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Moktah

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Everything posted by Moktah

  1. showgenericmenu is the command to show a menu outside of the hud like an options menu. what you need to do to add an element to the hud is to InsertXML this will add a custom section of self created xml to ANY xml created for a menu or hud InsertXML "folder/filename.xml" 1004 place your xml file in a 'folder' in oblivion install directory/Data/Menus/Prefab then place your xml file(s) in there So if you had a folder named GemHud and your xml file was called DarkGem.xml then in your quest script, you add the command.... InsertXML "GemHud/DarkGem.xml" 1004 now to your XML, you are not trying to create a new options menu, so delete the <menu> </menu> stuff and keep the stuff in your <rect></rect> Heres a link to a really really good tutorial on xml used in oblivion. just be warned, its a forum geared toward adults. https://www.loverslab.com/topic/53411-reading-ui-hud-xml-files/ gotta go to work. when I have more time, I'll show you a trick where you can show a different image based on the amount of light
  2. looks like it https://cs.elderscrolls.com/index.php?title=GetIsClass lets say a quest is set to run the script "MyScript" scn MyScript short CheckClass begin gamemode set CheckClass to GetIsClass Bard ;just using Bard as an example if CheckClass == 0 Return else ; Insert the code you want run here endif end getting a bit rusty think it should work would have to test it out and see
  3. Thats a feature of Oblivion Reloaded. Gotta go to work, not enough time to look into which settings or ini file to edit.
  4. Sorry I couldn't be more helpful, but least I tried. I checked my favorite npc mod and it requires obse as well. https://www.nexusmods.com/oblivion/mods/44676/? If you ever want to try fiddling with getting your obse going with steam here's a tutorial written by someone with obse and steam even if you don't go by the whole tutorial, maybe his section on installing obse will be of assistance. https://www.nexusmods.com/oblivion/mods/47591
  5. Ohhh I don't use mod organizer. I install stuff manually. I have absolutely no clue if this is any help. But scope it out and see if this has anything to do with your issues. https://www.nexusmods.com/oblivion/mods/49028 https://www.nexusmods.com/oblivion/mods/46633 Edit: upon looking into things a bit more. the links I posted are pretty much pointless as they don't address your issue. Wished I could be more helpful. :/
  6. I use Construction Set Extender with a desktop shortcut. Construction Set Extender https://www.nexusmods.com/oblivion/mods/36370 Launcher Batch File I use https://www.nexusmods.com/oblivion/mods/47125 Are you trying to avoid using a desktop shortcut? Trying to figure out why you're trying to launch the Construction Set via Mod Organizer
  7. Sounds like it might be something with Oblivion Reloaded. Here's a guide I found that might be helpful. https://www.nexusmods.com/oblivion/mods/48637?tab=articles
  8. yeah, mods that depend on a certain amount of health to trigger something would be an issue. fall damage is calculated by how long your falling athletics supposed to go into the calculation you can see the amount of time with the obse function reference.getfalltimer can't find a specific formula to rule out the percentage of the players health being a consideration guess you can test it by jumping off a bridge or something and seeing how much damage you take then retest after adding a large number to your health wasn't a total loss for me, I was able to learn a bit more about how the health bars and such are programmed
  9. I've seen a mod with a similar concept. Making sure we are on same page first. NPC's up close are their normal 3d self, but afar, they are 2d sprites. This, hopefully, will reduce loads in cities gaining better performance overall. The mod I remember used the regular 3d models up close, but as the npc got farther away, their face blurs and there was a reduced poly count overall. ITs still using the 3d model though, just using a super low quality the further the npc got. In the video for the mod, it looked like it was a reasonable effect. I just never got around to testing it out myself. Unfortunately, I can't remember what its called or any keywords to do a search by. I've searched for face and poly but no luck there. EDIT: Gave up too soon. Found it for ya. https://www.nexusmods.com/oblivion/mods/48799
  10. Fire up Wrye Bash Rebuild your bashed patch by RIght clicking on Bashed Patch then click Rebuild Patch (about halfway down) On the next screen left side, click Tweak Assorted On the right hand side, there is a selection for Darnified Books. Hover your mouse over it and a tooltip describing what it does will pop up in the bottom Put a check in it, then click Build Patch (bottom left) Get in game, Go check out what a book looks like. IF you don't like it, rebuild the bashed patch and uncheck Darnified Books.
  11. Sorry if this is an off the wall question, but did you follow the install steps in the readme? I haven't used OBMM in forever, did you get the 'Allow additional script types' set up? Here's the setup instructions from the readme just in case. I manually install Darn, but I know what settings I want and whatnot. I made notes on my install. I created set of notes that starts from formatting my hard drive to all my programs and whatnot. Oblivion's notes trumps all my others in shear size. I've installed oblivion many times trying to get my install order just right. Here's a copy of my DarnUI install section. Note, my install of Oblivion Reloaded and Oblivion XP effect how and in what order I've installed, The fonts are based on my preference. YOu'd have to adjust to suit your preference. The file locations of where I unzipped will mean nothing on your end, so ignore whats in my E: drive hehe so use these notes with caution.
  12. might be worth looking in to https://www.nexusmods.com/oblivion/mods/19796
  13. looking at the code, it looks like a pretty good way to solve it. Only other way I can think of to do your own death handling, if at all possible, would be to: Add a large amount of health to yourself. ie 100,000 hp Have the HUD report the players health minus the 100,000 hp. If your player.getav health == 100,120 then the HUD will display 120 Then you can use the OnHealthDamage event handler to fire off to monitor your health. if your players health drops to 100,000 or less, then initiate your own death scripting. I'd have to look into menuque and the xml for showing the huds health to see if I can pull it off as far as the health display. At first thought, it sounds feasible, but with my luck, Its probably a pipe dream though. I think I can use insertxml to insert what I'd need to control the huds display. I've got a couple ideas on how to go about it, but there again.... I'd have to tinker with it and see what happens. if I can pull it off, I wouldn't edit the xml directly. I like things to be flexible. Besides, DarnifiedUI replaces the games default xml files for the hud display. I havn't looked at the dark version of DarnUI, but I guess it has different xml files too. By using insertxml, it's flexible enough not to have to replace the xml file itself. A thought on this..... It might work fine for most deaths but It may not work if you're hit with a kill command though. Was going to look into this idea last night but worked late and watched the last of the Super Bowl. UPDATE: worked on my ideas for a while. I was able to take control of the healthbar of the main menu. In my test mod, I can raise and lower my healthbar via the pageup and pagedown keys. Haven't worked on the health info that pops up when you hit your tab key and check your stats yet. From the looks of it, I'm able to make it compatible with vanilla, darnifiedui, and HSBE. IF there's a mod out there that changes the following sections in the hud_main_menu.xml file. <image name="hudmain_health_full"> </image> <image name="hudmain_health_edge"></image> then we might be in trouble. I haven't checked to see what that xml file looks like for the dark version of darnUI. I'm expecting it to be the same as the regular darnUI though.
  14. I read the article twice before seeing the note up top about cobl death handling. Have you checked into that? https://en.uesp.net/wiki/Tes4Mod:Cobl/Modding/Death_Handling
  15. Thanks for testing that for me. Thats exactly what I was trying to figure out when I started this thread. I knew the script engine was (as I call it) 'reading' all the rest of the script whether it needed to or not. I was using this 'quirk' to my advantage in my menu's script. It gives me a nice 'timed' feel to it in order to animate my setpoints and scroll behavior. Grant it, in hind sight, I may have been better off creating smaller blocks of code rather than one long "lets do almost everything from here" code. The worry came when I was scared it would try to "read" my script outside of menumode.
  16. By the way, what are you trying to do? Maybe there's a workaround based on what you're doing.
  17. When you run boss, it sorts your mod load order and it adds the bash tags when you rebuild your bashed patch, the tags are read by Wrye Bash and the appropriate items then get check marks as needed
  18. Been working on this for several years now. LOTS of work on this one. I've got Darnified UI and Hud Status Bars Enhanced going, but they are not required. The HUD element that shows the speed offset (I turned it on and moved it to the right side of the compass. missed my spot the first time hehe) is all done via my mod. Darn and HSBE are not required. I am controlling the speed by my mousewheel, but it can be set to any key you'd like. (I set it to F key then back to wheel up in vid) When you save a speed setpoint, you can set it as "HOME" which means If you create a "Walk" speed setpoint to -20 and set it as HOME when you get off a horse and if you happened to be Walking, your starting walk speed will be -20 Sidenote: (you can toggle this feature on and off) If you ran up to a house with a speed offset of 300(which is really really fast). When you walk through the door, it can default back to your HOME walking speed. Its rather awkward if you walk into someones show and run clean to the other side in a blink of an eye knocking over everything in site. Let loose the bull in a china shop. Next on my agenda. Adding ability to adjust the speed your horse turns. There are a couple game settings for this. One is to adjust the angle you turn per second and the other causes the laggy feel when you start to turn your horse. I've tinkered around with turning your horse with your mouse based on Steer Horses with Mouse by Qazaaq but its still in the "scratching my head on this one" stage In case anyone is curious, Qazaaq added this to his mod Licensing/Legal You can do whatever you want with this mod but all I ask in return is that you give me credit if you distribute any part of this mod. I would also like to know what mods are including my work.
  19. My huge menu code is being run by its own quest. if I use stopquest when my menu is not in use, will that stop the engine from trying to read it when it shouldn't?
  20. have you tried GetDead? https://cs.elderscrolls.com/index.php?title=GetDead
  21. its not importing anything into your 'savegame' I think of it as the bashed patch has final say so over all the mods that are loaded before it if there are any specific things you want that loads in slot 5 to absolutely keep (leveled lists) then tick that one in the bashed patch otherwise, if mod in slot 8 has a leveled list, it overwrites the changes that mod in slot 5 is asking to make keeping that in mind, if you have a mod that LOADS after the bashed patch and it just so happens to have its own leveled lists, then boom, it wins. I kinda think of it as if you think of a list food items in game ............... food a..........food b...........food c..........food d.........food e..........food f Mod A.... default..........default..........modded.......default........default.........default <<<< got it... the modder of this mod only modded the third item. the rest are still default MOB B... modded.......default..........default ........default.........modded.......modded So... how do you KEEP the changes made by both mods? If MOD B overwrites changes that MOD A made, then MOD A's third Modded item may be set back to default. So let Wrye Bash look at the changes each mod made and keep the modded items from both mods In this case, keep the modded items from both Mods (I sure hope I'm saying this right. if not, somebody jump in here and stop my madness) when you hover over "SEWorld Tests" it gives some text down there describing what it does. something along the lines of suspending the main quest while you are venturing in to Shivering Isles I'll be rather honest about it, I let BOSS handle the bashed tags and most of the checks that need to be checked are checked. I just go in and tweak the stuff I want from there.
  22. The way I understand it is the game engine READS the code looking for either a RETURN or END in order to EXIT the code its reading. IF its READING (not PROCESSING) all the code in my menumode scipts when its in gamemode, then my mod needs to be reworked. I have a menu block that has almost 1200 lines of code. I can break my menumode code down and make it call for OBSE user made functions so long as those aren't read all the time either. Thanks for running those tests it puts things in perspective
  23. my normal install includes the bashed patch as well as going through and making tweaks when the bashed patch is being rebuilt. such as. UOP Vampire Aging << save an esp slot instead of downloading the mod itself Arrow recovery << you can adjust it to a different percentage there's a bunch more, you'd have to look at what you can select from. I normally run BOSS to get my load order right and sometimes BOSS has some notes concerning mods "this such and such mod does not increase performance as advertised" and BOSS usually adds the tags used by Wrye Bash on a side note, BOSS also points out to which mods need cleaning with TES4Edit Run BOSS, Find ‘clean’ and look to see which mods need cleaning ALSO run wrye bash Right click the header (ummm says File INstaller Modified Size and so on) “Check Mods against LOOTs dirty mods list” when I rebuild my bashed patch I Right click on Bashed Patch Select Rebuild Patch Go through the options available such as the tweaks down toward the bottom Random extra tip, I don't like to uninstall any mod I create a save (or a few saves depending on how I feel at the moment) then create an image of my hard drive (my game and my documents are on the same drive so it works out for me) then install the mod and try it out if I don't like it or it crashes out I restore the drive image my install process takes a long long time I've got notes where I create an image of my hard drive after installing a group of mods. if something goes haywire in my install order or something, I can easily fire up an image
  24. Think I found what you're looking for in the help section. (click the question mark in the bottom left toolbar of Wrye Bash) I take it as Position 4 gets installed first Position 6 gets installed later and will over write Position 4's files if they shared the same name/file looks like it reacts the same as LOAD ORDER the mod in Position 4 will LOAD first then the mod with position 6 will LOAD and if they share game changes, position 6 overwrites all changes before it
  25. found a post by the author on tes alliance. it says the password is in the readme I haven't downloaded the mod to verify though check the sixth post down http://tesalliance.org/forums/index.php?/topic/1409-betawipzrelz-improved-imperial-infrastructure/
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