Jump to content

evenstargw

Members
  • Posts

    167
  • Joined

  • Last visited

Everything posted by evenstargw

  1. If you tell people they need to install mod X because you used resources that it includes then you're not distributing other peoples work. For instance if you make an esp file that makes the armors from mod X sold at some store instead of going through a long dungeon to get them, then I don't think you're breaking any rules (as long as you don't include the other author's files, and made your own esp from scratch). It's like a tennis racket. Not much use without a ball. Makers of tennisballs can't just forbid people from making rackets to hit the balls with, or forbid you from letting your dog chew on it. The downside is, if the mod you require ever gets taken down, your mod will be useless.
  2. It's pretty short: The last two are mods I'm testing/working on at the moment. Apart from what's listed there, I've also got DarkUI Darn, and some OBSE plugins: Elys USV Kyoma menuque OSR stutter remover obse_jail_fix (came with UOP, I haven't a clue what it's supposed to do). Like I said I loaded up almost all the esps in my load list in the CS to see if any were using that command but found nothing. This leads me to suspect the jail fix as I have no idea what it's meant to do and from the name of it, it might have to do with losing quest items when getting sent to jail.
  3. Like the title says, I have a strange bug that causes quest-item books to not appear in my inventory. For example, I just went to Phintias, bought Knightfall, it gives me the quest update to read it but it's nowhere in my inventory. Then I do the Path of Dawn quest, the fourth Mythic Dawn book has the same problem. I've already tried dropping nearly everything else to see if I have the bug that makes random items not show up in inventory. Doesn't help. Can't seem to find any similar problems on google. Does anyone know what's causing this? Edit - I just tried fixing the problem with AddItem, but I still can't see them. I hear the book pickup sound, it shows "Knightfall added" in the corner of the screen, but it's just not there. :wallbash: Edit2 - I removed everything from my inventory, did additem again, nothing. Then I tried again but adding 10 copies. Same result. Then I tried "getitemcount" with the same code, it shows that I have 12 copies. I just can't see them. Edit3: Return of the edit - I found a solution, but not the cause. Rummaging through the google results, I came upon the UESP page of "Through a nightmare darkly" which mentions quest items are hidden while in the dreamworld. So I rummaged about to see how and here it is: Open the console, type setshowquestitems 0 to toggle the hidden quest items back to visible. The only question that remains is, what did this in the first place? I'm barely running any mods yet, I opened them all in the toolset to see if any of them used that command, but came up empty. It's only used in two (vanilla) quests and I've not been near either.
  4. Personally, I've set it to use 2xAA and 4xAF, I don't notice it very much. I think it may be worth trying AF.
  5. I think what you're seeing is the LOD-terrain sticking through the detailed terrain. This should normally not happen because the LOD-terrain is supposed to be pushed down for your current surroundings. I've seen a topic before where someone had this problem but I can't recall if it was ever solved. One thing you could try is to check Archive Invalidation. I believe the UOP comes with new LOD-terrain meshes but they may not be in use if Archive Invalidation is not set up properly. If that doesn't help, and assuming you're running without terrain-altering mods, you could try installing one of the pre-generated LOD-terrains from Tes4ll. I recently installed the high-res option provided by Tes4ll and the distant land has never looked as smooth as this before. -Edit: ooops, ninja'd
  6. From what I read on the Beth forums, she just doesn't want it on Nexus anymore. She's given permission to someone to post it elsewhere. (Elsweyr?)
  7. When you say without mods do you mean disabling the esp's or actually uninstalling them properly. There is a big difference. For instance if you had Qarls texture pack installed, you'd have to completely uninstall all the textures it added in order to make it go away. Same thing goes for VWD mods, once you run tes4lodgen, it builds a reference of all objects that have a _far.nif, the only way to disable it is to remove all those nifs that were added and run tes4lodgen again so it rebuilds the lod without all those extra buildings. If you're running a vanilla game straight from the archives and it's still slow then something else must be slowing it down. Your PC seems recent enough to be able to handle the vanilla game. There are a lot of things that can be done. Mods like Oblivion Stutter Remover and Streamline can help. Quiet feet tends to help a lot as well. You can disable the wind on grass (trees will still sway) and even reduce the distance/density of grass for a good boost. Reducing uGridDistantCount and uGridDistantTrees is especially useful when using VWD mods. Combine it with the fog options from streamline to mask the empty terrain beyond the tree range. From what I've read, changing uGridsToLoad from the default 5 can cause bugs and is not recommended.
  8. You could collect the files with Tes4Files
  9. From your description it sounds like they are restrained: CS wiki Try clicking one with the console open and type getRestrained, see if it returns 1
  10. Any other problems with NPC's not moving? I had this the other day, on an almost unmodded game. I was standing in the IC and some NPC's would just freeze in mid step when they got more than so many feet away from me. If I got closer, they'd move a few steps more, only to freeze again. Patrolling guards were strangely unaffected, just the wandering NPC's and not all of them. I searched for some solutions, one was to slide the NPC draw distance to the left. I consider that a last resort because I like to shoot stuff from really far off with my bow. Another was to increase the AI max active actors in the bashed patch. I tried that and it didn't help. The strange thing is, it should have plenty of resources for the AI because my FPS was capped at 30 by OSR, would have been higher even otherwise. So I started looking through the debug screens. On SDT 30 (shows AI paths being calculated) I noticed something strange. A horse which was in a dummycell at the time was shown every few frames calculating a new path. It had a stuck follow package (must complete) but could never get to its target. I went into the mod and fixed the problem, haven't seen anyone get stuck again like that yet. So, if it looks like AI overload, open the console, type tdt and then sdt 30. See if anyone is stuck and (probably) hogging a lot of AI resources.
  11. It's right under the video, in the description, first link.
  12. The only way I can think of to dynamically put them in peoples homes as in on tables, etc, would be to have premade markers in all the places where they could appear and use moveto commands. But it might be complicated to keep track of where stuff has already been placed and whether the player has already picked them up. Otherwise you might end up with stacks of books in the same place. I don't think I've ever seen anything like this done though.
  13. The link in the Nexus Network dropbox still leads to: http://tes.nexusmods.com/cgi-sys/defaultwebpage.cgi Doesn't get redirected. Kind of annoying as I tend to use it a lot going back and forth between the forum and the nexus sites.
  14. The main page www.nexusmods.com still points to tes.nexusmods.com for oblivion. Was checking that the past while to see if the split was done yet. Finally decided to check the MW link instead, which led me to the correct address. Hope the redirect will work soon so more people won't get confused. As for the split, very nice. Might help people understand better where each of the TES games goes. I just hope that old links still work when all the kinks are out.
  15. You can take a look at my Spookyhouse mod. There I used a script to force the weather to a thunderstorm when the player gets within 3000 units from a marker in front of the house. It releases the override as soon as the player enters the house or leaves the radius. In your case, the entering part can be omitted as the house is in an exterior. And instead of a thunderstorm, you could pick a random choice from a selection of weathers without rain. I've tried the climate option in another area in the same mod and it doesn't appear to work. It should have had only thunderstorms but more often than not it is completely clear. Possibly this is because weather mods interfere with climate settings (I use All Natural myself). The setweather/releaseweather combination works with All Natural without problems.
  16. Nice, although I've not had trouble with multi-part files. But yike, 5GB of compressed data? I can remember the time when a 5GB harddisk was only a dream. Now I'm having trouble with my 1TB running out of space. I just hope people don't forget proper compression, cause that's always the preferable solution. :thumbsup:
  17. Ah, thanks. Been wondering for ages why the go button worked on one pc and was missing on the other pc. Turns out the font size was set to 16 on the first and 20 on the second (Firefox, options, content tab). Changing it made the go button show up, as well as some other elements that were missing. For a good while I blamed it on the old firefox version, turns out it was just something silly. Although I wonder, isn't it possible to force a font size in the header sections to prevent this from happening? Or do user settings override?
  18. It was on TESNexus. Thank you for your kind answer. I shall await the new code :) EDIT: I seems to be working the way I suggested now.
  19. Well thank you , good to know the feedbackforum is useless. I shall not ask or suggest anything in the future
  20. Just wondering if these boards are still read by anyone... Just a yes or no would suffice, but no responses in a week? Kinda disappointed. Thought there was someone out there who cared about these boards.
  21. When using the tag search option, when checking more than one tag, you get all results that have one or more of the tags. Would it be possible to sort them by relevance, such that the ones that have more of the tags you searched for get listed before the ones that have only one of the tags? Right now, searching for more than one tag at a time only complicates the search.
  22. Hello ! Ive been watching for a while but now is the time to say it; you deserve a prize and applause for the way you help people on your files ! *thumbs up* and keep making pretty things !! Kudos +1 *winks*
  23. thank you Tired,... this year for Halloween might be possible :P
  24. There is now a standalone version. I believe it no longer requires Python to run. The autoinstaller should install everything you need, whether you pick the standalone or the python version. If you're using a steam version of Oblivion or have it installed under Program files, there may be some tricky bits but they're explained in the readme.
  25. To play Oblivion itself properly doesn't take much. However, a modded Oblivion is a different story. Because of the way mods work, the more you have, the bigger the chance for conflicts. Sometimes a mod includes changes to a part of something, and another mod changes another part of the same thing. For example, one mod adds new eyes to the Imperial race, and another adds new hair to the same race. The only way to make such a change is to include the entire race into the mod. But as they both include the same race the second one that is loaded overwrites the changes from the first one. To solve such errors, you need to manage your load order very carefully to make sure the most important changes "win", which is where OBMM comes in. Sometimes, you have to combine multiple changes into a single mod if you want both of them to have effect. Wrye Bash is a tool that can do a lot of that merging automatically, by combining all of those changes into a big mod called a bashed patch, which is loaded after your other mods. It takes some time to get used to it, but after a while it's just a matter of pushing a button and it will rebuild this patch for you. Sometimes you want to remove bad changes from a mod. Because sometimes mods unintentionally include changes that should not be in there. For instance if a modder accidentally moves a rock, then hits undo to place it back in original position. This "moved" rock is still saved in the mod and will start to overwrite any other mod that moved that rock for a reason. Sometimes you can fix that by changing load order, but sometimes you need to do modcleaning to remove these "dirty edits". Tes4Edit and Tes4Gecko both have functions for such jobs. They also have a lot of other functions, and both work very differently. Tes4Edit shows a lot more information and easily lets you edit the data inside a mod if you know what you're doing. Tes4gecko can be used to remove master files, copy groups of records to a separate plugin or merge multiple plugins into one. These two are most useful if you make your own mods, but some functions are also very handy to know about if you only use mods, because modmakers can't always prevent conflicts. And they also can't just steal someone elses work and merge it with their own to prevent it, so it's good you can do it for yourself with these tools. Now there's no need to be intimidated by all this. It's a lot to learn but you don't need to know all of it to get started. I daresay a lot of people make great mods without knowing half of this, using nothing more than the construction set. But eventually when making or using mods, you will run into trouble, and that's when these tools come in great handy. There's more tools not mentioned here that are also used. Many modders will put a list of tools used in their readmes, those lists can be a very good source of information. -Nifskope for viewing and editing models -WTV (windows texture viewer) for quick examining of textures -Photoediting software for making/editing textures -3d modeling tools for making models or making complex edits to models -Tes4Files for easily gathering all files used by a plugin (and reporting missing files) ...etc
×
×
  • Create New...