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evenstargw

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Everything posted by evenstargw

  1. Indeed, Supreme Magicka has an option to remove the starting spells and give you only spells of those schools you picked as primary. In supreme magicka.ini, find the following line: set zzSMConfigurationQuest.bDisableStartSpells to 0 ; Set to 1 to disable the flare and health spell as starting spells. Adds replacement spell scrolls to sewer loot (only affects new games) When set to 0 it won't remove them anymore, but as it states, once they have been removed, you don't get them back. You can use the console to add the spells: player.addspell A97DF player.addspell 136
  2. Kvatch Rebuilt comes to mind. The rebuilding of the city takes time so you can't just do all of it in a single visit.
  3. The script I typed was meant to be an object script attached to a light object. If you make it part of the travel script then it needs some changes. Also I see I made a silly mistake. scriptname ShipLightAB begin gamemode if (ABVesselDeck.getDisabled == 0) if ((gamehour >= 18) || (gamehour < 7)) && getDisabled == 1 enable elseif (gamehour < 18) && (gamehour >= 7) && getDisabled == 0 disable endif elseif getDisabled == 0 disable endif end That may work better. Edit - dunno where my head is today.
  4. I know it's possible as I've done the same thing except with lightbeams through a window which are on during the day but only if you haven't closed the curtains. getDisabled returns 1 if the object it is called on is currently disabled, or 0 otherwise. So using getDisabled == 0 is the same as what you tried to do with getEnabled (a function which doesn't exist). ABVesselDeck.getDisabled == 0 means that the lights will only go on if the deck is enabled (assuming ABVesselDeck is the referenceID you gave to the deck). Now you need to make sure the main light is a persistent reference and has no enable parent. The rest of the lights should be unscripted but have their enable parent set to your main light. The loose getDisabled calls are to check if the light itself is already enabled/disabled so it doesn't have to call enable or disable again until the conditions change. I read somewhere that calling enable/disable is a bit heavier than checking the state so it improves performance.
  5. Try this: scriptname ShipLightAB begin gamemode if (ABVesselDeck.getDisabled == 0) if ((gamehour >= 18) || (gamehour < 7)) && getDisabled == 1 enable endif elseif getDisabled == 0 disable endif end Also, as Lanceor suggests, attach this script to only one of the lights. Make it a persistent reference and for the other scriptless lights set their enable parent to this one. This cuts down on the number of scripts running.
  6. Ah yes, I hadn't considered alternative surfing methods. I'm oldfashioned and do my computing at my desk. :blush: I haven't run into the image delete problem myself (strange how cats and mice go better together than cats and tablets) but I agree it should ask to confirm before deleting anything. I also agree on the sort order issue. Previously it was last posted image first, which is a reasonable sort order. Now it defaults to alphabetical, which is not useful at all. But an option to remember sort order preference for mods and images would be great.
  7. So did I. Played it quite a lot. I even enjoyed DA2, though it lacked a lot of things from Origins. It's a different experience, Oblivion draws you in with its vast world of freedom, DA draws you in with enjoyable companions, good voice acting, engaging storyline. At some point I had seen every corner in Tamriel, done every quest and could quote nearly every character. Something different was needed so DA filled in that gap. Now that I'm back to playing Oblivion, I've tried DA a few times but couldn't get into it again. BTW, I wholeheartedly agree with your signature, lol.
  8. Another option is to regularly visit your imageshare and select "sort by last comment". Doesn't give you a notification though. What I'd like is for the date of "last comment" to also reflect the last edit someone made to a post in the thread, in case it is later than the last post. Sometimes you miss requests because people (not wanting to doublepost) edit their post after you already read it. Would be nice if the thread came back up if someone made such an edit.
  9. Wrye bash is much better for installing mods than OBMM. Where OBMM will delete all files instaled with an OMOD, with no regard for files in use by multiple mods, Wrye Bash will uninstall the mod, check all other packages to see if they include the same file and put back the file from the correct archive. Simply said, where uninstalling an OMOD would break mods that share files, Bash does not. Rebuilding the DarkUI package into a BAIN package wasn't that difficult. The only thing I messed up was the ini tweaks it has to make (I think), the script spewed out an ini tweak file but didn't let me apply it. I figured doing it by hand was easier than trying to fix the install script. So I recommend spending the time to learn using Bash, it will save you time in the long run.
  10. What UI are you using? Vanilla, Darn, Darkui, BT? Maybe you set darnified books in the patch without having Darn? Not sure what that will do. So far the only time I've had books crashing was when it had images in it that were too large to fit on a page. But that doesn't affect all books like your case.
  11. The radius has very little to do with where they find a chair from what I know. When doing the eat package, they first travel to within radius of the location, and then search for a chair within another radius which is set in some game setting. As explained, the most used workaround is to assign a specific chair as the location and set radius to 0. That should work, provided there is food and no random companion/npc has stolen the chair.
  12. How close would you have to get to a character to see the difference anyway? Most of the time it will just be displaying the lower mipmap levels.
  13. Elys version works for spell costs and weapon/h2h damage. I don't think other values have effect above 100 unless some other mod alters the formulas that use them. Thanks for the AV uncapper link, I might try that one out for a change as well.
  14. I think you misunderstood me. Sure it is an issue if they steal your work, but that's not what the OP was about. I was just clarifying that what you posted is not an exception to my example and what you described would be stealing someones work, unlike the example I provided. If someone makes a toy car and says, batteries not included, buy them over there, they're not stealing. If however they take the batteries, put ten of them in a box with a nice sticker on it, they are stealing.
  15. You already have a trigger that moves the ship, right? With an onActivate block. Now your NPC needs a specific reference ID. Doubleclick him in the render window and Type a reference name, I'll go with MyNPCRef In the onActivate block, add this: MyNPCRef.evp It has to be after you changed the variables that control his package. He will immediately check the variables again and change his package if needed. You can add conditions to only do this if the wander package is already active, but since it is a trigger and not a gamemode script, it is hardly worth the effort. For the moveto part, you would have to check if he is already on deck. You could use getincell, or getdistance. Need a marker on both of the decks. Say you're going from IC to Anvil. if MyNPCRef.getdistance ICDeckMarker < 2000 MyNPCRef.moveto AnvilDeckMarker Now, if he is withing 2000 units from the marker on the deck in IC, he will get moved to the deck in Anvil.
  16. Like I said, if they built their own esp from scratch, they wouldn't be doing anything wrong. The case you describe has them stealing the layouts from your plugin. They'd need permission for that. If they had made their own mod that added different interiors but relied upon your mod for providing some of the clutter (without including it in their mod) I don't think there would be anything for you to complain about. You still get people downloading your mod, maybe even more than before. Intent is nice btw, but tastes differ. When I made the CB shop, I put several weeks into tweaking all the meshes, fixing materials, making textures, etc. A few days after I released it, someone posts a link in my thread to their "improved" version, took me 3 hours to download the file to see what they had done. Turned out they had pulled the entire mod through glossmax, turning my nicely fixed skins into plastic. I hated it and quickly tossed the file, but never made a big fuss over it. It's just one more option for people who are into that, the rest can just grab my version.
  17. I've seen videos of it. To be honest, I'm more impressed with playing actual Morrowind with todays mods. Looks better than I think it ever will on the Oblivion engine.
  18. On the conditions tab of a package, you can add conditions. If you have a scriptvariable somewhere that keeps track of which deck is active, you can use the getScriptVariable or getQuestVariable conditions, depending on whether the variable is on an objectscript or a questscript. I would also suggest to add [NPCref].evp to the script that switches the decks, so they update their AI immediately when it switches. If the NPC is already in the cell, you may need to do a moveto on the NPC to get him to the other deck.
  19. Elys Uncapper http://oblivion.nexusmods.com/mods/31464 http://oblivion.nexusmods.com/mods/13841 One of those might help.
  20. 512MB Vram is not optimal, but for vanilla it should do. Also, the extra cores of that i5 will be mostly sittling by doing nothing while one of them does most of the work. That's Oblivion's age showing. But also there, it should be able to run the vanilla game without to much trouble. Does the GPU get recognised?
  21. That's not true. The bashed patch will resolve conflicts between mods that alter the same object in different ways. For instance, if one gives it new spells and another changes the basic stats, only the last loaded of those mods will actually work. The bashed patch can collect the information from both mods and merge it so they both take effect. Apart from that there are a lot of game tweaks you can make in your bashed patch.
  22. Using my equipment converter, you can copy the looks of the bow onto any other bow. A daedric one for instance. Link is in my signature.
  23. Mystic emporium being off limits has to do with Frostcrag spire I think. Do you have the UOP, and the Unofficial Official Mods Patch? The latter should have a patch for Frostcrag. If that is installed and not working, you may have to check the load order and import the related fields into your bashed patch.
  24. I see, yes. i thought there was an option to turn off sneak attacks and technically there is, by setting the multipliers to 100 but I don't think that will do the trick. Have you tried swapping the order before rebuilding the patch?
  25. Supreme magicka adds a sneak attack bonus to magic attacks. Maybe SDR is conflicting with it. SM is highly configurable though, so maybe turning the magic sneak attack feature off will fix it.
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