Jump to content

Ortorin

Supporter
  • Posts

    33
  • Joined

  • Last visited

Posts 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. Actually, the setangle doesn't work right. The fire gets rotated differently in the game than the CS. So, in the game it is at an odd angle. I tried console commands on it and can't get the fire to be upright in the game.

     

    Maybe the solution is also the solution to PlaceAtMe. If you were to put several of those fires in a cell somewhere (like TestingHall), you could orient them correctly, and in the game you would round robin between them, doing a moveto player on them instead of a PlaceAtMe.

     

    I just slapped that together in a script I already use for other hotkeys, just to see if the PlaceAtMe and setangle and setpos commands (using the static logpile ref as a reference) would work. It would need more work to be really usable. Like, you could also script the ability of the player to turn it ON/OFF with a fire/frost spell and maybe a torch. So, now you're taking about having the fire be an activator you can attach a script to.

     

    just use

    setangle x -90

    setangle y -90

    That will stand the fire up.

  5. @Ortorin:

     

    In fact no, the main problem arised on recast as we experienced crashes. In my case it was magical items, because the way OBSE handles them, they can't be unequipped and equipped in same frame. So they must be equipped one frame later, but as spell is finished already, that must be done by something else. I choose a token, in which I implemented very simple queue to equip original items, including syncing with spell through shared variables in quest. Spell was also made to wait until the original items were equipped to avoid crashing problems.

     

    Worked for me, so I offered to razorblade457 finished esp and sent it to him. But as he become silent I fear that Oblivion still crashes for him.

     

    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
  6. This works for me:

     

    I added it to an existing script I use for my own hotkeys. In this case you would put your crosshairs on a logpile and hit LCtrl-F. It will place a specific LIGHT object that is also a fire (FireOpenSmall256), and use the FireLog to positions itself in the game world.

     

    QuestScript:

     

     

    scn GRCampFireKeyQuestScript
    float fQuestDelayTime
    long iKeyPressed
    long iHotKeyCampFire
    long iHotKeyCampFireAlt
    ref rItem
    ref rItemBase
    ref rCampFireLightRef
    int bCampFireEnable
    float fTemp
    ref rCrossHairRef
    long iLastKeyPressed
    int bCampFireKey
    long iKey1
    long iKey2
    Begin GameMode
    
    if GetGameLoaded
      set fQuestDelayTime to 0.05
      set iHotKeyCampFire to 33    ; F
      set iHotKeyCampFireAlt to 29   ; Left-Ctrl key
      set iLastKeyPressed to 0
    endif
    if bCampFireEnable
      set bCampFireEnable to 0
      rCampFireLightRef.Enable
      return
    endif
    ;=========================================================================================================
    ; Process key presses
    ; ========================================================================================================
    set iKey1 to GetKeyPress 0
    set iKey2 to GetKeyPress 1
    if iKey1 <= 0 || iKey1 > 265
      set iLastKeyPressed to 0
      return
    endif
    set bCampFireKey to 0
    if iKey1 == iHotKeyCampFireAlt && iKey2 == iHotKeyCampFire
      set bCampFireKey to 1
    else
      set iLastKeyPressed to 0
      return
    endif
    if bCampFireKey
      if iLastKeyPressed == iHotKeyCampFire
       return
      else
       set iLastKeyPressed to iHotKeyCampFire
      endif
    else
      set iLastKeyPressed to 0
      return
    endif
    if bCampFireKey
      set rItem to GetCrosshairRef
      if rItem
       set rItemBase to rItem.GetBaseObject
       if rItemBase == FireLogPile01
        set rCampFireLightRef to player.PlaceAtMe FireOpenSmall256 1, 0, 0
        rCampFireLightRef.disable
        set bCampFireEnable to 1
        rCampFireLightRef.setangle x -90.0
        set fTemp to rItem.GetPos x
        set fTemp to fTemp - 2.03   
        rCampFireLightRef.setPos x fTemp
        set fTemp to rItem.GetPos y
        set fTemp to fTemp - 10.755   
        rCampFireLightRef.setPos y fTemp
        set fTemp to rItem.GetPos z
        set fTemp to fTemp + 0.719   
        rCampFireLightRef.setPos z fTemp
        return
       endif
      endif
    endif
    end

     

     

     

    I see what I did wrong. And this was a better way of approaching things. Good job!

  7. I was thinking make a custom activator with the same mesh as "FireLogPile01", then search+replace all FireLogPile01 statics with my custom activator. But as said I wouldn't know how to make it toggleable. Scripting is not my strong point.

     

    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.

  8. 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
  9. There is a cooking fireplace outside of Dzonot Cave (cell name DzonotCaveExterior in the Tamriel worldspace) which uses a torch as a fire source that comes on from 6pm until 7am (controlled by script ExteriorLightScript). The torch formID is DExteriorTorchFire256wFlame and you will notice that DExteriorCampFire300 uses that same script (and it is used a list of locations around the map).

     

    Perhaps you can get a headstart looking at the Bethesda script.

     

    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.

  10. 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.

  11. 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...

  12.  

     

    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!!!

  13. 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.

  14. 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.

  15. One question, is it possible to use SKSE on XBox?

    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.

×
×
  • Create New...