The mysterious rotating guild signs

niapet
Newbie
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Last seen: 10 weeks 3 days ago
Joined: 06/23/2011
Posts: 4
Project:Morroblivion
Component:Other
Category:bug report
Priority:normal
Assigned:Unassigned
Status:needs review
Description

I noticed recently that the signs for the guilds in Balmora (probably others as well) seemed to be slowly turning on the Y axis. This starts to make the look really odd. So I opened up the morowind_ob.esm up in the construction set and saw there was a script attached to the signs called "0SignRotate". I thought "well this is obviously the problem, but why would they put a script on that does this?"

I assume this was done to make the signs sway as the player was walking up but the problem is the rotation sighted in the script is the Y axis, and the signs swing on the X axis.

This is the script:

scriptName 0SignRotate

float timer
float swingTime
float swingSpeed
float startAngle

Begin GameMode
if (GetDistance "Player" > 2000)
Return
endif
Set swingTime to 1
Set timer to (GetSecondsPassed + timer)
if (timer < swingTime)
Rotate Y 2
elseif (timer < (3 * swingTime))
Rotate Y -2
elseif (timer < (4 * swingTime))
Rotate Y 2
else
Set timer to 0
SetatStart
endif
End

Anyway I fixed this in my game by making an esp that deleted the signs , making a save game with it on, then disabling it and enabling another esp that comments out the entire script "just to be safe"

You may want to change the axis on this script soon since it rotates a little every time a PC comes near a sign. If changing the axis doesn’t solve it then you should remove the script altogether.

Thanks,

Nia

EDIT: Now that I think about it Oblivion does not need this script to run at all, since it has real physics to case the signs to sway. The best solution would be to comment out the script like I did in the esm for the next release, or delete the script alltogether.

Comments

#1
thermador
Web Wizard
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Last seen: 8 hours 39 min ago
Joined: 12/16/2010
Posts: 680
Status:active» needs review

Huh!  I confirmed the existence of the script and that it is attached to these signs, but I couldn't actually notice anything happening when I stood near the signs in Balmora (Mages Guild and Fighters Guild).  The signs still have normal Oblivion physics so this is probably unnecessary and the script can be deleted.  One less script!

Anyone else notice this or having this script actually DO anything?

#2
Hashmi1
Project Lead
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Last seen: 17 hours 28 min ago
Joined: 03/10/2010
Posts: 981

The script is supposed to rotate the sign at a speed of 2 degrees per second for at most 2 seconds ... I guess that 4 degrees shouldn't be noticeable.

Regarding the Physics part ... maybe I am missing some settings in the ini or something, but for me signs never rotate in the wind, not even in cyrodil (though NIF documnetation suggests that they should).

On a side note I found some scripts (mostly Mora Tong related) that don't even compile in the CS (they use Morrowind Syntax).

 

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