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Everything posted by Vagrant0
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HOW DOES IT WORK?!: Ayleid Wells' Lights
Vagrant0 replied to GRUmod's topic in Oblivion's Remastered Discussion
IIRC, I believe it is setup as an animation in the .nif, you might not see it when importing, but is likely indicated in nifscope. There were a handful of other vanilla .nifs that had animation settings. -
Mod Request: mod to see legs and armor 1st person?
Vagrant0 replied to adam5595's topic in Oblivion's Mod Ideas
I think the problem this time around might be that the first person camera is located in the neck instead of the head so that when looking at other people the head and face fill more of the center of the screen instead of the lower middle. -
Select All Cells Possible?
Vagrant0 replied to lordrevan81's topic in Oblivion's Remastered Discussion
You might be better off just handling that with a script that checks if player is within a worldspace, interior, or group of cells. https://cs.uesp.net/wiki/GetInCellParam https://cs.uesp.net/wiki/IsInInterior https://cs.uesp.net/wiki/GetInWorldspace https://cs.uesp.net/wiki/EnableFastTravel Editing many cells just for this would likely lead to a large number of conflicts. -
Basically, you have a script that is running somewhere, that checks it player values are greater than 90 after level increase. If above 90 it reduces that value by 5 and applies a passive spell effect that fortifies that value by 5. The next time this happens for the same value it reduces it by 5 again, but also removes the old passive spell before adding a new one that fortifies it for 10.
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Select All Cells Possible?
Vagrant0 replied to lordrevan81's topic in Oblivion's Remastered Discussion
Nope. Without knowing what you're trying to do it is hard to suggest an alternative way. -
Scripts work, newly defined Abilities work. This is quite possible. I believe the old version just had Abilities defined in stages with increases of 5 at a time, and had a script that removed the previous ability, added the new one, and deducted 5 from any stat over 90.
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I've noticed a similar thing with a handful of doors. It feels like some weirdness with how models were converted and upscaled to include parts that shouldn't be static. I would think this something connected to LOD models, but have see it happen with interiors too. But it could very well just be related to there being a version of the cell that is part of a .pak file, then you adding a mod ontop of it that just modifies the .esm references that the .pak was made from.
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That makes sense since that is where the new remastered resources are located. The interesting problem comes with the game not accepting overrides that are located in the data folder. It doesn't acknowledge things in the Data folder, nor does it acknowledge things that are manually defined in the CS as using loose files. The game also seems to crash when you place items that are not defined in the base game, even if those items are just modified copies of existing definitions. What I'm afraid is that there's some kind of process that keep trying to replace things that are defined with a .esp with things that are defined within the .pak, and it crashes if it cannot resolve the definition, instead of just accepting the uncorrected definition. Sadly my experience with UE is nonexistent. That is likely one of the missing key pieces to making things work, but you likely need some way to manually trim excess data if this is the case.
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I believe the text box size is determined by how the Remaster handles text boxes to allow for font size changes. You may need to alter the script so that the text is formatted differently. I'm unsure what would be used for line breaks however.
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-=Additional Resources=- Unofficial wiki - https://cs.uesp.net/wiki/Main_Page List of script functions. - https://cs.uesp.net/wiki/List_of_Functions Nifscope (used for manually editing .nif files) - https://github.com/niftools/nifskope/releases TESsnip (used for manually editing and viewing .esp and .esm files) - https://www.nexusmods.com/oblivion/mods/2114 Normal Map Plugins - GIMP https://code.google.com/archive/p/gimp-normalmap/ - Photoshop/Standalone https://developer.nvidia.com/texture-tools-exporter Plugin for exporting to .nif format, 3dsmax and Blender - https://www.niftools.org/
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I can't find any good clear topic on the matter so I thought I would make one to serve as a place where we can gather solutions to common questions. -=Getting Started=- The Vortex plugin will allow you to enable mods and adjust load order. It likely won't detect conflicts, but it will let you manually adjust load order. https://www.nexusmods.com/site/mods/1270 The Construction Set for Oblivion can be installed for the Remaster and setup to work. This tool will let you fix the [NL] tag on things added or changed by mods. When troubleshooting to see if a mod successfully loaded you may want to disable this tool so that you can easily see what things have been altered by that mod. https://www.nexusmods.com/oblivionremastered/mods/136 This tutorial for .pak files. -=Known Working=- Mods which make changes to settings, scripts, and definitions seem to work without issue in most cases. -=Uncertain=- Loaded mods may not show objects in the world despite marking the cell as modified. The reason for this is unclear. Things that are defined in the base game can have new references placed in world without issue. Modified definitions work to a certain degree, but do not accept model or texture linking in the normal way. Newly defined things such as statics, containers, actors, and activators will crash the game when placed (likely related to not being able to resolve the ID) Newly defined items, even copies from existing ones, will not display a mesh and will not appear when placed in world. Mods which make use of resources in data folders do not seem to make use of those files. Mods which add new cells and worldspaces are reported to cause a crash. May be connected to a version mismatch. -=Not Working=- Anything that makes use of certain OBSE functions. Will edit this post as I see more answers.
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This was suggested as a solution. https://www.nexusmods.com/oblivionremastered/mods/136
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It is a problem that is only a problem because people decide it should be a topic to troll about. It continues because it gets people upset because it is an entirely stupid thing to get so upset about and quickly leads into slippery slope analogies or claims of censorship. The problem is not the translation method, it is not how these things are described. The problem is entirely because a portion of (mostly younger) people decide to raise controversy over it for the sake of attention, and since you see these posts all over, people think it is something to care about.
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Okay, explain completely why this is such a crucial point of concern for you, so much so that you are going to take such a firm stand. What difference does this distinction for text that is displayed only once in a 80+ hour game make? Do you need a continual reminder that you are a Male character to feel right with yourself? I mean, there is a good deal of gender affirmation in the fact that you can look down at your character in first person and not see a pair of tits, then remember that you aren't a Type 2, you're a male. I suppose this gender affirmation of how you identify is quite important, almost critical, but you have to consider the alternative point of view. If you're someone who prefers having a Type 1 body, you might feel uncomfortable thinking yourself as a female; seeing this word used just once when defining yourself in the world, and instead preferring a label that is less limited by cultural connotations. Picking female might feel weird if that is not how you identify in real life because it might make you question things about yourself once you realize that the common argument for picking a female character diminishes when you play most the game in first person, but Type 1 needs no justification. As someone who has been gaming for a long time and who isn't quite up to date on the current cultural war, maybe I don't quite understand the problem. Please enlighten me.
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In short, it creates drama, feeds trolls, causes more work for site staff to deal with disputes, and accomplishes nothing meaningful. Go look at the Steam forums understand why they probably don't want that here. This is ignoring the fact that this site has routinely stood behind the ideals of being inclusive and not intentionally offensive. Even if the mod itself is not offensive, the intentions usually are.
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iirc, Oblivion itself didn't much like generated references being placed in the world since eventually the game would run out of free ID numbers and end up unplayable as things respawn or are created from mundane actions, like NPCs shooting archery targets. I imagine this bug would still be present since it is still the base game just with new art assets and run through Unreal rendering. It also did not like moving doors. While you can script a work-around, NPCs will never path through those doors correctly. NPC pathing in general would also break with any placed structures since the pathing is tied to a static grid instead of one that maps mesh surfaces automatically.
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Sadly I'm a little rusty, but how are you loading a .esp file with the game? Editing plugins.txt doesn't seem to do it when I try. Also having trouble making it use resources from data folders instead of archive.
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People are honestly overthinking this. It has absolutely nothing to do with any kind of wokism. This change, pure and simple, was done just to make the game easier to translate into the dozens of languages that many games support now. Mechanically type 1 and type 2 function exactly the same as male and female, but translate much more cleanly without the translation team needing to understand the nuances of a language to make sure it is referring to the intended physical classification without derogatory implication. Instead, none of this needs to happen, type 1 can be easily just translated to 유형 1, tyyppi 1, 1 النوع, and so on with the translation team being able to just look at it and go "close enough."
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Except that we are talking about things as they relate to mods. Nobody is going to download a mod and think that anything the character in the mod does or says remotely reflects their real world counterpart. It is not identity theft, and any attempt to claim it as such can be resolved with a simple disclaimer. And, as you point out, using a person's likeness without permission in an attempt to impersonate, slander, or defame them is already illegal on its own, so the method of how that likeness was constructed is not really important. Again, that is my point. It is not that tools exist that allows it, it is that there is intention exists to commit a crime using those tools. We are not talking about identity theft, fraud, blackmail, or anything similar. We are talking about making mods. So as far as mods are concerned, intentions tend to be more important than how the effect is achieved in deciding if it is banned or not. As far as copyright is concerned, there is very much a gray area in terms of content related to video games. I mean... This uses audio clips from the game, it alters audio both in cutting and adjusting pitch and timing, it uses game art. It even uses a computer generated audio effect in a few spots, qualifying it as AI generated under strict terms. If it was in such clear violation of copyright, it would have not existed on Youtube as long as it has. Modding tends to be a similar sort of medium. As long as you are not distributing files and data, many things tend to be treated as fair use as long as it is not for profit or with the intention of damaging the copyright owners. It may not be law, but it is common practice and companies seem to allow it since it does often help keep their product culturally relevant longer.
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Except that is still more a matter of how it is being used to perform illegal activities or fraud. To take it a different direction, consider the number of people out there who use voice clips of various actors for things like reactions on their channel. Even though these people are not trying to steal identity or portray themselves as those voices, such a broad definition of "replicated sound, image, and likeness" would make these fairly benign actions technically illegal. Even if it was limited to just things produced by AI, it may be virtually impossible to prove that AI was not involved given the derivative nature of sound clips, particularly with studios negotiating rights to the sound, image, and likeness of their actors and extras. Then what about coincidental things, such as altering your own voice using AI software, or any software, but which just happens to sound close enough to someone else? Trying to ban the process instead of the already illegal activities just makes it impossible to enforce other than for the sake of adding those charges onto other crimes. This is especially true when it is already being used by the general public as well as media companies. In order to work to any degree, AI companies would have had to leave audio fingerprints in any modified audio since the start of AI generation, while also maintaining tight restrictions on the base technology so that independent parties could not produce anything without those fingerprints... In short, that ship has sailed by quite a large margin, never-mind the technical impossibility of having fingerprints that cannot be faked or removed.
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As far as I'm aware from the few things that made headlines... I believe most of the problems were regarding use in paid or adult mods as far as the morality issues are concerned. While using AI to generate a voice is far easier than taking dozens of voice clips and tweaking them to sound close, it is still just a tool. The result could likely be completed in some form one way or another, Ai just lowers the barrier to completion. It is derivative... But really... So much of modding and art in general is derivative just as a requirement for existing.
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if Player.GetcurrentAmmo == Bayonet showmessage bayonetmessage if GetButtonPressed == 0 Player.Equipitem WeapNVServiceRifleBayonet2 elseif GetButtonPressed == 1 Player.Equipitem Ammo556mm endif end The way you have it, the check for button pressed is being tied to the ammo check. Adjusted the spacing so you kinda see what's going on. You also usually have to wait a tick between showmessage and the response for it to be used right unless they happen in different blocktypes. Like: Begin OnActivate if Player.GetcurrentAmmo == Bayonet showmessage bayonetmessage endif end begin gamemode if GetButtonPressed == 0 Player.Equipitem WeapNVServiceRifleBayonet2 elseif GetButtonPressed == 1 Player.Equipitem Ammo556mm endif end
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Very weird ignoring of conditions in dialogue
Vagrant0 replied to csbx's topic in Skyrim's Creation Kit and Modders
I think it's because variable changes that execute from dialogues are not considered in real-time. The variable that a dialogue option is checking needs to exist for some time before the dialogue option gets displayed in order to be acknowledged. I forget the specifics, but it might not even be acknowledged unless the dialogue with the subsequent topic is spoken again. If I remember correctly, if responses to B are based on a variable set in A, you need a filler dialogue between A and B to give time for the game to acknowledge the variable change so the correct dialogue is used for B. Using a forcegreet might be a workaround here depending on what kind of dialogue we are doing since it closes the dialogue and immediately re-evaluates the conditions. The problem is that it can create some flow strangeness. -
Very weird ignoring of conditions in dialogue
Vagrant0 replied to csbx's topic in Skyrim's Creation Kit and Modders
I believe that is exactly the issue. The variable change needs to exist in the needed state before the dialogue recognizes it. Essentially, if you are using variables to control dialogue options, you need to set a variable, have a dialogue, then check the variable for the condition to be registered with the dialogue.