Jump to content

Klipperken

Members
  • Posts

    723
  • Joined

  • Last visited

Everything posted by Klipperken

  1. Your welcome Sorry this is something I do not know much about. I have seen a few post's on this, but I have not experienced this issue my self. Thank you very much good Sir. Made a post on the Beth forum.... Now we just wait... And I'm so eager to play... *cries* :S lol
  2. Thank you. Any a clue on how to fix the constant losses of mods in FO4?
  3. OK, so, how do you do this precisely. Or even, if I send you the files (ESP only I assume?), could you merge them for me? And do you happen to know how to fix the constant mod-disablement I have? Thank you. Klip.
  4. Yes, I'm using that now as well. But this one too does not do it, OR I do something wrong. Tried using it after FO4Edit (fix and clean issues), but once I load these into Merge, Merge refuses to touch it. I can load all, but that is it. Also, for some reason my game does not keep my mods sorted or active. EACH TIME I launch the game I have to AGAIN sort and activate them all. Anyone a clue as to how fix this? Thank you. Klip.
  5. No matter what I try, it won't work. Made the fixed and cleaned merged plugin... fire up game... new game... and nothing is where it should be. The game does load the files, but there it simply ends. Added stuff is simply not ingame, though 'loaded'. At a loss... and I find no help... Klip.
  6. Just found out something. Fire up FO4EDIT. Select plugins, load. Select data, copy to new record. Create Merged Plugin. Add name of ESP. Press OK. Program does a lot of things, then Finished Copying. Select new plugin. Right click, select for cleaning. Program does it's thing. Finished. A TON of red. Fix all manually. Rerun cleaning, all is good now. Save and exit when done. I just reloaded the plugin... it's 2KB in size??? Fire up CS, select plugin... new plugin is EMPTY!!! The other 2 I made before... DITTO. WHAT??????
  7. Thank you, Sir, for your reply. "however , doing a simple google search got me this https://www.nexusmods.com/fallout4/mods/20752 hope either of these help :smile:" This is one of the ones that helped me no further with FO4Edit. As said, I am merging a few hundred plug-ins, some simply REFUSE to be written out as dependency, for whatever reason, as the combined plugin DOES contain all the info (manually checked each bloody line, ffs...). Why it refuses to drop these independencies is beyond me. Other conflicts CANNOT be solved for whatever reason, these mostly are in the CELL section. These are red out, but offer or no possibility to alter it, or refuse to accept alteration. Hard-coded? Oddly, many of them are in fact NO conflict, and it stuns me that these are red out at all? But WHERE is the issue precisely...? I am grateful for the new program you pointed too, I will check this out once i am "done" with my current merge (ignoring some conflicts... :sad: ). This one is an Armour-Clothing merge, I got me a mass of new items, and I am trying to put them all into a single merged file. Hundreds upon hundreds of conflicts I am manually sifting through... I will keep you posted, Sir, again my thanks. Say... why don't you make a GOOD guide? :wink: Klip.
  8. I am trying to merge like a billion mods into a few, this to have a more sorted overlook in the DATA folder. Idea is to remove the original .ESP files afterwards. However, I keep running a snag with red lines, to begin with, and the fact I am unable to remove the dependencies. Now, important note: I am autistic with ADHD, and I need a CLEAN, to the point guide (preferably video, as I am a VERY visual person). I've been looking around, found a few short guides, but these do not help me actually any further. Thank you very much. Klip. PS: If you prefer to help me over a system like Skype, Facebook, or even TeamViewer, I can. If any other, I am quite adaptable in that regard (I could install for instance TeamSpeak, or Discord, or... if you prefer). Thank you. Klip.
  9. Will do so, Sir, once I finished the installation of my new Auto-CAD. I will post the script here, as edit. Script 11010653 "scn VRUpdateGeneric Begin _Function {} Player.Call VRExecRemoveDiseases If Eval ( PCVampire > 0 ) Let VRMain.CurBlood := PlayerRef.GetAVCurrentF VRBlood Let VRMain.MaxBlood := PlayerRef.GetAVMaxF VRBlood Let VRMain.Age := PlayerRef.GetAVCurrentF VRAge Let VRMain.Level := PlayerRef.GetAVCurrentF VRLevel Let Vampire.DayCount := VRMain.DayCount := PlayerRef.GetAVCurrentF VRDays Let VRMain.Feeds := PlayerRef.GetAVCurrentF VRFeeds Let VRMain.Bounty := PlayerRef.GetAVCurrentF VRBounty Let VRMain.SunLevel := PlayerRef.GetAVCurrentF VRSun Let VRMain.StarvLevel := PlayerRef.GetAVCurrentF VRStarv If Eval ( PlayerRef.IsSpellTarget VampDisease ) PlayerRef.RemoveSpellNS VampDisease PlayerRef.RemoveSpellNS VRVampDiseaseAdvanced EndIf If Eval !( PlayerRef.GetItemCount VRTokenMainPC ) ;Should the token be removed by somebody PlayerRef.AddItemNS VRTokenMainPC 1 ElseIf Eval ( 1 < Player.GetItemCount VRTokenMainPC ) PlayerRef.RemoveItemNS VRTokenMainPC (( Player.GetItemCount VRTokenMainPC ) - 1 ) EndIf Return EndIf If Eval !( PlayerRef.IsSpellTarget VampDisease ) ;Not infected? PrintD "VR DEBUG | VRMain: Not infected" Return ElseIf Eval (( PlayerRef.GetItemCount VRTokenTransformVampire ) > 0 ) ;Already transforming to vampire? PrintD "VR DEBUG | VRMain: Already transforming to vampire" Return ElseIf Eval (( PlayerRef.GetItemCount VRTokenTransformNormal ) > 0 ) ;Transforming to normal? PrintD "VR DEBUG | VRMain: Already transforming to normal" Return Else ;Begin transformation PrintD "VR DEBUG | VRMain: Add token" Let Vampire.HasDisease := 1 PlayerRef.AddItemNS VRTokenTransformVampire 1 EndIf End" Hope this helps? Klip.
  10. http://www.nexusmods.com/oblivion/mods/36370/ Oblivion Script Extender. Klip.
  11. So: We have SCE and it works beautifully. That is... until I want to merge mods. Situation: I renamed my game folder to TES4 - Oblivion Old I reinstalled Oblivion, and added the weapons I had in my old installation. Made sure, NONE of these mods have dependencies to other mods, and all weapons are installed correctly. Fired up SCE, tagged all the weapon files, hit File > Tools > Merge Plugins, select ESM (or ESP, tried both), fill in name of file, and hit OK. SCE says SAVING... Tad later the save is completed. I remove the weapon .ESPs, start the game, and... nothing, no weapons, nada. I am quite sure, I am doing something horribly wrong, that is is not CSE or another something on the PC messing up, but me. I just can't figure out what... I did find 1001 ways to kill Oblivion professionally.... But just THAT is not quite what I looked for. Is there anyone who has the time and the motivation to help me? Thank you beforehand: Klip.
  12. No use. Even TGM does not help me with the damage visualization, although I have no longer blood/life loss due to weakness. Bizarre: Though we have Vampire races for players, none have Vampirism? I mean: we get the looks, we get the (some of the) skills (not always), but in effect, you have NO Vampirism. You have not contracted the illness. An easy way to check this is through Dracula's Ball Mod. And once you DO get Vampirism, things happen that do not happen before this point. What is the use of a playable Vampire Race... if they ARE NOT INFECTED? Even then however... how do I fix this 15seconds-and-then-dead issue? I could keep the ring, or play in god mode, but seriously... no thank you. So... anyone who's got an idea on how to fix this? Thank you: Klip.
  13. So, I have the Vampire Revolution Mod. I make a new character (Vampire Lord, a race from Vampire Mansion made playable), and I give him vampirism as I want the Vampire abilities. Tried through several ways: through Dracula's Ball mod, through the Console, through TestVampireInterior, they all accept vampirism... But here things go weird! First of all, I get the Damage Blur, but I have no real damage from anywhere (the dungeon or the TestVampireInterior are dark), and my life drops by 6% per second even though I wore the Ring of Sunwalking (to test with), and even though I have disabled Sun Damage, Light Damage and Holy Damage in Vampire Revolution.ESP's menu (as test). The Console tells me: "File Vampire Revolution.ESP offset: 0x00a3 command: let aaaaaaaaaaaaaaaaaaaaaaaaaaaadamage: -0.579924 (weakness). Error in script 11010653 an expression failed to evaluate to a valid result." 149 life points vanish in 15 seconds making me quite very dead. Drinking blood does not help. Draining the fella in the other cell across the hallway does not help. This means in effect, I can't even get to the second room in the beginner section, ImperialDungeon02 and complete my introduction. Addendum: I killed off Vampire Revolution.ESP, issue still exists... If only I figured out where the aaaaaaaaaaaaaaaaaaaaaaaaaaaadamage: -0.579924 (weakness) came from... Disabled all the Vampire Races and Companions... issue still exists, which would indicate a Masterfile error (Oblivion.ESM or DLCxxx.ESP), a base file error. How do I overcome this? As a temp solution I will make a ring, restoring 100 life/second, but I hate cheating like this (giving myself Vampirism is not really cheating, I wanted to make a RP game with an ancient full Vampire).... Anyone a clue on how to fix the insane life drop? Thank you. Klip.
  14. Thank you, miss. I am fully experimenting with CSE, it's quite marvelous how one can destroy a game entirely! One thing though: I have a game apart which does not have the last mods I wanted to install, since I am at the end of the ability to add more mods. Now, the game works, OBSE works, but once ingame, OBSE closes down on me, causing Vampire Revolution to die on me. The correct error code is: "VR not initialized. Please exit game. Check your correctly installed OBSE and AddActorValues. Ensure you're running OBSE_Loader.exe." OBSE starts always as Admin, it works for CSE, I cannot, however, find it in the TaskManager when Oblivion runs. When I play Morrowind, MWSE DOES show in TaskManager. Logic would say, it does this for OBSE as well? Why on Tamriel does OBSE closes on me? It does so in a clean installation as well, so it is not a mod. Anyway I can force OBSE to keep on running? Thank you. Klip.
  15. Thank you, @Lubronbrons. Now, delete all IF's... Just how and where do I do this, please? Thank you. Klip
  16. Sir, what I mean is: if I make a file that has all the other ones in one, they STILL need their original files. Idea is to create ONE file, and delete those that were added to this one. Thank you for responding. Klip.
  17. CSE - Merging Files: Nope, failing each time... So, simply put: Fire up CSE. Select the wanted Mod Esps. And then...? I'm at a loss... Thank you. Klip.
  18. I must be doing something wrong... Open OBE as Admin. Select all wanted mod esps, no active plug-in selected. Change needed stuff (like some weapons having idiot high damage). Save to new ESM. Put copy of clean install back, copy all data from mods except their ESP. Run OBSE... crash. When I activated the ESM, it told me: "Master Files Required" with all the ESPS I have merged. What have I done wrong? Thank you. Klip
  19. AHA!!! My system prevented the OBSE_Loader from running. However, I did not get a warning, which it should do. When I added an exclusion.... it finally began to work... Thank you all.
  20. Excuse me, Sir, but you missed: "Upon starting the game with OBSE", indicating I use this to boot the game up. However, it seems to be closing directly after the game has fired up... It also seems to refuse to work with the CSE program. Which does not work. Question, with what command do I fire CSE up? I have a CSE Launcher Bat, which points to OBSE_Loader.EXE with 2 sub-commands, it fires up OBSE, but this dies as fast as it began...
  21. Ah perfect, thank you. Another issue: I want to run Vampire Revolution. But! Once ingame it starts to annoy me with this error message: "VR notinitialized. Please exit game and check your correctly installed OBSE and AddActorValues. Ensure you're OBSEloader.exe." Upon starting the game with OBSE, I go into my task manager, only to see... what I am NOT seeing: OBSELoader is not running. It seems to shut down once the game runs, for some reason. Now, this should not be, correct? I have no clue why OBSE closes down once the game has fired up, MWSE does not do this, so why does OBSE? Makes no sense to me. Now, how can I overcome this annoyance, as I need OBSE for a few mods... Thank you in advance: Klip. ADDENDUM: CSE is not working, most likely because of OBSE not working either....?
  22. This error TES4Merger gives me, although other programs DID find it (like OBMM, OBSE and the likes). Quite bloody frustrating. Is there another merging program out there, please? I need to merge about 200 mods in 5 different new combined mods... :( Is there one that merges mods without having to look for the extended data (such as textures, meshes, ...), so which load ONLY the ESM and ESP files? Such a program would greatly speed up things... In case TES4Merger is such one, I have never used it before, so... I just ran in an issue where my Oblivion refuses more mods. Thank you. Klip
  23. As some might have noticed: the Sniper Rifles are or not correctly tuned, or just do not shoot that far. Now, I like to pick them off from great distance (where possible, ofc.) like a real sniper, but once I need to shoot beyond X meters, the bullets seem to drop, a LOT! Even when I use the Lightning mod (which looks more like a coil gun than lightning gun, tbh) I need to aim WAY above one's head before I can pick him off. And he's not even 200m far... Take, that a REAL sniper rifle (the Barret M107 has an effective range of 1,829 m (2,000 yd) (maximum) to take one of the best known ones. Take the sniper rifle into the year 2185, and a sniper rifle would be able to shoot someone on Mars, standing as the shooter on Earth (NOTE: HYPERBOLE!!! to make an example). Heck, maybe by then you actually can, heh. At any rate: where, and how, can I alter the ranges of the sniper rifles, without changing any other value? Thank you very much. Kiksken
×
×
  • Create New...