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Everything posted by TesaPlus
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Help with making a script
TesaPlus replied to PapaLegaBooboo's topic in Oblivion's Classic Discussion
Sweet Jesus :wallbash: Hmm? -
Help with making a script
TesaPlus replied to PapaLegaBooboo's topic in Oblivion's Classic Discussion
Then make a new script, paste and copy the old one, and make your changes, e.g. add to the OnActivate event your MessageBox saying "Hello, world!" -
Help with making a script
TesaPlus replied to PapaLegaBooboo's topic in Oblivion's Classic Discussion
Said object has a bunch of properties, one of them being that script you want to alter. You can overwrite any of those properties with your mod. The original property will be gone, and be replaced by the one you devised. Your mod just has to be loaded _after_ the parent mod. -
Help with making a script
TesaPlus replied to PapaLegaBooboo's topic in Oblivion's Classic Discussion
I hope I got you right. :) Right after starting the Construction Set, I go to the Data dialog, and tick off the parent mods that my mod will depend on. I do not set any of them as "active." I make some changes to the parent mods (e.g. alter scripts), and add some new stuff as well, and .. .. save all that in a new file, say, "myCoolMod.esp." Next time I load "myCoolMod.esp" in the Construction Set, I set it as "Active." The parent mods will be loaded automatically, and all further changes go into the "Active" mod, that is, "myCoolMod.esp." When published, "myCoolMod.esp" would require users to have all the parent mods (downloaded seperately) in their load order. -
Does it write & save its INI files? (Timestamp!) Perhaps some mod or something else is prohibiting the game from closing correctly. If that's the case you can use the console command >> SAVEINI before actually quitting the game, and see whether this does do anything.
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Need example of scripted moving objects.
TesaPlus replied to Deleted58209541User's topic in Oblivion's Classic Discussion
Hi, there's a moving swing. https://www.nexusmods.com/oblivion/mods/48124 Brace yourself, the script is .. umm .. aesthetically lacking. But it works very nicely. The whole business is not as trivial as one might hope, though. -
Here's a goblin boss in Snu's Dungeons: https://www.nexusmods.com/oblivion/images/163420 If it isn't ripped then you can probably take it from the mod. In this game, to me trolls appear just as savage beasts. Even ogres seem more clever (at least they can make themselves clothes, shoes even). The latter seem to play the role of Tolkien's trolls, while goblins are more like Tolkien's orcs, aren't they. For goblins names I would also scan Tolkien for orcs names.
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I found this man in Nehrim, with Oblivion Character Overhaul for Nehrim installed. -- Pretty? No. -- Beautiful? The least we can say is that he's got himself a face. https://www.nexusmods.com/oblivion/images/155627
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Oh, great, so that's a start. Changing eyes in CSE: Open dialog: Character -- Eyes Open dialog and select: Character -- Race -- WoodElf -- Body Data Drag and drop eyes from the Eyes dialog to the Eye Color listbox in the Body Data tab. Yes, CSE is such a sweet piece of software. ^^
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I am no more sure what you did, and how, than yourself, but it looks like you have worked on Bethesda's wood elf, not on OCO's, thus overwriting OCO's with Bethesda's (slightly altered). Your sea elves do work because there aren't any in OCO or Vanilla. Here is how I would do things: I load 'Oblivion_Character_Overhaul.ESP' in the Construction Set Extender (but not 'Set as Active').I perform the changes to the wood elf. (Character -- Race -- Body Data -- Eye Colours).I save my changes to My_Cool_Bosmer.ESPI activate My_Cool_Bosmer.ESP in my mod manager.Just my 2 cents.
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The last (and only) time I took part in such a thing I've won a Le Creuset pot. x^D
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question about create a new esp
TesaPlus replied to juan255's topic in Oblivion's Classic Discussion
( EDIT: @Juan: Oops. Followed the link you gave. So, nothing new here ...) Well, there is a tedious and boring method. (1) Load Vvardenfell Imports ESP (2) Take note of any assets used by the item you want (meshes, icons, whatever). (3) Close the CS. Reopen CS, no masters needed (not even Oblivion.esm). (4) Recreate the item you want, filling in the path- and filenames from (2) in their proper places. (EDIT: @Juan: This is news, though. ^^) Can you run Construction Set Extender? If so, steps (2), (4), could be automated with the help of its Coda script language (Get/SetBFCModelPath and friends). -
question about create a new esp
TesaPlus replied to juan255's topic in Oblivion's Classic Discussion
Can you save a small ESP while Vvardenfell Imports's ESP is loaded as master? If so, try this: (1) Load Vvardefell Import into CS. (2) Duplicate the item you want. (3) Save it in your private ESP. It will have Vvardenfell Imports as master. (4) Use Tes4Gecko to remove Vvardenfell Imports's ESP from your ESP's masters list. -
Best Quest Mods for Oblivion?
TesaPlus replied to Moksha8088's topic in Oblivion's Classic Discussion
Lost Spires. "I like pad Thai, baklava, and Game of Thrones." -- Food wasn't a topic there, booze at most, and I can't comment on GoT. "I have great expectations." -- Sure thing: Lost Spires. ^_^ -
iMaxHiPerf variables in Oblivion.ini
TesaPlus replied to TheMastersSon's topic in Oblivion's Classic Discussion
BETHESDA SOFTWORKS LLC 1370 Piccard Drive Rockville, MD 20850 (301) 926-8300 [email protected] No, I'm serious. <Late edit> I'm sorry. I meant to say, "No, I'm serious. ;)" -
I have nvidia 3dvision, that's a special monitor displaying 2 images of the scene the mouse is looking at, while tracking the position of the goggles (FPS get halved, duh). So, that's very different from VR. Anyway, I would expect some trouble, not unlike my own: ** Shadows are off (instant headache => disabled). Remember where the shadows of two NPC standing next to each other point to? Imagine that for one and the same person. Can't see how this could be different in any VR. ** Mods that meddle with the water shader don't work (only one eye has got water -- both are watering, grrrr) ** Various other things (addded by mods) just give a headache, or get displayed for one eye only. ** OR may work (minus the water), or may not work at all, depending on the version, and/or my actual setup, I wasn't able to figure out a pattern; this would need more rigorous testing than I am willing to do. ** ReShade 3 works, yay, earlier version don't. ** Battle in 3d is a pita. I press the 2d button and drop the goggles. Same for reading books, conversations. ____________________ But: ____________________ ** My favourite mod is Ubanga, and to walk there in the mountains in 3d is ... Listen, I do some mountaineering, occasionally, but not too extremely, because I tend to get a liiiittle bit giddy a liiiittle bit too easily. I do get giddy when mountaineering in Ubanga in 3d: Wonderful. :D (Jerall is pfffff for the weaklings.) So: I do not use 3d regularily. But I happily use it in dedicated sessions -- The "Alright, let's get giddy"-sessions. I wonder if you could share your experience with this gear -- should you decide to purchase it. I wouldn't mind a bit more giddiness myself. ^__^
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Oblivion reloaded uninstalled but games crashes
TesaPlus replied to Syncroniz's topic in Oblivion's Classic Discussion
... Oh, and don't forget to do OblivionLauncher,exe -> Options first (because this is what I've forgotten to do rignt now). ^^ -
Oblivion reloaded uninstalled but games crashes
TesaPlus replied to Syncroniz's topic in Oblivion's Classic Discussion
OR's (de)installation instructions apply to Vanilly games. All sorts of things may go wrong when manually (de)installing in a modded game. Adding to diggydug's advice: Yes, always make a "clean save" when uninstalling mods: http://www.uesp.net/wiki/Tes4Mod:Clean_Save Hopefully that's all you need to do. Adding to bevilex's advice: In my Wrye Bash, I am looking at the files Oblivion Reloaded installs: Over 300. Some are unique to OR, others aren't. Now, when you had had mods installed before installing OR, then you are in the business of retaining the latest pre-OR file versions by walking backwards in your load-order o_O. That's among the stuff Wrye Bash does for you. Just don't start using Wrye Bash on base of a borked game installation. -
In response to post #31880280. ** bump ** ^_^ So, who's the winner? And where to get the Santa-Claus-Geralt? v_v
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In response to post #31733220. Since you set up your browser to remember passwords, you should be able to retrieve them. For Firefox it is something like " Edit -> Preferences -> Securtity -> Saved Passwords ".
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Hi, there. You are using OblivionReloaded (OR), which has got its own Water shader. Does the problem persist when you deactivate OR? ( To be safe, you should also delete your Oblivion.ini. )
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Here's an idea - if I am missing the point, please don't waste time discussing it. ^_^ There is a boat 'quest'. When 'mounting' the boat, onActivate disables fast travel. When leaving the boat, a quest marker appears at that spot, and fast travel is enabled again (if it was so in the first place). Summoning the boat removes the quest marker (or puts it at the current position, and it gets removed when the player enters the boat). Happy sailing!
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Hi, there. Do you know Fallout? The whole leveling system there is about perks. ( Some are even funny -- at least the desription of them. ) Don't know if any of these make sense, but since you have asked :smile: : skill / stats boost at night - penalties at day ( and v.v. )skill boost when using a particular sort of weapon -- penalties for others ( elven shortsword is good, everything else is bad )armour boost for using a particular sort of armour, penalty otherwise ( wearing all elven armour is good )killing monsters gives a bonus in mana / endurance regenerationlanding a critcal hit gives a better chance to land another one; that sort of thingin combat, trade damage for accuracy, or v.v.'Intense Training' - a permanent boost to one statperks for building a monk character: penalties for wearing weapons or armour, bonuses for not doing so :pinch: Re-reading my list, I realise, that for the rest of your life, you would write patches for inter-mod cooperation. :happy:
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Nice :).