Jump to content

lrh9

Members
  • Posts

    22
  • Joined

  • Last visited

Everything posted by lrh9

  1. One thing that has always annoyed me about skill books is that they don't really tell if you've read them before they award/reward you with your skill points. I always open up a book and immediately close it even though the material is good. I was thinking that maybe there should be a mod that tests what you know about the material before you get the bonuses. The mod would basically make you take a small quiz at the end of each book. The quiz would test what you remember about the material. The questions would differ depending on the material in each book, but would ask about things like plot details and characters in the case of fiction, and content in the case of nonfiction. If you pass the quiz, you get the bonuses. Now here's where things can differ a little bit. These should be mod options. Each quiz could have a fixed or scaled reward. A fixed quiz awards skill points like a regular book. E.g. one point if you pass. A scaled quiz awards skill points based on how well you do. E.g. A 100% score could give 2 points, while a 50% would give 1. Each quiz should allow you to take it once or multiple times. If you can only take the quiz once, then your first score is your final score, and your reward is your final reward. If you can take the quiz multiple times, then either you can achieve the maximum by getting the quiz right, or you get diminishing returns each time you have to take the quiz. E.g. you can only get 100% if you take the quiz once. If you have to take it a second time, you can only get 95%. Each quiz should have a special bonus for a perfect score, or just a regular reward. If the quiz has a special bonus, then maybe you get a special ability or item for a perfect score. Otherwise you just get skill points or mundane rewards. Each book should have a quiz or not. All skill books should have a quiz, but maybe other books should have quizzes and rewards as well. I'm going to take a crack at making this myself, but I just wanted to throw this out there.
  2. So I've noticed a few undercover mods on the nexus, which basically involve the player wearing different clothes and armors to be considered a member of a certain faction. This lets the player "infiltrate" what might be a usually hostile faction. E.g. wearing Necromancer's Robes will let you pass among necromancers. The most likely candidates I have found are TRN One of the Gang, and Ranokoa's Undercover. However, I'm a bit hesitant. TRN seems more oriented towards providing undercover for the Legion, and Ranokoa's Undercover hasn't been updated in over a year. If you've personally used these mods, do they provide the undercover functionality I'm interested in? Have you encountered any problems or incompatibilities? Can you recommend any potential alternatives? Thank you.
  3. According to your requirements I'd recommend: Mart's Monster Mod for more animals and creatures. Bananasplit's Better Cities. Adds new locations and quests in the cities. Better Dungeons DLL (Dynamic Leveled Lists). Improves spawns and adds improved patrol behavior to spawns. COBL. Adds many ingredients featured in previous Elder Scrolls games. Skyrim Ingredients. Adds many ingredients featured in Skyrim. The Ayleid Steps. Quest-like mod involving teleportation devices scattered throughout Cyrodiil. Teleport to vanilla and new Ayleid ruins.
  4. In my opinion, the utilities available to assist mod users with installing and managing mods go a long way to make the mod installation and usage process as easy and painless as possible. I personally have installed a working FCOM, Better Cities, and COBL installation. I consider that to be no mean feat. I consider Wrye Bash, Better Oblivion Sorting Software (BOSS), TES4Edit, TES4LODGen, and Oblivion Mod Manager a must. The main feature of Wrye Bash is its ability to create a bashed patch. A bashed patch is a plugin that loads after almost all other plugins and resolves many conflicts between them. (Sometimes plugins should be loaded after the bashed patch and there are some conflicts the bashed patch cannot resolve.) In the most recent version of Wrye Bash, creating a bashed patch is easier than ever. It is almost always a matter of simply pressing a button. BOSS is a program that will sort your mods for maximum compatibility and display any errors that should be corrected with TES4Edit. TES4Edit is a program that mod users should use to do what is known as "cleaning". Sometimes plugins contain "dirty" edits that can cause problems in the game. The two problems we are concerned about are ITM (Identical to Master) records and UDR (Undelete and Disable References). Without discussing what these errors are (a topic in itself), we can use TES4Edit to fix these errors. It has been my observation that doing so can increase stability and reduce crashes. TES4LODGen is a program that generates distant level of detail. It is a cosmetic effect that affects what you see far away, from cells that are not loaded. Without LOD, large buildings and landscape changes will not be visible until you are in the same cell they are in. Oblivion Mod Manager is a program that aids the installation and uninstallation of mods. Many mods contain an OBMM script that automates the installation and removal process. The typical order of use is: 1) OBMM to install mods. 2) BOSS to sort them. 3) TES4Edit to correct any errors. 4) Wrye Bash to generate the bashed patch. 5) TES4LODGen to generate the LOD. And as others have mentioned, OBSE is pretty much a must have file. Hope this helps.
  5. I think that the reason we see "mlipari" is because when you run the editor with OBSE, OBSE changes the editor code at runtime using some technique. (I'm guessing dll injection. http://en.wikipedia.org/wiki/DLL_injection) Changing code can have side effects, and I'm guessing the editor probably determines the creator of a file by reading a portion of delimited data from the esm/esp. E.g. a fixed position <bytes_to_read><creator>, or <delimiter><creator></delimiter>. Changing the editor code might accidentally affect where the editor looks for this data. If it looks in the wrong place the creator is going to be whatever data the editor could pull from that place. "mlipari" At least that is what I think. It has no negative effects that I can tell. The OBSE editor should work regardless. Now your problem about editing scripts and closing the CS is more serious. First I'd make sure my Oblivion is up to date using the latest patch. If you have Shivering Isles make sure to use the SI version. Then I would reinstall the editor, making sure to install it to the correct path. Finally, I would download OBSE from their official site to make sure I had the latest official version. If you still encounter errors, please post the exact text of any error messages you receive.
  6. Another possible candidate is Put it in Its Place.
  7. I devised a simple script similar to my dumb script to see if the SetScaleEX command was at least working. The script didn't work. scn GrowingFlora float seconds ref flora begin GameMode set seconds to seconds + GetSecondsPassed set flora to GetSelf flora.SetScaleEX seconds disable enable end I think it is a problem with trying to disable and then enable the object so quickly. If I open the console and disable the flora, then the script will enable it and it will be rescaled. So at least the SetScaleEX command and enable command works. I even tried this script: scn GrowingFlora float seconds ref flora begin GameMode set seconds to seconds + GetSecondsPassed set flora to GetSelf flora.SetScaleEX seconds if GetDisabled == 1 enable else disable endif end I have even changed the order of the enable and disable commands. Nothing seems to work.
  8. Thank you for giving me a link to your solution. I based my use of disable/enable on the CS Wiki's information about the OBSE command SetScaleEx. http://cs.elderscrolls.com/index.php/SetScaleEX Notes state that the reference should be disabled and then enabled after calling the function in order to update the scale and collision properties. (Flora don't have collision though.) There is no limit to the scale on SetScaleEX. The range on SetScale is 0.5 to 2.0. I need to correct my script. (Range 0.5 to 3.0.) Maybe that will fix an issue. http://cs.elderscrolls.com/index.php/SetScale P.S. My video was made using the dumbest script I could possibly write. It might look like a timelapse video, but I really just kept setting the scale to the amount of seconds that had passed. :) scn GrowingFlora float seconds ref flora begin GameMode set seconds to seconds + GetSecondsPassed set flora to GetSelf flora.SetScale seconds end
  9. Er... the script I posted is not my quest script. It's the script I put on flora. My quest script is running fine. (Confirmed in game using the console command "show <global>".)
  10. I have written what I thought was a correct script to make flora grow. I am encountering bugs. Flora will not grow. This is an OBSE script. scn GrowingFlora short dayOfYear float seasonFactor float newScale ref flora short init float seed float growthFactor float springFactor float summerFactor float fallFactor float winterFactor float timeScaleFactor begin GameMode if Season == 0 set seasonFactor to springFactor elseif Season == 1 set seasonFactor to summerFactor elseif Season == 2 set seasonFactor to fallFactor else set seasonFactor to winterFactor endif set newScale to (flora.GetScale * GetSecondsPassed * growthFactor * seasonFactor * TimeScale * timeScaleFactor) if newScale < 0.5 || newScale > 3 flora.SetScaleEX newScale disable enable else flora.SetScale newScale endif end begin OnLoad if init == 0 set seed to Rand 1 2 set flora to GetSelf set newScale to (flora.GetScale * seed) if newScale < 0.5 || newScale > 3 flora.SetScaleEX newScale disable enable else flora.SetScale newScale endif set growthFactor to Rand 1 2 set springFactor to Rand 1 2 set summerFactor to Rand 1 2 set fallFactor to Rand 1 2 set winterFactor to Rand 1 2 set timeScaleFactor to Rand 1 2 set init to 1 endif end
  11. Finder's Keepers is a Detect spell mod featuring several types of detection. It might be worth looking into.
  12. My quest script works, I just did not give the game time to update the variable. Quests scripts have a priority that affect how often they execute. I may experiment with the priority to see if I can get the variable to update faster.
  13. I made Season a global variable, and I am using a quest script to update it. It works correctly if I start a new game, but if I load a game saved without the mod present, the script doesn't work. How do I get the script to work for those saves?
  14. I played for a few months and enjoyed it. I'd like to play some more, but I can't really afford the subscription fee.
  15. Thank you. That's a good catch. Also, the comparisons should probably be less than comparisons since each day is the start of the new season.
  16. Thank you for responding. I'm reviewing the scripts to see if I made a mistake and misread or misquoted the scripts in question. I cannot see it if I did. I did the calculations to see how the seasons broke down, and you are right. Spring half of the year. I think Enhanced Seasons may have made an error. At least Weather - All Natural adds in another check for dayOfYear less than or equal to 44, which it refers to as deep winter. That breaks it down so that winter is ~15%, spring ~33%, summer ~26%, fall ~26%. http://www.uesp.net/wiki/Lore:Calendar The lore on the Elder Scrolls calendar differs between games. Daggerfall featured months with an equal number of days (30) in each. Oblivion and Skryim match the Gregorian calendar, and Morrowind is very similar excepting a missing month. I don't know if in Elder Scrolls lore the seasons differ greatly from our own. I am reading the lore and various holidays seem to be associated with seasons. Flower Day (First Seed 25th) is a celebration in High Rock when children pick the new flowers of spring. Drigh R'Zimb is a festival held in the hottest time of the year in Hammerfell. That might correlate with summer. It is a topic worth looking further into, and I might even contact the authors of Weather - All Natural and Enhanced Seasons. However, you state that the game begins on Last Seed and that corresponds to March of our calendar. Looking at the lore page for calendar, Last Seed corresponds to August. Assuming: The first day of spring is March 20. The first day of summer is June 21. The first day of fall is September 22. The first day of winter is December 21. That Oblivion seasons map directly to Gregorian seasons. Then in Oblivion: The first day of spring is First Seed 20. The first day of summer is Midyear 21. The first day of fall is Hearthfire/Heartfire 22. The first day of winter is Evening Star 21. So I calculate that the formula (GameDaysPassed + 238) % 365 is fairly correct to return the day of the year. However, I calculate the comparison values should be like this: NOTE: Edited to incorporate QQuix's fixes. short dayOfYear set dayOfYear to (GameDaysPassed + 239) % 365 if dayOfYear < 79 ;Winter elseif dayOfYear < 172 ;Spring elseif dayOfYear < 265 ;Summer elseif dayOfYear < 355 ;Fall else ;Winter endif That results in a much more even equidistribution of seasons, with winter at ~24%, spring at ~25%, summer at ~25%, and fall at ~25%. (Does not total 100% due to rounding.) ...
  17. Weather - All Natural and Enhanced Seasons both determine the season using the following formula: short dayOfYear set dayOfYear to (GameDaysPassed + 238) % 365 if dayOfYear <= 166 ;Spring elseif dayOfYear <= 260 ;Summer elseif dayOfYear <= 355 ;Fall else ;Winter endif
  18. furfur1974 and MOTOSXORPIO directed me to examine how Weather - All Natural and Enhanced Seasons determine the current season. Both mods seem to determine the season based on the global variable GameDaysPassed. Thank you for reading.
  19. Hello. I'm thinking about creating a flora related mod where flora plants grow during gameplay by rescaling them. I have a working proof of concept that simply makes the flora grow quickly. http://youtu.be/YEG_vysUQUE This would be my first mod, and I would like some guidance and help. I'm open to any suggestions. My immediate concern is that I want flora growth to be based on several factors. I want one of the factors to be the in-game season. I have looked in the Construction Set for a variable or setting that might give me this information, on the Construction Set Wiki, and on the forums. I am unable to find how to determine the season. Any help would be greatly appreciated.
×
×
  • Create New...