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MarkInMKUK

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Posts posted by MarkInMKUK

  1. Try compatibility mode, and flushing the cache, then restarting the browser.

     

    Or get a different browser - it seems to only be IE that has the problem. Firefox and chrome seems to have just worked with no glitches.

  2. The Oblivion world has its flaws

    Like the bodies with perma-fixed drawers

    But the thing I hate most

    After non-tidal coasts

    Are the buildings with "teleport" doors

  3. First there was the text:

    In the great Collosal Cave

    Eaten by a grue.

     

    Then on a PC

    I would crawl through dungeons dark

    Hunting Diablo.

     

    Amd the 3D Worlds

    Played Ultima Underworld

    Caverns in the ice.

     

    Finally a world

    Or a part, called Morrowind

    Lose myself for days.

     

    Then Oblivion

    Pretty girls - HGEC

    Cup size? Double-D!

  4. The one obvious advantage BAIN has over OMOD is the ability in Wtye Bash to replace files with pre-existing ones when you remove a mod. E.g., Nirnroots are green - Mod A makes them pink, Mod B (installed after A) makes them blue. With OMODs, you remove Mod B and you get green Nirnroots as the textures insewrted by Mod A was overwritten by the one from Mod B. With BAIN, you remove Mod B and get pink Nirnroots as Wrye Bash has a function which restores the texture from Mod A. With the OMODs, you'd have to remove Mod A too, and reinstall it, and with complex order-dependent stuff that could get longwinded. That's why i rename all MY OMOD files with a numerical order - the "installation" order (NOT the load order - that's different)

     

    Note from the above - i still use OMODs - BAIN files just take too much hassle to make, and I'm still trying to work out how to do 90% of the stuff in Wrye bash because the idea of a simple interface seems to have bypassed the development team - they want people to use it, yet havem't tried to make it useable.

  5. A couple of points...

     

    (1) Rain. Due to a slight hiccup, buildings don't block rain. If you stand under an arch, you still get wet. If the insides of buildings were attached to the doors, then in all probability you'd get leaky houses.

     

    (2) The TARDIS effect - "It's bigger on the inside" - some houses just don't fit inside their buildings, or don't line up with the doorways. The Tiber Septim Hotel is a culprit, for instance.

  6. A big subject...

     

    The Americans made a decision to "simplify" spellings, and deliberately went through altering "-ise" to "-ize" and "-our" to "-or", etc. As part of this they lost some of the distinctions between words with different spellings, such as "tyre" (the rubber bit of a wheel) and "tire" (to exhaust), making the American language, in my optinion, poorer for the alteration.

     

    However, American PHRASING is a different subject. A phrase such as "He has gotten his reward" is, actually, closer to English as spoken by the Pilgrim Fathers than the eqiuivalent English phrase, "He has got his reward". So both sides have gained and lost in the intervening time.

  7. Hardware wise - add a separate sound card. Onboard sound can cause stuttering when there are lots of feet making sounds.

     

    You may not be able to run everything flat out if you add massive environmental mods (Better Cities + Unique Landscapes + RAEVWD), as that combination seems to bring ANY PC to its knees. However, you have a good basic speed on the CPU, presumably a Windows 7 x64 operating system, and (if so) enough RAM to make it worth finding and trying the 4GB Ram Patch (AFTER) you install all the basic patches.

     

    Generic new player PC advice follows - pay specific attention to the first paragraph or you may regret it later.

     

    If you have Windows Vista or Windows 7 and are thinking of modding, do yourself (and us, because you'd no doubt be asking for help with it later) a BIG favour and use Bben46's guide here to move the game from the default install position to C:\Games\Oblivion. That stops the UAC from mucking up just about every mod you try to use, including (sometimes) official patches.

     

    Many mods will require you to be patched to version 1.2.0416, and a lot will require the Shivering Isles expansion - if you don't already have Shivering Isles, buy it and add it to the game, THEN patch it (otherwise you'll need to uninstall and reinstall from scratch to add Shivering Isles later).

     

    I strongly suggest adding the Unofficial Oblivion Patch (UOP), the Unofficial Shivering Isles Patch (UOSP), and (if you have Knights of the Nine and/or any of the official downloadable content files, the Unofficial Official Mods Patch (UOMP), plus the Unofficial Patch Supplementals and the UOP Dark Sister Voice Fix. They between them bugfix several thousand bugs and errors, and make the game much better to play.

     

    Other "essential" mods are Oblivion Script Extender (OBSE), and then Fast Exit and Windom Earle's Oblivion Crash Prevention System (weOCPS) - the pair of those greatly aid stability and stop many of the more common crash scenarios from wrecking your game.

  8. begin GameMode
    
    if ( Selection == -1)
    	set Selection to 1
    ElseIf (selection == 1)
    	messagebox "Metals to Choose from" "Bronze" "Iron" "Steel" "Still Testing"
    	set Chose to GetButtonPressed
    	if ( Chose == 0 ) ;
    		set MetalChoose to 5
    		set Selection to 0
    	endif
    endif
    end

     

    You should change your "selection" variable when you display the message box. Right now, this is what's happening:

     

    1. "Selection" variable is 1, so let's display the metal selection menu!

    2. The game is now in menu mode, ignore the gamemode blocks now.

    3. A button got clicked! Go back to game mode.

    4. "Selection" variable is 1, so let's display the metal selection menu!

    etc.

     

    I suggest that you read this Message Box tutorial. It's very long and probably filled with lots of things that you don't need, but that's why it's very thorough. I think it's a good tutorial.

    From that code snippet, I'd also evaluate Selection == 1 first - there is JUST a chance (if the script is handled badly) that if you follow the Selection == -1 path, it'll set Selection = 1, then that will be caught by the "elseif" and get evaluated by the Selection == 1 branch.

     

    Conversely, if you INTEND the -1 to be replaced by a 1, and then evaluated by the next branch, don't rely on the elseif catching it.

  9. If you have Windows Vista or Windows 7 and are thinking of modding, do yourself (and us, because you'd no doubt be asking for help with it later) a BIG favour and use Bben46's guide here to move the game from the default install position to C:\Games\Oblivion. That stops the UAC from mucking up just about every mod you try to use, including (sometimes) official patches.

     

    Many mods will require you to be patched to version 1.2.0416, and a lot will require the Shivering Isles expansion - if you don't already have Shivering Isles, buy it and add it to the game, THEN patch it (otherwise you'll need to uninstall and reinstall from scratch to add Shivering Isles later).

     

    I strongly suggest adding the Unofficial Oblivion Patch (UOP), the Unofficial Shivering Isles Patch (UOSP), and (if you have Knights of the Nine and/or any of the official downloadable content files, the Unofficial Official Mods Patch (UOMP), plus the Unofficial Patch Supplementals and the UOP Dark Sister Voice Fix. They between them bugfix several thousand bugs and errors, and make the game much better to play.

     

    Other "essential" mods are Oblivion Script Extender (OBSE), and then Fast Exit and Windom Earle's Oblivion Crash Prevention System (weOCPS) - the pair of those greatly aid stability and stop many of the more common crash scenarios from wrecking your game.

  10. I've tried it. It's ... rather like switching from Windows to Linux and trying to compile and burn a DVD. Everything is there, someplace ... and each stage MAY be more efficient ... but it's one hell of a learning curve.

     

    Howevert, a lot of mods come packaged for BAIN, with all those numbered subdirectories, so having a simple step-by-step on how to convert them, with problems like the InstallPlugin error above explained and how to solve it, could be useful.

  11. I just took a look at your screen shots. The first one gives it away - you have NOT patched your game to v1.2.0.416 as can be seen looking in the bottom left-hand corner. Look for error messages when you apply the patch - or when installing Shivering Isles which SHOULD (if the Game of the Year edition) patch the game automagically.

     

    You're also running the game in a window - that can cause funny problems too, allegedly.

  12. To make it more challenging, you can only sign up at the particular guild house that supports the category oh magic that you do have the skill in, then Must raise the skill for each category to a minimum to apply for that Guild houses recommendation.

    I think it would make sense (although makes it more complex and would be a major re-work of the Mages Guild) to have to reach a certain minimum level in every magic school to become Archmage. That's the way I roleplay the game anyway...

  13. OK - firstly - can you start a totally NEW game with shivering Isles installed?

     

    Then - from the readme of SMC - Required Mods

    * Oblivion Script Extender by the OBSE team

    * Shivering Isles by Bethesda --- for those not playing the crossover, you may be able to get by without it, but you will be missing out on animations. For those playing the crossover, you need Shivering Isles otherwise you will get several missing textures, meshes, and other errors.

    * Universal Silent Voice by Elys --- technically not required, but without it, the dialogue will move way too fast.

     

    You didn't mention installing those? It will crash without them if the save game had them.

  14. On a note of semi-realism - some very basic spells might be considered "cantrips" - the kind of thing that are common knowledge in a fantasy world. Anything more than a basic "light the fire" spell (flash?) is, probably, outside the range of cantrips though. Maybe guild members should gain a more powerful version of the basic cantrip type spells?

     

    Maybe it should also include a requirement for at least one spell in each school of magic (apart from Necromancy)? That would fit with a guild which is trying to limit its membership to those who are actually capable in some way.

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