''Reference-Index1''<br>
targetid ''Reference-Index2''<br>
file - ''Master/Plugin name''<br>
cell - ''Cell name''
The object spawned by the leveled list is treated as a non-reference object, therefore only the ''ReferenceID'' is valid, ''sourceid'' and ''targetid'' are 00000000 and ''file'' is "None", the current cell is shown.
''Leveled List'': If the spawned object belongs to a leveled creature/item list, then the ObjectID, as shown as in the Construction Set, of this list is displayed.<br>
''Reference-Index1'': Reference-Index of the spawn point as a hexadecimal value where the leveled object has been created. If the original reference of a master file is modified by a plugin file, then the reference of the plugin file is shown. If the original reference in a master file is not modified or the reference is introduced into the game by a plugin file, then the reference-index of the master/plugin file is shown. <br>
''Reference-Index2'': The reference-index of the original master/plugin file which introduces the reference of the spawn point into the game.<br>
''Master/Plugin name'': The name of the master/plugin file which makes the last modification to the original reference of the spawn point. If no modification is done to the original reference, it shows the name of the master/plugin file which introduces the reference into the game.<br>
Cell name: The name of the cell the reference is located, including path-grid coordinates if the current cell is an exterior cell.
''Final note'': Only a reference located in a master file can be altered by a plugin file, altering a reference from a plugin file with another plugin file does not work but will always cause a doubling of this reference.
| 2,307,406
|
2021-01-07T23:46:11Z
|
HoodBot
|
OutputObjCounts
OutputRefCounts
OutputRefInfos
Console only commands that output object/reference info.
OutputObjCounts: Shows the number of all objects in the current savegame sorted by categories. Lists also the number of all clones made from one base object, e.g. an imperial guard.
OutputRefCounts: Shows the number of all references in the current savegame sorted by categories. Lists also the number of references that are cloned, persistent, have been moved from their original location etc.
OutputRefInfos
Using this command on an object creates an output like this:
Reference - ReferenceID
sourceid Reference-Index1
targetid Reference-Index2
file - Master/Plugin name
cell - Cell name
ReferenceID: The reference's id as shown in the console when clicking on it with the mouse.
Reference-Index1: The index of the reference. If a plugin file modifies a reference in a master file, then the reference-index of the plugin file is shown here. If the reference in a master file is not modified, or the reference is introduced into the game by a plugin file, then the reference-index of the master/plugin file is shown instead.
Reference-Index2: This is the reference-index of the original master/plugin file which introduces the reference into the game.
Reference-Indices are given as a hexadecimal value. Every reference-index has the form xxXXXXXX. xx is the esm/esp file's number in the current load order, eg. 01 for Morrowind.esm, 02 for Tribunal.esm and so on. And XXXXXX is the reference's index in the master/plugin file.
Note: The Construction Set does not display any values at all, you must use a third party application like MWEdit or the TESCMD to actually see these reference-indices and note that the TESCMD converts hexadecimal numbers into decimal numbers when dumping information from a master/plugin file to the command-line console.
Master/Plugin name: The name of the master/plugin file which makes the last modification to the original reference. If no modification is done to the original reference, it shows the name of the master/plugin file which introduces the reference into the game.
Cell name: The name of the cell the reference is currently located, including path-grid coordinates if the current cell is an exterior cell.
For non-reference objects (items placed into the game by any other method than using a game editor, e.g. dropping an item or using the PlaceAtMe command) the sourceid and targetid are always 00000000 and the name of the file is always "None", ReferenceID and cell are still shown.
For leveled creatures/items the "ori" output looks a little different. It comes in this form:
Reference - ReferenceID
sourceid 00000000
targetid 00000000
file - None
cell - Cell name
LevelCrea - Leveled List
(or LevelItem - Leveled List)
sourceid Reference-Index1
targetid Reference-Index2
file - Master/Plugin name
cell - Cell name
The object spawned by the leveled list is treated as a non-reference object, therefore only the ReferenceID is valid, sourceid and targetid are 00000000 and file is "None", the current cell is shown.
Leveled List: If the spawned object belongs to a leveled creature/item list, then the ObjectID, as shown as in the Construction Set, of this list is displayed.
Reference-Index1: Reference-Index of the spawn point as a hexadecimal value where the leveled object has been created. If the original reference of a master file is modified by a plugin file, then the reference of the plugin file is shown. If the original reference in a master file is not modified or the reference is introduced into the game by a plugin file, then the reference-index of the master/plugin file is shown.
Reference-Index2: The reference-index of the original master/plugin file which introduces the reference of the spawn point into the game.
Master/Plugin name: The name of the master/plugin file which makes the last modification to the original reference of the spawn point. If no modification is done to the original reference, it shows the name of the master/plugin file which introduces the reference into the game.
Cell name: The name of the cell the reference is located, including path-grid coordinates if the current cell is an exterior cell.
Final note: Only a reference located in a master file can be altered by a plugin file, altering a reference from a plugin file with another plugin file does not work but will always cause a doubling of this reference.
|
122
| 1,580
|
https://en.uesp.net/wiki/Tes3Mod:OnPCSoulGemUse
|
Tes3Mod:OnPCSoulGemUse
|
{{Morrowind Modding Functions Trail}}
'''OnPCSoulGemUse'''
<pre>
OnPCSoulGemUse
Type: Inventory, Variable
Returns: short
Example: short OnPCSoulGemUse
if ( OnPCSoulGemUse == 1 )
Player->additem, "Misc_soulgem_Azura", 1
endif
Scripts: AzuraStarScript
</pre>
Not a function but must be defined as a short variable in order to be used. When defined, it will be set to 1 when the player uses a soul gem for enchanting or recharging an item. Should be manually reset if you wish to check for additional soul gem uses.
| 531,921
|
2010-01-30T10:02:45Z
|
RoBoT
|
OnPCSoulGemUse
Not a function but must be defined as a short variable in order to be used. When defined, it will be set to 1 when the player uses a soul gem for enchanting or recharging an item. Should be manually reset if you wish to check for additional soul gem uses.
|
122
| 1,581
|
https://en.uesp.net/wiki/Tes3Mod:OnPCEquip
|
Tes3Mod:OnPCEquip
|
{{Morrowind Modding Functions Trail}}
'''OnPCEquip'''
<pre>
OnPCEquip
Type: Inventory, Variable
Returns: short
Example: short OnPCEquip
if ( OnPCEquip == 1 )
set OnPCEquip to 0
endif
Scripts: bladeScript
disguisedArmor
</pre>
Not a function but must be defined as a short variable in order to be used. When defined, it will be set to 1 when the player equips the item, and remain 1 while the player has it equipped (unless manually reset) and is 0 otherwise.
| 531,918
|
2010-01-30T10:02:38Z
|
RoBoT
|
OnPCEquip
Not a function but must be defined as a short variable in order to be used. When defined, it will be set to 1 when the player equips the item, and remain 1 while the player has it equipped (unless manually reset) and is 0 otherwise.
|
122
| 1,582
|
https://en.uesp.net/wiki/Tes3Mod:OnPCHitMe
|
Tes3Mod:OnPCHitMe
|
{{Morrowind Modding Functions Trail}}
'''OnPCHitMe'''
<pre>
OnPCHitMe
Type: Combat, Variable
Returns: short
Example: short OnPCHitMe
if ( OnPCHitMe == 1 )
StartCombat Player
Set OnPCHitMe to 0
endif
Scripts: almaScript
cattleScript
</pre>
This is not a function but must be defined as a short variable in the script to be used. When the player hits the object, the variable will be set to 1. It must be reset to 0 when testing for it, such as in the above example script.
| 531,919
|
2010-01-30T10:02:41Z
|
RoBoT
|
OnPCHitMe
This is not a function but must be defined as a short variable in the script to be used. When the player hits the object, the variable will be set to 1. It must be reset to 0 when testing for it, such as in the above example script.
|
122
| 1,583
|
https://en.uesp.net/wiki/Tes3Mod:OnRepair
|
Tes3Mod:OnRepair
|
{{Morrowind Modding Functions Trail}}
'''OnRepair'''
<pre>
OnRepair
Type: Object, Broken
Returns: short
Example: short OnRepair
if ( OnRepair == 1 )
Scripts: Not Used
</pre>
Not a function but must be defined as a short variable in order to be used. Returns 1 if calling object has been attempted to be repaired, or 0 otherwise. This function is currently broken and does not work.
See Also: [[Morrowind Mod:OnPCRepair|OnPCRepair]]
| 2,307,403
|
2021-01-07T23:46:10Z
|
HoodBot
|
OnRepair
Not a function but must be defined as a short variable in order to be used. Returns 1 if calling object has been attempted to be repaired, or 0 otherwise. This function is currently broken and does not work.
See Also: OnPCRepair
|
122
| 1,584
|
https://en.uesp.net/wiki/Tes3Mod:OnActivate
|
Tes3Mod:OnActivate
|
{{Morrowind Modding Functions Trail}}
'''OnActivate'''
<pre>
OnActivate
Type: Object
Returns: short
Example: if ( OnActivate == 1 )
Activate
endif
Scripts: Alen_note
BarDoor
</pre>
Returns 1 if calling object is activated, or 0 otherwise. An object is activated when you approach it in the game and press the spacebar (by default).
| 531,912
|
2010-01-30T10:02:25Z
|
RoBoT
|
OnActivate
Returns 1 if calling object is activated, or 0 otherwise. An object is activated when you approach it in the game and press the spacebar (by default).
|
122
| 1,585
|
https://en.uesp.net/wiki/Tes3Mod:OnPCAdd
|
Tes3Mod:OnPCAdd
|
{{Morrowind Modding Functions Trail}}
'''OnPCAdd'''
<pre>
OnPCAdd
Type: Inventory, Variable
Returns: short
Example: short OnPCAdd
if ( OnPCAdd == 1 )
Scripts: CharGenStatsSheet
CharGen_ring_keley
</pre>
Not a function but must be defined as a short variable in order to be used. When defined, it will be set to 1 when the player adds the calling item to their inventory. Should be manually reset if you wish to check for additional item additions.
| 531,916
|
2010-01-30T10:02:34Z
|
RoBoT
|
OnPCAdd
Not a function but must be defined as a short variable in order to be used. When defined, it will be set to 1 when the player adds the calling item to their inventory. Should be manually reset if you wish to check for additional item additions.
|
122
| 1,586
|
https://en.uesp.net/wiki/Tes3Mod:OnPCDrop
|
Tes3Mod:OnPCDrop
|
{{Morrowind Modding Functions Trail}}
'''OnPCDrop'''
<pre>
OnPCDrop
Type: Inventory, Variable
Returns: short
Example: short OnPCDrop
if ( OnPCDrop == 1 )
Scripts: Not Used
</pre>
Not a function but must be defined as a short variable in order to be used. When defined, it will be set to 1 when the player drops the calling item from their inventory. Should be manually reset if you wish to check for additional item drops.
| 531,917
|
2010-01-30T10:02:37Z
|
RoBoT
|
OnPCDrop
Not a function but must be defined as a short variable in order to be used. When defined, it will be set to 1 when the player drops the calling item from their inventory. Should be manually reset if you wish to check for additional item drops.
|
122
| 1,587
|
https://en.uesp.net/wiki/Tes3Mod:HurtStandingActor
|
Tes3Mod:HurtStandingActor
|
{{Morrowind Modding Functions Trail}}
'''HurtStandingActor'''
<pre>
HurtStandingActor, Value
Where: Value = Number of hit points per second to damage any actor standing on it (float).
Value should be negative for damage, or positive for healing. This value
can be literal or a variable.
Type: Collison
Returns: none
Example: HurtStandingActor, 1 (heal 1 hitpoint per second)
HurtStandingActor, -10 (hurt 10 hitpoints per second)
HurtStandingActor, fDmgValue (use a variable value)
Scripts: lava
SothaHotOil
</pre>
Damages any actor standing on the object the given number of health points per second. As mentioned above, a positive value will heal the actor, and a negative value will damage them. The value can not only be a literal number, but also a variable (local or global).
See Also: [[Morrowind Mod:HurtCollidingActor|HurtCollidingActor]]
| 2,307,233
|
2021-01-07T23:44:46Z
|
HoodBot
|
HurtStandingActor
Damages any actor standing on the object the given number of health points per second. As mentioned above, a positive value will heal the actor, and a negative value will damage them. The value can not only be a literal number, but also a variable (local or global).
See Also: HurtCollidingActor
|
122
| 1,588
|
https://en.uesp.net/wiki/Tes3Mod:HurtCollidingActor
|
Tes3Mod:HurtCollidingActor
|
{{Morrowind Modding Functions Trail}}
'''HurtCollidingActor'''
<pre>
HurtCollidingActor, Value
Where: Value = Number of hit points per second to damage any colliding actor (float).
Type: Collison, Tribunal
Returns: none
Example: HurtCollidingActor 100
HurtCollidingActor 9999999 (kill any NPCs that collide with it)
Scripts: Collide_damage_100
Collide_damage_kill
</pre>
Damages colliding actor the given number of health points per second. This function requires Tribunal.
See Also: [[Morrowind Mod:HurtStandingActor|HurtStandingActor]]
| 2,307,232
|
2021-01-07T23:44:46Z
|
HoodBot
|
HurtCollidingActor
Damages colliding actor the given number of health points per second. This function requires Tribunal.
See Also: HurtStandingActor
|
122
| 1,589
|
https://en.uesp.net/wiki/Tes3Mod:HasItemEquipped
|
Tes3Mod:HasItemEquipped
|
{{Morrowind Modding Functions Trail}}
'''HasItemEquipped'''
<pre>
HasItemEquipped, ObjectID
Where: ObjectID = Object to check being equipped on the calling actor.
Type: Object, Tribunal
Returns: short
Example: if ( HasItemEquipped, "ebony spear" == 1 )
if ( player->HasItemEquipped, fireblade != 0 )
if ( "alvis teri"->HasItemEquipped, "expensive_belt_01" == 1 )
Scripts: Not Used
</pre>
Returns 1 if the given item is currently equipped on the calling actor, or 0 otherwise.
| 531,806
|
2010-01-30T09:58:33Z
|
RoBoT
|
HasItemEquipped
Returns 1 if the given item is currently equipped on the calling actor, or 0 otherwise.
|
122
| 1,590
|
https://en.uesp.net/wiki/Tes3Mod:HasSoulGem
|
Tes3Mod:HasSoulGem
|
{{Morrowind Modding Functions Trail}}
'''HasSoulGem'''
<pre>
HasSoulGem, CreatureID
Where: CreatureID = Creature to check for a soul gem
Type: Magic
Returns: short
Example: if ( Player->HasSoulGem, "atronach_storm" > 1 )
set sValue to ( HasSoulGem, lich_relvel )
Scripts: SkinkSoul1
StrongSoulCheck
</pre>
Returns 1 if the calling object has the given creature's soul gem in their inventory, or 0 otherwise.
| 1,620,349
|
2017-04-15T06:11:37Z
|
Dillonn241
|
HasSoulGem
Returns 1 if the calling object has the given creature's soul gem in their inventory, or 0 otherwise.
|
122
| 1,591
|
https://en.uesp.net/wiki/Tes3Mod:Help
|
Tes3Mod:Help
|
{{Morrowind Modding Functions Trail}}
'''Help'''
<pre>
Help
Type: Console
Example:
Scripts:
</pre>
Console-only command that lists some of the console specific functions.
| 1,194,187
|
2013-05-25T18:35:11Z
|
Jeancey
|
Help
Console-only command that lists some of the console specific functions.
|
122
| 1,592
|
https://en.uesp.net/wiki/Tes3Mod:HitOnMe
|
Tes3Mod:HitOnMe
|
{{Morrowind Modding Functions Trail}}
'''HitAttemptOnMe'''<BR>
'''HitOnMe'''
<pre>
HitAttemptOnMe, ObjectID
HitOnMe, ObjectID
Where: ObjectID = specified weapon identifier
Type: Combat
Returns: short
Example: Set keeningHit to HitOnMe Keening
player->HitOnMe, "chitin dagger"
Scripts: LorkhanHeart (HitOnMe)
Not Used (HitAttemptOnMe)
</pre>
Returns 1 if a hit on the calling NPC is attempted (HitAttemptOnMe) or hit (HitOnMe) by ObjectID in melee. For example, ''player->HitOnMe, "chitin dagger"'' will return 1 if the player is hit by a chitin dagger.
| 1,395,036
|
2014-10-02T10:08:33Z
| null |
HitAttemptOnMe
HitOnMe
Returns 1 if a hit on the calling NPC is attempted (HitAttemptOnMe) or hit (HitOnMe) by ObjectID in melee. For example, player->HitOnMe, "chitin dagger" will return 1 if the player is hit by a chitin dagger.
|
122
| 1,593
|
https://en.uesp.net/wiki/Tes3Mod:GetWeaponDrawn
|
Tes3Mod:GetWeaponDrawn
|
{{Morrowind Modding Functions Trail}}
'''GetWeaponDrawn'''
<pre>
GetWeaponDrawn
Type: Object, Tribunal
Returns: short
Example: if ( GetWeaponDrawn == 1 )
set sValue to ( "shat gro-shazog"->GetWeaponDrawn )
Scripts: BladeScript
</pre>
Returns 1 if the calling actor has a weapon drawn ready to attack, or 0 otherwise.
| 531,798
|
2010-01-30T09:58:18Z
|
RoBoT
|
GetWeaponDrawn
Returns 1 if the calling actor has a weapon drawn ready to attack, or 0 otherwise.
|
122
| 1,594
|
https://en.uesp.net/wiki/Tes3Mod:GetTarget
|
Tes3Mod:GetTarget
|
{{Morrowind Modding Functions Trail}}
'''GetTarget'''
<pre>
GetTarget, ActorID
Where: ActorID = NPC ID to check against the source actor's current target.
Type: Combat
Returns: short
Example: if ( GetTarget, "taren andoren" == 1 )
if ( GetTarget Player == 1 )
Scripts: nartiseGuards
nemindaScript
</pre>
Returns 1 if the target of the NPC is the given actor. Returns 0 otherwise.
| 531,792
|
2010-01-30T09:58:05Z
|
RoBoT
|
GetTarget
Returns 1 if the target of the NPC is the given actor. Returns 0 otherwise.
|
122
| 1,595
|
https://en.uesp.net/wiki/Tes3Mod:GetWerewolfKills
|
Tes3Mod:GetWerewolfKills
|
{{Morrowind Modding Functions Trail}}
'''GetWerewolfKills'''
<pre>
GetWerewolfKills
Type: Werewolf, Bloodmoon
Returns: float?
Example: if ( GetWerewolfKills > 1 )
Scripts:
</pre>
Returns the number of kills the player (?) has done since they last turned into a werewolf (unconfirmed).
| 531,801
|
2010-01-30T09:58:22Z
|
RoBoT
|
GetWerewolfKills
Returns the number of kills the player (?) has done since they last turned into a werewolf (unconfirmed).
|
122
| 1,596
|
https://en.uesp.net/wiki/Tes3Mod:Goodbye
|
Tes3Mod:Goodbye
|
{{Morrowind Modding Functions Trail}}
'''Goodbye'''
<pre>
Goodbye
Type: Dialogue
Returns: none
Example: Goodbye
Scripts: Only in dialogue results
</pre>
This function immediately ends the players conversation with the NPC, forcing the user to click the Goodbye option to end dialogue. Used only in dialogue results (unsure if it can be used in a regular script when dialogue is closed or not). It can be used in a script if dialogue window is open.
Note - The use of Goodbye will make every [[Morrowind Mod:Choice|Choice]] exit dialogue.
| 2,357,233
|
2021-03-10T11:45:45Z
| null |
Goodbye
This function immediately ends the players conversation with the NPC, forcing the user to click the Goodbye option to end dialogue. Used only in dialogue results (unsure if it can be used in a regular script when dialogue is closed or not). It can be used in a script if dialogue window is open.
Note - The use of Goodbye will make every Choice exit dialogue.
|
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