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lubronbrons

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Posts posted by lubronbrons

  1. to cancel a spell,

    you could use event handler OnSpellCast (read here --> https://cs.elderscrolls.com/index.php?title=Event_Handler_Functions)

    and then

    force the actor to play idle

     

    to simplify the functions you could just use that script of yours (ScriptEffectStart)

    and force the actor to play idle with this simple script

    PlayGroup Idle 1
    
    

    use syntax 'return' to prevent the script running

    or

    you could use syntax Dispel <your_spell>

  2. heh

    interesting I never thought that behind script that handle GameHour var can be stuck like that

    maybe there is something in your load order that modify GameHour into minus value??

    who knows

    since flipping that var is very easy, modder is human, we tend to make errors everywhere

    but is this happen on vanilla quest ?

    if this thing is vanilla thingy, it need to be reported to UOP I think....

     

    based on my research no matter how big that GameHour var is, they always get modulation 25 for next day count calculation

    so if you force it in console with this command --> set gamehour to 50

    the game will count is as instant two day passing

    I could say that the game will keep GameHour var value between 0 - 24.999...#

    but minus number ? stuck? lol

  3. unfortunately there is no easy way to do that

    there is no OBSE syntax that can manipulate LL none chance on the fly, LL always loaded just after cell initialization

    to switch on off LL maybe you need custom dll for that, but sadly not everybody can do that

    so

    let's try a workaround

    you could do something similar turn on off LL spawn point with just simple syntax Kill and Disable (so the next time you enter that cell and got reset, the actor will be cleaned up)

    I suggest that you take a look at that vanilla LL script

    it seems that script do something that you want

    here's the script from that MS94CreatureLLScript, when the quest reach certain stage it is switched OFF

    ScriptName MS94CreatureLLScript
    
    ;script for respawning creature leveled lists in the southern plaza
    begin OnLoad
    	if getstage MS94 >= 80
    		setdestroyed 1
    	endif
    end
    
  4. Oblivion base stat limit is not convenient at all...

    I think the reason the developer choose 100 as the upper limit is for less data storage reasons

    however we can still reach more than 255 stats without reset with simple trick, just equip anything until it goes more than 255 and the skill will retain

    so....

    my suggestion is don't use mod that unlock stat until 255 because it can break some mods

    example,

    mod from DA, for sprint running he use syntax ModAV 150... if the player reach 150 Speed the DA sprint mod will not working properly

    150 (base) + 150 (modifier from DA sprint) = 300 mod 255 (av cap) = 45 --> with base speed 150 DA sprint speed will be slower rather than faster

    well I don't know how much mods out there that using ModAV causing stat can go to 200's

    but conclusion is uncapper is not that mod friendly

  5. it can (reference... https://cs.elderscrolls.com/index.php?title=Leveled_Creature)

    All scripts and AI packages of NPCs are always overridden by the Creature Template. If the Creature Template is blank, the script and AI packages of any generated NPC will also be blank.

     

    we could attach leveled record with a script

    the example script that do this is leveled creature in last main quest, just before final boss Da*** beaten they will keep spawning, if we beat him the spawn will stop

    I think you could take a look that script for good example (it will be easily spotted because only that leveled list in ALL vanilla LL that has script attached)

    the script name is

    MS94CreatureLLScript [sCPT:0000C73D]

    MS48PlazaCreatureFinalLLScript [sCPT:0000C73C]

  6. a suggestions

    do not define NCTTRef inside the script, the right way to place a marker is

    1. in CSE navigate to >> Object Window >> World Objects >> Static >> XMarkerHeading

    2. navigate to cell that you want to teleport in >> Cell View

    3. drag 'XMarkerHeading' from 'Object Window' and drop to 'Render Window' (target cell teleport in 'Cell View' must be selected)

    4. define ID name for that marker by double clicking that XMarkerHeading, assuming that marker name is 'MyTeleRef'

    5. go to script again change 'player.MoveTo NCTTRef' into 'player.MoveTo MyTeleRef' and delete 'ref NCTTRef'

    done...

    if you do it correctly it should work

  7. Thanks Wiepman for sharing :)

     

    well... did a fast test changed that 3 OSR settings in my setup

    this is the result :

     

    - map menu with tmm 1 : fast, the loading is very short. but I still not installed regional expanding mod, and I not using Darn UI map layout

    - spell menu with psb : slow, and I not use Darn spell menu. it will be much slower for sure if I use Darn spell layout menu

    - inventory with 300++ items : slow, and I not use Darn inventory menu. this is not good since I use inventory menu frequently

    - barter menu with 300++ items : fast, but I not use Darn UI barter menu

     

    conclusion : I revert back my OSR settings to my last settings, for stability reason, because the changes is not that effective for me

  8. about leveling

    usually if you still stick with vanilla system, some people would go with this --> https://www.nexusmods.com/oblivion/mods/13879

    but

    if you want classic rpg exp level up, many is prefer this way --> https://www.nexusmods.com/oblivion/mods/35333

     

    about quest reward

    this mod should be your solution

    https://www.nexusmods.com/oblivion/mods/47014

    https://www.nexusmods.com/oblivion/mods/45254

     

    about leveled list scale

    I think you should try this mod --> https://www.nexusmods.com/oblivion/mods/2272/

  9. then try modify smile related settings, you can modify it in-game and the changes is instant by console command

    here's the list about NPCs smile related (probably)

    that value is default Oblivion, you could change it for testings

     

    SetNumericGameSetting fAIMaxSmileDistance 128

     

    SetNumericGameSetting fAIGreetingTimer 20
    SetNumericGameSetting fAIMinGreetingDistance 150
    SetNumericGameSetting fAIMaxHeadTrackDistance 300
    SetNumericGameSetting fAIMaxHeadTrackDistanceFromPC 2000
  10. quote : "I'd still love it if somebody could share the secret of the no cast animation spell."

     

    you can use static object to do the cast rather than the actor reference itself

    this mod could be a reference for this cast trick, Greed Vision --> https://www.nexusmods.com/oblivion/mods/48244/

    or this mod could be more clear example and the more of it, it handle animations

    Pet Animals --> https://www.nexusmods.com/oblivion/mods/48398

  11. hello Alex ! uh.... or Wroma (?)

    well

    that's interesting,

    maybe Skyrim is a bit different from Oblivion, just a guess. Since I not modding in Skyrim so I don't know

    but only 90 ??

    that's easy to test alright

    you could go to TES4Edit, open esp with leveled list or just create one,

    then manually enter 100 entries for that leveled list to see if it is gonna working in-game or not (test it)

    so if you want the answer

    to pursue it, I think it will take Not that long~

  12. no no no, please you're good

    this is new to me too

    :smile:

     

    why you concern with limit btw ?

    because I think modders will have no problem with it

    or....

    are you gonna input Leveled list something like 100.000 items in one LL record ??

    well... I doubt it

    my suggestion is you ask this in TES4Edit comment section, since I think they might now the child data limit (LL data is child from Leveled Entries)

    in here --> https://www.nexusmods.com/oblivion/mods/11536?tab=posts#add-comment

     

    EDIT :

    as for your problem

    I think WB is the solution

    when creating Bashed Patch there is a tag called

     

    Delev tagged plugins can remove entries from leveled lists. Any items present in such a plugin's masters but not in the plugin itself will be removed.
    Relev tagged plugins can relevel an existing entry (ie. change its levels and/or counts in the list), and can also override previous deletions of entries from leveled lists. However, it does not prevent a later-loading Delev tagged plugin from then removing an entry again.
    Delev and Relev tagged mods simply combines the effects of the Delev and Relev Bash Tags.
    in this case
    you should use Relev, it adds every loaded modlist into Bashed esp record (Relev and no tag)
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