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Ordeiberon

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Everything posted by Ordeiberon

  1. Seconding. Cheathappens.com Trainer gives unlimited double jumps and super speed which makes for awesome travel options, but hitting the ground almost always interrupts flow. Would love to just land. If we can't stop the animations, can they be swapped? Maybe with slide or I think Berserk lets you superhero land?
  2. having similar issue, armor stopped responding to changes. Can change body but armor is stuck on CBBE 7B I set up. Any idea how to fix?
  3. As I mentioned I have too many to see easily with the font and display system. It's not going to happen with Vortex. I was one of the people who kept demanding it, until I learned how to use Vortex, now I realize, Vortex doesn't need it, but it still can be done through rules. I just set up a manual load order in Oblivion to accommodate FCOM, although I really didn't have to do much to get the load order sorted the way I wanted it, because Vortex had already done quite a lot of the sorting for me. Also, Vortex was made for the end user in mind, I would suggest, since you're making custom mods, that you use a different mod manager for making mods, and a different one for playing. If you want manual Load Order Sorting, then use MO2, or NMM This is what I'm afraid of, it does not seem to be friendly to mod makers. Seems to work fine for a new game without changes but yeah, for mod making it is keeping me from easily determining what is affecting what and categorizing my mods to reference.
  4. I am going to have to join in on requesting a return to manual plugin ordering. Not only because not everything works with loot as noted, and with custom work I need to easily see all my plugins as I am working to edit them and merge them. For example I am building a new player home mod that uses several smaller plugins. I keep them together in the load order to verify they work with everything below it. Then merge. Same if I build a custom clothing mod. I am using hundreds of plugins so this big font with so much space in between is making it very difficult to see the correct order. I know I can turn off auto sort, but I can't organize the plugins easily. Same goes for the main storage btw. I use so many mods I need to be able to close down sorted items to work with just the items I need. Also already Vortex is giving me constant errors that it can't parse several of my custom mods, maybe once they are released it might work, but in the meantime I want to be able to see my plugins easily and keep my load order without getting constant errors.
  5. Me Too. So happy to see this as a fixable problem. Just be sure to be able to reinstall the .esp if you get a "stream error". that means there is an entry giving an error like "Expecting data found none". Just marking that modified without fixing it (either overwrite or delete) will break the .esp and you will not be able to load it again to fix it. Not sure how that will affect the resulting mod but if they were errors I expect it will only be more stable.
  6. The spell is fired off by a casting and it executes this script SCN AASHhomeMS begin gamemode set AASHhomeMQ.Start to 1 end The AASHhomeMQ quest script is the script we have been working on.
  7. Thanks. Your original insight was enough to solve it. See my revised script above. Also I realize one of the examples I posted above (aaORDAraSelMathiTeleportScript) would have solved the issue within a magic script but would have involved rewriting the original script to match the new format. Not sure which is more stable. The magic script seems more efficient, but most of the spells i've worked with use quest scripts. EDIT: I reread and understand your mention of the shudder step with magic scripts. Guess, all the more reason to leave the quest scripts alone.
  8. Ah so If I understand, the double if statements are the problem. The start quest enabled forces the script to run. Normally it runs, finds a false if, set start to 0 anyway and ends. By adding the second if I gave a another loop it could keep running and not finishing properly. So perhaps if I make the qualifiers on the same line? like this? EDIT: Yes this solves the issue and the loop is no longer a problem. I have my fix. Thank you All! SCN AASHhomeQS float fQuestDelayTime short button short onece short start short Idou begin gamemode if onece== 0 set fQuestDelayTime to 0.2 set onece to 1 player.addspell AASHhomespell player.addspell HTBAranmathiTeleportSpell endif if(start==1) && (GetPlayerInSEWorld == 1) Message "You are in the Realm of Sheogorath. You must return to Cyrodiil first." set start to 0 elseif (start==1) && (GetPlayerInSEWorld == 0) MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]" set start to 0 endif set button to getbuttonpressed if button == 0 set Idou to 1 endif if button == 1 set Idou to 2 endif if button == 2 set Idou to 3 endif if button == 3 set Idou to 4 endif if button == 4 set Idou to 0 endif If ( idou == 1 ) Set idou to 0 playSound DRSOblivionGateOpen player.MoveTo ORDIzCEsBedMarkerX endif If ( idou == 2 ) Set idou to 0 playSound DRSOblivionGateOpen player.MoveTo AASHMarker12 endif If ( idou == 3 ) Set idou to 0 playSound DRSOblivionGateOpen player.MoveTo ORDWelnandMarkerX endif If ( idou == 4 ) Set idou to 0 playSound DRSOblivionGateOpen player.MoveTo aaORDXmarkerPenthouseRef endif end
  9. Tried yours but the loop remains. This is a quest script that is start enabled. So not sure why it seems the use of the else statement breaks the remaining script (selecting a destination does nothing) and it just runs the first if statement over and over again (like it does with all start game enabled scripts). Why it doesn't just run once or only run when cast I do not know. Maybe such a choice can't be done in game mode? Current attempt with loop. If I ; out the first choice it works again. SCN AASHhomeQS float fQuestDelayTime short button short onece short start short Idou begin gamemode if onece== 0 set fQuestDelayTime to 0.2 set onece to 1 player.addspell AASHhomespell endif if(start==1) if (GetPlayerInSEWorld == 1) Message "You are in the Realm of Sheogorath. You must return to Cyrodiil first." Set Idou to 0 endif else MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]" set start to 0 endif set button to getbuttonpressed if button == 0 set Idou to 1 endif if button == 1 set Idou to 2 endif if button == 2 set Idou to 3 endif if button == 3 set Idou to 4 endif if button == 4 set Idou to 0 endif If ( idou == 1 ) Set idou to 0 playSound DRSOblivionGateOpen player.MoveTo ORDIzCEsBedMarkerX endif If ( idou == 2 ) Set idou to 0 playSound DRSOblivionGateOpen player.MoveTo AASHMarker12 endif If ( idou == 3 ) Set idou to 0 playSound DRSOblivionGateOpen player.MoveTo ORDWelnandMarkerX endif If ( idou == 4 ) Set idou to 0 playSound DRSOblivionGateOpen player.MoveTo aaORDXmarkerPenthouseRef endif end I also found this other teleport script that works as a magic script that uses different script blocks, and seems to stall the character for a second on walking. Scriptname aaORDAraSelMathiTeleportScript Short Choosing Short Choice Begin ScriptEffectStart ;if ( player.IsInCombat == 1 ) ;message "You cannot cast this spell during combat" ;Set Choosing to 0 if (GetPlayerInSEWorld) message "Sheogorath likes it when people use his door" Set Choosing to 0 else Set Choosing to -1 endif End Begin ScriptEffectUpdate If (Choosing == -1) ;Display your menu Messagebox "AraSelMathi Within Teleport activated. Destination, Mistress?", "AuraSel - Throne Hall", "RielleSel - Beauties' Hall", "RielleAraSel - Private Queen's Hall", "Ageasel - Mages' Hall", "PelinSel - Fighters' Hall", "Lorsel - Storage Hall", "[Cancel Spell]" Set Choosing to 1 Set Choice to GetButtonPressed Elseif (Choosing == 1) If (Choice == -1) ;No choice yet Set Choice to GetButtonPressed Elseif (Choice == 0) ;Throne room Player.MoveTo HTBAranmathiAuraselMarker Set Choosing to 0 Elseif (Choice == 1) ;Treasury Player.MoveTo HTBAranmathiRielleselMarker Set Choosing to 0 Elseif (Choice == 2) ;Private Player.MoveTo HTBAranmathiRelleselMarker Set Choosing to 0 Elseif (Choice == 3) ;Mages Player.MoveTo HTBAranmathiAgeaselMarker Set Choosing to 0 Elseif (Choice == 4) ;Warriors Player.MoveTo HTBAranmathiNagaselMarker Set Choosing to 0 Elseif (Choice == 5) ;Storage Player.MoveTo HTBAranmathiLorselMarker Set Choosing to 0 Elseif (Choice == 6) ;Cancel Set Choosing to 0 EndIf ElseIf (Choosing == 0) Player.Dispel HTBAranmathiTeleportSpell; Endif End
  10. I've heard you just can't use custom teleport spells meant for use in Cyrodiil when you are in the in the Shivering Isles and Vice Versa. I had planned just to make it a warning in my mod but then noticed a custom SI portal had a check to ensure you transported back and forth cleanly. So I wanted to know if I could easily just add a check to see if the player was in the Isles and cancel the spell. So here is the script that made think it is possible. SCN AASHhome3QS float fQuestDelayTime short button short onece short start short Idou begin gamemode if onece== 0 set fQuestDelayTime to 0.2 set onece to 1 endif if(start==1) MessageBox "AraWelMathi Mad Escape Teleport Activated. Destination Mistress?","AraWelMathi - Private Floor", "AraWelMathi - Outer Court","AraWelMathi - Madness Room","[Cancel Spell]" set start to 0 endif set button to getbuttonpressed if button == 0 set Idou to 1 endif if button == 1 set Idou to 2 endif if button == 2 set Idou to 3 endif if button == 3 set Idou to 0 endif If ( idou == 1 ) Set idou to 0 playSound DRSOblivionGateOpen if ( GetPlayerInSEWorld == 1 ) if ( GetStage SE14 >= 6 ) ;Player.RemoveSpell SE14RezSpell ;Player.RemoveSpell SE14WeatherSpell ;Player.RemoveSpell SELpSummonHaskill endif Player.SCAOnActor setPlayerInSEWorld 0 SEJailMarkerParentTamriel.Enable ; turns ON jail markers in Tamriel, turns OFF jail markers in SE SEJailMarkerCrucible.Disable SEJailMarkerBliss.Disable SEPrisonMarkerAichan.Disable SEPrisonMarkerCorpserot.Disable ReleaseWeatherOverride If Player.GetEquipped TGGrayFoxCowl == 1 Set SECrime.LeftSECowlOn to 1 EndIf endif player.MoveTo AASHMarker11 endif If ( idou == 2 ) Set idou to 0 playSound DRSOblivionGateOpen if ( GetPlayerInSEWorld == 1 ) if ( GetStage SE14 >= 6 ) ;Player.RemoveSpell SE14RezSpell ;Player.RemoveSpell SE14WeatherSpell ;Player.RemoveSpell SELpSummonHaskill endif Player.SCAOnActor setPlayerInSEWorld 0 SEJailMarkerParentTamriel.Enable ; turns ON jail markers in Tamriel, turns OFF jail markers in SE SEJailMarkerCrucible.Disable SEJailMarkerBliss.Disable SEPrisonMarkerAichan.Disable SEPrisonMarkerCorpserot.Disable ReleaseWeatherOverride If Player.GetEquipped TGGrayFoxCowl == 1 Set SECrime.LeftSECowlOn to 1 EndIf endif player.MoveTo AASHMarker12 endif If ( idou == 3 ) Set idou to 0 playSound DRSOblivionGateOpen if ( GetPlayerInSEWorld == 1 ) if ( GetStage SE14 >= 6 ) ;Player.RemoveSpell SE14RezSpell ;Player.RemoveSpell SE14WeatherSpell ;Player.RemoveSpell SELpSummonHaskill endif Player.SCAOnActor setPlayerInSEWorld 0 SEJailMarkerParentTamriel.Enable ; turns ON jail markers in Tamriel, turns OFF jail markers in SE SEJailMarkerCrucible.Disable SEJailMarkerBliss.Disable SEPrisonMarkerAichan.Disable SEPrisonMarkerCorpserot.Disable ReleaseWeatherOverride If Player.GetEquipped TGGrayFoxCowl == 1 Set SECrime.LeftSECowlOn to 1 EndIf endif player.MoveTo AASHmadnessmarker endif end And this was my 2nd attempt. It breaks the teleport function while in Cyrodiil (causing a messagebox loop) so not working. Not sure how to fix SCN AASHhomeQS float fQuestDelayTime short button short onece short start short Idou begin gamemode if onece== 0 set fQuestDelayTime to 0.2 set onece to 1 player.addspell AASHhomespell endif if(start==1) if (GetPlayerInSEWorld == 1) MessageBox "You are in Realm of Sheogorath, and must return to Cyrodiil first.", "I'll find a way back" Set Idou to 0 endif elseif (GetPlayerInSEWorld == 0) MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]" set start to 0 endif set button to getbuttonpressed if button == 0 set Idou to 1 endif if button == 1 set Idou to 2 endif if button == 2 set Idou to 3 endif if button == 3 set Idou to 4 endif if button == 4 set Idou to 0 endif If ( idou == 1 ) Set idou to 0 playSound DRSOblivionGateOpen player.MoveTo ORDIzCEsBedMarkerX endif If ( idou == 2 ) Set idou to 0 playSound DRSOblivionGateOpen player.MoveTo AASHMarker12 endif If ( idou == 3 ) Set idou to 0 playSound DRSOblivionGateOpen player.MoveTo ORDWelnandMarkerX endif If ( idou == 4 ) Set idou to 0 playSound DRSOblivionGateOpen player.MoveTo aaORDXmarkerPenthouseRef endif end
  11. I still hope I get an answer, but for now I'll have to make do with a duplicated cell and just remove the switches. I'll put them back if I get feedback needing them.
  12. Glad to see the suggestion regardless. No missing parent. Cell is intact from the original. Doubled checked accidental placement of second door. Only one. Yep have refscope installed. One my mod is affecting it. No scripting on the door just in the cell. and they are attached to buttons, so not sure what is causing the problem. I tried duplicating the cell and adding second door. Duplicated cell works mostly. A couple items disappeared ingame (After checking they were there in CSE) and then weren't there in the CSE after. I put them back manually and it they seem to stick. Scripts on buttons don't work of course, so I may just consider moving them out of cell until I decide they are really needed.
  13. I have been cleaning up my mod in preparation for release and run into a weird problem. I am making my own version of Aranmathi and added a another mods premade swimming pool as a side door. Should be simple right? All the other extra rooms I added work fine. Door and target cell look fine in CSE, but in game the name of the destination cell is incorrect and when you travel i through it, random items are missing from the bath hall and the water is gone.. So I tried the usual fixes. Made sure no conflicting mods and accidental changes to dependent mods. Nothing affecting the door, either cell, nada. Turned off the dependent mods just in case. No luck. Verified I had all meshes installed in CSE. All good. Nothing "initially disabled"? Good. Noting different from the other cell settings? Nope. Redid the teleport connection on the doors. No good. Renamed the persistent references on the doors. No good. Deleted the doors and replaced with new ones in case of some weird FormID conflict. No good. Renamed the cells. No Good. Ran cleaning on the mod. No Good. Ensured there were no weird injections into upper mods. none. Considered it might be a save game error, so reloaded earlier save. No good. Perhaps earlier save was messed up, so started new game...and no good. It is just really weird. All the other cells work fine, all the other scripts, all changes I make to the mod update just fine. it just does not want to connect properly to this one cell. Picture of door settings in CSE. Should point to "AraSelMathi - Valorium Bath Hall (Nensel)" Picture of the Cell in CSE, no messing meshes, nothing disabled, water at right level. Picture of door in game. Note the target cell is wrong (Same name as another cell, but that cell and transition works fine) And the cell in game. Missing water, random missing statics (same ones each time), missing mesh signs (in the bottom of pool). I haven't tried cloning the cell as it has a lot scripting, so not sure what might be wrong. EDIT: Tried a duplicated cell and still missing a couple items but water was there, and door pointed to right cell, but of course all scripts were broken.
  14. I just wanted to update this post for others running into the same issue but don't bringing out the dead. I found the problem mod was a house mod that I had edited to reference a couple of NPC replacer mods, that I then merged into a single file. So the house mod was looking for the original references but the ids had changed with the merging. So once I went in and fixed the references in TES5edit the game loaded. There was also a couple of armor add-on entries in the merge for new armors that for some reason had "dupicate01" added to them, despite not conflicting with any other armors. I can't remember if fixing that too was required or I did it as a just in case, but the house mod was a definite issue. So after fixing that one mod, everything worked after that. I checked my other merges and found similar issues, but I hadn't tried loading them yet. Fix them all and loaded up everything.
  15. This was my surprising problem as well. I had the same issue despite having a Samsung monitor that maxed at 60hz refresh and the vsync turned on in all the nvidia settings. I also have SLI running but turning it off didn't help. The fix that finally worked for me was to install Nvidia inquisitor and use the FPS limiter in there (Set for TESV.exe) I used this tutorial here: Hope that helps others.
  16. Just a note for others looking this up, this did not fix it for me. I had the same issue despite having a Samsung monitor that maxed at 60hx refresh and the vsync turned on in all the nvidia settings. I also have SLI running but turning it off didn't help. The fix that finally worked for me was to install Nvidia inquisitor and use the FPS limiter in there (Set for TESV.exe) I used this tutorial here: Hope that helps others.
  17. I had the same issue despite having a Samsung monitor that maxed at 60hx refresh and the vsync turned on in all the nvidia settings. I also have SLI running but turning it off didn't help. The fix that finally worked for me was to install Nvidia inquisitor and use the FPS limiter in there (Set for TESV.exe) I used this tutorial here: Hope that helps others.
  18. I tried this fix and was able to modify the Red Rocket Station again, but it is not listed in my workshop list. Any Idea which PV sets that?
  19. Still hoping one might be able to explain how to easily remap the UV
  20. Still hoping one might be able to explain how to easily remap the UV or point me to a breeze underwear model that still has a shirt
  21. Ah I was afraid of that, I just could of sworn I had seen it somewhere else but I suppose they could have been using different race mods for the individual NPCs. I just though since I was using the default Bethesda model, that model's UV map should override the race's breeze model UV map (Like I said the redirection works until I put on the NPC). But I guess the skin UV map is pulled from the race UV map no matter what the armor skin texture is? Funny thing about option one, with the breeze models is that, no, I have searched and search and not found a single breeze underwear model that still has a shirt. I have found a few separate T-shirts, but those are from the wasteland outfits and thus like the skin are not UV mapped to the underwear texture. Same thing with Roberts (I'd use either, since they can overlap skin textures at the right versions) If you know of any please let me know. For option two, I don't looked forward to editing the model vertices in blender so how does one remap the UV map. I have looked for some tutorials but haven't seen any explain it (all i've found discuss replacing the texture as if that's the same). If its easier than redoing all the vertices I'll try it.
  22. So I am using Breezes as my default male model and am running into a problem with a custom outfit. I am trying to create a custom underclothing but am having trouble with the male side of it. I am trying to use the default Bethesda underwear over a breeze body. I understand the skin texture won't match up so I tried first remapping the skin to a the default skin texture in a separate folder in nif scope and it works there. It did not work in Game, so I tried create a new texture with the default skin and it and mapping it over the skin section for the armor in the Geck preview and it works there, but once I put it over the breeze body the skin is still wrong. I thought I had seen different armors work so long as the skin was mapped to a matching skin texture. How can I force the armor to use the overriding skin, and not the one the body has?
  23. I also managed to fix the screen and button requirement by removing the nodes but leaving the items on the .nif, I was afraid it would still ne visible on the plain body but I have noticed it yet. Mod is up and available for testing here: http://www.nexusmods.com/newvegas/mods/58968/?
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