Oblivion

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QQuix

Uploaded by

QQuix

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About this mod

>THESE ARE NOT PLAYABLE MODS< --------------------------------------- These ESPs are some of my test environments created to test some aspects of the game. They are intended to modders / scripters interested in doing similar tests or in adapting the environments to do other tests

Permissions and credits
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QQuix Test Environments
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THESE ARE NOT PLAYABLE MODS
===========================


These ESPs are some of my test environments created to test some aspects of the game.

They are intended to modders/scripters interested in doing similar tests or in adapting the environment to do other tests.

Below is a short description of each mod. Detailed description and instructions are in the readme text included with each file.


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QQuix Test Environment - Bloat
by QQuix - Sep/2008 - Version 1.1
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This is a test area used to test some characteristics of Dynamic ad non-Dynamic items and to test scenarios that may lead to savegame bloating

It is intended to modders/scripters interested in doing similar tests or in adapting the environment to do other tests.

This mod consists mainly of:
- A test area - an extra basement in Divine Elegance with
- A 'Control Panel' with 'buttons' to perform most of the tests (in the test area)
- A button to force cell reset (on the Divine Elegance counter)
- A hidden cell - Accessible from the test area, if needed

- Scripts to perform the tests

There is a video here: http://www.youtube.com/watch?v=EhGs8_hpbAU


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QQuix Test Environment - GetLOS
by QQuix - Oct/2008 - Version 1
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This is a test mod used to get an understanding of how the GetLOS function really behaves ingame.

It is intended to modders/scripters interested in using the GetLOS function: it will give you a 'feeling' on where GetLOS starts returning 0

This mod contains a decent arrow-like projectile script, if you need one.

This mod was built to determine whether GetLOS is a reliable way to determine collision while moving objects around with SetPos.

And it is kind of fun for the first few minutes.

There is a video here:http://www.youtube.com/watch?v=nsRRsvYd_hc


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QQuix Test Environment - Moving Objects and Marker Rats
by QQuix - Oct/2008 - Version 1
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This mod contains a 'generic' approach to move Statics, Activators and Containers.

It includes a Marker Rat script that recovers from/precents the following characteristics / limitations / bugs(?) of the game engine:
- Objects moved to an unloaded cell (never?/seldom?) show up when the player enters the cell
- Objects moved to different world spaces snap back after save+load
- The typical Marker Rat approach is not generic enough as, being an actor, it will fall to the ground, losing the Z axis info
- It also (always?/sometimes?) snaps to a path grid node when the cell is reset.

It works both indoors and outdoors

It is intended to modders/scripters that need to move statics, activators and/or containers


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Miscellaneous
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All mods use only vanilla objects (no additional meshes/textures)

They are mostly Work In Progress.I will upload a new version or new mods if and when I add something that may be of interest.

These mods are supposed to be activated, used and deactivated.
And don’t forget to save you game before activating any of these mods.



Installation
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The same as most Mods:
1. Unzip the files to your "Oblivion\Data" directory
2. Activate the esp


Legal
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Do whatever you want with these mods, no additional permissions needed.
But I would appreciate any feed back mentioning what you are doing with it.


Contact
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Since these mods are intended to experienced modders/scripters, you should be able to understand it, use it and adapt it to your needs and there shouldn’t be much I could help with.

Anyway, contacts are:

Mod Comment Thread at TES Nexus

Author’s home page: http://thewormhole.nfshost.com/forum/index.php/board,227.0.html