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DocRob

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Everything posted by DocRob

  1. This is similar to what you want--increases (or decreases) your magicka as you increase/decrease your magicka related skills (or decreases them) rather than based on the level of your character (gives a bit more leeway): Magic Skill Perks
  2. I've never found there to be any one "best" way of restoring magicka using the Atronach birthsign (a favorite for me, as it creates more of a challenge for my mage characters.) Potions and Ayleid wells are the best bet at lower levels, and as you go up in levels spell absorption spells, absorb magicka and similar magics will help keep things tipped up. One of my usual methods is to enchant a melee weapon with Absorb Magicka and use it on enemies who get too close (this works well if you also combine it with an Absorb Health enchantment for the double benefit). In most cases fighting spellcasting opponents at mid-to-higher levels will replenish your magicka often more than enough, meaning you won't have to rely as much on potions, etc. I've run into that issue myself with the Lucky Old Lady and the altars/wayshrines; it works, but only 1/2 the time (the other half the spell absorption fails and you gain the benefit of the blessing instead rather than just absorbing the magicka.) So I stick mostly to the methods outlined above.
  3. I believe this may be what you're looking for: Toggleable Quantity Prompt It's one of my favorite "Oh gods, how did I ever play Oblivion without this?" must-have mods. :biggrin:
  4. This has been my top choice for a long time: Comprehensive Cosmetic Compilation by Room207 Tons of hairs, eyes, eyelashes, and you get freckles for Bretons (can't live without my freckled Bretons.) :biggrin:
  5. Try moving RenGuardOverhaul.esp to the bottom of your load order; that might fix it.
  6. I recommend this: http://cs.elderscrolls.com/index.php/Scripting_Tutorial:_Updating_your_leveled_items You could pretty much copy the script, and change the variables to suit your setup (adding to it or subtracting lines as needed.) I'd have to say though, if you want the items to go up with *every* level, that's going take a bit of time and typing...might consider doing it every 3-5 levels or so, not just to save time but to keep the items from becoming too overpowered too quickly.
  7. Not sure how much help I can be, as this is a new one for me but: Under Oblivion/Data/Meshes/Armor, check the "townguardan", "townguardbra", etc. folders and make sure they have files in them. Do the same with the Oblivion/Data/Textures/Armor, checking the same folders there. If either or both are somehow missing the files, that's likely the source of the problem, and they need to be put back. If the files are in place, then the problem is likely one of the mods you installed is looking for those files elsewhere, and they're not installed (you may have overwritten them while installing one of the mods.) There's a few solutions you can try: 1. Check which mods you installed change the guard's armor, and re-install the meshes/textures that came with them. 2. If you just want to go back to the vanilla guard armors and NOT re-install the entire game, download BSACommander (http://oblivion.nexusmods.com/mods/3311) and use that to extract the vanilla files (from Oblivion-Meshes.bsa and Oblivion-Textures Compressed.bsa). This page (http://wiki.tesnexus.com/index.php/How_to_extract_BSA_files_using_BSA_Commander) will give you pretty much all the instructions you'll need to use BSA Commander. Beyond that, not sure what else to offer; my methods tend to be pretty blunt and inelegant, so maybe someone else here can offer a better solution?
  8. A "DoOnce" variable should fix the problem, like so: I used GameMode there as an example but any block type (OnAdd, OnActivate, etc.) will benefit from using a DoOnce. There might be better/more elegant ways (I leave that to those with more experience than myself) but this should pretty much solve your problem. :smile:
  9. Coolness, good to hear you got it working. Definitely one of the very best body mods out there. :smile:
  10. Hmm, I've been using both for a while now exclusively (even without the .esp active, the bodies should still work). Did you overwrite files when prompted? I'm assuming (for the males) you're installing just the base body, and not one of the alternatives (gets a bit more involved) included with it. Also don't forget to download and install the outfits (located in the same file page of Oblivion Nexus as the body replacer) or anything worn is going to look pretty odd. Another thing to try is after installing the mods, install these two mods as well: High Resolution Faces for Roberts Male and Female: http://oblivion.nexusmods.com/mods/39656 Luchaire's HGEC Body Seam Reducer: http://oblivion.nexusmods.com/mods/19738 (install ONLY the meshes!) The latter makes considerable improvements in the look of the bodies. But again, use only the meshes--the optional textures will cause oddities like nipples and bellybuttons showing up in some VERY odd places. Also, if you haven't, use BOSS (http://oblivion.nexusmods.com/mods/20516) to sort your load order; you could have a conflict that's interfering. And, it begs asking: are you using the disk or Steam version of Oblivion? If I recall right there's an added step or two to use Roberts bodies with the Steam version. In that case, I recommend checking this thread here: http://forums.nexusmods.com/index.php?/topic/464940-roberts-male-body-replacer-help/
  11. You're welcome. :biggrin: And hey, if you feel like an idiot sometimes with scripting, welcome to the club. :laugh: I spent an hour yesterday trying to troubleshoot a simple script (getting containers to refill with certain items) before realizing with a "Hey, dummy, you put it on the wrong containers!" shout just what I'd done... ;D
  12. If you followed the tutorials, you presumably checked "Continue if PC Near" in the Offer Services package? That's why he keeps running up to you when 7PM rolls around; his day is done and you're effectively "trespassing" in the interior cell he's in (that's what that little flag is meant for). As long as that's checked it won't move on (evaluate) the next package while you're in the same cell. When you head into the area he's supposed to sleep and return, it's allowed the package to update, so he's all happy now. :biggrin: If you want to spy on him without him noticing you (except when he's offering services--bugger can still find you) try this mod I whipped up just for this purpose: Ring of the Voyeur: http://oblivion.nexusmods.com/mods/42852 In a nutshell, nope, you didn't do anything wrong, in fact your merchant seems to be working better than some of mine ever do! :wallbash:
  13. Hickory--thanks for that fix. :smile: I'm still kind of ham-handed with my scripts so it's nice to be shown ways to do things more cleanly and tightly--the CS WIki hasn't exactly been chock full of such tips, so it's pretty much a "Oh, I hope this works" followed by "Okay, it worked, now how can I make it more efficient? I have NO clue" kind of thing for me, where what should be obvious, ain't.. :laugh: Oblis: You might not be totally out of luck: http://cs.elderscrolls.com/index.php/GetSpellSchool Though how to write up the script for it, that's a bit beyond me at the moment (I'm still about 50% utter noob). Sorry I can't be of more help there.
  14. As Hickory said, that is a LOT of spells, and that's without including any custom ones you might make and add. The script itself is easy but it won't be short by any means (at least, none I understand). I assume you want to add them to an NPC and not the player, so I whipped this up (forgive me if you already know this): Basically you just keep adding the spells from the Restoration school to the script, attach it to a Quest form in the CS, and go (there are probably more elegant ways, to write it, but it works). If you don't want to see "Spell Added" spam and are running OBSE, add NS to the end of AddSpell. Hope that helps.
  15. Yep, it's easy to forget that checkbox--I do it all the time with doors myself. :wallbash: :laugh: CMPartnersMark1 is an object (mostly likely an "x-marker) that the script is referring to as a reference for the destination; you copied the scripts over, but not that. Which in this case, is...I kid you not, a mudcrab. (Using creatures as markers is a trick outlined in the CS Wiki; in fact I was just reading it earlier, kind of ironic.) It's posted in the Market District; easiest way to find it is to do a text search (Edit-Find Text) in the CS and click on the Objects tab (make sure both CM Partners.ESM and CM Partners.ESP are checked when you load it into the CS). Double click the result, and it will take you to ICMarketDistrict03 8, 16 if you click on it, and right to the marker (mudcrab) itself. You could use the info for it to re-create it in your own mod (I'd recommend placing it back in the same location in your mod, though it's probably not necessary if I read that Wiki article right.) Hope that helps!
  16. Check to make sure you checked the "Persistent Reference" checkbox on the horse; that should fix the invalid reference issue and the resulting error. :thumbsup:
  17. The voice changing is a given, if you're going from a human/elf/orc to a Khajitt, given each race has a pre-set voice to it (though you can change that to another through the Characters/Race selection in the CS--just that doing so affects the ENTIRE race). It likely won't say all of its dialogue (spoken) with the changed voice though, as I'm pretty sure some phrases are recorded in only one or two voices (ie., only Imperials or Nords voice a given phrase.) Though if you give her a Necklace of Silence, I'd say that would pretty much solve the issue (owing to Oblivion's making wearables a Constant Effect on Self type thing.) Might also be worth mentioning from experience, two times I've gone and changed races on an NPC (ones I created for mods), going from Dark Seducer to Dark Elf and Breton to Nord, and both times the dialogue I'd assigned to them stopped working; had to go into the CS and re-confirm it to get it to work again. Not sure of a way around it except to do that. All in all, you might just be better off creating a new NPC entirely, if just for being able to customize them right out from the start to suit your tastes. :) I
  18. If I may? Taking a quick stab at this: in your object script, on the line after the Begin OnActivate, did you put the Activate command? Such as: scn <scriptname> Begin OnActivate Activate SetStage <questname> 20 end I've pretty much had to do that every time I use OnActivate to get things going (of course I could be messing up--even after months of learning to mod, I'm still stumbling with many of my scripts--yeah, pretty much still a noob, I am.) Setting your quest priority high (75-100) might also help (I've had some that would NOT run until I did that, even enabled from start.) With the marker not showing, I'd check to make sure it's set in the Quest Targets tab of the Quest (marker reference and conditions) as well. Not sure if any of that will help but those are on my "checklist" of things I look at when my own scripts don't work as planned, so thought I'd offer them up.
  19. This is how I understand it (having gone through the same thing!): AI works on a gamehour by gamehour basis; your NPC is reaching the marker (reaching the location and completing it), and waits there until the next package (travel to stool) kicks in--which will happen when the game hour its scheduled for is reached. (A way to test this is to watch him reach the marker, hit "T" and wait for one hour, and see if he does the next step.) Adding a script (object script) to your NPC can speed up the process, like thus: And that should do it. I hope it helps; working on AI issues myself right now, so I can definitely share your frustration!
  20. Yep (had this same problem a while back; had to hunt around to find the answer): after you've done the scaling/meshing and clicked accept, right click on the piece, pick Transform and click Apply. This will "lock" the changes into place (at least as far as them not showing up.)
  21. First thing you should do is back up your Oblivion/Data directory (just copy it to another location); it can save you a ton of headaches if a mod overwrites files you didn't want it to. Learned this myself the hard way back when I first started using mods for Morrowind. Having that backup definitely beats having to do a complete re-install, as you can just pluck the individual files/directories right out as needed. In most cases, it's generally going to be safe to click Yes when asked to overwrite, as all this will do is actually add files to the directory; in particular, Meshes, Textures, Sounds, etc. So it's not actually an overwrite but an addition (and believe me, these folders get pretty expansive as you add more mods) and is something you'll be doing a lot. Individual files are a bit trickier as it can depend on file date (which you'll see when it asks if you want to overwrite) or just what the file is replacing; usually its not a good idea to replace an existing file with an older version (though a version of the same size/date isn't a problem), for one, or if you know the file will change something you'd rather not have changed. Most times though you're only going to see that when you update a mod or add one that changes something another mod changed; again, having that backup can save you headaches here (honestly, for me, it's often trial-and-error with mod installation and overwrites.) OBMM is another matter; if I recall correctly it keeps copies of existing files and puts them back if you uninstall a mod installed with OBMM, so letting it overwrite should be safe, but I can't say I've tested that, so someone with more experience would have to answer on that (and I may be totally off the mark.) Reason #1 your mods don't work is likely you didn't install all the files properly; namely not wanting to overwrite. Reason #2--are you enabling the mods after installing them? OBMM will usually take care of this if you install the mods through it, or you can use the Data Files in the Oblivion launcher, but I recommend using Wrye Bash: http://oblivion.nexusmods.com/mods/22368 Wrye Bash is majorly handy, but at its most basic level--setting up mods for use--it's really easy; just click on the Mods tab after you start it, then click the checkboxes next to each mod you want to use. (There's a bit more you can do but for now, that should suffice to get things going.) You'll also want to get BOSS, and run it after you've set up your mods in Wrye Bash; this will sort out your load order and reduce conflicts. As for Elys, you'll need to find a mod that doesn't have voice acting in it; quite a few mods out there rely solely on subtitles and Elys makes sure you can read them. (Not all mods seem to work with Elys though; I've got a few that don't, not sure why.) At the risk of shamelessly plugging my own work :biggrin: you could try this one, Bodies-B-Gone. Just find and talk to Mr. Grimm; if the subtitles show up, Elys is working (I recommend my mod solely because it's one I know works with Elys.) Hopefully that should get you up and running. :thumbsup:
  22. Just a quick tip on your question about plants--if you want to add plants of the same type as ones already there, without dragging them from the objects menu, select the plant, hit CRTL-D, then drag the plant to the new location; might have to hit CTRL-D more than once for it to take effect (at least that's what happens to me sometimes.) Best of all you can hit it as many times as needed--say 4 times, if you want four copies of the same plant. I use this extensively for things like lights, etc. and it's a real time saver. (If you accidentally move the original, just hit CRTL-Z to undo.) Chf85 linked to about the best resource there is for modding, but you should also check out the Wiki here on the Nexus; particularly here. Some of them provide a bit more detail than the CS Wiki does. And, to echo his sentiments--it really is pretty basic, but be prepared to spend a HUGE amount of time at it. I've been modding now for about 2 months or so and it surprises me how even the simplest of things can take hours of time (manipulating, setting up, testing, etc.) Of course I'm enjoying the heck out of it, though. :dance: Do the tutorials on the CS Wiki; it's a good "hands on" experience to get a feel for things (at least, try the ones that look like they might be along the lines of what you'd like to do in the future.) And don't be afraid to copy/paste various scripts, etc. from there as a basis for your own work; they're there for use or learning, after all. Me, I've copied several and then gone on to tweak 'em to my tastes. The only other advice I can offer is to try what worked for me: create a few "test" mods that you can try out ideas and see how different things work; as you figure them out, keep those mods aside so you can refer back, if needed, or even import elements from. Good luck, and looking forward to seeing what you can do down the road. :thumbsup:
  23. Hmm, some things (you probably did them, but let's rehash anyway) to check: 1. Did you install the Meshes and Textures to Oblivion\Data and made sure to overwrite when prompted? This alone is really the most you'll usually need; I've run this both with and without the .esp file active and it worked fine. 2. Are you using Wrye Bash and a Bashed Patch? If so, rebuild your Bashed Patch and make sure this integrates (it should do so with no problem.) 3. Are you using any other male body replacers, or did you install any files AFTER Roberts Male that might have overwritten the existing meshes/textures? (Done that more times than I can count, which is why I bring it up.) 4. Make sure to run BOSS after you've checked the .esp. It could be a simple issue of load order (I've had this mod override some of my cosmetic mods in the past, requiring me to do a bit of load order changing to fix it.) BTW, once you get it working, here's a couple of mods to consider using with it: http://oblivion.nexusmods.com/mods/39656 (for much better looking faces) http://oblivion.nexusmods.com/mods/5643 (Improved Facial Textures; use with the above) http://oblivion.nexusmods.com/mods/19738 (Works with Roberts; however I don't recommend the optional textures, they do weird things. Just use the meshes) Hope that helps; not much else I can think of offhand that could be blocking this from working.
  24. Ironic, I was just wondering not ten minutes ago if such a thread existed! A few of my must haves: Advanced Mark & Recall Revived: http://oblivion.nexusmods.com/mods/15056 HotKey Casting: http://oblivion.nexusmods.com/mods/9497 Bodies-B-Gone: http://oblivion.nexusmods.com/mods/42528 Soulgem Magic: http://oblivion.nexusmods.com/mods/35393 No More Annoying Messages: http://oblivion.nexusmods.com/mods/1846
  25. http://cs.elderscrolls.com/index.php/Pathing_and_Playtesting That should help. Doing a pathgrid is actually pretty easy once you get the initial hang of it; literally a "connect the dots" situation. Even easier with pre-made cells as most have a pathgrid in place (so its usually just a matter of adding, deleting points/lines or shifting them as needed.)
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