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FIMzzZzz

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Everything posted by FIMzzZzz

  1. created a new journal ID and used that, which worked, but if anyone can tell me what the problem was with the info below i would like to know. in the case below the journal ID was created before the scripts but in the test mod too i believe... using the same script that works in a test mod with 2 objects in seyda neen but not while using it on my mod landscape... i don't get it... 1 is disabled and 1 enabled, like it should be, but the disabled one doesn't get enabled and vice versa... this script, tried different ones, but this is from morrowind itself... the other script is inverted, so 1 disables 1 enables i thought maybe it's the journal ID, but in the test mod i tested IDs in different forms, all worked. the original script is "ajiraReports" and placing the reports on my landscape it is correctly disabled and enables by journal entry....
  2. from 2700x to 5800x3d, quick "benchmark" made savegames on a few locations with the 2700x and reloaded them after upgrade and compared fps, so take with a grain of salt. Balmora from 26-28fps to 41-45fps Mod landscape 1 33-34fps to 49-53fps Mod landscape 2 34fps to ~59fps Mod landscape 3 29fps to 49-52fps Mod town 23fps to 38-42fps
  3. other games crash too? integrated graphics? cpu/gpu temps ok? starting to look like a non MW issue to me...
  4. don't forget to update MWSE using "MWSE-Update.exe" and concerning MCP, it seems like i never downloaded a beta version, even though i remember using it at some point... so no idea if this is and nexus error or brain error.... but since the latest beta is from 2021 and the latest stable from 2023 i would skip it and try without.
  5. steam overlay maybe? potential buyers, gog.com for MW and what are you still using from skunk works???
  6. this would probably best be done with MWSE... any ideas how to deal with enchantment charge? because it basically will give you a fresh weapon with each switch... i assume it's not possible without MWSE and here the script with timer
  7. looking at this weapon gave me an idea i could use for my mod so not sure if i would make them fangs... here are the scripts if interested. they work but i'm sure this is not optimal (written while watching something that's giving me brain rot) needs 2 globals "night_global" and "day_global" this will swap the weapon when in inventory and when equipped would add a "return" on a timer to not check states every frame...
  8. i just used it as i did think it made sense, but i see your point and have a question. i had this before 1x for standard and 2x for the moved version and i want to keep this distinction and folder order 00 Core (necessary) 10 Tel Meskoa ESP (choose for standard location north of Tamriel Rebuilts port telvannis) 11 Tel Meskoa ESP Races Playable (choose for standard location with new Races Playable) 12 Tel Meskoa Aesthesia Grass (choose to generate MGE grass, requires Aesthesia groundcover) 13 Tel Meskoa Remiros Grass (choose to generate MGE grass, requires Remiros' groundcover) 14 Tel Meskoa Vurts Grass (choose to generate MGE grass, requires Vurt's groundcover) 20 Tel Meskoa ESP MOVED (choose for moved location, far south-west, matched to abots moved version) 21 Tel Meskoa ESP MOVED Races Playable (choose for moved location with new Races Playable) 22 Tel Meskoa MOVED Aesthesia Grass (choose to generate MGE grass for the moved version, requires Aesthesia groundcover) 23 Tel Meskoa MOVED Remiros Grass (choose to generate MGE grass for the moved version, requires Remiros' groundcover) 24 Tel Meskoa MOVED Vurts Grass (choose to generate MGE grass for the moved version, requires Vurt's groundcover) 30 Readme (found in "Data files\Docs" folder) and now went to this 00 Core (necessary) 10 Tel Meskoa ESP (choose for standard location north of Tamriel Rebuilts port telvannis) 10 Tel Meskoa ESP Races Playable (choose for standard location with new Races Playable) 11 Tel Meskoa Aesthesia Grass (choose to generate MGE grass, requires Aesthesia groundcover) 11 Tel Meskoa Remiros Grass (choose to generate MGE grass, requires Remiros' groundcover) 11 Tel Meskoa Vurts Grass (choose to generate MGE grass, requires Vurt's groundcover) 20 Tel Meskoa ESP MOVED (choose for moved location, far south-west, matched to abots moved version) 20 Tel Meskoa ESP MOVED Races Playable (choose for moved location with new Races Playable) 21 Tel Meskoa MOVED Aesthesia Grass (choose to generate MGE grass for the moved version, requires Aesthesia groundcover) 21 Tel Meskoa MOVED Remiros Grass (choose to generate MGE grass for the moved version, requires Remiros' groundcover) 21 Tel Meskoa MOVED Vurts Grass (choose to generate MGE grass for the moved version, requires Vurt's groundcover) 30 Readme (found in "Data files\Docs" folder) with your formating i would have to have all esp files on "10" and all grass on "11" but this would lose the order... in the end it does not matter, i expect people to be able to read xP so just curious...^^ (maybe those fancy BAIN or fomod or whatever installers should be used, like glow in the dahrk has)
  9. crystals in question are the ones here (they are almost visible) there are currently ~150 placed on the landmass container and activator would basically be the same, condition have pick in inventory, activate object get crystals if using a creature i could use "HitOnMe, Weapon_ID" so the player has to wield the pick, and can smash it and get 1-3 crystals in maybe 1-5 hits or so. tried it by mashing up the crystal mesh with heart_Akulakhan.nif, since it needs an animation group but before i add an animation to the crystal i'll stop by here. is there a way to detect hits on none creature types? (non MWSE/openMW) i assume not, from what i've seen in scripting for dummies if i use a creature for so many meshes around the landmass, is there a performance impact compared to using activators ? cheers
  10. nothing about ownership in the MW scripting for dummies at least 2 options My_Door_ID->Lock, 50 or use a script that requires to have a key in the inventory, the door doesn't actually have a lock level, you just can't pass through without key tescmd and testool (imho)
  11. there were no FPS with regenerating health at some point. just like there were RPG with no map markers or quest markers at some point. stuff advances or regresses depending on your point of view oblivion gained map markers but lost way descriptions in NPC dialog
  12. some more context there are cell names and region names. for seyda neen, there are 2 celles named "seyda neen" those 2 cells are in the region "Bitter Coast Region" that's why they get marked on the world map as "seyda neen" if your cell is named the same as the region, it won't show up on the world map.
  13. you can make notes on the local map with double click on the location. you won't see them on the world map though. as for mods i have no idea.
  14. just venting, so just ignore me =) i get that discord is convenient, but so much information hidden from search engines... makes me a sad panda : \ IT'S A TARP!
  15. yes just move numbers Archive 0=Tribunal.bsa Archive 1=Bloodmoon.bsa Archive 2=Morrowind.bsa Archive 3=TR_Data.bsa Archive 4=PC_Data.bsa Archive 5=Sky_Data.bsa
  16. right click -> texture -> edit uv -> select all -> press 'alt+s' -> enter something below 1.0 (keep uniform enabled)
  17. i would consider those both good options, but you will know better which suits you more. https://github.com/Tyler799/Morrowind-2020/blob/master/Morrowind_2020.md https://wiki.nexusmods.com/index.php/Morrowind_graphics_guide edit: i forgot, if you prefer openMW https://modding-openmw.com/
  18. for 7th gen or is it 7000 series, yes. there is also the 5800x3d
  19. would really like to see MW in a x3d cpu benchmark... since they do well on games like dwarf fortress, factorio, stellaris and probably every other pdx game. and since MW is also cpu bound would be interesting to see...
  20. i never stated the opposite.... but ... [insert the missing part here]
  21. just to make sure i get it. the item was from mod A but mod B put it in the leveled list? and ori would show you mod A but you wanted to know mod B ?
  22. drop it on the ground, open console, click it, type "ori" will tell you the esp it's from
  23. solution IF problem is from niftools shader image info, left is the one to fix, right is the beth reference https://i.ibb.co/f0t8tQF/Ni-Material-Property.jpg https://i.ibb.co/dbxdpz0/Ni-Source-Texture.jpg https://i.ibb.co/RbBH9Rr/Ni-Tri-Shape.jpg not sure which one fixes the problem or if all are needed...
  24. yeah then i'm out of ideas. if it was the 3ds max niftools shader from the unofficial nif exporter, i assume it would be the whole mesh that's affected... but could be that some parts of the mesh use the shader, not sure it's possible to use without getting a "glow" bug or if it's fixable with nifskope. i'll try to set the same flags in nifskope like on a working mesh, but doubt it will work. edit: can't replicate the problems with the niftools shader of the niftools exporter for newer versions of 3ds max i had on my old windows install. not sure if its a different version, different settings or whatever. edit2: ok it seams that the niftools shader doesn't work on skinned meshes, which could explain your armor, maybe the parts that "glow" are skinned and the others are not. see attachment, will update after flag testing.
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