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lubronbrons

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Posts posted by lubronbrons

  1. Have you ever wonder there's is too much NPC that is useless ?

    The answer is yes... there's is to much NPC that is dead meat :tongue:

    So.... I want to make ALL OF THEM to become more worthy, I can realize it.

    BUT

    I need help from this community, really-really need your idea can be anything or your own personal wish

    example such as NPC X need 50 apple, so be it ! The quest about hunting 50 apple will be available!

    every day every NPC will be evaluated and given random quest

    something like that....

     

    anyone? I am eager to brainstorm :smile:

     

    I will query all of the ideas before implement it

    after this is all set -- random quest feature will be available at AoG - Overhaul plus Detect Item

    thx before

  2. It's been a week, so cruel ... seems nobody here wants to share :sad:


    I am an Oblivion modders & addict

    recently I try Skyrim with mod. BUT many mod in Oblivion is like my own blood & skull

    you know... mod that kind like -- can't live without it

    Ok, so I want to experience that kind of mod in Skyrim too

    need all the help I can get for this kind of mod for Skyrim :

    - mod that retexture & replace mesh for fps friendly in mind (especially I need THIS!)

    - mod that add minimap to gameplay HUD this is an example. So not need to switch beetween map & game mode frequently

    - mod that hide helm so beautiful hair of player can always be seen plus helmet stat benefit

    - mod that make road in Skyrim more alive with much more traveler

    - mod that give endless random task quest, this is needed for me to kill time :smile:

    - mod that make grabing action more interactive such as this mod when you see in Oblivion

    - mod that give player a pet companion from start such as griphons or wolf or lion

    - mod that change death system, so after player die will quick respawn to recent location

    - mod that can permit multiple enchant on single equipment

    - mod that make menu descision fast, can choose with space button or right click. quick like QZ menu in Oblivion

    - mod that place enchanting altar & black soul game in easy place

    - mod that expand the hotkey shortcut system to become more better

    - mod that change music more interactive such as this mod in Oblivion

    - mod that can display custom status like this mod in Oblivion

    - mod that make combat arena more alive and more delight

    - mod that add more spawn points, for more action battle outside of town

    - mod that refill enchanted weapon automatically every second

    - mod that add dating & marriage to Skyrim

    - mod that remove fog totally

    - mod that do autosave with interval by user preference

    I will appreciate good link from y'all thankyu :D

    anyway I use this mod so far



    A Matter of Time - A HUD clock widget 2.0.7.0

    A Quality World Map and Solstheim Map - With Roads 8.4.0.0

    Adorable Face 1.2.1.0

    Alternate Start - Live Another Life 3.0.4.0

    Alternative Leveling Nova

    ApachiiSkyHair 1.6.0.0.Full

    ApachiiSkyHairFemale d2015.9.26

    ApachiiSkyHairMale 1.2.0.0

    CHSBHC-Body-Physics-ModV2-4 2.4.1.0

    Crowded Solitude V5 5.0.0.0

    Don't Show Headgears 1.0.0.0

    ECEE d2015.9.24

    Enhanced Camera 1.2.0.0

    Enhanced Character Edit 1.4.0.0

    EzE's Colored Map Markers 7.1.0.0

    Female Facial Animation 1.5.0.0

    Final Younger Characters 1.2.0.0

    Footprints v1 00 - Legendary f1.00

    HDT Physics Extensions 14.28.0.0

    Immersive Patrols 2.0.3.0

    iNeed - Food, Water and Sleep 1.602.0.0

    Killer Keo Skimpy Armor Replacer - UNPB 2.5.0.0

    moreHUD 2.1.3.0

    NPC Overhaul - Version 1.5.0.0b

    NPC Overhaul v1 USKP Patch 15.0.0.0b

    Pretty Face 1.9.0.0

    Pretty Face for men 1.9.0.0

    Realistic Ragdolls and Force 1.9.0.0

    Relighting Skyrim Series 4.0.0.0

    Remove Interior Fog V2 1.3.0.0

    Revamped Exterior Fog 1.0.0.0

    Run For Your Lives 2.0.5.0

    SG Textures Renewal UNP 1.5.0.0

    Sky Stripper WIP 0.4.0.0

    SkyTEST - Realistic Animals and Predators 1.38.0.0

    SkyUI 5.1.0.0

    SXP - Skyrim Experience Mod 2.2.2.0

    The Ruffled Feather 4.0.0.0

    The Ruffled Feather - Enhanced Distant Terrain 1.1.0.0

    TK Children 1.0.0.0

    TK ChildrenHeadFix 1.0.0.0

    Undies Underneath for Skyrim 0.91.50.0

    Unmanaged: Bashed Patch, 0

    Unmanaged: Dragonborn

    Unofficial Dawnguard Patch 2.1.3.0b

    Unofficial Dragonborn Patch 2.1.3.0b

    Unofficial Hearthfire Patch 2.1.3.0b

    Unofficial Skyrim Patch 2.1.3.0b

    UNPB Body NMM BAIN Installer v2-5-2 FIX 2.5.2.0

    Wearable Lanterns 3.0.0.0b

    XP32 New Animation Package - Nexus Exclusive 2013.1.8.0



  3. @Sir, I have uploaded version 4. now it should not effect misc item & ingredients

    the script now just focus only too armor & weapon only (item that have health durability)

    thx for your report :) my scripting skill is still need to learn

  4. "items in creature inventories is that the misc and ingredients are duplicated"

    hmm I think this is not caused by my fix I assume....

    because the code is just so simple. focused to item that have health only (Armor & Weapon)

  5. Hei Sir (btw I sent you a PM)

    I've made an updateversion 2 for that mod "Fix Container Disappear Bug"

    with a better approach, you can try that

    tell me if it works

     

    EDIT : Oh my God ! I just noticed recently when opened TES4 CSE

    there is game file script named 'QQuix' inside there is a text says

    setFunctionValue "I was the one who brought up the idea for Coda, CSE's scripting language for the CS environment! Woohoo!!"

    so this thread is alredy visited by GREAT people lol

  6. your welcome :) I am new to Skyrim, can you tell me what editor for that ? so far I just using TES4edit and TES4 CSE for Oblivion

     

    return base object yeah its pretty confusing, I wanna scream out of stress hahaha

    gonna try GetInvRefsForItem

    it seems this syntax will solve my problem

  7. I think every float value, will automatically converted to short.

    example : 13.7 force it to short then will be 13

    anyway the problem is not that...

    its just .... in that case 'GetCurrentHealth' will break the quest script (until next game start)

    if I comment that line, the script works..... we need GetCurrentHealth to works, but error ! :tongue:

  8. yeah QQuix is expert for sure, I take a look his mod list.

     

    well I am stuck at line where the script is like this

    ' set sh1 to obj.GetCurrentHealth '

    why is that line error anyway I just don't understand. Because we need to identify object health to achieve this in invetory

    scn aaaContainerBugTestQuestSCRIPT
    ;-------------------------------------------
    float fQuestDelayTime
    ref bas
    ref reff
    short n
    short rndDur
    string_var s
    
    ;used for check container
    short i
    ref obj
    
    short sh1
    
    ;store the health
    short blockKey
    short objDur
    ref rf
    ref rfCurr
    ref lastCont
    short lastContOpen
    array_var arObj
    array_var arDur
    ref InvSelRef
    begin gamemode
    	let fQuestDelayTime := 0.03
    	set rf to GetCrosshairRef
    	if rf != 0
    		if rf.IsContainer && rf != player
    			if OnKeyDown 57 ;spacebar
    				;store baseObj+dur info & set all to 100
    				set i to rf.GetNumItems
    				if i > 0
    					;prep
    					Let arObj := ar_Null
    					Let arObj := ar_Construct Array
    					Let arDur := ar_Null
    					Let arDur := ar_Construct Array
    					;if this obj is equipable & not have exact 100% health, then force to 100 & store the value to array
    					While i > 0
    						set i to i - 1
    						set obj to rf.GetInventoryObject i
    						set objDur to rf.GetObjectHealth obj
    						set sh1 to obj.GetCurrentHealth
    						if obj != 0 && IsPlayable2 obj && objDur > 0 && rf.GetItemCount obj > 1
    							PrintToConsole "%n fix disappear bug! %g" obj objDur
    							Let arObj[ar_Size arObj] := obj
    							Let arDur[ar_Size arDur] := sh1
    ;							obj.SetCurrentHealth objDur
    						endif
    					Loop
    				endif
    				;finishing: open the container
    				rf.Activate player, 1
    			endif
    
    			if OnKeyDown 22 ;U
    				;=== Create an new Base Object ===
    				let n += 1
    				let s := "Item " + sv_Construct "%03.0f" n
    				let bas := CloneForm WeapIronDagger
    				SetName $s bas
    				;=== Create an unique item ===
    				let reff := CreateTempRef bas
    				reff.SetRefCount 2
    				set rndDur to Rand 1 69
    				reff.SetCurrentHealth rndDur ; original health = 70
    				SetObjectHealth 1
    				reff.CopyIR rf ; add to container
    				PrintToConsole "%n created health %g" reff rndDur
    			endif
    		endif
    	endif
    end
    
  9. @QQuix, can you provide me detailed 'test case' to recreate this bug step by step not with illustrate?

    from your illustration, it provide many good information to help uncover this issue.

    so far I can think 2 approach

     

    first method : identify which item should be transferred and place it to another temporary container

     

    second method : by sorting out every container when player access it

     

    I need the 'test case' so I can check this two methods it works or not

  10. ok here's the deal.

    try recreate the 'disappearing bug' problem from start game,

    then after you found out the limit of 'that number'. just tell me, so I can recreate it too

    then I can do something about it

    I think this request is still in my ability range, to manipulate the storage things

  11. interesting...

    from your story so this bug is built-in Oblivion I take it?

    I think.... I can try fix that...

    the mod should work like second storage actually, this can be solved. so the second storage work as buffer something like that

    anyway I've never got this problem,

    how much items that we need to put, so the disappearing bug will shown?

  12. I agree forli advice is invaluable, he even ever help me in some scripting code ! awesome poeple!

     

    modding Oblivion will be hassle at first, after getting it works...

    we all will be too tired ... because after put too much mind for getting it works

    but somehow if it solved. All that hard work feels is -- joy

  13. @mhahn123

    I report new mod to your BOSS comment section, please include that in next update master list. Thx!

     

    @Dahveed

    this is certainly need to dive deep in detail mod structure. only in CELL section

    recently in your other post that looks like this, I mention Refscope right ?

    use that mod to identify what land that causing that, because RefScope can hilight any land and get that ID

    after you got that ID, next tool is TES4edit. Use this tools to load all your mod,

    next step is filter by master so you can see override colouring, like red / yellow / green hilight

    than search with ID that you got from RefScope before

    there you go, you can see what cell that is overriding.

    if you sure that land part is not that important just delete that reference then,

    BUT if you not sure. Don't do that... because can cause land tearing part issue

    so ?

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