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Everything posted by rolloLG
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I noticed Remastered crashes badly if extended-ASCII are used in ESP files, for books, dialogues, Message(Box) functions, f.e. Italian "àèìòù áéíóú ÀÈÌÒÙ ÁÉÍÓÚ". When won't crash, it won't display those chars either... Is there a known solution?
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- oblivion remastered
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SOLVED A bit tricky (a hack?) but it worked... ... for example to recompile without issues default localized string "LOC_AD_Dialogue_Notification_FeeToGetRidOfBounty" in my case (read above): From the TES Construction Set use "LOC_AD_Dialogue_Notification_FeeToGetRidOfB %.2f" (same exact byte length but replaced last bytes): will compile without errors Message "LOC_AD_Dialogue_Notification_FeeToGetRidOfB %.2f", TGInfo.TGPayFines From an hex-editor, search for the string at point 1, and replace it with the original string: "LOC_AD_Dialogue_Notification_FeeToGetRidOfBounty" re-correcting last chars This way I could finally see the string in game as I wanted: Fee to get rid of bounty: x gold [where x = calculated result from var TGInfo.TGPayFines] Same method should work also if you use custom strings, f.e.: "My own string: {Arg01}|obvArgDecimals(2) gold". Replace it with "My own string: {Arg01}|obvArgDecimals(2) %.2f", then compile it with TES Construction Set without errors, and in the final .esp re-correct the last bytes of the string --> "My own string: {Arg01}|obvArgDecimals(2) gold". Did not test this myself, but should work Good luck!
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Oh, recompiling adding ALSO %.0f or %.2f: Message "LOC_AD_Dialogue_Notification_FeeToGetRidOfBounty %.0f", TGInfo.TGPayFines does generate the same* byte code found in the AltarESPMain.esp indeed! The problem is that the game will still display: Fee to get rid of bounty: 0 gold * "0100 7203 0066 0B" instead of "0100 7201 0066 0B" to be exact, but I guess is because I used %.0f instead of %.2f this time
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Made some tests, and with xEdit I compared compiled bytes (AltarESPMain.esp VS identical script recompiled), and found differences (in pink-red): As you can see the original compiled code from AltarESPMain.esp adds unknown bytes after "LOC_AD_Dialogue_Notification_FeeToGetRidOfBounty"... So Construction Set compiler compiled a different byte code for the script. This means we can't reliably recompile scripts using Message function displaying a variable (like {Arg01}|obvArgDecimals(2) which is the new %.0f), with current TES Construction Set for Oldblivion
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Using the Construction Set I noticed non-english ASCII chars like Italian accented vowels: àèìòù áéíóú ÀÈÌÒÙ ÁÉÍÓÚ, e.g. "Non è: xx" (It's not: xx) will be shown in game as "Non : xx" or in some cases even directly crash the game because of the chars... This is not limited to "message(box)" function but happens also with edited books, dialogues, etc. Is there a solution to use ASCII-extended chars in .esp files, being sure they will be properly displayed in game from UE5 side?
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- oblivion remastered
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I've found the game seems to use different tags now with UE5... For example the string in the Oblvion.esm: Message "Fee to get rid of bounty: %.0f gold", TGInfo.TGPayFines, 10 extracted from UE4 Localization Tool became: Message "Fee to get rid of bounty: {Arg01}|obvArgDecimals(2) gold", TGInfo.TGPayFines Old %.0f became {Arg01}|obvArgDecimals(2). ... but my problem is even using vanilla game localization placeholder (in game will be shown as the UE5 localized string above): Message "LOC_AD_Dialogue_Notification_FeeToGetRidOfBounty", TGInfo.TGPayFines ...well, the problem is the game WON'T SHOW given calculated var values, but will always display 0: Needs "a new refid also on the UE5 side" maybe? Please, can someone explain how to display messages with correct values in Message(Box) strings with Remastered?
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Is it possible to set an object as an obstacle in the navmesh (path grid) using just scripting?
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Is it possible to make a mod changing nights to be darker in this game? A real mod, not something through external injectors like Reshade etc. I've seen there are mods replacing textures, so I'm wondering if night lighting could be also fixed. My concept: Assassin't Creed Odyssey - Darker Nights concept 01 - Imgsli Assassin's Creed Odyssey - Dark night (concept) B - Imgsli
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[Mod Request] Improved Water
rolloLG replied to MontyModMonster's topic in The Witcher's The Witcher 3: Wild Hunt
More than a re-texture... I'd like to see a water mod to speed-up water animation: it looks too much oily and dense because of the original "slow-motion" speed. It's unnatural. -
I fixed the NPC voices cutting out issue! YUSSSS!
rolloLG replied to rcavanah's topic in Skyrim's Skyrim LE
Be sure Steam is updated: they upgraded the browser part (based on Chromium) and many audio issues, including sound bugs (e.g. randomly locked audio channels) are finally gone.. Try also Steam Beta... -
Strange bugs with frostbite spiders and dragon resurrection
rolloLG replied to doriansavage's topic in Skyrim's Skyrim LE
Since this old game engine is heavily video-refresh depending, you may also try http://www.kegetys.fi/d3d-antilag-v1-01/ and test with: [config] RenderAheadLimit=2 FPSlimit=0 It solved the timing issues on my gamig MSI GX660 with 7970M -
Strange bugs with frostbite spiders and dragon resurrection
rolloLG replied to doriansavage's topic in Skyrim's Skyrim LE
I'm afraid the spiders bug is a poor Skyrim engine internal timings bug. I've still experienced the same on my laptop (with vsync and iPresentInterval=1 of course). The only solution I've found was disabling HPET both in BIOS and Windows, and force CPU turbo boost, or forcing 2/4 cores. This way they fall down smoothly as expected. Notice I've NEVER had any HW issue or strange SW issues, so it must be a Skyrim engine problem... -
Will be fixed in next SMPC 1.49 http://www.nexusmods.com/skyrim/mods/23833/?
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Skyrim crashes when I finish A Night to Remember
rolloLG replied to Nightwolfhunter's topic in Skyrim's Skyrim LE
This may happen on some faster PCs. Fixed for coming SMPC 1.49 http://www.nexusmods.com/skyrim/mods/23833/ -
I fixed the NPC voices cutting out issue! YUSSSS!
rolloLG replied to rcavanah's topic in Skyrim's Skyrim LE
A further trick that worked on the laptop: DISABLE HPET in both BIOS, and Windows ("bcdedit /set useplatformclock false", "bcdedit /set useplatformclock true" to re-enable it) and reboot... -
I fixed the NPC voices cutting out issue! YUSSSS!
rolloLG replied to rcavanah's topic in Skyrim's Skyrim LE
@camaro_69_327 Try installing Razer driver (additional, you don't have to uninstall previous). It solved my problems. -
I fixed the NPC voices cutting out issue! YUSSSS!
rolloLG replied to rcavanah's topic in Skyrim's Skyrim LE
I've been playing Skyrim for years with this bug. Thanks to good old Realtek HD Audio R250 (6.0.1.6151) for my MSI GX660 + Razer drivers https://www.razerzone.com/surround I can finally say bye bye to all those annoying audio cuttings! They also improve 3D space perception a lot and make all sounds clearer and distinct. Didn't know Razer, thank you all guys! :smile: -
Unfortunately I have 3dsMax 2013 and no working import/export plugin ATM... you need to find a modder with a fully working animation-fix setup environment to assist you. I'm afraid here the problem is with the low-poly 3D model of the gauntlet itself not wrapping correctly around high-poly hands model: http://s23.postimg.org/jaxo375af/Immagine.jpg As you can see the gauntlet has just a few triangles and thus bends incorrectly around the fingers on the hands model...
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Possible to Add Keywords to Armor using Scripts?
rolloLG replied to maniczombie's topic in Skyrim's Skyrim LE
Is this impossible then (I see no replies)? Can't keywords be assigned by scripts? -
Cells disappear in LOD near Winterhold?
rolloLG replied to AngryBritishAce's topic in Skyrim's Skyrim LE
I'm the author of "USKP addon" mod... I'm trying to fix this kind of issues. Already patched the area around 45 -21 and seems to work fine... I need to know the exact cell(s) you're in when you can see cell-holes near Winterhold... Open console and use these commands (from 1st person view): player.getpos x player.getpos y player.getpos z -
Cells disappear in LOD near Winterhold?
rolloLG replied to AngryBritishAce's topic in Skyrim's Skyrim LE
It's not the only one. There are more of them scattered around Skyrim, e.g. "coe 45 -21" and look at south mountains... http://i43.tinypic.com/15713k9.jpg This game engine is so old and buggy.... -
How to make a specific NPC totally ignore the player?
rolloLG replied to stitchnexus's topic in Skyrim's Skyrim LE
Who's found the answer? I need to emulate the tdetect console command in a script... -
You mean something like this? http://www.youtube.com/watch?v=wN846w4-GxA If you are using the Bethesda's Very High Settings this is the cause. Try reducing this parameter in SkyrimPrefs.ini: [TerrainManager] fSplitDistanceMult=1.3300 Default with Very High Settings was 1.5. It solved the issue for me with randomly flickering water surface after fast travel...