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Karatekid5

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  1. I've had this problem for about 5 years, but I assumed it was just part of the Oblivion on PC experience. But I realized it wasn't happening on my laptop, which made me very concerned. Basically, whenever I close Oblivion it will take anywhere from 15 seconds to several minutes (and occasionally it won't close at all) to close. There's no black screen or crash messages, just the music and the current thing my character is staring at, with the yellow filter over it. I built this PC last year and the previous one I played on was from 2012, way overkill for Oblivion. The only mods I have installed are Creature Diversity, Better Dungeons, and a few Unique Landscapes mods, but this happened even with no mods at all. Has anyone else experienced this problem?
  2. I decided to test run the second roll by spawning a lot of test mudcrabs with the console and it had no issues spawning any shinies, but I'd have to try it more extensively to fully verify the odds. Though I assume all of these scripts run when the player enters the cell containing the creature, so in a functional scenario I wonder if all creatures in a cell load on the same frame.
  3. I need to think outside the box a little more xD I got too hung up on using integers and didn't think of comparing to a percentage instead. The code works perfectly, and thank you very much! I got intense lag at first but then I realized I forgot to close the loop, which spawned a lot of shinies in one spot! Thankfully that was an easy fix! Just a couple more questions to wrap things up. Can I put a decimal like 99.997 (for 1/300 odds) as a value to compare to or does it have to be a full integer? and does Oblivion have any kind of delete command? I did a lot of research and couldn't find anything in Oblivion's script command libraries. Morrowind has SetDelete and Skyrim has Delete() so I'd assume Oblivion has one as well. Thank you again for everything!
  4. I did check both of those out and for a mod with very simple scripts I don't want to make the Oblivion Script Extender a requirement. I gave GetRandomPercent a run and all instances of the script had the problem where they all return the same value. Is there a way around this?
  5. I know this may be super simple to a lot of you but a rather simple script is giving me a lot of headaches. The script is intended for my Shiny Creatures mod and I want each creature that spawns to run its' own instance of the script for a chance to spawn the shiny in its' place. To test this iteration of the script, I turned up the value range to a range of 1-4, with a value of 4 being checked for and intended to spawn the shiny if landed on (and it is intended that each creature running the script would run this randomizer for its' own . I also attached a message to verify that it's working. Because I had to use the GameMode Begin block the script seems to run constantly (message never disappears) even if I'm in a cell with no actors that run it. Furthermore, I test ran the script many times and no shinies spawned from it, so the randomizer seems to be never hitting the correct value, providing that it's even running at all. Here is the current script: scn ShinyCreatureMudcrab begin GameMode int shinyvalue message "Mudcrabs on the run!" int shinyvalue = Utility.RandomInt(1,4) if (shinyvalue == 4) Disable(); PlaceAtMe "ShinyMudCrab" 1 0 0; endIf end This code compiles with no errors. I also tried RandomPercent to no avail. Thanks in advance for any help!
  6. Slaughterfish is used in dunMiddenForgeFailureListTemplate [LVLN:00058275] which as far as I can tell is never used anywhere. Ahhh, alrighty. So I assume it'd be safe to remove the Slaughterfish from said list so that I can script it?
  7. But their Papyrus Script box is greyed out, meaning that they're used in a leveled list somewhere. Are there other reasons as to why it could be greyed out?
  8. As a part of my Shiny Creatures mod (porting the Shiny mechanic from the Pokemon games to Skyrim's creatures) I need to attach a simple shiny spawn script to the Horker. It is a part of a Leveled list (of only one thing) so scripts can't be attached directly. It took me awhile but eventually I did discover the leveled list it is a part of, which is LCharPreySnowCoast. The problem is that unlike all of the other animal leveled lists (including it's counterpart LCharPredatorSnowCoast), it doesn't have a corresponding LvlPreySnowCoast, so there's nothing to attach a script to (I've been attaching most of my other shiny scripts to these). Meanwhile I cannot find the Slaughterfish's leveled list at all. I know it can be added as a racial ability with a script attached but if I did so the two shinies would run the script as well, which I do not want. How would I add it as a racial ability/magic effect? Is there an alternative? As a note, the shinies are creatures with different names and each comes with a special (and expensive) item, so they need to be spawned in directly rather than using a script that modifies existing actors in the game world.
  9. I tried removing the gold but the interaction problems persist. The shiny creatures are still moving too fast (just their general speed, the speed of their animations is normal), they run through my character several times when running towards me and they glitch out when interacting with non-flat terrain. The creatures have near identical NIF files to the original counterparts (but with them set to use different textures). What would be the "correct" way to duplicate the creatures? The only shiny creature that seems to work correctly is the Shiny Guar, and that uses an unmodified NIF already in the game.
  10. I checked the Shiny Alit's stats, and its strength is identical to that of the normal Alit. The only item in its inventory that the normal Alit doesn't have is a small leveled amount of gold. Could that be causing issues when calculating movement speed? I didn't load Bloodmoon or Tribunal as master files for the mod, so thats probably whats causing the text strings to show up (along with non-draining stamina while running). I'll try cleaning the mod up using one of the tools.
  11. This is my first time modding Morrowind, so I am creating a small mod that adds a few new creatures to the game. Though, these creatures are meant to be different-colored variants of the norma in-game creatures. I was able to add them into the game by creating a new creature in the construction set and copying a creature's attributes to the new creature (for example, copying the CS attributes of an Alit to the new creature "Shiny Alit"), along with making a copy of the creature's .NIF file and changing the textures it uses in Nifskope. Afterwards, I added them in by insterting them into the game's leveled lists. They spawned perfectly fine and they had the right animations, but afterwards I began to have some problems. I chose to use the Alit to test if the mod was working, waiting near the two alit spawners near Caldera until the Shiny Alit spawned. Once it spawned, I went to attack it, but it had a few problems. When it ran up to me to attack me, it would run THROUGH my character and then appear in front of me again to bite me. Also, I noticed that the Shiny Alit was much faster (which was probably causing this), even though I set it to be equal to the speed of the normal Alit, which is 42 (I used the GetSpeed command in the console to verify it, and both the Shiny Alit and the normal Alit that spawned near it had identical speed). Another side bug occured, though I don't know if it was related to the mod or not. In the game's menu screen, something odd happened to the text (in place of "Strength", it said "sattributeStrength", on the magic tab it said "sMagicTab" instead of "Magic", etc.) All I did was make a few extra creatures with identical stats and near identical NIFs to the normal in-game creatures, along with adding them to the game's leveled lists. What exactly us causing these bugs to occur? Is there an easier way to make a duplicate of a creature and edit it?
  12. It was a normal session, and I was starting the "A Blade in the Dark" quest. I noticed that, when talking to Delphine beforehand (in the Inn's basement), that the game would randomly freeze for a few seconds when choosing one of her dialogue options (though, I doubt this is related to the CTDs; however, I did jump over her when we were heading down the stairs to the basement). After she was finished talking and told me to meet her at Kyne'sgrove, I ran ahead and headed Northeast out of Riverwood along the right side of the river (the side without the path touching the cliffface). Everything was good until I reached the waterfall, where I suddenly got a CTD. So, I decided to re-load my most recent save, which was the autosave that was made right outside the Sleeping Giant in when I exited it to head over to Kynesgrove. Walked on the same side of the river and the game crashed again when I got to the waterfall. I assumed that maybe the crash was caused by Delphine exiting the Inn, so I re-loaded the autosave and waited for her outside the inn. When she exited the inn, the game did not crash. I then tried loading an earlier save, which was right before the "attic room" conversation, and re-do the conversations with Delphine. After finishing that up, I ran ahead of her and down the same side of the river as earlier. When I reached the waterfall, the game did not crash. As for the technical stuff, it was a CTD with a "TESV.exe has stopped working" error (in fact, I'm pretty sure this was the first time Skyrim has crashed on me, unlike the somewhat common crashes I've had in Oblivion). The only mod I have installed is "Birds of Skyrim", and I haven't removed any mods from this game. (However, I did notice that it was first in the load order after "Skyrim.esm" for awhile, so I moved it to the bottom of the list after Dawnguard, Hearthfire, and Dragonborn") Could it be a crash related to spawning? Could it have been from running too far ahead of Delphine? What exactly could've caused the problem?
  13. This is an odd bug I encountered while in Ironbind Barrow. As I entered the room that Warlord Gathrik is in, I paused the game while in the door way to make a save. However, after I pressed down on the control stick (I'm using a gamepad) with the menu open, the screen in the background turned an odd yellow-green color, and 3 autosaves were randomly made. I reloaded a previous save and I was still able to replicate the bug. Other than that, the game is working perfectly fine (and if I pause again, it doesn't turn yellow again). Any ideas as to what causes this?
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