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Ortorin

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  1. I wish I could offer you more help. It's a complex problem and I'm not qualified to try and help you through it all. For some advice: start from the cleanest point you can. Try to get rid of everything possible, then after cleaning, check your updates. Once you get yourself set, take everything one step at a time. Don't just install Oblivion again, take the time to look at the issue from different angles. What other software or hardware issues could you have? Does something need to be upgraded or replaced? Once you know everything with your computer itself is good, start with a fresh copy of the game. You should put in the bugfix and patch mods, then run the game and test the stability. I can't help you much more than that. Sorry.
  2. You say it is both with and without mods? That makes things more complicated in a lot of ways. The main thing that it can be would be something to do with a bad driver, a memory leak, or a hardware issue. Your best bet is to take the time to update all your drivers for your hardware, update all your software, run extra virus scans to make sure RAM isn't getting eaten, and uninstall/reinstall DirectX 9.0c. The other idea would be maybe there is a "compatibility mode" that works for your system. I don't know what version of Oblivion you are using, but you can try different compatibility options to possibly make the game more stable.
  3. It's just a "save file." You find your "save" on your computer, and upload it for others to use. It's a .ESS file. C:\Users\(YOUR NAME)\Documents\My Games\Oblivion\Saves
  4. Do you have the 4gb ram patcher? 4gb Ram Patcher at Oblivion Nexus - mods and community (nexusmods.com)
  5. just use setangle x -90 setangle y -90 That will stand the fire up.
  6. I found the problem. I used a global on EffectStart, and checked for the equipped spell on EffectFinish. This works. scn BasicHardCodedBoundArmor ref item begin scripteffectstart if BoundChest ;globalVar return endif set item to player.getequippedobject 2 player.additemns EnchGlassCuirassResistNormalWeapons 1 player.equipitemns EnchGlassCuirassResistNormalWeapons set BoundChest to 1 end begin scripteffectfinish if player.iscasting if getplayerspell == TestBoundHelm ;The bound spell return endif endif if item player.equipitem item else player.unequipitemns EnchGlassCuirassResistNormalWeapons endif player.removeitemns EnchGlassCuirassResistNormalWeapons 1 set BoundChest to 0 end
  7. I see what I did wrong. And this was a better way of approaching things. Good job!
  8. That's exactly what I made. It actually mostly works. The problem, like I said, is that there is no useable information in the static objects. You can find "FireLogPile01" just fine if it was placed down in a mod. Any of the statics that are placed in the base game are not searchable the same way. I tried every single way of getting information out of the statics that I could find, but nothing worked.
  9. Unless I'm mistaken, this is all you really need: GetEquippedObject - the Oblivion ConstructionSet Wiki (uesp.net) scn BasicHardCodedBoundArmor ref item begin scripteffectstart ;the slot number needs to be set to the slot your bound armor takes set item to player.getequippedobject 1 player.additemns (boundarmor) 1 player.equipitemns (boundarmor) end begin scripteffectfinish player.equipitem item player.removeitemns (boundarmor) 1 end
  10. You're talking about hand-placed activators. That's the exact thing that wouldn't work. OP wants any random "FireLogPile01" to be able to "start a fire." Problem is, that's a static object, and it doesn't seem like you can get any useable information from a static object in the base game. I setup a script to search through all the statics in the area and return true if one of them was "GetIsID FireLogPile01". The script can find the object if it is placed by a mod, but it doesn't find any of them that are inside Oblivion.ESM.
  11. I can't get it to work. So, I'm searching all the static references nearby to find one that is "FireLogPile01". I was able to find one that was placed in a mod. However, I haven't been able to find the static object if it is placed in the base game. As far as I can tell, static objects placed in the base game, so inside the .ESM, do not have any information other than their location, rotation, and formID. None of that information is helpful at all. So, I can't find any way to do this.
  12. I have a mod request: Force UI to K/M, disable click-to-move, enable joystick movement. I have a mouse with 20 buttons, I could have both smooth movement and fine attack control.
  13. Well, I guess this is a dead idea. I can't upload it myself without owning the game, and no one seems to care about helping. Sorry your work was wasted.
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