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lubronbrons

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Posts posted by lubronbrons

  1. if you are not using Deadly Reflex I have suggestion, this mod --> https://www.nexusmods.com/oblivion/mods/47002

    also for better combat experience try this

    https://www.nexusmods.com/oblivion/mods/48244

     

    several tips :

    - Streamline --> you should not use this, I heard it can cause your game become unstable. for auto purge you should trust OR mod (Oblivion Reloaded)

    - Borderless Cyrodiil --> is not needed I think ?? to travel outside border make sure you set this value in your oblivion ini file

    bBorderRegionsEnabled=0

    bEnableBorderRegion=0

    - Oblivion Script Optimzation --> I think this mod is obsolete, use latest UOP instead (Unofficial Oblivion Patch)

    - No More Quest Items --> take a note when using mod like this, because could break some quest. there is many quests that using validation for quest item need in player's inventory

    note : there is mod 'Spell Delete and Item Removal' in your load order means 'No More Quest Items' is obsolete

    - Enhanced Economy --> remember to install this patch https://www.nexusmods.com/oblivion/mods/47184

    - Return the Stolen Items --> there is better alternative here https://www.nexusmods.com/oblivion/mods/48196

    - Keyring --> if you use one of Darn UI series, this mod is not needed

    - Keychain Shivering Isles Compatibility Addon --> if you use one of Darn UI series, this mod is not needed

    - Denock Arrow --> here's better alternative https://www.nexusmods.com/oblivion/mods/47008

    - Stirk --> I heard this mod could cause issue (need confirm)

    - Oblivion Graphics Extender --> don't use this mod if you choose OR in your load order, OBGE is old version of OR

  2. I think I know some of this,,,


    quote : "Would I load up the oblivion.esm or DLCshiveringisles.esp?"

    >>> a tip for you, DON'T ever use DLCshiveringisles.esp as master or validation, that mod is dummy esp if you open it with TES 4 Edit you'll see there is no important record in there at all. ALL SI records is already inside Oblivion.esm


    quote : "Also, am I in the right spot when I click the View in the menu at the top of the screen. then Cell View from the drop down."

    >>> I believe you're in the right place, that pane can even create new cell not just duplicate it


    quote : "since I don't have a master loaded, I'm not seeing anything yet."

    >>> masterless mod is good idea, can fit in Nehrim or similar something like that. but if you really not seeing anything it is weird, yeah maybe your installation either Oblivion or Construction Set or something else is messed up if Oblivion.esm didn't show up when opening mod in CS

  3. maybe this plugin might help :

     

    3. Oblivion stutter remover (this plugin need trial & error because everybody settings is different based on individual setup)

    https://www.nexusmods.com/oblivion/mods/23208/

    https://www.nexusmods.com/oblivion/mods/47439

     

    also...

    this is other solutions.... but

    I don't think anybody will take it :

     

    5. disable distant object, that rock, trees, objects, etc etc for faster load resource to reduce stutter. to top it don't generate any LOD at all (don't use tool TES 4 LODgen for less resource)

     

    6. uninstall any high resolution texture & mesh mod regarding exterior, use low resolution and texture reducer mod instead such as

    https://www.nexusmods.com/oblivion/mods/22170

    https://www.nexusmods.com/oblivion/mods/15278

    https://www.nexusmods.com/oblivion/mods/36205

     

    7. reduce all texture to Quartersize by using tool Ordenador (this tool hosted at Skyrim but still works for Oblivion, because using same texture format DDS)

    https://www.nexusmods.com/skyrim/mods/12801/

  4. I have two tips :

     

    1. if you have money, and still not using SSD. you should upgrade your hard drive to SSD. the LOD file consists 10k ++ files, I'm pretty sure that SSD will help loading that faster

     

    2. check if your background loader is 1 or not in oblivion ini file

    [BackgroundLoad]
    bBackgroundLoadLipFiles=1
    bLoadBackgroundFaceGen=1
    bUseMultiThreadedFaceGen=1
    bBackgroundCellLoads=1
    bLoadHelmetsInBackground=1
    iAnimationClonePerLoop=5
    bSelectivePurgeUnusedOnFastTravel=0
    bUseMultiThreadedTrees=1
    iPostProcessMillisecondsEditor=50
    iPostProcessMillisecondsLoadingQueuedPriority=20
    iPostProcessMilliseconds=5
    bUseBackgroundFileLoader=1
    
  5. speaking of which... not sure if you've found a solution yet.

     

    he did solve it
    quote : "I'll watch out for further breaking throughout my testings now, but so far, like I said, the script does no longer break after the fix I mentioned, so calling GetInSameCell seems to work fine now on all my current companions, and they're gone poof to random unknown to me places right now due to background quests manipulating them."
  6. hello Drake,
    I recognized this problem is null pointer or base object reference issue
    you said arSomeArray is data and stats about certain actors
    this is a fact... somehow we just can't access some dynamic actor (index FF / created in-game) if they are NOT loaded into memory
    so you should put some validation before do something with it or the script could go break & stop working,
    don't use unreliable syntax IsFormValid, the best way to do that from my experience is by using GetObjectType
    also
    you should make sure data stored in arSomeArray[XXX]["actor"] is REFERENCE not base object, because if we call syntax GetInSameCell upon base object the script will stop working too
    this is my suggestion for your solution
    let iSize := ar_Size arSomeArray
    While (iSize -= 1) >= 0
    	let rTarget := arSomeArray[iSize]["actor"]
    	if GetObjectType rTarget
    		if IsReference rTarget
    			if rTarget.GetInSameCell PlayerRef ;make sure this is REF not BASE OBJECT
    				if rTarget != PlayerRef
    					;do something
    				endif
    			endif
    		endif
    	endif
    Loop
    

    EDIT : make a slight chance to script added one more validation, I think I know where is the real problem in your script. maybe when you assign pc to arSomeArray you used Player? that is base object, Player form ID is 7 and PlayerRef form ID is 14. Player is base object, while PlayerRef is reference.

    in your case maybe Player.GetInSameCell PlayerRef halt your script because the data stored in arSomeArray is Player (use PlayerRef instead)

    that command works in console because I heard that game engine try to translate it to PlayerRef, but... will not work on some script (usually event handler)

  7.  

    Here's my constructive feedback:
    - Currently, the information on mod pages (like Endorsements, Downloads, Version, About This Mod etc.) is not being arranged in a visually pleasing way. For comparison, see this Stylish mod, which manages to completely fix the problem: https://userstyles.org/styles/150272/compact-nexusmods-2-1-0
    - Why is it that now I am not able to see a description of a Hot File without opening it, unless it's one of the two that are shown in bigger squares?
    - What happened to being able to see the Views count when managing my files? It was a very handy information for newly uploaded files...
    - When managing my files, why are values that are in thousands being rounded up? I much prefer being able to see the exact values.
    And there are also a few features that I would like to be added:
    - Setting the default way of sorting my own files
    - Being able to sort my own files by the most recent change, including any endorsements
    - Being notified about someone endorsing my file

     

     

    I want same thing !

     

    also I want to add :

     

    - please recover the search validation like old one, the old one can search text less than 3 characters, the new design using validation minimum 2 chars which is not effective since there is some mods that need to search with only 2 chars

  8. I could do that in TES4 Oblivion

    from my current experience, it is easy to realize it, to top it there's even is several alternatives to achieve it (by override weather, by script, by override texture etc etc)

    but sadly

    I do not modding Skyrim because my rig is very poor, it always hit 80 90++ degree C whenever I play TES5...

    modding in TES4 is similar to TES5, I can confirm this because I challenge my knowledge in Nexus NV (New Vegas) forum and I found out that the game architecture, the syntax & coding, etc etc pretty much nearly same as TES4 everything is similar...

  9. first of all I am just a noob when we talk about modeling & 3D & object placement

    anwyay I hope I can help

    this is several things that I thought :

    - maybe all of that missing object has parent (it's in tab 'Enable Parent' just beside tab 'Teleport') I think the parent is disabled so its child will be disappear in-game until it is enabled again. easy solution is by remove all Enable Parent properties

    - maybe there is 2 doors, the one you activate in-game is the 'other' door that still not get cleaned up properly. I suggest that you use this mod https://www.nexusmods.com/oblivion/mods/21862/ to find is the door really the one that you edited or not? you should write down the door Form ID when in-game and compare it with door in CSE

    - you mentioned script, maybe the script is messing things up? like disabling many things or change the door teleport target?

  10. thanks for clarification, Dubious

    it is funny to know that even after a decade the script from CS is still similar to up-to-date GECK (construction set -- Oblivion)

    also I am happy that you gave me some insight, so I could learn more in this forum~ (even tho I don't own the game copy, I only own TES4 & TES5)

    same here

    my strong point in modding is scripting,

    if we talk about modeling count me out :p

  11. ahh finally !

    for TES 4 OBSE the debug syntax usually DebugPrint or PrintToConsole or printc

    so... for NV is printD and DBprintC... I see I see

    it could be something like this then

    scn VAAMorganQuestScript
    
    short bLetterDelivered    
    short bBrookGreeted
    short bBrooksFollow     
    
    short sh1
    
    begin GameMode
    	Set sh1 to GetStage AAAMorganQuest
    	PrintD "AAAMorganQuest stage %g" sh1
    	if sh1 == 10
    		PrintD "YAY ! now AAAMorganQuest is stage 10"
    		AAACathyRef.Enable
    		AAAChaseRef.Enable
    	elseif sh1 == 50
    		PrintD "YAY ! now AAAMorganQuest is stage 50"
    		AAAByronRef.disable
    		AAAByronRef.MarkForDelete
    	elseif sh1 == 90
    		PrintD "YAY ! now AAAMorganQuest is stage 90"
    		AAACassiusRef.enable 
    		AAALegionSpy01Ref.enable
    		AAALegionSpy02.enable
    	endif
    
    	if AAACassiusRef.GetDead * AAALegionSpy01Ref.GetDead * AAALegionSpy02Ref.GetDead
    		PrintD "YAY ! now AAAMorganQuest is stage 100"
    		Set bBrookGreeted to 1
    		SetStage AAAMorganQuest 100
    	endif
    end 
    
  12. That's really complicated alright,

     

    The restock part I already did that. You could look my nexus account, check tab 'file', look for mod Greed Snatcher.

     

    About hire guard you should look mod called TIE

     

    Below is your wishlist features that I don't know if such mod exist :

    - accumulating steal difficulty & risks

    - spread pc crime, chain effect

  13. woops sorry again my bad,

    I mean NVSE

    hmm... this is strange issue... because if you open geck & encounter can't-save-script issue on some syntax, usually this is because the script extender is not correctly installed

    the GECK or CS or CK need dll from script extender so it can recognized the NEW syntax, that's why they are called script extender (in TES 4 called OBSE -- Oblivion script extender)

    sorry in this point I can't help you more, because I only own Oblivion copy. never played FO series in my entire life~

  14. Ranger...

    this is just a wild guess

    but I found out that syntax printc & PrintToConsole is exist in Fall Out Geck ---> here http://geck.bethsoft.com/index.php?title=Printc

    you said you can't save the script ?

    then... it means you don't have FOSE correctly installed in your setup

    I think you should install this before proceed

    https://www.nexusmods.com/fallout3/mods/8606

    make sure you installed it correctly

    I'm pretty sure if you did it right, that script OnDeath will work... printc will work... and everything else will

  15. ahh... so my guess is right, this is quest progression issue

    the stage is stuck at certain number so the validation is never got right

     

    btw

    just now I found out that syntax ShowWarning is unreliable & not working (this article http://geck.bethsoft.com/index.php?title=Talk:ShowWarning)

    I suggest that you test it, and monitor the quest stage, it is stuck or not. if stuck then you should search the culprit & fix it

     

    better use ShowMessage

     

     

    scn VAAMorganQuestScript
    
    short bLetterDelivered    
    short bBrookGreeted
    short bBrooksFollow     
    
    short sh1
    
    begin GameMode
    	Set sh1 to GetStage AAAMorganQuest
    	if sh1 == 10
    		ShowMessage "YAY ! now AAAMorganQuest is stage 10"
    		AAACathyRef.Enable
    		AAAChaseRef.Enable
    	elseif sh1 == 50
    		ShowMessage "YAY ! now AAAMorganQuest is stage 50"
    		AAAByronRef.disable
    		AAAByronRef.MarkForDelete
    	elseif sh1 == 90
    		ShowMessage "YAY ! now AAAMorganQuest is stage 90"
    		AAACassiusRef.enable 
    		AAALegionSpy01Ref.enable
    		AAALegionSpy02.enable
    	endif
    
    	if AAACassiusRef.GetDead * AAALegionSpy01Ref.GetDead * AAALegionSpy02Ref.GetDead
    		ShowMessage "YAY ! now AAAMorganQuest is stage 100"
    		Set bBrookGreeted to 1
    		SetStage AAAMorganQuest 100
    	endif
    end 

     

     

  16. oh.. ! I think I found it


    ShowWarning


    This gives the ability to print a message to the warnings.txt file, which is useful for debugging and tracing script flow.




    scn VAAMorganQuestScript

    short bLetterDelivered
    short bBrookGreeted
    short bBrooksFollow

    short sh1

    begin GameMode
    Set sh1 to GetStage AAAMorganQuest
    ShowWarning "AAAMorganQuest stage %g" sh1
    if sh1 == 10
    ShowWarning "YAY ! now AAAMorganQuest is stage 10"
    AAACathyRef.Enable
    AAAChaseRef.Enable
    elseif sh1 == 50
    ShowWarning "YAY ! now AAAMorganQuest is stage 50"
    AAAByronRef.disable
    AAAByronRef.MarkForDelete
    elseif sh1 == 90
    ShowWarning "YAY ! now AAAMorganQuest is stage 90"
    AAACassiusRef.enable
    AAALegionSpy01Ref.enable
    AAALegionSpy02.enable
    endif

    if AAACassiusRef.GetDead * AAALegionSpy01Ref.GetDead * AAALegionSpy02Ref.GetDead
    ShowWarning "YAY ! now AAAMorganQuest is stage 100"
    Set bBrookGreeted to 1
    SetStage AAAMorganQuest 100
    endif
    end

  17. well...

    I've reviewed the script over & over again (my suggestion script, and I believe it should work fine)

    so

    I think the problem could be wrong stage progression

    you should review this quest step by step, syntax PrintToConsole / printc may help you in debugging (to track quest stage & to check if the validation is working or not)

    it should be something like this (in-game you should frequently check your console output message)

    scn VAAMorganQuestScript
    
    short bLetterDelivered    
    short bBrookGreeted
    short bBrooksFollow     
    
    short sh1
    
    begin GameMode
    	Set sh1 to GetStage AAAMorganQuest
    	printc "AAAMorganQuest stage %g" sh1
    	if sh1 == 10
    		printc "YAY ! now AAAMorganQuest is stage 10"
    		AAACathyRef.Enable
    		AAAChaseRef.Enable
    	elseif sh1 == 50
    		printc "YAY ! now AAAMorganQuest is stage 50"
    		AAAByronRef.disable
    		AAAByronRef.MarkForDelete
    	elseif sh1 == 90
    		printc "YAY ! now AAAMorganQuest is stage 90"
    		AAACassiusRef.enable 
    		AAALegionSpy01Ref.enable
    		AAALegionSpy02.enable
    	endif
    
    	if AAACassiusRef.GetDead * AAALegionSpy01Ref.GetDead * AAALegionSpy02Ref.GetDead
    		printc "YAY ! now AAAMorganQuest is stage 100"
    		Set bBrookGreeted to 1
    		SetStage AAAMorganQuest 100
    	endif
    end
    
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