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Ortorin

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Everything posted by Ortorin

  1. I wish I could offer you more help. It's a complex problem and I'm not qualified to try and help you through it all. For some advice: start from the cleanest point you can. Try to get rid of everything possible, then after cleaning, check your updates. Once you get yourself set, take everything one step at a time. Don't just install Oblivion again, take the time to look at the issue from different angles. What other software or hardware issues could you have? Does something need to be upgraded or replaced? Once you know everything with your computer itself is good, start with a fresh copy of the game. You should put in the bugfix and patch mods, then run the game and test the stability. I can't help you much more than that. Sorry.
  2. You say it is both with and without mods? That makes things more complicated in a lot of ways. The main thing that it can be would be something to do with a bad driver, a memory leak, or a hardware issue. Your best bet is to take the time to update all your drivers for your hardware, update all your software, run extra virus scans to make sure RAM isn't getting eaten, and uninstall/reinstall DirectX 9.0c. The other idea would be maybe there is a "compatibility mode" that works for your system. I don't know what version of Oblivion you are using, but you can try different compatibility options to possibly make the game more stable.
  3. It's just a "save file." You find your "save" on your computer, and upload it for others to use. It's a .ESS file. C:\Users\(YOUR NAME)\Documents\My Games\Oblivion\Saves
  4. Do you have the 4gb ram patcher? 4gb Ram Patcher at Oblivion Nexus - mods and community (nexusmods.com)
  5. just use setangle x -90 setangle y -90 That will stand the fire up.
  6. I found the problem. I used a global on EffectStart, and checked for the equipped spell on EffectFinish. This works. scn BasicHardCodedBoundArmor ref item begin scripteffectstart if BoundChest ;globalVar return endif set item to player.getequippedobject 2 player.additemns EnchGlassCuirassResistNormalWeapons 1 player.equipitemns EnchGlassCuirassResistNormalWeapons set BoundChest to 1 end begin scripteffectfinish if player.iscasting if getplayerspell == TestBoundHelm ;The bound spell return endif endif if item player.equipitem item else player.unequipitemns EnchGlassCuirassResistNormalWeapons endif player.removeitemns EnchGlassCuirassResistNormalWeapons 1 set BoundChest to 0 end
  7. I see what I did wrong. And this was a better way of approaching things. Good job!
  8. That's exactly what I made. It actually mostly works. The problem, like I said, is that there is no useable information in the static objects. You can find "FireLogPile01" just fine if it was placed down in a mod. Any of the statics that are placed in the base game are not searchable the same way. I tried every single way of getting information out of the statics that I could find, but nothing worked.
  9. Unless I'm mistaken, this is all you really need: GetEquippedObject - the Oblivion ConstructionSet Wiki (uesp.net) scn BasicHardCodedBoundArmor ref item begin scripteffectstart ;the slot number needs to be set to the slot your bound armor takes set item to player.getequippedobject 1 player.additemns (boundarmor) 1 player.equipitemns (boundarmor) end begin scripteffectfinish player.equipitem item player.removeitemns (boundarmor) 1 end
  10. You're talking about hand-placed activators. That's the exact thing that wouldn't work. OP wants any random "FireLogPile01" to be able to "start a fire." Problem is, that's a static object, and it doesn't seem like you can get any useable information from a static object in the base game. I setup a script to search through all the statics in the area and return true if one of them was "GetIsID FireLogPile01". The script can find the object if it is placed by a mod, but it doesn't find any of them that are inside Oblivion.ESM.
  11. I can't get it to work. So, I'm searching all the static references nearby to find one that is "FireLogPile01". I was able to find one that was placed in a mod. However, I haven't been able to find the static object if it is placed in the base game. As far as I can tell, static objects placed in the base game, so inside the .ESM, do not have any information other than their location, rotation, and formID. None of that information is helpful at all. So, I can't find any way to do this.
  12. I have a mod request: Force UI to K/M, disable click-to-move, enable joystick movement. I have a mouse with 20 buttons, I could have both smooth movement and fine attack control.
  13. Well, I guess this is a dead idea. I can't upload it myself without owning the game, and no one seems to care about helping. Sorry your work was wasted.
  14. Anyone that is reading this and is willing to post the mod to bethesda.net, go for it... please. Open permissions.
  15. Thank you very much for your work. I am glad you stuck with it. I'll get on the modding discord and see if I can get someone else to post this. And, of course, you are getting a big credit on this mod. Thank you.
  16. Don't tell me... you made it for the old version? I feel bad, like I've given you some sort of runaround when I wasn't at all trying to. Yes, Skyrim Special Edition is the version of the game on the Microsoft Xbox One that has the necessary features to be modded. If you are having problems with the creation of this mod then just abandon it. I'm already tired of trying to get this made when it only has ONE function. I would have had this stupid mod posted within an hour of getting the idea if I had access to the creation kit. I hope you are able to get this working, but I'm just running out of steam on this project because it should already be done. I feel like I've wasted your time...
  17. Well, this is something else I can't do! In order to upload to bethesda.net, you have to use the creation kit itself. I did find a tutorial for posting that you can use, it's rather simple. https://www.google.com/search?q=how+to+upload+a+mod+to+bethesda.net&oq=how+to+post+a+mod+to+bethe&aqs=chrome.1.69i57j0j69i64.7640j0j7&sourceid=chrome&ie=UTF-8#kpvalbx=_ngMuXuTtNczYsAXM0KrgBA75 You have to do everything, I'm sorry! I have no power!!!
  18. Alright, I'll see what is needed to post to bethesda and tell you how things go. Thanks a lot for your work, you're great! :thumbsup:
  19. Great! Though... I'm on Xbox, I do not own Skyrim for the computer (or have a computer good enough to run it) so I can't test this. One of us would have to post this on the Bethesda site so the mod can be tested on the Xbox consoles. Sure this was my idea, but you should get all the credit for the work and therefore should be the one to upload this to the Bethesda site. If you don't care/don't want to post there, I'll do it, but I think you should have your name as the poster. As for the visuals... I don't think they matter much. As long as we have a "beam" that is harmless and procs the script, we're good. MAYBE it would be better as an alteration visual since that is the school of magic that is most closely tied to detection, but it doesn't really matter to me.
  20. All actors, maybe someone would want to see how strong a guard is before attacking. I see no reason to limit the actors that can be affected. As long as you can look at someone, and for free, tell what level they are, then you got everything that is needed for Xbox users to get a good use of the function.
  21. The best you will get will probably be "style 2" of this mod. https://www.nexusmods.com/skyrim/mods/56118/?tab=description
  22. The SKSE isn't available for the Xbox. That is why the script is limited to only displaying the level of the actor and not its name. As for the cloak... I'm worried about issues such as the "brawl bug" and possibly conflicting with combat mods that use invisible cloaks. On top of that, I feel like resource use is very important to consider for the Xbox, so I do not believe that anything that runs constantly should be used for such a simple function. The main point to this mod would be for players to used unleveled encounter zones and actually know what they are getting into. Once you get the level for the first actor you see in a new dungeon, you are able to make a good decision on if you should continue or when you should come back. Do as you will, but the idea as it is written above takes in many factors about the use and compatibility of the mod. Thank you for taking this request, I was starting to give up on the idea that someone would help.
  23. I have expanded upon my post above. Please, take this information into consideration. So, I have my whole mod designed, but I do not have Skyrim on PC so I cannot MAKE the mod. Please, this would take 20 minutes from start to upload, I just need someone to finish this mod. The mod is a lesser power for Xbox that will allow players to tell what the level of an actor is. This is super simple, just need to make a spell that is a Lesser Power and call it something like "Detect Level," the lesser power will shoot a projectile that has the property of a "beam", and attached to the projectile will be the script below. Just make this a "starting spell" in the spell editor to make things easy. That's it. I hope someone hears my plea... it's not like this mod wouldn't be well received by the Xbox community. Scriptname GetLevelProjectile extends ActiveMagicEffect EVENT OnEffectStart(ACTOR akTarget, ACTOR akCaster) INT TargetLevel TargetLevel = akTarget.GetLevel() Debug.Notification("Creature is level " + TargetLevel) ENDEVENT
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