Jump to content

IkeCoast

Members
  • Posts

    673
  • Joined

  • Last visited

Everything posted by IkeCoast

  1. No ALL the nodes that form a pathgrid need to be interconnected, but ALL the nodes that form a path need to be connected. For instance, the nodes right in front of the entrance to the doors, in the corridor side, don't need to be connected to each other, but they need to be connected to a central path that goes along all the center of the corridor, with nodes in front of the doorways to the rooms. Like this: X X X I I I X X X I I I Ent. X----X----X I I I X X X I I I X X X Cheers! PS: my internet connection is doing funny things and glaring at me in a strange way. I'm going to hit it with my chair. If I don't reply anymore until tomorrow, my connection had crashed. If I don't reply anymore ever, my internet connection ate me.
  2. Well, Lupis, I think we had already cleared out the matter of which one of us is the smartest. *me facepalms* However, if you use the Duplicate Selection inside an interior cell (for example, to duplicate the dormitory room and place the copies across the corridor), the pathgrid the room contains will NOT be copied. It only works for whole cells duplicated in the Cell View cells list. Cheers!
  3. Yep, it's a hughe task, but actually, not SO hughe. Bear in mind that pathgridding serves to thell NPCs the "correct" path to go from one point to another. If there is no pathgrid, they will decide on their own how to go there, and always will take the shorter route. That means, if between point A and point B is a wall, they will try to phase through that wall (and fail miserably). I was thinking about how to illustrate my explanations, but I think you already know how to set the patgrids. Keep it as simple as possible and it will be less time-consuming as you... ... ... My goodness. You can duplicate cells. If the cells are already pathgridded, the pathgrid is also duplicated. You could have built just ONE interior cell, pathgrid it, and then duplicate it as many times as you needed to create the whole Vault structure. Shall I start running? Cheers!
  4. Hey, Rangaros! Yep, you understood all correctly, Robert Male does not include the Stock Clothing and Armors, it is a separate download, but the EVE HGEC omod installer does, and installs everything needed for a basic HGEC installation. Then, once you have finished installing OCO v2 and the Seamless bodies, you install the Seamless Equipments patches and that's all. And yes, once ALL of this is done, you install Maskar's Oblivion Overhaul, then install the Patches for your body types on the Seamless Equipment. The way the Patches work is a little bit confusing, but really straightforward: when your character is naked, he or she has the nude body from the Body Replacer you installed. But when he or she wears clothing or armor, the body you can see underneath these clothes or armors is not the same as when naked, it's included with the clothes and armor. That means, if you install the EBE female body, but a Normal C-Cup Clothing and Armor replacer (or Patch), when your strong, powerful and big-breasted warrior woman puts any clothing or armor on her, her body will "shrink" and become thinner and with smaller breasts. This is why each Patch states for which body type is intended: they will work with any body type of the same Replacer (HGEC patches will not work with RobFem due to texture incompatibility), but the shape of the clothed body will not be the same as the nude one. So, in order to have always the same look, you install the Patch intended for your naked body... get it? I fear you don't... Seamless Heads Nuska's Edition is the complete Oblivion Character Overhaul v2 Head Meshes package, seam-mended by Junkacc. That means, if you install the Seamless Body but leave the heads as they come with the default OCO installation, you will NOT have a Seamless character. You need to replace the head meshes too. I'll let you chew all this. Phew, Oblivion Modding is not quite a walk on the park, I know. Cheers!
  5. The regular CS algo can create pathgrids, but if the CSE cannot, the vanilla one most likely neither. You can try while I google for that. Manually setting a pathgrid is not that much of a trouble. You click where you want a node, drop it (F key), then move to the next, click, F, next. Then connect the nodes as you want. Pathgridding is so simple that I don't know how to explain it. Just decide how do you want to go from point A to point B and "draw" the path. Cheers! PS: I hope you did NOT save after earning that Achievement. It doesn' sound quite healthy. EDIT, I assume you already have it, but just in case, here you have an explanation of setting path nodes and the keyboard shortcuts: http://cs.elderscrolls.com/index.php?title=Pathing_and_Playtesting
  6. Now that's another Achievement I haven't got yet. Let me google a little. Did your CSE Crash or something? Did it generate the pathgrid? Cheers!
  7. Whoa, looks really good, as you hay, hive-like, interesting and not boringly lineal. About pathgridding, no, it doesn't need to be "super-complex", but "super-complete". You could even let the CSE creating the path for you, and once it is done, edit it to suit your necessities, adding or removing nodes as needed. The idea is letting NPCs to know HOW to go from point A to poit B avoiding obstacles. So, the more COMPLETE, but at the same time, the more SIMPLE, the path grid is, the better. Let's see an example: X-----------------------------------------------------------------------------------------------------X This is a SIMPLE, but NOT COMPLETE, path. X----------------------X--------------------------X-------------------------X-----------------------X This is a SIMPLE AND COMPLETE path. Even if the in-between nodes have no ramifications, it's better to have "stop points" along a lengthy path. Open any interior cell, for instance a medium or large Ayleid dungeon, turn on Pathgrid and have a look on how vanilla pathgridding is. Actually, all what is needed to create a good pathgrid is common sense. Use the pathgrid to tell NPCs how to move around your interiors, that's all. Cheers!
  8. Oblivion Mod Manager is the second best option, before Wrye Bash. About back-ups, that's why I recommend you the Profile Managers. You can use them to create a safe back-up of your base fine-tuned installation, then every time you want to add a large scale mod and fear things will go haywire, back-up your playing installation. The first back-up of your base, perfectly fine-tuned game, you must NEVER TOUCH again. Cheers!
  9. Yep, Rangaros, you can use OBMM for installing and basic management and leave WB for the Bashed Patch and advanced management. And one little step each time, learn how to use WB. There's another tool that could really help you to have a tidi and healthier Oblivion Installation: the Profile managers. The leading ones are mTES4 Manager and Multiple Oblivion Manager. Have a look at them, you'll find their features interesting. I personally can't play nor mod without mTES4. Cheers!
  10. You will definitely need OBMM. Do not use NMM, seriously. It't not for Oblivion. Leave it for Skyrim. Cheers!
  11. Hey, Rangaros! About OCO v2, Body Replacers and the Seamless Series, HERE'S EVERYTHING YOU NEED TO KNOW (and do). Get some popcorn and booze before reading it, and some motion sickness medicine because there are some curves in the trip. http://upload.wikimedia.org/wikipedia/en/4/41/Vulcannervepinch.jpg Cheers!
  12. About Oblivion Reloaded: It's The Next Generation of the OBGE FX plugin. Forgot about the not-too-long-ago "imprescindible" and omnipresent OBGE. Oblivion Reloaded is its successor and while it's not yet finished, right now it not only works better than the latest OBGE, but even offers more options and has a lesser (yet still noticeable) impact on performance. It doesn't combine well with ENBs, so before you put any ENB on your game, first try the diverse options OR includes. Most likely you will find ENB redundant. Oblivion Stutter Remover is a fairly imprescindible tool for low-to-medium end computers, too. Cheers! PS: I did not put any link because I'm in a hurry. PS2: no, I won't start doing weird things here in this thread, I promise.
  13. Hey, Lupis! Indeed the CSE is that good. It really improves the CS stability, but looks like your rig is also a very stable one. Because even with all the improvement in performance and stability the CSE brings, what you have achieved is not normal. I'm jealous. Cheers!
  14. I only know about CM Companions, but as far as I understand, most Followers share the same behaviour, so the best practice is believing they will go anywhere they can if left on their own. Pathgridding is essential so they can move freely around and don't get stuck in some spot. But as we said, we will work on this piece of the mod later. The first thing we need is having the whole Citadel finished and pathgridded. In order to have a Companion-friendly pathgrid, we need to have the cells cluttered to their final state. For pathgridding, all you need to put on your cell are the statics (furniture, statues, non-movable objects). Leave the decoration and movable objects for the final step, once pathgridding is finished. If you started already to add decoration (vases, dishes, books, et al), leave them but don't add more for now. So, my advice for right now: just focus on building the citadel. Put the furniture and statics. Don't worry about doors and decoration, we will move to them once you feel you don't need to add anything more. I need to go to bed now, pals. Tomorrow will be interesting to follow your advancements from this point on. 'Nights! Cheers!
  15. The "Off Limits" flag makes the whole cell Private Property - No Trespassing, meaning that anyone, including the PC character, caught there will be automatically considered comitting a crime. I'm not sure if in that case, a Guard will automatically be spawned and arrest you, or if it needs an NPC to see you there. But then that NPC would be also commiting the same crime... let's forget about the Off Limits flag. We will think about how to set the conditions for the doors to be spawned or unlocked. The easiest way, of course, is setting them with a unpickable lock and requiring a key. But if the Companions the Player brings there find the key and they have an Unlock Doors AI package, they could unlock the door. Unlikely but possible. Best way would be creating a "silent Quest" so the PC must perform some action before the very key to the door is spawned. But we will think about it later. Cheers!
  16. Yep, they do. Supposedly, on CM Partners, if you order them to Stand Guard, they don't move from they were when you gave the command, but if an enemy enters their detection radius, they will move and once the thing is dead, they can start wandering. If you tell them "Stay here" (that is, leave the Party but still being your Companions), they will wander around, cross doors and enter other cells. You can use scripts to keep the extra wings off limits. I did it for my Abysmer Outpost. The entrance door is initially disabled, and the game only spawns that door if the PC is of the Abysmer Race. We will go into it later, when you are satisfied with the Citadel. This will give me time to see how to adapt my script to your necessities. However, I think there's no OBSE function to tell the game engine how many companions are on your Party, so let's think about other conditions for unlocking the extra wings. For instance, putting the keys to these wings in a Player-Owned container, Companions cannot open Player-owned containers. I THINK. Cheers!
  17. The bigger the mod becomes, the more risky working on the CS becomes. Save often and better keep backups of your esp file in case the CS corrupts it. I've never met my CS nor CSE corrupting my esps, but it could happen. Don't forget also the Officers Quarters. And some apartment for the eventual high-ranking officers on visit. Cheers!
  18. Are you serious? Nobody would have a 3k Companions team assembled. BUT. The idea of a total of 1500 beds in the Citadel is quite interesting. It improves immersion and gives a real feel of a CITADEL INTENDED FOR AN ARMY. Your mod will be quite resources-demanding with so many accomodations. But I find the idea worth of trying. If you put each wing in separate cells, the stress on the game engine will be quite bearable. Cheers!
  19. Oh, you meant the total amount of Companions present in game. As far as I know it's limitless, provided that they're not in your party ALL AT ONCE. Theoretically, you could have hundreds of Companions recruited and keep the majority of them stationed in HQ, bringing with you just a bunch of them. I think 150 beds is enough for a simple Companions team. An army, on the other hand... Cheers!
  20. Not that I am aware of, other than the limit imposed by your computer strength. The more companions you have, the more stress on your computer. I have been able to run amok with eight companions, but my computer lagged a lot and eventually crashed when we entered a cell with a gang of marauders within. And that sounded epic. I read your line with John Williams soundtrack. Cheers!
  21. By the way, looks like I'm the only of the three of us without a military services sheet. You were (or are) in the U.S.A.F. and Striker served at the Thermopylae. Cheers!
  22. Oh, what a coincidence! That's exactly the only thing I know how to say in Japanese! Gomen nasai, watakushi NIhongo ga hanasemasen. I'm moving to live and work in Germany. But first I must study. I won a scholarship to study German in the Leipzig EuroSchule Academy. Then I more or less have some work granted. Cheers!
  23. Woher kommen Sie, Lupis? Nächten Mai fliege ich nach Leipzig. Dort werde ich leben und arbeiten. Don't worry, I have the Facepalm Demotivational ready in case you were referring to a vacation trip and you actually can't speak German if your life depends on it. Cheers!
  24. And I'm moving to Germany in less than one month and a half, but I will find time to beta-testing. However, Striker is right, don't rush to finish it. Take all the time you need. Cheers!
  25. When you send me the beta for testing, the first thing I will look for is the pr0n stash. And I will find it. Cheers!
×
×
  • Create New...