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ArtB

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  1. Hello all. I am working on a simple mod to make some enemies do more knockdowns. Right now I am just trying to get a basic version to work but already ran into a wall. Currently they knock down just by attacking, even if them miss. I guess this is because I am using IsAttacking but am not how to make them only knockdown when their hits actually connect. I know there is an OnHit function in OBSE but not sure how it works. Couldn't find any examples. Anyway here is the code I have so far: Scn AAAGoblin Short KDChance Float Cooldown Ref MyTarget Begin Gamemode set Mytarget to GetCombatTarget If Cooldown > 0 Set Cooldown to (Cooldown - GetSecondsPassed) Else If IsAttacking ==1 ;While attacking? Not on hit? Set KDChance to (100/99 * GetRandomPercent) If KDChance <= 100 ;100% Chance for testing PushActorAway MyTarget 5 ;Knockdown and Force Set Cooldown to 1 ;1 second cooldown endif endif endif end I am a novice. Input from veteran coders is appreciated!
  2. Welp that was already set as it should. I tried to click it a again but no difference. Maybe it is time for me to drop Chrome.
  3. No. Which is why this is so weird. Is it possible to reset the association without completely reinstalling MO2? I downloaded firefox and it asked for the association which I selected and it worked. But I would like to figure out how to get chrome working again.
  4. I tried several: https://www.nexusmods.com/skyrimspecialedition/mods/5804 https://www.nexusmods.com/skyrimspecialedition/mods/1037 https://www.nexusmods.com/skyrimspecialedition/mods/2014 https://www.nexusmods.com/skyrimspecialedition/mods/2154 I click on mod manager download and the chrome tab only flashes for a moment and nothing happens. This only started recently
  5. It seems the button for downloading mods via mod organizer is no longer associated with the program. I can only download manually now. Does anyone know why this would happen?
  6. Hello I am working on a simple dodge animation for a custom creature, but want to turn off collision while it plays, because melee attacks have really long range and hit anyway. Is there a way to do this? I looked for a text key that does it but did not find any. http://www.truancyfactory.com/tutorials/oblivion/ob_animation_textKeys.html
  7. I am looking for additional face textures for my race collection in oblivion. I have seen screens of a lot of custom textures out there for major releases, but they are often hard to track down. I have a pretty decent collection of base race mods, including: Beautiful people Blood Elves Vamps by Bella Xenius DK High Imperials Lunas races Corean Succubus Demoness synx Lineage, Diablo, Cute and ebony elves FFrace Evy Shriddan ..and a few others possibly. If you happen to have variations of face textures for these races, or even others I may have not mentioned, I would really appreciate it if you would share them. I am particularly looking for: Make-up Variations and eyeliners Fairer skin types with freckles I am able to make my own esps, so if you only have the textures that is fine. If you can, post in this thread, or if you would rather pm them privately, I would be also be grateful. http://cdn.loverslab.com/public/style_emoticons/default/blush.gif
  8. Hello Nexus. I've recently decided to try my hand at adding to the modding community after having spent years only downloading from this site. I want to get into animations. I decided to start with simple facial animations but already ran into my first hurdle. The first animation I decided to add was a grimace with holding both eyes closed. I used the following text keys. ENUM: Face K 100 0.0 0.0 0.0 ENUM: Face BlinkLeft 100 0.0 0.0 0.0 ENUM: Face BlinkRight 100 0.0 0.0 0.0 This works but only momentarily before the eyes pop open and look around, which is the default idle I suppose. The "K" animation does maintain itself however. Is there a way to override the default blinking/lookaround animation?. PS - I am using a self-modified version of the actors emotions esp to play the animations for now.
  9. OK will do. Should I delete constructionset.ini as well? EDIT - I went ahead and gave it a shot after removing oblivion.ini and constructionset.ini from the directory. The launcher loaded and I could select all the options there except 'play'. That causes a crash. A fresh oblivion.ini was created and it appears to match the .ini you gave me. Should I try launching without any mods enabled? Including the bashed patch? I am particularly skeptical of that one because wrye bash was the only thing I messed with after to a successful load(only selected 'bsa redirection' there), then crashed straight after. I don't know if this will help troubleshoot or cause more problems so I am wary of trying it on my own.
  10. OK, I reverted it to what you posted. Unfortunately I am still crashing. Does oblivion revert to default automatically? When it is about to crash? Or should I revert Oblivion.ini and Constructionset.ini as well?
  11. Let me get this straight: you have been editing oblivion_default.ini ? Not at that step or any point previously in the last couple years no(EDIT - At least not manually, perhaps either wrye,obmm, or ArchiveInvalidationinvalidated!.bsa change it themselves?). I just opened it to look for ArchiveInvalidationinvalidated!.bsa, which was present. Oblivion_default.ini looked like this: I did not change anything here as I thought it was correct. ConstructionSet.ini was exactly the same. However, Oblivion.ini was missing the "ArchiveInvalidationInvalidated!.bsa," entry so I ran the installer.exe for ArchiveInvalidationInvalidated!.bsa and it changed it to match the other two on its own. So it made all three .inis the same like in my above quote. Is this wrong? HOWEVER, I did edit all 3 .inis manually at this step,(which came after) So now they look like this: I edited all three because I thought that I was supposed to. But I am guessing by your question I wasn't? :unsure: They still look like that now actually, I can revert them if needed of course but keep in mind that I was crashing before(at step 5 on my list). Another EDIT - maybe I should state now that I am using the standalone version of Wrye bash, perhaps it is relevant?
  12. Wrye bash uses the same dummy bsa file as ArchiveInvalidation Invalidated. I guarantee you that this is not the root of your problem. Did you, by any chance, use the BSA alteration in OBMM? I did but only after the crash. I had to select it in order un-grey "undo BSA edits" which I wanted to try to perhaps remedy my error. But keep in mind I did not do that until I had already crashed, which came immediately after had selected "BSA redirection" inside wrye bash. I figured I needed to undo what I did with both OBMM and Wrye bash to undo the crash, but I was not sure how. So I guess "undo BSA edits" is unrelated to BSA redirection. Something else must have caused the crash but perhaps I made it worse. :pinch: So here is the order of exactly what I did, broken down for the sake of troubleshooting. I always load up the game after each change just for these reasons(should've backed up anyway I realize). 1) Installed ArchiveInvalidationinvalidated!.bsa(years ago and forgotten about) No start-up crashes during this time 2) Built first Bash patch months ago. No start-up crashes during this time 3) Replaced imperial dds's recently. No crash but texture didn't change 4) Select 'BSA redirection' in OBMM and update No crash but texture didn't change 5) Select 'BSA redirection' in Wrye Bash Start-up crash...(before main menu loads but after OBSE dos window pops up) 6) PANIC! Then uncheck "BSA Redirection" in Wrye Bash. Start-up crash... 7) Select 'BSA alteration' then check 'undo BSA edits' in OBMM and update. Start-up crash... 8 ) Select 'Reset BSA timestamps' in OBMM(all main BSA's are now set to 2006. Most were already dated way back.) Start-up crash... 9) Reinstall ArchiveInvalidationinvalidated!.bsa after checking the 3 config .inis. Oblivion.ini was missing the entry but Oblivion_default.ini and ConstructionSet.ini were fine(I found out that the CS crashes too at this point) Start-up crash... 10) Rebuilt Bash patch. Start-up crash... 11) Attempted your config suggestion. Start-up crash... :( So the point where everything went pear-shaped was after I selected BSA redirection in wrye bash although I am not sure if anything I did before that caused a conflict. But as I said simply unchecking the option did not reverse whatever it does. Thank you for the help so far though. :sweat:
  13. Thanks I just tried that but the change did not seem to change anything. I figured because as long as the .bsa with the dummy texture is before the .bsa with the real texures, the work around is supposed to work. Besides that was how the ArchiveInvalidationInvalidated!.bsa installer.exe configures the ini by default.(The way I had it before.) I think the problem is due to the fact I redundantly selected bsa redirection with wrye bash while I currently(unwittingly) had ArchiveInvalidationInvalidated!.bsa installed AND BSA redirection in place with OBMM. So the game started perfectly with both OBMM and ArchiveInvalidationInvalidated!.bsa redirecting to dummy .bsas. But I guess the combination of one of the two plus wrye bash borked something So basically I want to undo redirection in OBMM and Wrye and leave and leave ArchiveInvalidationInvalidated!.bsa installed, the way most people have it. But I am not sure how to undo it on either OBMM and Wrye. OBMM is probably less important than wrye, as it did not cause a crash. Unfortunately, I have not found any literature(might be looking wrong) nor do I understand the mechanism enough to dig into it myself. I don't even know what .bsa wrye bash points to, if any. OBMM points to C:\Program Files\Bethesda Softworks\Oblivion\obmm\BSARedirection.bsa And neither uses .ini to do this I think, but data and settings files which I can't open. So atm I am stuck until someone with better understanding of Archiveinvalidation can help me. :sad:
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