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Posts posted by AndalayBay
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Suddenly I can't login either. I actually have it set so I'm always logged in and my browser remembers my credentials. I can't log in to tes.nexusmod.com or skyrim.nexusmods.com. It's telling me my password is incorrect.
What is really strange about this is I was in the middle of responding to a user's comment when it logged me out and I haven't been able to get in since.
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Well I hope this works better than OBMM. If I uninstall a mod with BAIN that overwrote some files of another mod, BAIN will reinstall the files from the mod that got overwrote - automatically. OBMM does not do that. OBMM is fine for static load orders, but if you want to check out a mod and then remove it again, you're asking for trouble.
There are also a number of Oblivion modders that have switched to BAIN packaging for their mods - you can't use OBMM to install those mods. I have switched my mods to BAIN packaging, although at this point, I still have an OMOD conversion script. Some mod authors don't.
@bben46 - with Wrye Bash, you can drag a mod to a different spot in your load order - the same as you can with OBMM.
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I don't like this either. I have taken over a couple of old mods with the author's permission or according to the licensing terms of the original author. I'm finding the original versions of the mods up there but not my updates. I want the original versions removed and do not want my updates hosted there either.
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I'm been trying to add someone as a friend. Under their profile, my alias shows up as a friend of theirs, but they don't show up in my friends list. Also, under their avatar, it does list them as a friend of mine. I've tried logging out and logging back in, but they still aren't listed in my friends list. Could someone have a look please?
Thanks guys.
Edit: Nevermind. They had needing approval set up :D Sorry for the bother. Too bad a message can't be displayed in that case...
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Appears I reported this in the wrong spot... Reported by another modder in the modders section and it has been resolved.
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I just uploaded an update to one of the miscellaneous files in my mod entry. Then I updated the description, but it won't update. Everything seems to update ok, although it takes a while, but when I look at the file entry, it's still the old description. I'm running Firefox 4.0.1. I have tried pressing Ctrl+F5 several times - no change. When I saw that it hadn't updated, I tried to edit the description again and even in the editor, the old description was loaded. So I made the changes again, clicked Submit, wait - still the old description.
Is this due to the new change logs? I haven't updated the main file itself, so I don't want to update the change logs. This isn't the type of update I would record in the change logs.
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Yeah, being a web admin sucks sometimes! :rofl: *hope nobody saw that* *damn, they did*
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RunBatchScript only replicates what you can do in the console. If you can type the command in the console, you can put it in a RunBatchScript. That's all it does.
Pluggy is a great tool, but a lot of players can't run it. Unfortunately I must include myself in those ranks. It crashes my game every time.
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You need to use OBSE with the RunBatchScript command to read in the ini file. Basically all an ini file does for Oblivion is to set a bunch of variables in a quest script.
So your ini file would look like this:
Set ObXPSettings.attributePointsPerLevel to 13 Set ObXPSettings.skillPointsPerLevel to 48
That's just a sample. Then your main script would load that in:
;run batch ini settings script if ( fileExists "Data\ini\Oblivion XP Settings.ini" == 1 ) runBatchScript "Data\ini\Oblivion XP Settings.ini" else let tempString := mqGetMenuGlobalStringValue "Obxp\_iniMissing" messageBoxEx "%z" tempString return endif
You need to put that in an "if ( GetGameLoaded )" block so that it's only run when the game is loaded or reloaded.
The ObXPSettings that you saw in the ini file is the name of the quest that has the script with all those variables in it. Then whenever you need one of those variables elsewhere in your mod, you would reference them using the same dot notation.
You'll probably need to read up on the OBSE documentation if you're not familiar with OBSE.
Pluggy can also read ini files, but Pluggy is an OBSE plugin, so you might be better just sticking with OBSE. If you use Pluggy, then players will have to load that up too.
Edit: Ignore the mqGetMenuGlobalStringValue command. I'm using MenuQue to make translation of my mod easier. Just set the tempString to the error message you want to display if the ini file isn't found.
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Yep, that did it guys - thanks. I did ctrl+F5 on the download page ironically, but didn't think to try it on the readme page for some reason... :tongue:
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I am trying to update the readme file I have uploaded for one of my mods, but no matter what I do, the new one isn't displayed. When I click View Readme, it still displays the contents of the old readme file. I have even removed the readme altogether and reloaded the page. It then correctly shows that no readme is loaded for that file entry. When I attempt to upload the new readme, however, the file that's displayed is the old one. I only have the readme in one place on my computer and yes, I have indeed updated it, so I'm not grabbing an old version of the readme from somewhere :D I even tried giving the new readme a slightly different name.
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DDoS = Distributed Denial of Service attack. Use a network of computers to hit a site with so much traffic it can't respond. You use a network because a single machine can't generate enough load to cause a problem for a site.
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Ah, that's what that meant. I did read that blog post but didn't realize the reprecussions of some of those changes.
We can't shut off comments on an existing mod entry, right?
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This is unfortunate. It might seem like a good idea, but I find that users also ask questions or submit problem reports as part of their endorsement. This is going to make it very awkward to respond to these.
I wish you had asked our opinion before doing this :)
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I actually used to run S&S and don't anymore. All Natural has interior weather noise - it's just not as loud as S&S. Basically the only thing S&S gives you are the lightning strikes. S&S also changes the shock spell effect, but I've gotten used to the original again and don't miss it. I believe the shock effect with S&S was more like ball lightning - it has been a while since I ran it. I tried installing it more recently, but it caused trouble for me so I uninstalled it. Basically I don't think it's 100% compatible with All Natural, but there are a lot of people running the two together, so I'm hesitant to say they are incompatible. I also found the interior sound with S&S too loud.
Not sure of the Enhanced Water mod you're trying to run, but I use this version and it works for both SI and vanilla. Now I don't think I bother making an omod out of it - I believe it's just one file and I just install it manually.
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You might want to check out the OBSE thread on the Beth forums. There are a lot of bugs in it right now - some from 20, but others that were introduced in 18 or 19 and are now being found and addressed in 20. Basically string and array support were introduced in OBSE 17 and 18 and there are still issues with their support. I think we've got a good crew testing it now, but I would avoid 19 and stick to 18 if you want a truly stable version. Otherwise, use the 20 beta. Most of the problems seem to be in the more unusual functions, so if you are running mods that don't use these functions, then any of the versions should be fine, including 20. Unfortunately it's hard to tell which functions a mod is using... But it's pretty easy to switch OBSE versions actually. Any errors are reported in the OBSE log in your Oblivion directory. But odd behaviour is harder to track down and you'll have to check the OBSE thread that I linked previously.
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I was just trying to point out that it's only a label. As long as there are people actively using and testing it, Scruggsy will keep the beta label. But if that fizzles and there are no active reports, Scruggsy will say "we're done" and it will be released as a final. That's what happened to 19. And it got released with a game breaking bug. The bug got fixed in 19b. And I'm not referring to the GetGameLoaded issue. That wasn't really a bug - it was more of a misunderstanding of the way the function worked. So saying that you won't run it because it has a beta label on it doesn't make much difference. You may wind up running the exact same thing with the beta label removed.
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The reason some mods require the latest version, even if it is a beta, is because they are using functions that were added in that version. I have requested some new functions and they were added in v19. Had I released my mod at that point, I would have needed that version, whether it's a beta or not. There are things that wouldn't be possible without these new functions.
There are no beta testers for OBSE. Basically the OBSE team takes requests for new functionality and adds them in. Most of these requests are exposing functionality that exists already in the game, but Bethesda didn't provide the functions in the CS to use it. OBSE adds those functions. It is up to mod developers to adopt the new versions of OBSE as they are released - that's how the new versions are tested. We run our existing mods against the new releases to make sure they still work. We will also add new functionality to our mods based on what is available in OBSE. This tests the new functions.
The system isn't perfect. It would be nice if OBSE had a beta testing team. I guess there are a number of modders that try to fill that role and I include myself in those numbers.
So what I'm trying to say is that the more people we can get who are willing to run with the latest version, the better. If people don't run with the new version, then it will be simply declared a full release. Yes there is a risk with that, but the OBSE team is very attentive and any complaints of problems are looked at quickly.
We don't have the luxury of a full development and testing team. Some companies don't have that! And you certainly aren't going to get it in a volunteer modding community where people have to do this work as time permits.
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Thanks for the support and the votes everyone! From the poll results here and one the Beth forums I've seen so far, I think you'll like the new changes. I had two options in increasing the number of skill points and I've opted for the lower number. This will be configurable in the ini as usual, but I wanted to come up with a number that will allow most people to just play the game and not have to mess around with configuring it! :)
I'm testing the new version right now and have a couple of people helping me. I've got a couple of more changes I'd like to make, but the new version should be out shortly.
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...snipped...
And by they way AndalayBay, I don't know if you remember but I wrote a post suggesting that you could award points by repairing weapons and armor (x points each time a rapair hammer is broken). Any chance of seeing this implemented in this new update or in the future?
Tiny Lampe.
Yup, I've got it on the list. I haven't looked at it yet, but it's been percolating in the back of my mind :) I would like to key it off successful repairs rather than broken hammers, but I might also have to inverse scale it to level then, because at high Armorer skill levels, you never break hammers... I've got a similar change to the lockpicking planned. Basically at high levels you don't get as many points. At low Security levels, you would get even more points for opening a hard or very hard lock, but at high Security levels, you wouldn't get that many points.
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Great! Glad to hear it. The way I've set it up right now is that you can only raise a skill by a maximum of 5 per level. This is actual skill increases, not skill point costs. So if you have a skill at 26, the most you will be able to increase it to is 31. Second, skills of Journeyman level will cost 1 more point to increase, skills of Expert level will cost 2 more points to increase and skills of Master level will cost 3 more points to increase. So if you play with the Specialist preset and you are increasing a skill that's a Major and Specialist skill, it will cost 2 pts to increase it by 1, up to Journeyman rank, as it does now. Then it will cost 3 pts to increase it from 51 to 75. Once it reaches Expert level, it will cost 4 pts to increase it further, and when it finally reaches Master level, it will cost you 5 pts to increase it any further. At this point, I'm thinking of increasing the number of skill points for spending to 48 to partially compensate for the increased costs at higher levels. This new system is based on Phitt's model. He posted a tutorial and a script on how to implement something like this for the old version of Oblivion XP (4.1.5). I've been talking to him and ironing out the details for incorporating his ideas into the new version.
Also, the new version will finally have the HUD fixes. No more enormous progress bar! The ini file will also have an option to turn off the progress bar altogether if you want. This is mainly for people who like to run HUD Status Bars.
So please vote - I'd like to get as many responses as possible to make sure this works for everyone!
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well, i don't usually mess with the settings of mods, because the settings are usually so for a reason
the whole challenge is to deal with what you get (though i do step out of this line some times)
still, i use it as it is, with no changes
and i use the Specialist preset, because there are many skills that i don't use, and the few that i do, i want to have on as high a level as i can (while still maintaining some balance in the skills)
Yeah, it's interesting you say that because that has been part of my challenge. Since SirFrederik left the scene long before I starting working on this, I haven't been able to ask him how he arrived at some of the defaults he selected. I know that he set it up with the Specialist preset in mind, but 36 seems like a rather low number. I do think a lot of players leave it this way though, so I'd like to get a better feel for what settings they do use.
In the upcoming release, I have changed the way skill point spending works by putting a cap on the amount you can raise a skill each level and increasing the cost to increase higher level skills. This will all be optional, so players can change the settings in the ini file if they don't like the new system. I've made this change because I have had a number of requests to change it - especially the bit about capping the amount you can increase a skill each level.
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I am trying to determine how many skill points to allow for the new release, so I'd like to know if people change the number of skill points they have to spend each level. I would also like to know how many players use the Specialist preset, which makes Major and Specialized skills cheaper, versus the "Jack-of-all-trades" setting, which makes all skills cost 3 points to increase.
If you do change the number of skill points you have to spend, please list what you change it to.
And for those of you who don't know, I've taken over development of Oblivion XP. The new version is available here.
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Well, you're likely to get beaten to it if you don't post something there soon! :D You'd be surprised how often someone spots something somewhere and creates a post on the forums.
I wonder if I'm psychic or something though... Just the other day I discovered that Oblivion XP didn't have built in support for Kvatch Rebuilt, so I've added a patch for the new version. That was a surprise, considering how long KR has been out. I've taken over development of Oblivion XP...
Special characters in password fix
in General Change Log
Posted