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LenaWolfBravil last won the day on April 7
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Are you running the CSE as Administrator? You have to. Note that you need to run the OBSE loader as administrator too. Also, the CSE and Oblivion cannot be installed in the "Program Files" folder, but I suppose you already knew that. My CSE does save all changes to settings into this INI file. Could it be that you are not running your CSE and the OBSE loader as administrator?
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The CSE (Construction Set Extender) has an option under the File -> Save menu which allows you to enable saving masters information with your ESP. I bet this option is disabled in your settings, so masters information is removed just like in the standard CS. So you need to enable this option. The CSE comes with a manual, it is somewhere in your installation folders (but can be hard to find).
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User Profile and Direct Messaging Improvements Beta
LenaWolfBravil replied to JustThatKing's topic in Site Updates
It may be my resolution on this laptop, or it may be magnification in Windows or font magnification in the browser. Whatever the reason, it would be better not to show the scrollbar but simply allow those buttons to overflow or even get cut off if need be. I am not the only one who uses large fonts. -
User Profile and Direct Messaging Improvements Beta
LenaWolfBravil replied to JustThatKing's topic in Site Updates
Media files on the profile still display an ugly horizontal scrollbar ABOVE the images, see screenshot below. What's more, if I select "Recently added" from the sorting options and move that scrollbar left and right, the MODS count is reset to 0. They are not gone, I can click on "Mods" and see them, but the count is reset. Overall, I can't say this layout is attractive the way it shows. -
You will have different drivers on Linux. It seems to be a combination of several hardware and software components that determines the result. Nothing is guaranteed in Oblivion, not even glitches.
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It is exactly what @UsernameWithA9says. It is not a mod but the default game shader. Oblivion probes your hardware and tries to determine what you've got, then selects the most suitable shader which is like a graphics driver, a fundamental thing. They are found in Data\Shaders folder. Now, if your hardware or driver is newer than Oblivion, which is likely seeing how the game is 18 years old, then Oblivion cannot read your hardware and picks a default shader which is likely the wrong choice. It goes particularly bad on AMD-based hardware. In any case, there is a solution. There should be a text file Render.txt in your Oblivion folder - that's what Oblivion was able to read about your hardware. In there it says which shader it decided to use (they are numbered). This is the file name it will stick to, so in order to make the game use a different shader, you need to copy and rename one of the other ones. Make sure to make a backup! Using the wrong shader may prevent your game from starting or give you glitches much worse than orange blobs. There is more and better information about it on the internet, but I lost the link, so you'll need to look around.
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I think it would be a matter to try it out. OnAttack might be better. This would need to be tested in conjunction with the spell. Yes, OnRecoil and OnStagger would be better than a quest that runs every frame. But may be the mod you're using was made before OBSE had this event functionality. Or may be the mod author didn't know how to use it.
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I think it is much simpler than that. It's damaged eyesight. Those of us who sacrificed our retinas on the altar of cathode ray monitors of 1980s and 1990s feel the strain of high contrast. Younger people who grew up with LCD, TFT or other flat screen technologies do not have this issue. They simply do not see the way we see because their retinas are still firmly attached to their eyeballs and are still at full resolution. I wonder what is the age of those "web accessibility" assessors? And how many years behind a cathode ray monitor they have under their belts? Zero, it seems. And don't ask how old I am - it is impolite to ask a lady her age. I think this post should give you enough of a clue.
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Yes, the CSE already uses OBSE, so you're all set. An event handler does not work with blocks. OnRelease is an event, not a block type. What you need to do is write an event handler for the event "OnRelease", set it with SetEventHandler and process the event. You can script it to cast a spell from an activator when this event occurs. Do not cast the spell from the player, or the player will do the casting animation. Instead you need to move the activator to the player and cast the spell from that. Event processing is OBSE functionality. It is not possible to do it in vanilla. It is quite advanced stuff. However, there are example scripts in the CS Wiki for most of this.