-
Posts
567 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Posts posted by lubronbrons
-
-
summon creature or NPC ?
you could learn it here --> https://cs.elderscrolls.com/index.php?title=How_to_make_a_Static_Object_Summon_Creatures
good luck !
happy modding^^
-
first I want to say I am sorry I come late,
been busy this past few days... so when I check this thread, it is already been released
good job !
welcome to the modding world :)
but if you want, there is already an expert modder that solve that instant travel here --> http://forums.nexusmods.com/index.php?showtopic=6769202
-
I have suggestion
use mod AoG for darkness dungeon or darker dungeon (the link it's in my signature)
but
I hope you could tolerate its other functions, since AoG is considered as overhaul too
-
lucky try !
-
it is possible to tweak spell magnitude in-game and the progress saved in your savegame
user Contra made an example for that in here --> https://forums.nexusmods.com/index.php?/topic/6474691-script-question-how-to-setting-spell-interval-time/
-
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
-
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
-
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
-
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]
-
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
-
-
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
-
maybe this --> https://www.nexusmods.com/oblivion/mods/43304
or this --> https://www.nexusmods.com/oblivion/mods/20799
you could start searching it from here, (87 pages)
-
Yes there is, it is working just right and it comes with many themes
this is the mod --> http://www.nexusmods.com/oblivion/mods/7327
I recall that mod installation is a bit hassle... but surely worth it~
-
if you want to write item Editor ID a.k. EDID
you should use this mod --> https://www.nexusmods.com/oblivion/mods/40132
You may now use 'player.addItem myCustomItem 100' in the console.
-
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/
-
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 20SetNumericGameSetting fAIMinGreetingDistance 150SetNumericGameSetting fAIMaxHeadTrackDistance 300SetNumericGameSetting fAIMaxHeadTrackDistanceFromPC 2000 -
I am the author of mod "Proper Male and Female Sitting.esp"
and I can asure you that mod ONLY modify sit animation,
NOT touch any quests thingy at all~
-
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
-
hmm.....
try use this mod --> https://www.nexusmods.com/oblivion/mods/48150
it might answer your teleport problem and could help move those horses~
-
this mod overhaul religion aspect in OB --> https://www.nexusmods.com/oblivion/mods/31668
for Chapel new looks you should try this --> https://www.nexusmods.com/oblivion/mods/47746
-
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~
-
yo Dark,
sorry TL;DR
but....
have you tried this nifty companion mod ---> https://www.loverslab.com/topic/1569-mad-companionship-spells-mcs-extension-humantouchnpc/
tell me what you think
-
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 caseyou should use Relev, it adds every loaded modlist into Bashed esp record (Relev and no tag)
Cancel Spell Cast script
in Oblivion Construction Set and Modders
Posted · Edited by lubronbrons
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
use syntax 'return' to prevent the script running
or
you could use syntax Dispel <your_spell>