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Striker879

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Everything posted by Striker879

  1. Read my previous posts ... they describe what each command does and how to get the baseID and refID. That cannot be explained in less words than I used (at least not by me). - Edit - Here's a link to the UESP Wiki for Console Commands
  2. A search on my own machine (Win XP) didn't have FastMM_FullDebugMode.dll in either C drive or G drive where my games are installed and I have OBSE version 20 installed and running correctly. When you updated did you delete the old dll and exe files (or just dll files if you use Steam)? Did you download your version 20 from the official Oblivion Script Extender home page? A Google search for your FastMM_FullDebugMode.dll turned up a number of hits, including this one from systemexplorer.net. What I don't like to see in their report is this: That means there are six files that aren't in compliance with defined attributes. They don't say it but I read that as possibly hijacked to carry a malicious payload.
  3. placeatme <your missing NPC's baseID> (this will probably not solve your problem) But this will work properly prid <your missing NPC's referenceID> moveto player If he/she doesn't show up enable resurrect 1 moveto player Before you ask "But how do I get the baseID or refID" read my previous post ... it's a step by step method of solving your problem.
  4. Assigning each NPC to a chair is what I had to do myself ... a pain but it worked. You probably already know this, but make sure the chairs are set to persistent as well.
  5. Not meaning to speak for HeyYou on this (how have you been doing Hey?) but I always like to download/extract etc. to a temporary folder first. That gives me the chance to check for file overwrites before committing to my Oblivion install. When you complete the install by copying from your temporary folder you can either keep the 'temporary' folder (which would make it sort of non-temporary) or delete if you need the hard drive space.
  6. A shortcut that I use for finding the first two digits of refIDs for missing NPCs is to find another NPC added by the same mod, open the console while they're in front of your character and click on them with the mouse. Their refID and name will appear at the top of the screen. Take note of the first two digits of their refID ... that's the first two digits you'll need to use for your missing NPC.
  7. What you need to do to use the console command 'placeatme' is the baseID of the NPC. You can get that either by loading the Elsweyr esp in the Construction Set or I think that TES4Edit may have a function that does that (never used TES4Edit myself). Here's an example of using the CS to get the baseID. I will use a vanilla NPC because I don't know what mods you have loaded besides Elsweyr and I don't use Elysweyr myself. We will find the baseID for Jauffre. Start the CS and then click on 'File' then 'Data...' and then from the dialogue that opens double click on Oblivion.esm. In your case for Elysweyr you will also scroll down to the Elsweyr esp file (what ever it is called) and double click on it. For either this example or your Elsweyr case you do not need to make any file active ... we are using the CS to find the baseID and will not be changing or saving anything. When the CS prompts you that no file is active click Yes to continue. After the CS has finished loading all the resources, in the left hand side pane of the Object Window find the section for NPCs. If the NPCs section is collapsed click on the plus sign to see the races. In the case of Jauffre we will expand the Breton race and then click on Male. In the case of your missing Dremora you will expand the Dremora race and click on the appropriate sex. In the right hand pane of the Object Window you will now see all the male Bretons listed (following the Jauffre example). Scroll down the list until you find Jauffre. Note that the column Editor ID may use a different name than the one that shows up in the game. The column Name to right has the name that shows up in the game. Immediately to the right of the Editor ID column you will see two small vertical lines indicating a collapsed column. Click and hold on the right hand small vertical line, drap to the right and the Form ID column will open up. In the Jauffre example you will see his Form ID is 00023999. This is the same as his BaseID (you can confirm this by looking at his baseID and refID on his UESP Wiki page). To use the baseID in the console command you open the console (using the tilde (~) key just below the Esc key on standard keyboards) and at the prompt type in 'placeatme 23999' without the quote marks and hit Enter (note that leading zeros in either a baseID or refID are not signifigant ... you don't need to put them in). The problem with using 'placeatme' is that it creates a copy of the baseID item or NPC. Scripts for that NPC may not work (so in your case the 'placeatme' spawned copy will probably not close out your quest). That is why I suggested 'prid <refID>' and then 'moveto player'. That doesn't create a copy ... it moves the actual NPC to the player's location. Getting the refID for a mod added NPC is a bit complicated. If you left click on your Elsweyr added Dremora in the Object Window left pane and then select 'Use Info' a dialogue will open. In the 'Used in these cells:' pane (lower pane) you'll see a column 'Cell Editor ID' and then to the right of that in the 'Cell Grid' column it will say either 'Interior' or will give cell grid coordinates. In the Cell View window find the interior cell or cell grid (in the case of Elsweyr you may need to find it in the drop down box at the top called 'World Spaces ... also where you will need to switch to 'Tamriel' to find the cell coordinates for an NPC not located inside an interior for the vanilla game or mod that uses an exterior cell in the vanilla game). Once you locate the correct cell single click on it in the left hand pane of the Cell View window and all the assets loaded in that cell will appear in the right hand pane of the Cell View window. Scroll down the list and find your Dremora (which will be listed by the Editor ID name not the name found in the game). Expand the collapsed column just to the right of the Editor ID column in the Cell View window and write down the exposed Form ID number. The CS can now be closed. Make sure not to click on 'Save' in the File menu and it will just close the CS. The Form ID that you wrote down is the refID needed for the 'prid' console command except it has the first two digits wrong. The first two digits are determined by the load order that the mod is in your load list. That is a hexadecimal number (numbers that are base 16). One way to get the first two digits is by looking at your mod list in Wrye Bash or Oblivion Mod Manager. If you use OBMM to activate all of your mods it will display the correct number for Elsweyr ... if not and you don't use Wrye Bash you'll need to do some base 16 math (WB is the most reliable way to get the load order numbers without base 16 math ... and explaining that would take this to a whole 'nother level of 'wall of text'). You replace the first two digits of the Form ID you wrote down with the two digit load order number. I have a mod that adds some NPCs to the game. In the CS Cell View window I get the Form ID 010102c7. The mod load order number is 3e so the actual refID for that NPC on my machine with my load order is 3e0102c7. To get that NPC in front of my character (no matter where she is in the game world) the console commands are 'prid 3e0102c7' and then hit Enter. The NPC's name and refID will appear at the top of the screen. Then 'moveto player' and Enter. Close the console (hit tilde again) and they will appear close to your character (usually just behind you). If they don't appear it is likely they've died and been purged by a cell refresh. In that case after you 'prid 3e0102c7' (using your missing Dremora's refID of course) then type 'enable' and hit Enter. Next type 'resurrect 1' and Enter (note that is a number one after resurrect). Then 'moveto player' and Enter and close the console. They should be there right close to your character. And sorry, there's no short way to explain that.
  8. Is this a vanilla game minor quest or a mod added minor quest?
  9. Make sure you aren't running into issues with User Account Control (UAC). If you new machine is running Windows 7 and you have installed the game in the default C:\Program Files (x86) then that is a possibility. Here's a link to Bben46's wiki article Oblivion reinstall procedure to help get it re-installed somewhere like C:\Games. If you use the Steam version of the game don't miss the link near the top of the page about moving your Steam install location, and don't skip the registry cleaning step ... it's important.
  10. Just so you know, removing the esp files for a mod often leaves a lot of resources behind (meshes, textures etc.). To properly uninstall a mod you need to remove all the assets that it installed. Sometimes mod A will overwrite assets that mod B installed before mod A was installed. If you install mods using OBMM you won't get any warning. If you install manually and extract the downloaded archive to a temporary folder you can check for file overwrites before you copy and paste into your game install folder. Wrye Bash's BAIN install method will also warn you about file overwrites.
  11. Here's a quote from the UESP Wiki for Console Commands: Note the caveat at the end ... I use a combination of 'prid <RefID>' and then 'moveto player'. If the character is dead and has disappeared from the game world then it's 'prid <RefID>' followed by 'enable' and then 'moveto player'. Also note that some console commands use BaseIDs and some use RefIDs. For vanilla NPCs those are most easily retrieved from the UESP Wiki ... you'll need to get mod added BaseIDs and RefIDs by loading the mod in the CS and expanding the collapsed column showing them. Then you'll need the hexadecimal digits for the first two characters of the BaseID found either in OBMM or Wyre Bash loading order.
  12. Ahh the Privateer series ... I lost weeks of my life there. I liked it so much that when I saw that Origin had a new game called Strike Commander I just had to try it. SC never did suck me in like Privateer, but I did get a nickname out of it (first game I'd played that I needed to come up with a character name ... I have so little imagination). Another efficient time sink was Sid Meier's Alpha Centauri.
  13. First I'd ever heard of the 'Clean install' checkbox. I'll be sure to refer back to this post in the future, thanks for the info.
  14. Best way to get started with Oblivion is to install the game but don't install any mods yet (and if you are running either Windows 7 or Vista don't install to C:\Program Files or C:\Program Files (x86) ... go with C:\Games\Oblivion or similar). Create a character and play through the tutorial dungeon. Near the end of the tutorial dungeon, when you can see the sewer exit in the distance make a save (using the console or the Esc menu not quicksave). This save will come in handy if you ever want to start a new character but don't want to go through the whole tutorial dungeon again. Next go through the final character gen menus and then exit the sewer. Make another save here (same way as before) and then go to the Imperial City Market District (preferably in the daytime when it's busy). This is to confirm that your vanilla game is running smoothly and to give you a visual baseline for how the game runs and looks. No need to make another save here ... if you want to have a save for future mod testing purposes then this would be a good spot (or just before you enter the IC). Now you can start adding mods, one at a time and testing in between. You may think that this method will take longer to get your game 'modded up' but actually the opposite is true. Take a look through all the threads here and you'll see that adding a whole bunch of mods and then troubleshooting to get the game to run takes way longer unless you have a lot of previous experience. If you managed to get off on the wrong foot and installed the game to C:\Program Files here's a link to Bben46's wiki article Oblivion reinstall procedure. Don't miss the link near the top of the page about moving your Steam install location if you use the Steam version of the game and don't skip the registry cleaning step ... it's important.
  15. Have you told the person to stop sending messages? If you have and they persist, or if the messages are offensive you should report them. Last time I looked the banhammer is a particularly effective tool for putting an end to unwanted messages.
  16. On the subject of rings and amulets there are left hand rings and right hand rings. The player can equip two lefts or two rights but the NPCs cannot. To get them to equip two rings you need to make sure they are one left and one right. If you want specific rings then you'll need to make a copy of one of the two lefts or two rights and then switch it to the opposite hand. Example ... if you want an NPC to wear the Ring of Perfection and the Ring of the Iron Fist (both of which are left hand rings) you will need to open one of those vanilla rings in the CS and give it a new ID (create new form ... let's say call it My Perfect Ring). You would then edit My Perfect Ring and make it equipable on the right hand. NPC will wear amulets, but of course only one item can be equipped in that slot at a time. If the NPC isn't already wearing something that obviously occupies the amulet slot you may have them wearing some mod added clothes that use the amulet slot for a clothing/armor item (pretty common practice). You can confirm this by stripping them naked except for the problematic amulet. If they display the amulet then but not when dressed that may be the problem. The other possibility is that many upper body clothing/armor items have the 'Hide amulet' box ticked. Again you can make a copy and change that using the CS.
  17. On the subject of adding things to the BBB Designer Body Spell all I do is swap the meshes of the body options in the Body Spell that I don't use with ones that I want. The only caveat to that is some of the original body options (e.g. Growlf Hot Body v5) use a single option for femalefoot.nif, femalehand.nif and femalelowerbody.nif (found in the Growlf French folder) and then only include a single femaleupperbody.nif for the others (Growlf High, Growlf Juvenile etc.). Others have a complete set of nifs in each folder. I match up the replacement nif structure with the original structure (i.e. if the meshes I want to use include a full set of nifs I replace an unused option in the Body Spell that also uses a complete set of nifs ... if the replacement uses a single nif I use an original that uses a single nif). Chances are the single nif replacement attempts will result in poorly aligned body parts (waist and upper body don't line up for example), but sometimes you get lucky if the two are compatible body types. The complete set of nifs method generally works without issue.
  18. I would suggest trying to install either using a manual install method or OMOD method using Oblivion Mod Manager. It may be incompatible with Nexus Mod Manager.
  19. I'm no expert, but I think that after you disable a mod you need to rebuild your bashed patch ... otherwise there will be 'leftovers' from the disabled mod in your old bashed patch. The idea evenstargw suggested would be my first troubleshooting step, and if that doesn't work then the disable and rebuild.
  20. I can help with that ... How to post a load order for Oblivion.
  21. Have you talked to Martin since returning to Cloud Ruler?
  22. Portable hard drive ... the backup vehicle of choice.
  23. Anticipating an answer of Windows 7 or Vista, here's a link to Bben46's Oblivion reinstall procedure. Don't miss the link near the top about moving your Steam install location and don't skip the registry cleaning step ... it's important.
  24. If you can't get anywhere with GameStop I'd report them to Bethesda. Make sure you save all emails (including email receipts for your purchase) and all files that were included with the download. It's bad enough when D2D and Impulse don't tell you upfront that their version of the game is incompatible with OBSE (which is required for the majority of recent mods) ... to be selling pirated software is just plain illegal.
  25. You should contact one of the site administrators so that they can sort out the problem.
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