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Posts posted by lubronbrons
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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
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there is small chance that mod request is realized
in the end usually the requester made the mod by themselves
if you're lucky there is modder that take on the project but if it is Not, try learn some stuffs here --> https://cs.elderscrolls.com/index.php?title=Main_Page
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I have suggestion use my mod here to multiple enchant based on biped slot count
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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)
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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
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speaking of which... not sure if you've found a solution yet.
he did solve itquote : "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." -
it's always interesting to help others regarding scripting for me,
as long as I still understand the scope of it I will try to help
because in the process usually I learn something new too~
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hello Drake,I recognized this problem is null pointer or base object reference issueyou said arSomeArray is data and stats about certain actorsthis is a fact... somehow we just can't access some dynamic actor (index FF / created in-game) if they are NOT loaded into memoryso 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 GetObjectTypealsoyou 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 toothis 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)
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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
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if the issue is still there,
then I'm run out of ideas :(
hope there's someone more knowledgeable than me want to help regarding this
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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...
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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?
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hmm... this is not recommended but I still want to tell it anyway
easy way --
just copy paste entire Oblivion folder to your new computer
open the obse_loader.exe (if you use OBSE)
somehow it just works
(it still need requirement software such as correct dot net, correct directX installed etc etc)
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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
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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
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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
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Good luck! Hopefully Dubious responded too, he is experienced modder
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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~
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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
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again
I suggest that you post full script OnDeath
also...
script that contain syntax something like this --> if ( bBrookGreeted == 1 )
I'm curious because I could guess that is where the problem lies
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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
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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
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haha sorry !
I'm just small time modder from TES 4
yoo Dubious !
could you tell us what is syntax for debugging ? in Oblivion (TES 4) the OBSE syntax for print out to console is printc, so what is similar syntax in FO 4 ??
hey Ranger,
maybe you could look for it in here
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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
Advice and help for Oblivion Mod Setup
in Mod troubleshooting
Posted
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