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Everything posted by GamerRick
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I would like to give Dogmeat the Lawbringer and Light Step perks, so I get fingers for his kills and he doesn't set of all of the mines in the area. I tried to add the Lawbringer perk to him via the console, but it doesn't do anything. Although this would be easy in FNV or Oblivion, FOSE does not have the various commands that would make this possible as far as I can see. Is there any way to make sure Dogmeat's kills get a finger at least?
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Can't start Steam since yesterday on Win 7
GamerRick replied to GamerRick's topic in Oblivion's Discussion
All good points! But it's 14 years old, which is like 150 in computer years. The HD has gotten very slow. It takes 5 mins to boot up. There's no point in upgrading the OS on it. Given how slow it is now, it would take hours to even install the GoG version of Oblivion on it; Days to install Win 11. Yet it plays Oblivion, FO3, and FNV just fine. I have been putting off getting a new one until this one dies or I want to play a new game beyond Fallout New Vegas (2010 I think). Even FO4 is too much for it. Time to upgrade. -
Can't start Steam since yesterday on Win 7
GamerRick replied to GamerRick's topic in Oblivion's Discussion
I guess I am the only one here still on Win 7. Chrome still works but does not update itself any more. I am trying to keep this 14 year old computer (that I built myself) alive. Maybe time to finally get a new one. -
Can't start Steam since yesterday on Win 7
GamerRick replied to GamerRick's topic in Oblivion's Discussion
Yea, but it worked until yesterday. Hence the question. -
If I try to start the game or just try to start Steam first, Steam freezes at the first screen it shows (the black borderless window with just its logo). It won't start Oblivion no matter what I try. Did Steam finally kill Win 7 support yesterday? If so I may have to buy the game (for the 3rd time) from GOG. For now I am playing FNV from GOG.
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Wrye bash not detecting OBSE
GamerRick replied to sancrain's topic in Oblivion's Mod troubleshooting
It works for me. I am using version 309.1 and haven't changed any ini settings. It works whether the green OBSE box is checked or not. I have the stand-alone-version installed in the \Oblivion\Mopy\ directory. -
Scamp Staff Item Script Help
GamerRick replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
Well, when you drop the staff, something must do an ECP on them, or they will just stay on what ever package they are on. That's the whole purpose of that command. -
Scamp Staff Item Script Help
GamerRick replied to bomo99's topic in Oblivion's Oblivion Construction Set and Modders
Did you do an EVP command on each scamp to get them to change their AI pacjage? -
TheNiceOne and PushTheWinButton are two of the most brilliant scripters I have encountered. I just looked over Ascension's scripts and didn't see anything suspicious. But, you should start deactivating one mod at a time until the problem stops.
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Some mod is doing a SetDisabled command on the NPC and failing to undo it. It could be a mod that replaces their inventory (or removes things) when they die, like Enhanced Economy can be set to remove things to make loot scarcer, but I never use that feature and don't know if they would set it to destroyed for some reason. That's the only thing I know of that could cause the things you're seeing.
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You can achieve this yourself by modifying the related Game Settings, with this command: SetNumericGameSetting fMarksmanFatigueBurnPerSecond 0.0 SetNumericGameSetting fMarksmanFatigueBurnPerShot 0.0 You can put those commands in a .bat file you run every time you start the game, or (if you are using a mod that has an .ini file it loads every time you start the game) you can try and put them in that file. Other than that, you can just create an ESP file in the Construction Set that modifies those game settings.
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Why won't this work? begin MenuMode 1014 if IsKeyPressed3 30 ; 'A' PrintC"Hotkeys Lockpick menu: a pressed" ClickMenuButton "#2" 1014 endif end I want to make it so that if I press the 'a' key in the Lockpick menu (1014) it will cause the "Auto-attempt" button to get clicked. The "#2" is the id of that button in Data\Menus\lockpick_menu.xml. <include src="darn\button_short.xml"/> <id> 2 </id> <user0> <copy src="strings()" trait="_close"/> </user0> <depth> 7 </depth> <x> <copy src="lockpick_auto_attempt" trait="x"/> <add> <copy src="lockpick_auto_attempt" trait="width"/> <add> 15 </add> </add> </x> I am seeing my PrintC message in the console. So the ClickMenuButton command is failing to work for this menu. Thanks.
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I have the AV Uncapper installed, and the only thing I have that may change sneak values is Oscuro's Oblivion Overhaul. This bug has never happened to me, and I love doing sneak kills on everything I can sneak up on. I am also using Oblivion Reloaded for graphics. It requires this setting in the Oblivion.ini file: bAllowPartialPrecision=1 Any chance that has anything to do with it? Just a wild guess, since nothing else occurs to me. EDIT: Something else occurred to me. If you use RefScope on that NPC, it will tell you the ID of the script (if any) on the NPC. A bad script could cause that behavior. You can also look at what Active Effects are on the NPC.
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What if you have the spell set the actor to destroyed (SetDestroyed), which will stop the player from being able to activate them? Will your OnActivate event still fire? If so, you would need to do the 'SetDestroyed 0' to return the actor to normal. I am guessing you are using the OnActivate event to catch this. For further help please post your scripts.
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Oblivion TESIV: How does a Mod activate during a game?
GamerRick replied to kwoodard65's topic in Oblivion's Discussion
You have a lot of errors in that script. Here is a correction of the part that has a lot: If ( GetStage WaV001 >= 1 ) && ( GetStage WaV001 <= 10 ) ModPCInfamy 1 ; Are you trying to actualy set if to 1 or just add 1 to it?? PlayerRef.SetCrimeGold 0 ActorRef.ModDisposition PlayerRef 100 ; In an object script on an NPC, the ActorRef is implied, but in a quest script you have to specify it. Endif Go here to look up script commands (and here for OBSE commands that may not be in the Wiki list), so you can know how to use them. -
TESIV: Unable to add a spell under CS to a chest container
GamerRick replied to kwoodard65's topic in Oblivion's Discussion
You would need to add the book that teaches the spell, not the spell itself. -
A few beginner CS questions
GamerRick replied to CourierSixOG's topic in Oblivion's Oblivion Construction Set and Modders
My memory is vague on this, but I think you have to make the change in the Construction Set Extender.ini file (since the CSE won't save any settings changes you make to the ini file) (in Data\OBSE\Plugins ) [BGSEE::Plugins] PreventTimeStampChanges=1 SaveLoadedESPsAsMasters=1 <---- THIS ONE!!!! -
Oblivion Reloaded + Cyrodiil ENB Problem
GamerRick replied to Schmyzz's topic in Oblivion's Mod troubleshooting
I am using an older version of OR and ENB. To use both, you need to set ENB to use the speed hack without messing with the graphics. Here are the first few lines in my enblocal.ini file: [PROXY] EnableProxyLibrary=false InitProxyFunctions=true ProxyLibrary=other_d3d9.dll [GLOBAL] UsePatchSpeedhackWithoutGraphics=true <------ This one is impoertant!! UseDefferedRendering=false IgnoreCreationKit=true -
For detecting when the player is just swinging the sword, all I can think of is something I saw in the mod No Recoil or Stagger. A quest script that runs every frame, with this command in a GameMode block: if Player.IsAnimGroupPlaying recoil ; Is there an anim for swinging a sword? If so, it would require a bit more to get it to work right, but it's a place to start maybe.
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NPC Schedule Time Lag
GamerRick replied to ArtemSHikoff's topic in Oblivion's Oblivion Construction Set and Modders
I have dealt with this issue many times now. You simply can't force this game to AI actors that are not in the same cell as the player and expect immediate results. The "No high level processing" flag is pretty much meaningless. Two examples of this are the merchants Rohssan of the IC (who generally open after 8:45 AM) and Falanu Hlaalu of Skingrad (who usually opens after 10:30 AM). There is not reason for either to not open at 8:00, except for the fact that the game will just leave them somewhere else until it magically decides to put them where they belong. To get around that, I put scripts on their front doors that does a MoveTo command to stick them in their shops, unlock the front door, and and then activate the door again so that I can go on in as if they had been open all along. The other most annoying NPC is the count of Skingrad. There is nothing that prevents him from showing up a lot sooner than he does, except that the game is again refusing to actually do the AI packages that would get him to come to the lobby until it magically decides to do so. I haven't dealt with this yet, since it is more complicated. -
Custom Summon Duration Help
GamerRick replied to 9zAZO's topic in Oblivion's Oblivion Construction Set and Modders
Looking at the spell StandardSummonSkeletonApprentice, under effects is the one item "summon skeleton" and the duration is 40. You would need to set the duration here possibly longer than what you want to make sure the script runs its course. Looking at spell SELpSummonHaskill (where the duration is set to 5 seconds and it has a scripted effect), I see this: set timer to timer + ScriptEffectElapsedSeconds Maybe you should be using that instead of GetSecondsPassed. I am guessing at this based on what I am seeing in current spells. I am not an expert on this.