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niccolo

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  1. Well, it seems nobody's got any idea... I've found a likely cause - one of my mods appears to be triggering MQ11LD to go to stage 1 - this places all of the Enclave spawns. What's weird is that none of the other script effects of MQ11LD are triggered - just the gauntlet of Enclave soldiers. So something is trigger the MQ11EnclaveSoldiers marker... Bah.
  2. I know Broken Steel occasionally spawns a few random Enclave soldiers a bit early, but this is ludicrous. So, there's that long path through the streets that Liberty Prime walks along to get from the BoS base to Project Purity, right? And there's all of those Enclave that you encounter along the way? Along the bridges, hiding behind the sandbags in the doorways, stuff like that. But the thing is, I've just started a new game and I was making my way to Rivet City for the first time - and all of those locations are chock-full of Enclave soldiers. They were having a pitched battle with the Super Mutants all along Liberty Prime's path, including over at the Jefferson Memorial! I deactivated Broken Steel, but they're still there; it's like the game thinks I'm supposed to be doing the final mission of the core game! (Incidentally, I checked; the Enclave soldiers' ID numbers all begin with 00, so they're definitely from the core ESM) I haven't the foggiest what's going on here - is there a global variable I can alter to make the game think I'm not in the final mission? I can then go through and just disable the Enclave soldiers as I meet them... but they keep respawning every time I wait, or exit a metro, or sneeze...
  3. I've seen one of the AM rifles that our local military uses; it's a beautiful thing. All mechanical and so few parts... the thing is a monster, too. I would not like to run around all day carrying it.
  4. Multiple miniature cathode ray tubes is a distinct possibility; we already know that physics in the Fallout universe is a little different to that of the real world. Otherwise an impossibly tiny dot-matrix sorta deal could be it, which would explain the ridiculous bulk. As to the power source; since the lasers are powerful enough to raise the internal temperature of the human body to incineration point (A feat requiring approximately 73 MJ of energy) in an instant yet the microfusion cells are really tiny, one can assume that either batteries in this world are so powerful one could run a house off of it for a good month - or the Fallout scientists have licked fusion power (hence the name) and have it so good that it's dirt cheap to make fusion power cells. Alternatively alternatively, we know that the pip-boys are sealed against the arm. It could be that the bracelet part actually saps bodily heat from the wearer (Think Matrix) and powers itself on that.
  5. Okay, I suspect I might have found something. Somewhere down the line, OBMM thought it would be funny to activate both the COBL and non-COBL version of an ESP. Not quite sure why yet; the -ahem- interrogation of my computer is still taking place. Also, a bunch of ESPs were in a strange order... parents placed after children and the like. Man, BOSS just doesn't like me sometimes. EDIT: Nope, nope... that didn't quite work. Back to the hammer. EDIT EDIT: Well there you go. It's working again. Shows all I had to do was threaten my computer with defenestration. I swear, you spend almost as much time getting new mods to work as you do playing them.
  6. Yeah, I know that... Wrye Bash has a function to "Ghost" deactivated ESPs, hiding them from Oblivion. It also 'ghosts' every one of the ESPs marked by a ++ sign; these have their effects and properties merged into the bashed patch (Called the "Magic Bashed Patch"). It's a way of compressing a stack of tiny changes that each take up a slot into one ESP.
  7. So, last night I downloaded ImpeREAL City, ImpeREAL Empire (Castles) and ImpeREAL Merchants restock. I also installed Reaper's Arcane University Overhaul and The Imperial Waters. (They're all supposed to mostly play nice!) Anyhoo, I get around to installing the mods and it just sorta dies. You know the trick - OBSE boots up and you see the DOS window, then the little Oblivion screen appears, then nothing. You'd think I'd be used to this by now, actually - it happens every time I install a small batch of mods. Afterwards, I went through it in Wrye Bash until every square (Save a COBL one, but that is stubborn and has never really changed colour) was green and BOSS was happy. I followed Wrye Bash's suggestions and merged a bunch of mod into the bashed patch (Only the ones it told me to) and moved Deadly Reflex to the bottom, since I read somewhere that DR should stay as far down as possible to avoid eating itself. Long story short, I haven't really improved my situation. As such, I can only assume I'm missing something stupid, or BOSS made a snafu and arranged one file above another when they should be the other way around. (It used to do that to me frequently) Anyway, here's my load order. (Holy hell, I never realised jsut how long it was) BEFORE ANYONE SUGGESTS: Yes, I'm going through and doing the one-by-one disabling trick. That doesn't always work, though, especially if it's a load-order problem. Active Mod Files: 00 Oblivion.esm 01 You Are Here.esm 02 All Natural Base.esm [Version 0.9.9] 03 Cobl Main.esm [Version 1.72] 04 Oscuro's_Oblivion_Overhaul.esm [Version 1.33] 05 Enhanced Daedric Invasion.esm 06 Armamentarium.esm [Version 1.35] 07 Artifacts.esm [Version 1.1] 08 Kvatch Rebuilt.esm 09 CM Partners.esm 0A HorseCombatMaster.esm 0B Unofficial Oblivion Patch.esp [Version 3.2.0] 0C Oblivion Citadel Door Fix.esp 0D DLCShiveringIsles.esp 0E Unofficial Shivering Isles Patch.esp [Version 1.4.0] 0F SM Plugin Refurbish - SI.esp [Version 1.05] 10 All Natural.esp [Version 0.9.9] 11 All Natural - SI.esp [Version 0.9.9] ++ All Natural - EW + AWS.esp [Version Final] ++ All Natural - EW + NW + AWS.esp [Version Final] ++ phinix-waterfix.esp ++ Real Lava 1.3.esp 12 Better Bell Sounds.esp 13 All Natural - Real Lights.esp [Version 0.9.9] 14 36Sermons-Miltiades.esp 15 Adonnays Ranger Coats.esp 16 Akatosh Mount By Saiden Storm.esp 17 Book Jackets Oblivion.esp 18 bgShaderStandAloneEV.esp [Version 1.0EV] 19 ClocksOfCyrodiilNoArcane.esp 1A CityLights - ImperialCity.esp 1B MYR_AyleidExtensions.esp 1C P1DseeYouSleep.esp 1D Portable Campsite.esp ++ P1DseeYouSleep - Portable Campsite.esp 1E RoadSigns.esp ++ VA_BetterGold.esp 1F Weapon Displays V1.9.esp 20 Living Economy.esp 21 Living Economy - Items.esp 22 Cutthroat Merchants.esp 23 Crowded Roads.esp [Version 2.0] 24 DLCHorseArmor.esp 25 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5] 26 SM Plugin Refurbish - HorseArmor.esp [Version 1.11] 27 DLCOrrery.esp 28 DLCOrrery - Unofficial Patch.esp [Version 1.0.3] 29 SM Plugin Refurbish - Orrery.esp [Version 1.11] 2A DLCVileLair.esp 2B DLCVileLair - Unofficial Patch.esp [Version 1.0.5] ++ SM Plugin Refurbish - VileLair.esp [Version 1.21] 2C P1DseeYouSleep - DLCVileLair.esp 2D DLCMehrunesRazor.esp 2E DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4] 2F SM Plugin Refurbish - MehrunesRazor.esp [Version 1.11] 30 DLCSpellTomes.esp ++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1] 31 Book Jackets DLC.esp ++ GrimbotsSpellTomes.esp 32 ExnemEyeCandy.esp ++ MaleBodyReplacerV4.esp 33 Armory of the Silver Dragon.esp ++ Blade Of Woe Replacer.esp ++ CM_Better Wine_SI.esp 34 cowlredux.esp 35 Crossbows of Cyrodiil.esp 36 PTArtifacts.esp 37 RealitySpectresThiefGarb.esp 38 Reznod_Mannequin_HD[Eng].esp 39 Tyrael Armor.esp 3A Thieves Arsenal.esp 3B Rope Ladders v1.esp 3C StockClothingArmor-forExnems.esp 3D Armamentium female.esp 3E Tyler's Horses.esp 3F Goblin Realswords+Tribal Shields.esp 40 DLCThievesDen.esp 41 DLCThievesDen - Unofficial Patch.esp [Version 1.0.5] 42 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4] 43 ExnemRuneskulls.esp 44 Cobl Glue.esp [Version 1.72] 45 Cobl Si.esp [Version 1.63] ++ Cobl Tweaks.esp [Version 1.44] 46 Oscuro's_Oblivion_Overhaul.esp [Version 1.33] ++ OOO-Water_Weeds.esp [Version 1.33] 47 OOO-Map_Markers_Stock.esp [Version 1.33] 48 ArmamentariumArtifacts.esp [Version 1.35] 49 OOO 1.32-Cobl.esp [Version 1.72] ++ ArmamentariumLL4OOO.esp [Version 2.01] ++ ArmamentariumLLMagicOOO.esp [Version 1.35] 4A adTH-druidsdomain.esp 4B adTreeHome.esp 4C AlchemistsCave-COBL.esp 4D Artifacts.esp [Version 1.1] ++ Artifacts - ArmaCompleteAddon.esp [Version 1.0] 4E Better Rosethorn Hall.esp 4F BHC_Expanded.esp [Version 1.2] 50 Chapel Sanctuary.esp 51 HighwaymanHideway.esp 52 SB IC Palace Tower Light Mod v1.1 - Modified Version.esp 53 ImpeREAL City Unique Districts - All the Districts - Merged.esp 54 ImpeREAL City Unique Districts - All the Districts Visible From Cyrodiil.esp 55 ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp 56 Ivy Cottage.esp 57 Kvatch Rebuilt.esp ++ Kvatch Rebuilt - OOO Compatibility.esp ++ Kvatch Rebuilt Weather Patch.esp 58 GlenvarCastle.esp 59 LostTreasures1.1.esp 5A The Imperial Water.esp 5B Malevolent.esp 5C Rise Of A Samurai.esp 5D Shivering Isles Root System.esp 5E VaultsofCyrodiil.esp 5F za_bankmod.esp 60 24HrArenaAliveV2Towers.esp 61 DLCBattlehornCastle.esp 62 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4] 63 SM Plugin Refurbish - Battlehorn.esp [Version 1.2] 64 DLCfrostcrag.esp 65 Kvatch Rebuilt_Frostcrag Reborn.esp 66 SM Plugin Refurbish - FrostCrag.esp [Version 1.2] 67 Knights.esp 68 Knights - Unofficial Patch.esp [Version 1.0.9] ++ SM Plugin Refurbish - Knights.esp [Version 1.06] 69 TOTF.esp ++ TOTF Delayer.esp 6A The Lost Spires.esp 6B Lost Paladins of the Divines.esp 6C HoarfrostCastle.esp 6D Shadowcrest_Vineyard_COBL.esp 6E Enhanced Daedric Invasion.esp ++ EDI - Aggression Fix.esp 6F HeartOftheDead.esp [Version 6.2] 70 XulEntiusGorge.esp 71 xulColovianHighlands_EV.esp [Version 1.2.1] 72 xulBravilBarrowfields.esp [Version 1.3.2] 73 xulLushWoodlands.esp [Version 1.3] 74 HoarfrostCastle-LushWoodlands patch.esp 75 xulAncientRedwoods.esp [Version 1.6] 76 xulCloudtopMountains.esp [Version 1.0.3] 77 xulArriusCreek.esp [Version 1.1.3] 78 xulPatch_AY_AC.esp [Version 1.1] 79 HeartoftheDead-ArriusCreek patch.esp 7A xulRollingHills_EV.esp [Version 1.3.2] 7B xulRiverEthe.esp [Version 1.0.2] 7C xulImperialIsle.esp [Version 1.6.3] 7D xulCheydinhalFalls.esp [Version 1.0.1] 7E TearsOfTheFiend-CheydinhalFalls patch.esp 7F KvatchRebuilt-CheydinhalFalls patch.esp 80 Reaper's Arcane University.esp 81 JQ-Fighters_Guild_United.esp 82 Harvest [Flora].esp [Version 3.0.0] ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] ++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0] 83 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0] 84 DZ_Auto_Harvest.esp 85 Bag of Holding.esp [Version 1.4.0] ++ GuilesScrollRenamer.esp ++ goblin_war_party.esp 86 ImprovedSoulgems.esp [Version 1.11] 87 Thieves Guild Quest Souvenirs.esp 88 Salmo the Baker, Cobl.esp [Version 3.08] ++ SRJIrresponsibleHorses.esp 89 Wrye Shivering Death.esp [Version 05] 8A Quest Award Leveller.esp [Version 2.0.1] 8B Quest Award Leveller - Vile Lair.esp [Version 2.1.0] ++ Quest Award Leveller - Mehrunes Razor.esp [Version 2.1.0] 8C Quest Award Leveller - Knights of the Nine.esp [Version 2.1.0] 8D LTDVampireOverhaul.esp 8E Elemental Horses.esp 8F RD-HeavensWrath-v1-1-Easy.esp 90 SupremeMagicka.esp [Version 0.90] 91 SM_ShiveringIsles.esp [Version 0.86] ++ SM_DLCSpellTome.esp [Version 0.80] ++ SM_OOO.esp [Version 0.89] ++ SM_COBL.esp [Version 0.86] 92 SM_EnchantStaff.esp [Version 0.80] ++ SM_Scrolls.esp [Version 0.84] ++ SM_SigilStone.esp [Version 0.83] 93 MidasSpells.esp 94 Midas OscuroGems.esp ++ Midas Betterholy.esp ++ Midas Reduced Costs 3 Quarters.esp ++ Midas PowDur2x.esp ++ Midas Eldrich Power 4x.esp ++ Midas Tigernolevel OBSE.esp 95 Midas BeastFortify Fix OBSE.esp ++ Health_Spell_Cost-2088.esp 96 Enchantment Enhanced.esp 97 SM Combat Hide.esp [Version 1.2] 98 StealthOverhaul.esp 99 Stealth Entrances v1.esp 9A Thievery_Easy_Thrill.esp 9B IThieveryRaiseVeryHard.esp 9C No psychic guards v1.2.esp 9D mighty_bows_arrows_recovery.esp 9E Druid.esp 9F Smarter Mercantile Leveling - Multi.esp A0 actors_in_charge.esp A1 ActorsInMadness.esp ++ Item interchange - Placement for Frostcrag Reborn.esp [Version 0.76] A2 ElaborateEyes-RensBeautyPackFull.esp A3 AinmhiRace-RensBeautyPackFull.esp A4 DAAragorn.esp A5 DAAltair.esp A6 DATalitha.esp A7 Cobl Races.esp [Version 1.52] A8 DynamicTimescale.esp ++ Detect Life Shader [New].esp A9 Visually Enchanted Drains 1.esp ++ Visually Enchanted Fire 3.esp ++ Visually Enchanted Frost 3.esp ++ Visually Enchanted Shock 2.esp AA Visually Enchanted SoulTrap 1.esp ++ DeadlierDarkBrotherHood.esp ++ SM_DeadlyReflex.esp [Version 0.86] ++ Cobl Filter Late MERGE ONLY.esp [Version 1.53] AB Cobl Silent Equip Misc.esp [Version 01] AC ImpeREAL Shops - Restock empty Counters & Display Tables - Merged.esp AD CrystalStaffsOnOrderPriests.esp AE Thieves Leather.esp AF Tyrael Wings.esp B0 AXR Elixirs.esp ++ JewelryEnchantmentFixes.esp B1 Veshnakar's Mysticism Spellpack V1.2.esp B2 Female Assassins Creed - Altair's Gear - EV.esp B3 Archers Arrows 1.1.esp B4 DN13_Male_Partners.esp B5 Magic Bashed patch.esp B6 Sane_Weights3.esp ++ Sane Weights AA Edition.esp B7 DeadlyReflex 5 - Combat Moves.esp
  8. Hmm. I wonder... I could force equip the armour to read it. Only real problem there is then the player is left naked. Okay, thank you for your information! That was really useful.
  9. Okay, so I'm whirring away at a mod and the pieces are starting to fall into place; I'm typnig out the code when I realise I'm stuck at a point... My mod basically replaces one set of power armour with another - so you can talk to someone and they'll take your outcast power armour and give you a Brotherhood power armour or vice-versa - as an example. Anyway, I want to set it so that the armour you get in return has equal condition to the one given away and I thought to do this via globals; set a global to the condition of the first armour and then generate a second armour in equal condition. I know how to set an item's health, but I don't know how to retrieve the condition of the specific armour lifted out of the player's inventory. Does anyone have an idea? (Yes, I'm willing to use FoSE... as soon as I remember how to get it into GECK)
  10. Ah, so it does have to be done through the quest pane... I thought there was another way. Thank you kindly!
  11. Hey all; I'm currently working on a mod and I've reached everyone's favourite part... making the necessary NPC capable of talking. Currently I have her all set up nicely; most of her AI is down pat (I blatantly copied Flak's and then edited it to suit, so that was easy enough) and her shop is running nicely too. However... I can't make dialogue! I followed the tutorial on the geck.bethsoft.com website and when I get to the part where the dialogue box is open and it says "Right click on the left hand pane and select 'new dialogue'" I get flummoxed. Nothing happens if I right-click anywhere. I don't want to add the data the messy way - a new hidden quest that starts automatically, since I recall reading somewhere that that is a cluttered way to do it... what steps am I missing?
  12. Bah, you people all love Desmond. My most favourite is still Moira... she's an absolute fruitcake. "Here, I was saving this mini nuke to dig a well... but honestly, it just makes me nervous." My least favourite is probably Desmond, just to buck a trend. I can't stand the bastard.
  13. A merged patch is pretty simple to make, all you need is FO3Edit. (It's on the Nexus somewhere... I forget where, but in the FO3 section) You install it (following the instructions, naturally) and then run it; A screen pops up and a box with a list of all your mods appears. Hit OK and it goes through your mods, checking every one of them against the others for any errors. A note: if you have any problems (ESMs loading late, a secondary file loading before a main, and also some of the more popular mods being in the wrong order) the program stops and spits out an error, telling you what to fix. Keep running that until it gets all the way to the end; all your mods appear on the left. Right click on the left side, select "Create merged patch" and wait for it to absorb all your mods; this normally takes under a minute. Then hit [CTRL]+ to save it. Always load the merged patch last after every mod that's merged into it and don't forget to tick it in FOMM.
  14. It's always nice to see people solving their own problems!
  15. Aha. If you hit the button to open the console (The key to the left of [1]) and then click on the object in question, the name of the object and an eight digit code are given at the top of the screen. The first two digits (might be letters!) correspond to the mod. Once you have the digits, go to FOMM and, sorting by load order, scroll down until you see the matching digits. That's the mod. I don't know if something similar can be done in the default mod loader, though.
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