Oblivion
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QQuix

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QQuix

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About this mod

>THESE ARE NOT PLAYABLE MODS<
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These ESPs are some of my test environments created to test new concepts in the game. They are intended to modders / scripters interested in using and adapting these concepts in their mods.

Permissions and credits
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QQuix Conceptuals
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===========================
THESE ARE NOT PLAYABLE MODS
===========================

These ESPs are some of my test environments created to test new concepts in the game.

They are intended to modders / scripters interested in using and adapting these concepts in their mods.

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

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QQuix Conceptual - AI Package Info Reporter
May/2016 - Version Alpha 0.01
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This is just an aid to help understanding how the game engine assigns, suspends and resumes AI packages on actors

This mod prints to the console one semicolon delimited text line per nearby actor, per frame, with all info I can gather about the AI package actors are running.

This mod is designed to users of ConScribe(*), as the lines are CSV formatted in order to be copied from the ConScribe log to a worksheet, so the package info is nicely spread over columns for easier reading.

Press the ‘Insert’ key to toggle this report on and off.

You may or may not print the line if it has the same information as the previous frame (the actor did not change package). This is turned on and off by pressing the ‘Delete’ key on the keyboard.

(*) ConScribe - http://www.nexusmods.com/oblivion/mods/26510/?

There is no readme file included


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QQuix Conceptual - The Collector
December/2011 - V0.0-Beta
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This mod is a personal mod of mine that may interest other players.
It is intended mostly to speed up things on your third or fourth run thru the game.
It has five main features:

1 - Automated loot: A hotkey to collect everything on the ground, dead bodies and containers and send them to a central deposit.
2 - Auto-sell: selected items are sold immediately for a fraction or their face value.
3 - A Collector's dream: keep one of each object collected so you may build a collection of every single object in the game.
4 - [Cleared]: automatically adds a [Cleared] tag to map markers and doors of cleared dungeons, caves, etc.
5 - Location registry - a book in your inventory with a list of all dungeons, caves etc that you have cleared and a list of all locations still to be cleared.

Different from the rest of the bunch, this is a fully working mod that may be used as is by regular players. It is 'hidden' here, disguised as a conceptual work, because I am not going to take requests for changes: as I said, it is a personal mod and it does exactly what I want and need. If a player wants it different, he is welcome to adjust it himself.

The mod is configurable thru an INI file.
Check the readme for more details.

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QQuix Conceptual - Ship Travel
May/2011 - V1
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This is a single-script mod to add a Morrowind style ship travel to a mod.

This mod was developed based on a request from thekarithian for his Mesogea project.

The mod uses two static ships placed at the two boarding docks and one ship at high sea. A quest script enables one of them at a time, simulating the travel.

Ships will only arrive and depart if the player is not near or if the player is in the ship cabin.

There is no ReadMe. The script is fairly commented, including the required setup.


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QQuix Conceptual - Show EditorIDs in game
Nov/2010 - V1
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This is a very simple mod to print to the console the FormID and the EditorID of the object at the crosshair.

It is mostly a function that receives a reference argument, gets its base object and returns its EditorID. The EditoID is retrieved from a Pluggy INI file (included). The INI file contains 42,000+ entries covering every vanilla object that has an EditoID, including shaders, classes, factions, etc.

For demo purposes, there is a quest that gets the reference at the crosshair, passes it to the function and prints the returned EditorID. It also shows the EditorID in a message at the top of the screen (subject to the Message limitations)

The Pluggy INI file goes to "My Documents\My Games\Oblivion\Pluggy\User Files"

Helped me a lot during my never ending debugging sessions.

There is no ReadMe. The script is fairly commented.


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QQuix Conceptual - Wagon away
Aug/2010 - V1
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This is a proof of concept mod with scripts to make a horse pull a cart or wagon.

It is intended for modders/modelers that want to add a horse wagon/cart to their mods.

The script has (1) the math to position the cart and its cargo as the horse moves, (2) the code to 'solidify' the cart and cargo when the horse stops and (3) the code to solve the problem of the moving external door, if the wagon has an interior.

As a proof of concept, the esp includes the basic script. Modders need to adapt it to their own scenarios, like how the horse starts/stops moving, when/how to trigger particular animations, etc.

There is no ReadMe. The script is fairly commented.


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QQuix Conceptual - NPC ACE - NPC Advanced Control Engine
Jan/2010 - Beta 0.1
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This is a proof of concept mod with scripts to better control NPCs in the game.

As a Beta version, it is primarily intended for modders that may be interested in the concept and are willing to take a look at the scripts, discuss them, test them and help me improve them.

If you are interested, please read and participate in the discussion thread: http://www.bethsoft.com/bgsforums/index.php?showtopic=1060697


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QQuix Conceptual - Rock, rock, rock your boat
Jan/2010 - Version 1
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Turned into a full mod: QQuix - Rock rock rock your ship
http://www.tesnexus.com/downloads/file.php?id=29649

This mod has a scripted barrel that identifies row boats in the area and rocks them slowly or fast according to the current weather (the weather's wind speed, actually)

I'd love to make the ships rock too, but vanilla ships are composed of five meshes and I need help with the math to rock them as a single object.


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QQuix Conceptual - Zero G Room
May/2009 - Version 0
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This is a proof of concept developed for Exanimis to be used in his Pellucidar World (ckeck http://pellucidar.forumotion.com/forum.htm).

It is a cylindrical room where there is almost no gravity except close to the curved internal surface. The gravity acts only at the surface and pulls away from the center.

This physics allow for:
1- Walk around: just walk/run normally on the curved internal surface of the cylinder
2- Jump: point the crosshair at the destination anywhere across the room and hit the Jump key (usually "E"). Your initial push will take you across the no-gravity space in between.


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QQuix Conceptual - Dynamic Building Placement
Apr/2009 - Version 1
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This mod contains a script that allows the player to select, position and place buildings in the world

A series of buildings are presented to the player by pressing the right (NEXT) or left (PREVIOUS) mouse buttons.

Positioning happens in two phases: a general positioning phase and an adjustments phase.

General positioning phase
The building will be moved as the player moves the mouse (the building will always stay at the crosshair)
The player can move normally - the building will always keep a fixed distance ahead.
You can also adjust the distance and rotation.
NUM5 freezes the position and start the next phase

Adjustments phase: you can make fine adjustments to the position
NUM5 freezes the position, removes any trees from the area and completes the process.


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QQuix Conceptual – Realistic Farming
Dec/2008 - Version 1
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This mod makes farming more realistic: it includes farming cycles and a farmer that goes to the field every day to do her/his chores.

The farming cycle is composed of three seasons: Planting, Tending+Growing and Harvesting

1-In the Planting season, the farmer goes to each spot in the field and plants a young, small strawberry bush
2- In the Tending and Growing season, the farmer goes to each and every one of the plants and the plant grows. At the end of the season all plants are full size.
3- The Harvesting season is self explanatory, I suppose.

A script controls almost every single movement of the farmer and it is quite parameterized to make it (sort of) easy to change things like type of plant, number and length of the rows of plants, size of the field etc.

There is a demo video at Youtube: http://www.youtube.com/watch?v=bw7wwQ22Ys8

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QQuix Conceptual – Emulated Water
Apr/2009 - Version 2
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This is a proof of concept to allow the player to ‘swim’ in an empty pool, as if it were full of water.

It may be useful to simulate a second water level in a cell, although the simulation will never be perfect.

In the demo esp, there are three pools of Emulated Water:
The first one has no special animations. The PC walks/runs in the ar.
While in the second, the PC will play the standard JumpLoop anim (open arms and legs)
I tried to include the swim animations in the third and is seems to work while the player is in the 'water', but IT BREAKS THE PLAYER MOVEMENTS when the player leaves the 'water'.

I decided to include it anyway, in the hope that somebody knowledgeable in animations may be interested in the concept and may solve the problem. I suspect the vanilla swim animations have to be tweaked or redone, but I have no knowledge in the area, and there is not much else I can do.


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QQuix Conceptual - Placing objects on moving planes - Alpha.esp
Jan/2009 - Version 1
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This esp contains a script with the math necessary to position an object on a inclined flat surface.
The math code is a modder's resource code by SkyRanger-1

This esp is a demo of the code and contains a surface that can be rotated in any of the angles by using the keyboard. An object is placed at each corner using the math provided. A static pearl may be placed at the NE corner each time the plane is moved (creating a visual path).

To see it, fast travel to the map marker named "Rotating plane" (SW of IC). You will be facing the plane.
Numpad keys 1-2-3 rotate angles X-Y-Z five degrees one way,
Numpad keys 7-8-9 rotate them the other way.
Numpad key 4 toggles the pearls tracking
Numpad key 5 resets all angles to zero and removes the pearls.
Numpad key 6 changes the object at the corners (barrel, pearl or candle)

WARNING!!: the pearls are placed with PlaceAtMe, so don't save the game while this esp is active!!!

The static pearl is a vanilla flawless pearl modified to be a static. A pearlflawless.nif is provided in folder Data/Meshes/QQTES
No readme. The above text is all there is to it.


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QQuix Conceptual - The Evolving Society Engine Test Environment
Mar/2009 - Version Alpha 0.01
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This is the Alpha version of the script engine to be used in The Evolving Society.
It has no use to players not familiar with the discussions in the following forums:

Nexus - http://thenexusforums.com/index.php?showtopic=83048&pid=803196&st=70&#entry803196
Bethesda - http://www.bethsoft.com/bgsforums/index.php?showtopic=915021&pid=13898508&st=40&#entry13898508
Wormhole - http://thewormhole.nfshost.com/forum/index.php?PHPSESSID=c344af2c12b29f71838af4ebec8ee687&topic=1298.0

There is no readme file included


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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.

Most change the function of keyboard keys and mouse and don't reset them back to their original functions. This is an additional reminder that you should continue your game from a previous save.



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


Requirements
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All mods require OBSE.
For other requirements see the readme,


Legal
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The scripts are resources to be used by any modder.
Do whatever you want with these mods, no additional permissions needed.
But I would appreciate any feedback 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

Release thread at Bethesda Game Studios Forums > Oblivion > Oblivion Mods