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zdswulyx

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  1. There are (unofficial) patches for that, but if you don't like the idea you can use a virtual CD drive. Programs like Daemon tools or cdemu add a drive where you can "insert" .iso files as they were real CDs.
  2. Make a iso file with the old computer and use it to install Oblivion?
  3. If it makes you happier my favorite races mod actually gives a fairly useful Serpent sign.
  4. This is the list of graphics mods I use ./Aurora.7z ./Bottles.7z ./Detect life effect and Night-eye shader 0p54-36407_full.7z ./Fantasy NightSky Number 1 largest stars removed-19509.7z ./Landscape LOD Texture Replacement-2182.zip ./Leviathan Soulgems-10403.7z ./Lights of oblivion.7z ./Loading_screen/LoadingScreens-13012.7z ./Loading_screen/LoadingScreensSI-15852.7z ./Loading_screen/LoadingScreensThemedAddOn-16020.7z ./RAEVWD-20053 -distant viewable objects-.7z ./RDBetterBookCollisionV0_4-16747.7z ./Shivering Book Jackets-16247.7z ./Textures/Bomret's Texture Pack for Shivering Isles with meshes from USIP-46162-1-0.7z ./Textures/HiRes Oblivion Textures v11-27887.7z ./Textures/Qarls Texture Pack III for NMM-44772-1-3.7z ./Unique Signs-25314.7z ./UniqueLandscape_Comp174 NMM or BAIN-19370-1-7-4.7z ./Weather - All Natural-18305-1-36.7z ./bodies/01 head/Elaborate Eyes 7Zip-5098 noRens.7z ./bodies/01 head/Elaborate_Eyes_Simplified_1dot0-14343.7z ./bodies/01 head/IFT Improved Facial Textures-5643.zip ./bodies/01 head/Natural_Faces_v95-1965.zip ./bodies/01 head/OFF_1_2-35487-1-2.7z ./bodies/02 body/HGEC Body v1dot21-15802 MediumBodies.7z ./bodies/02 body/Robert Male V52 BAIN-40532.7z ./bodies/02 body/Skeletons-27945.7z ./bodies/02 body/Younger Hotter NPCs Women-5288.zip ./bodies/Mass Outfit Redesign-45241-0-6.rar In particular bottles.7z is a combination of: alluring potion bottles v3 alluring wine bottles insanity's beverage replacer And Aurora.7z is www.nexusmods.com/oblivion/mods/46917 . Sorry for the brute answer, but you can easily look for this mods on the Nexus so there is really no need for a description from me.
  5. I really hope you will be (or are) blessed with a job in code optimization.
  6. So it's enough to do if iter.GetOwner && iter.GetOwner != playerRef ; this item was stolen else ; this item was not stolen endIf ? If that's the case, it's easier than I thought. Thanks!
  7. It's possible to detect via script if a container has stolen items inside? I tried IsOffLimits, but it always returns 0 on the items inside the container.
  8. Interesting, but fairly out of scope. A part of the quest, that might be nice. The tower and the garden has that is has nothing to do with a walking chest, same thing for powerful items.
  9. What is your computer science experience? Your post is a strange mixture of interesting points, misconceptions, and weird assumptions... Just one: We cannot know for sure without the code, but how do you think in C++ the timing would happen? As you said, you not allow to use any resource.
  10. I think it is a more general problem with deep root in our society. First, we don't really get trained enough in communication, I see many people that seems to assume that others can read their mind. Second, there is also so much confusion about "facts" and "opinions" that often the two get mixed up. I do not want to state that EVERY description fails in this direction, but as effect you often get people simply stating their opinion as a fact without even bother to explain. The problem does not exist in mods where the description is more on the lines of: "The mechanics A is broken because B, so my mod C changes in D that I find more intuitive/immersive/whatever."
  11. I found the function I was thinking of: RemoveAllItems. However, I now notice the caller is actually a "ActorID" I wonder if it works with containers. I guess I have to try. Why you don't like the word "immersive" :D ?
  12. It's helpful, yes. I was thinking something similar. Here is my idea, but I did not go coding yet. When the game is in MenuMode and it's actually a merchant (using MenuMode + IsBarterMenuActive), add an item called "sell drawer 1 content" in the player inventory with the value based on the sum of values from the container, just like you did in your code example. On the OnSell function of that item transfer all container items to the merchant and finally remove the item from his inventory. Now I cannot find it, but I am fairly sure I found a function that moves references from a container to another. On the other hand if after after the end of the menu mode the item is still in the player inventory; remove it from there.
  13. What features? I was considering to add: multiple drawers, a quick way to sell the content of a drawer, using the Luggage as sleeping place, using the Luggage as merchant, teleport the Luggage nearby the owner if it strands away. The quick way to sell is probably the most difficult.
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