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About Striker879
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Canada
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Oblivion ... First time in the Shivering Isles, exciting stuff ... hmm, Mania or Dementia
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Oblivion
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Fifth paragraph of the mod description ... "Since it's an NVSE plugin, nvac.dll goes in your Data\NVSE\Plugins folder." Since the game you are applying it to is Oblivion I'd suggest Data\Oblivion\OBSE\Plugins folder. Edit ... Also see the sticky post.
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My understanding of TRI files (from what I've read ... no first hand experience) is that the vertex count needs to remain exactly as it was in the original ... if you are editing an existing TRI.
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[Mod Advice] I have an archer NPC who won't use her arrows
Striker879 replied to notchella's topic in Oblivion's Discussion
Vanilla archers always have one iron arrow in their inventory along with their leveled list arrows. -
NPC Schedule Time Lag
Striker879 replied to ArtemSHikoff's topic in Oblivion's Oblivion Construction Set and Modders
The trick with flags is to only use those that are absolutely needed (and the same goes for conditions). -
NPC Schedule Time Lag
Striker879 replied to ArtemSHikoff's topic in Oblivion's Oblivion Construction Set and Modders
In my experience none of the vanilla merchants open right on the hour ... some can be nearly an hour late. -
NPC Schedule Time Lag
Striker879 replied to ArtemSHikoff's topic in Oblivion's Oblivion Construction Set and Modders
Yes ... if your package is supposed to start at 6pm you see what package is running before it rolls past 6 and the check again right after the hour ticks over (or wait a minute or two in game time). If it changes to your package ID then you know something other than an AI package could be interfering (example a script). If it doesn't switch to your package ID you need to find what is stopping your package from triggering. For example I use conditions a lot and sometimes I have a brain cramp with them where it's my condition stopping the package from starting when that isn't what I intended under the current in game conditions. You can also examine the vanilla package they're executing before yours to see what conditions or flags it has set (example must complete). The game parses thru the listed packages from top to bottom each cycle, and if two packages have the same time then the upper one will always execute unless it fails any conditions that are set (then the lower one with the same time gets a chance). The system that Bethesda provided is powerful when well understood and implemented ... but it's also easy to shoot your own foot (get me to take off my shoes for you some time). -
NPC Schedule Time Lag
Striker879 replied to ArtemSHikoff's topic in Oblivion's Oblivion Construction Set and Modders
Something I use extensively while testing and troubleshooting AI packages is the console command getcurrentpackage. Open the console while the NPC is onscreen and click on them so that their refID is displayed. Type in the command and hit Enter and the ID of the package will be displayed. I generally get the package from before the time of the package I want them to execute and then once the time of my package has passed I issue the console command again. You can get the ID numbers of the vanilla packages and yours by double clicking the collapsed column just right of the first column in their AI packages list. -
Blue's Engine Fixes is different than EngineBugFixes by Tiawar.
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Have a look at Blue's Engine Fixes.
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It'It's not super recent but Bevilex' Mod list for Oblivion - Graphics might make a good starting place ( https://www.nexusmods.com/oblivion/mods/47591 ).
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Something that may or may not be related .... some users of any skeleton.nif replacer that is based on later versions of Growlf's skeleton.nif (as found in Universal Skeleton NIF https://www.nexusmods.com/oblivion/mods/37596 and used as the base for killermonkey99's BBB Ragdoll Breast Physics - Growlfs Skeleton https://www.nexusmods.com/oblivion/mods/40739 for example) get the flying through the air on death part of the bug shown in the video. The part where they then bounce back apparently unharmed is different however.