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leonardo2

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Posts posted by leonardo2

  1. The disable command is the only available command in Oblivion. We do have extra commands for deleting refs completely in either Morrowind or was it in Skyrim but not in Oblivion.

     

    Wrye Bash is good to pick up the bloats and delete them in your save files as I get many of those, specially when I did train enchanting as when you enchant something, a new base object is created and also a new ref if you place it into the world, so the principle is similar to placeatme and should create a bloat when we think about it.

    Doesn't the 'hide' command also exist in Oblivion as it does in Skyrim?

     

    As for deleting refs in Morrowind and to my knowledge there are two options to do that which is something like this.

    • In the saves tab in Wrye Mash the user can select any gamesave then click on repair all
    • In the mods tab in Wrye Mash the user can select an esp then click on repair refs or renumber refs

    Should the user get a message about bad refs then all bad refs needs to be deleted. However, I know the user can load a gamesave into the Enchanted Editor (EE) and make the changes then save it.

     

     

    Anyway, newer TES games are using FormID, but I'm not entirely sure if Oblivion has the BaseID record or not while Skyrim has the BaseID record (Lydia). As you can see Skyrim uses both RefID and BaseID, which are unique for the same, in this case, NPC.

     

     

     

    @OP: Maybe changing the script to search for BaseID record(s) instead of focusing on RefID record(s) and doing that might help.

  2. I bet using RefScope would provide more information.

     

    Just move the mouse cursor over the ability then activate RefScope via a spell IIRC. Read the description of how to use RefScope.

     

    Aside from that it looks like you have a missing icon for a scipt or somethings else, so checking your current loadorder in TES4Edit could give you a hint about a mod issue. Which I think it is.

  3. Do you get a message or an error in the Warnings.txt file (found in the Morrowind folder)?

     

    If you do then I suggest that you remove Friends & Foes and start a new game, just to see if that helps. Otherwise remove both the Patch for Purist and Friends & Foe then start a new game and only install Friends & Foes.

  4. I knew it. Belivex's guide doesn't mention one important thing and that's the user need to use the TES4LODGen every time one is changing the loadorder.

     

    To summarize, each time you add a new mod, you have to:
    * Install it in the Installers tab
    * Check the .esp in the Mods tab
    * Run BOSS to sort your load order
    * Rebuild your Bashed patch (do not reactivate the .esp which have been deactivated by the Bashed Patch)

    I copy this from the mod page.

     

     

     

    There is also TESCosi to follow.

     

    FYI, TESCosi is now hosted on UESP due to TAL as a defunct site.

  5. Hello, i had a question about Skyrim;

    Are the base of Scripts and these kind of stuff the same for Vanilla and Special Edition,

    so that we can use any mods for both Vanilla and Special Edition?

    As for scripts, no they are not because scripts was compiled with 32-bit if I am not mistaken. While scripts for SSE are compiled with 64-bit.

     

    Here is more information about converting mods from SLE to SSE.

  6. That error message means that the plugin was created with a different version of Morrowind to the one you're using.

     

    On plugin creation the size in bytes of the plugin's masters (EMSs) is stored in the plugin header. That's then compared to the size of those masters for the person running the plugin and that error message displayed if there's a difference.

     

    A different version can also mean a version of Morrowind for a different language to the one you're using, most often for English plugins it's the fact a plugin was created before the Tribunal or Bloodmoon patches.

     

    You can use Wrye Mash to update the size of the masters stored in the plugin header. The mods have a yellow checkbox (that's what that colour means), select them and then look for the Save button in the bottom right. Click that and the mod file will be updated and the error removed.

    That's correct and I did that the other day when I was testing a mod, but despite doing that I still got a loading error.

     

    So, re-saving an esp or esm in CS does the same thing, which I had to do when testing a mod. Although, cleaning the mod might be necessary.

  7. Let me guess. You didn't finish the first quest that's called "Report to Caius Cosades in Balmora" after you getting the package and step out the door into Seyda Neen, am I right.

     

    Do that quest first before doing any other quests.

     

    I hate to tell you this, but you need to start a new game despite for playing a lot.

  8. I searched the internet for such a mod, but was not able to find any. If there is such a mod, please let me know. Maybe a modder is up for the task?

    In case you didn't know, but this is probably why you couldn't find a mod on MMH.

     

    Which means that you need to manually search for the mod you're looking for on MMH.

  9. Thanks for your reply, cyran0. :)

     

    That is intresting since it is a mod that's causing that kind of an issue.

     

     

    As for the unofficial patches I'm not sure anymore, because due for the issues e.g "Who is there ?" (Stuporstar posted about it on the old BSF), CnE is affected by MPP on several things that has been discovered over the years.

     

    God knows how much stuff that are really bug fixes and not modded related in every MPP version including UMP 1.6.3. Anyway, here is the new home for the UMP project I once started back in late July 2014.

     

    Hmm, I'm a bit skeptic about what MPP 1.6.6 do or not do, because to me MPP 1.6.6 is unfinished and not a game patch IMO. Which could probably explain why Quorn stop working with it.

  10.  

    I've been told to fix the Naked Guard issue, I have to do this with the Construction Set, but even after watching 3 separate tutorials, I can't seem to figure out how. I think I'm stupid, because I just cannot seem to fathom the CS in the slightest.

     

    Specifically, the only fix I found was to set their Unarmored to 5, Medium Armor to 75, and change their class to Warrior.

     

    I can't even get the CS to recognize my installation path, and I have no idea how to even navigate the CS were I to get past that.

     

    Just hoping someone could make a simple esp for me so I can stop having naked guards. Thanks for your time, everyone.

     

    I can't say this will solve your issue. My Telvanni guards come fully clothed so I cannot test it. I am not certain what information about the guards is preserved in your saved game's record. Sometimes changes to official NPCs don't 'take' because they are over-written when the save loads (always last). If that is a problem, you could try to clean your save. Those spawned from lists might be fine, but you may have to kill the existing spawn for public indecency to trigger his/her replacement. There is the matter that Telvanni guards will no longer behave as guards since they are warriors. They will not interdict if you perform a crime, and they will not come to your aid if you're under attack (as if they ever did). I didn't change the sharpshooters since their medium armor skill was appropriate, but if the class and unarmored changes are necessary, they might still choose to go 'au naturale'. Good luck.

     

    https://drive.google.com/file/d/1jwpuagp5i6rO4AmWSTCv-fLDrmkQ3sOv/view?usp=sharing

     

    Edit: Activate the link; permissions will follow.

    Just curious. Is that another bug that Bethesda never fixed and what I'm referring to is the animation bug that is affecting NPC's in-game (silt strider caravaner)?

  11. It looks like you need to start from scratch, but to save some time I suggest you reinstall SKSE64 and launch it without having any mod active just to see if that helps.

     

    If not then scrap everything and get SKSE64 working without overwriting files every time you launch SSE.

     

    Then start to add one mod at the time and pause your game without getting a CTD. Should get a CTD then the latest mod you added is likely what is causing your issue.

     

     

    Also, make sure your loadorder is sorted in LOOT and the rebuilt bashed patch is last in your loadorder, because I can't see the bashed patch in the loadorder you posted.

  12. I use AI Overhaul with the Arthmoor/JKs combo.

    I neither use AI Overhaul or NPC Overhaul, but I do use Arthmoor's Open CIties and that's a-must-have mod for me.

     

    As I recall it, all mods Arthmoor have realeased always have the latest USSEP fixes included in his updates, so using Open CIties with another AI/NPC overhaul mod should work together unless a patch is required.

  13. My advice is to go back to the gamesave your game was working and remember neither uninstall or reinstall a mod in mid-game.

     

    Doing that will sooner or later make your game almost unplayable due to a corrupt gamesave(s) and the reason for that is this.

  14. So, I'm working on a new mod, my first, and I'm already running into problems.

    You're doing wrong, because your mod idea might not be feasible to do.

     

    Start small then after you have gain some modding knowledge, you'll know for sure what can you do or cannot do.

     

    Most modders who is creating the first mod will often fail due to the complexity of modding and if one who doesn't have the required modding experience will fail.

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