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maaaaaaaaap

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Everything posted by maaaaaaaaap

  1. Thanks! Great to hear from one of the toolset wizardesses. ;-) The fact that Clothing does not have tiers in DAO is a bit of a hassle, and is the reason I get into this trouble... I would rather set RuneCount in Materialrules*.gda than bitm*.gda, but as long as Clothing does not have any Materialrules attached, this might be quite difficult to work out in DAO. What I am trying to accomplish is to have max 2 runes for armor (and robes), max 1 rune for helmets, gloves, boots (including mage helmets), AND max 1 rune for tier 4 and 5, max 2 runes for tier 6 and 7, and max 3 runes for tier 8 and 9 (and as you probably have guessed, have these play together; e.g., a veridium scale armor should have 1 rune slot only). And no runes for clothing other than robes (and not for Apprentice or Tranquil). EDIT: I think I sorted out the problem - it appears that Dain's fixpack introduces a component which is supposed to give rune slots to some items that don't have that, but instead seems to override the entire ITEM_RUNE_ENABLED variable on the .uti's. Removing that, things work as you say (and how things have worked for me before also) - and I don't need to make local versions of each piece of clothing that exists in the game. :-)
  2. Hi, I am need of a bit of assistance. I am uncertain how the files bitm_*.gda, materialrules_*.gda and materialtypes_*.gda work together. It seems that if I rely solely on bitm, all items without exceptions get the number of runes as given in the RuneCount column - which requires that I make custom versions of normal clothing, since I do not want these to have rune slots. Can someone help me with clarification on how these files (and others I may not be aware of yet!) work together, and how I should approach them? I don't want to make rune slots for ALL equipment - but I want to enable them for the upper tiers (red steel and up) for boots, gloves and helms, and I want to enable rune slots for mage helmets and robes (but not ALL clothing).
  3. This request/idea probably won't see much backing - but what *I* would like to see is a mod that makes DA:I use game mechanics from either DA:O or DA2. Why? I liked the abilities, especially the spells. I liked being able to curse my enemies. I liked being able to make their blood boil. The more or less completely elemental-based spells in DA:I is in my opinion not that fun. How cool would it not be to curse Cory-guy with Death Hex? :-P
  4. Hi, one thing I realized yesterday while editing anew my items in the toolset is that one important item property is in fact completely missing; cooldown reduction. It exists in the game through a spell in the Awakenings add-on, unfortunately that is encrypted and I don't know where to look for the resources. Has anyone else been able to do this? EDIT: OK, so I found the ability code in question (maybe :-)): 400103 Is it possible to edit any .gda file in use by the toolset so that that property becomes available in the toolset? I guess it is possible to add this property on an onEquip event script, but that would not count towards the max 5 abilties limit and it won't be shown on the item property list on the item itself.
  5. Anyone else feel that it is strange that the Ayleid ruins casks and coffers hold items that must be considered "normal" and thus takes away some of the immersion? Granted, there is a mod (Maskar's Overhaul, maybe?) that offers items such as "Ayleid Key" and other strange items, but we need more. :-) How about "Ancient Ayleid Lever" or "Unknown Ayleid Object"? After all, the culture is supposed to be filled with mysteries, so for my part I feel a bit ...cheated.... :-) when I open an Ayleid coffer to discover an apple, or a Winemaker Deed....
  6. Mainly because from what i gather BOSS is better than LOOT for Oblivion. I'm not an oracle, but BOSS has given me stable games before, so I stick with that. :-) There are no real conflicts I think, everything works perfectly once I'm out of the first dungeon in the tutorial, as far as I can see. However, I still think I have found the culprit, and it's strange that the readme for that mod doesn't explicitly state that the lights in the prison cell in the beginning have NOT been changed.
  7. ...and it seems confirmed that this is related to my problem with All Natural Real Lights. As I said, I've had problems with that before, but only in the first dungeon - and that is what happened when I exited the first area and entered the second (you know, the door that the dead goblin by the door has the key to) area: total darkness, as hoped for. :-) I've never had this problem before though: that lighting in the first dungeon as a whole goes askew because of some error in AN RL (an error I stress does NOT occur elsewhere in the game as far as I've seen - in fact, AN and its RL component is one of the best mods for this game IMO). Still, if anyone has an idea what might go wrong when updating the bashed patch with data from AN RL, fire at will! There are no error messages, and as I've said the only indication I get that something has gone wrong is that the window in my cell turns from daylight to darkness approx 5 seconds after starting a new game. This error does not occur wherever else I've been in the game.
  8. First, load order: Active Mod Files: Where fk_edits.esp is a local file by myself, where I only have edited birthsign abilities and made it so that all magic schools have the same rate of progression (Restoration in particular is generally lagging a bit behind the others, as most Oblivion players know, I guess... :-))Load order is managed using BOSS. Problem: Neither with Cava Obscura, Let There Be Darkness nor MOO's light settings do dungeons become dark. I import cells and rebuild the bashed patch as usual (this did use to work, it's the last few days I've gotten this problem). When I start a new character however the dungeon becomes more grey than dark; I can see perfectly well without torches. It's like WB doesn't manage to import edited cells, or some other setting overrides the graphics in some way. But worst of all I have no idea what causes this, as it sometimes starts behaving like expected! I suspected the UOP which was updated recently to be the culprit, but installing an older one didn't help. Then I tried reverting from OR 6.50 t0 6.20 (using Bevilex's guide, but not using ENB this time). That didn't help either. At last I wondered if All Natural v. 1.37 was causing this; and correct enough, the problem vanished when I reverted to 1.36. FOR A FEW MINUTES. :-O Everything seemed to work as expected again (I had a dark dungeon where I needed to use a torch to be able to see anything) in my test game, so I went back to the main menu and started a new, "proper" game. ALL OF A SUDDEN THE PROBLEM RETURNED. And it's been there ever since, no matter what I do. I am at my wits' end. If anyone has a remotely reasonable idea what might cause this I plead for help. I have an Nvidia GeForce 780M 4 MB graphics card. I've had a working installation with an ENB (followed Bevilex' guide to the letter last time) recently, but it stopped working last Thursday evening in the sense that severe graphical glitches started appearing (Jensine's shop interior vanishing, door from Gogan's house back into Anvil not working, flickering and "solarized" objects near Mouth of the Panther to mention some of the problems I had). I've been trying to reinstall using only OR and not an ENB since Friday... What might be worth mentioning is that I do have and have always had certain problems with All Natural - Real lights. A few seconds after character creation is finished, approximately when I get the message that the UOP items have been gained the light in the prison window turns black and seems like a night sky... Which is an indication that something has gone wrong in the import to WB. However, I've never experienced that this actually has affected lighting negatively like it does now.
  9. Hmmm---- well, it works fine enough I guess, but I really would like a new race as described instead. It's more what I had in mind, I *think*... Though I will give this a proper shot.
  10. Hi, having read a bit of the lore of TES, and Morrowind specifically, I've found that for several reasons the "right" (for me, at any rate) race to play in Morrowind is the Dunmer. However, I'd like to tweak them a bit, since I do in fact want to play a (pure) mage character - which the dunmer really are not. What I was thinking is to duplicate the Dark Elf race and create a new version that has been culturally brought up in say, e.g., High Rock. Yes, you guessed it: I simply want a Dunmer that has the skills and abilities of a Breton (tweak the attributes a bit, though). To create this in itself in the TES CS isn't the problem. What has me stumped is the Body Parts bit and voices. So I was wondering if either a) I could give the full requirements specification of how I want this to work, and hope that an angelic soul of a fellow Morrowind player/modder can do this for me :-) or b) someone could give me CLEAR instructions on how I create Body Parts for my new race. I simply don't get it; do I need a 3D modelling program to do this? Basically I thought I just had to duplicate the existing ones for Dunmer... But also seems like A LOT of work, and I'm not sure what I must do in order not to mess up the Body Parts for the original Dunmer. I use the Morrowind Overhaul MGSO 3.0 with better bodies. No other head/hair mods for Dunmer (I do for Bretons though).
  11. Sorry if this is an inappropriate forum to ask this, but I really need some advice here. So, I hear that Bioware has been hacked. And as a result they've reset passwords for user accounts. Furthermore they state that one can submit a message to them so that they'll send you an email with instructions on how to create a new password. Problem is, I've waited some 24 hours now, and still no mail from them. Can someone please tell me how to contact them without having to make foreign call (calling the US from Europe is quite expensive) or having to logging into a service - something I can't do no-how, since the password for my account has been disabled?? :wallbash:
  12. Of course, the point here is that item mods are one thing; it will however be irritating to the point of self-combustion if I play for 10-12 hours, just to discover that the excellent Alley of Murders doesn't work anymore.... for one!
  13. OK, thanks. Have done a little research on this, and find that I'm not alone... http://social.bioware.com/forum/1/topic/58/index/4504273/1 Weird thing is that when I disable e.g. Bulwark of the True King (Origins), suddenly the Mord Sith Confessor Robe shows up as it used to... My own mod which uses that robe appearance however does NOT work, neither does Kahlan Outfit... There is to my frustration no pattern I can detect, though. I must admit that I have cheated in DLC that normally requires authorization (Dalish Ring one of them), so will probably uninstall and reinstall again, just to make sure that any hacked DLC (edit:) DOESN'T create problems. They did work in 1.02a though.... :-S Nah, I'm completely at a loss - despite that I'm a tester by trade. :-)
  14. I've tried this at social.bioware.com as well, but perhaps someone here can help me... :-) Short story: Purchased Origins back in Nov. 2009, been playing with patch 1.02 for a long time - generally without serious problems. OS: Win XP SP3, 4 GB RAM, 512 VRAM, CPU 2 GHz. Got myself new computer; OS: Windows 7, 8 GB RAM, VRAM 1 GB, CPU (can't remember exact term, but in "old" terms should be equivalent to some 3 GHz) Purchased Ultimate Edition - after some hassle got the included DLC working. Installed toolset, had to use manual install to succeed. Now, everything seemed to work OK, but then I found that the items I had created in the toolset didn't show up when I tried to load a game after enabling my own custom content. To my dismay this also applied to other custom content I've downloaded. I never had this kind of problem in patch 1.02. I then tried to decrease the number of DLCs active, and found that when I deactivated the promo items Bulwark, Bregan and Pearl of the Anointed for Origins, at least the DLC from the community started to show up - I say "started", because not everything works (it did however in 1.02). So - at the present I'm in a situation where my own custom content doesn't appear in the game at all (no problem in 1.02), and not all custom content I've downloaded works as expected either. I am - again - completely lost. Does patch 1.04 in some way "break" the way custom content is handled?? My venture into the Ultimate Edition is becoming so painful that I'm seriously considering ditching the whole thing, and go back to my Origins 1.02. But I removed my Origins key from this site when I installed the Ultimate Edition, so I'm afraid that all my DLC from my Origins copy is lost... Ah well. Will uninstall everything this afternoon and try AGAIN...
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