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MarkInMKUK

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Everything posted by MarkInMKUK

  1. OK, having had another look - you'll get the ore items with the probabilities I gave earlier, plus a 1% chance of each of the items in the second list, tied to specific percentages. So you could still end up with Ebony ore + a gemstone, but coal you can only get on its own as you have to hit at least 50% to get iron ore. If you want to get gemstones OR metal ores, they need to be set up as one long set of if statements with the gems and coal first, then the rest as "if I didn't get a gem"
  2. Narrow it down a bit please - which wooden doors, where, and under what conditions? Oh, and put the mod list in spoiler tags please.
  3. Try if (player.getequipped MiningPick == 1) if (IsKeyPressed 44 == 1) ;Z key to give you the missing "if" if (got pick) if (pressing the z key) Do everything else endif else Do the no pick stuff Endif Oh, and can you go back up and stuff the code into spoiler tags? My poor mouse wheel is nearly worn out scrolling :)
  4. Cross-check your ifs and endifs - check you are not missing an endif
  5. Shouldn't "player.playgroup Idle 1" come AFTER the else statement? (Darn - it's hard editing this on a smartphone screen) Also, do you have to use elseif instead of else if ?
  6. You forgot to remove the bluntskill/n bits in the top section, but otherwise I find that far clearer. However, replacing (bluntskill/2 > chance) with (bluntskill > chance*20) isn't quite right - your chance of items SHOULD be what you were previously dividing by, not a % Does it still throw up a compile error?
  7. Not related to the cave glitch, but... I'd cross-check for other bugs in the list too - you appear to have several of the Max Tael mods which are "select one of the following" ones - example "Natural_Vegetation_by_Max_Tael.esp" and "Natural_Vegetation_200%_by_Max_Tael.esp" - I'd expect to only see ONE of those active at once.
  8. If I were coming to the script to debug in later, then I'd find that FAR easier to follow, yes. Re-read the previous post as I was editing it to add probabilities in too. Check you can't use constants instead of shorts - they're only used by the compiler and thus don't take up variable space.
  9. Correct me if I'm wrong - but with a high enough blunt skill, couldn't you obtain several items with one hit? Your endif's seem to be applied a little haphazardly too. The way they told us in programming class when I was still punching cards to program was: Start with the LEAST likely occurrence, test for it, then fall through if it didn't happen. Otherwise you fulfil SEVERAL of the IF statements and get the result for the lot. So you'd end up with: if (bluntskill/6 > chance) playsound wpnblockblunt player.additem EbonOre 1 else if (bluntskill/5 > chance) playsound wpnblockblunt player.additem glassore 1 else if (bluntskill/4 > chance) playsound wpnblockblunt player.additem Gem0GoldNugget 1 else if (bluntskill/3 > chance) playsound wpnblockblunt player.additem Gem0SilverNugget 1 else if (bluntskill/2 > chance) playsound wpnblockblunt player.additem IroneOre 1 else playsound wpnhitblunt message "You found nothing." endif or at least something similar to that. If I haven't drastically misrepresented what you were doing in the script above, assuming you have a blunt skill > 6*chance: 16% chance of EbonOre 4% chance of GlassOre (20%-16%) 5% chance of Gold (25%-20%) 8% chance of Silver (33%-25%) 17% chance of Iron (50%-33%) 50% chance of nothing Is that what you intended? Also, from a speed point of view. try replacing if (bluntskill/n > chance) with if (bluntskill > chance*n) as multiplication is far faster than division in most cases You COULD, to make life clearer, define up a series of constants such as chance_iron=2 and then use if (bluntskill > chance*chance_iron) - doesn't change the code but makes life SO much easier to debug.
  10. Things which I think might be relevant: Operating System version. Graphics card manufacturer and model, driver version. DxDiag. Oblivion version and any patches installed. Presence/absence of OBSE and OBGE, and version numbers. Any graphics related additions such as specific additional shaders, etc. Hopefully with that little lot someone may be able to work something out.
  11. I've seen several "patch" mods which can exist as one esp, but only apply patches for the mods you actually have which are in their master list, and ignore the missing ones. Can something be done as a master weapon replacer, which has several of the LotR weapon replacers as master files, but only swaps out the ones you actually have on your system? Obviously this would only be of use if it could detect the resources not just the esp, as the whole point would be to remove the need for multiple esp files.
  12. I had a problem which MAY be related at one point. All the streets in the Imperial City appeared to be slightly higher in relation to the ground. The reason I noticed is that I )(and some of the npc's) would get "stuck" entering through the main city gate - the first step was JUST too high and it had to be jumped up rather than walked up. I uninstalled and reinstalled Better Cities and Unique Landscapes (and double-checked i had all the relevant patches) and that solved it. Diagnostic method: Try walking in through the main gate - if the first step is too high, that might be the problem.
  13. I don't know whether this makes sense but... Why not make a basic, less "fine" version of this (and other LOTR swords) as generic replacers for one of the in-game sword types, but also have the full accurate and detailed version as a quest reward? After all, you would expect similar styled swords to exist in the same culture, but the occasional one to be a really special piece of work. Maybe then more people would download the mods?
  14. The people to talk with (who have done probably the best total conversion) are the modders who produced Nehrim - and even better news for you, they are mostly German. Looking at how Nehrim works is probably an excellent starting point for a total conversion anyway.
  15. Sadly, it's not a mod - they're just cool looking robots and would make a great robot race. They came in a range of colours to designate status, and there was a total nutter at the top of the chain who believed himeself to be part robot and was using them as his troops. However, I'm sure a competent 3D modeller could turn out a beautiful design based on them.
  16. http://www.thenexusforums.com/index.php?/topic/294413-ooo-oblivion-xp-leveling-mod-how-do-i-make-it-run-right/
  17. If you want to stand ANY chance of modding, and even patching, put it in C:\Games\Oblivion. User account Control causes over 80% of the problems with modding Oblivion on Win7 and vista. KotN is an addon - install it last.
  18. (1) Rule out hardware errors - I had a three button mouse with a dodgy third button which sometimes did ofdd things like this. Borrow a different mouse and keyboard and rule it out. (2) Open the key mapping section, double-check you don't have two mods using the same key. DR may have cross-mapped with another mod and think it's always attacking. SAVE the keymap settings once checked - they CAN show ok but be corrupted.
  19. Game of the year Install order NOTE: Install to C:\Games\Oblivion NOT C:\Program Files\ ... if you are using Vista or Win7. (1) Oblivion - do NOT patch it (2) Shivering Isles - do not even TRY to patch it (3) Knights of the Nine LAST repeat LAST Now run game - check version - it should be 1.2.0416. If not, it's not a Game of the Year version of the SI disk, because that WILL upgrade Oblivion without any additional patches. Once you have V1.2.0416, then OBSE can go in. Make sure you have the latest version.
  20. "Why isn't Game A - which I have decided I don't like - EXACTLY the same as totally different Game B - Which I have decided I do like? Make it so! NOW!" <throws toys out of pram and screams in tantrum> Don't feed the troll
  21. Suggestion - picture references are useful. I suggest a couple of armor sets, and a picture of each of the weapons you want to see. That means individual modders can look and decide "Yes, I can do THAT bit" rather than thinking "Whoa! Massive project! Avoid!"
  22. If you want to get the music going again, try the Klite codec pack - apparently the Oblivion music files CAN cause problems if the codec is not 100% correct. This is only second-hand knowledge - I've never seen the problem myself.
  23. Better closeup of the pommel end http://i59.photobucket.com/albums/g303/roughwaters/102_0501.jpg
  24. Motivations: Greed, Protection of Others, Fear, Faith, Obedience... plenty of them
  25. Try the Bashed Patch Nvidia Fog Fix option - might be lucky
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