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Everything posted by zdswulyx
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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.
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Make a iso file with the old computer and use it to install Oblivion?
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If it makes you happier my favorite races mod actually gives a fairly useful Serpent sign.
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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.
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Better Cities+Open Cities Reborn freeze
zdswulyx replied to CrimsonGuardian's topic in Oblivion's Mod troubleshooting
Are you even sure you can use both at the same time? -
MessageBox, what am I doing wrong?
zdswulyx replied to zdswulyx's topic in Oblivion's Oblivion Construction Set and Modders
I really hope you will be (or are) blessed with a job in code optimization. -
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.
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MessageBox, what am I doing wrong?
zdswulyx replied to zdswulyx's topic in Oblivion's Oblivion Construction Set and Modders
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. -
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."
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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 ?
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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.
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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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MessageBox, what am I doing wrong?
zdswulyx replied to zdswulyx's topic in Oblivion's Oblivion Construction Set and Modders
Finally something that matters! :D -
MessageBox, what am I doing wrong?
zdswulyx replied to zdswulyx's topic in Oblivion's Oblivion Construction Set and Modders
What can I say... Perhaps you should read it the tutorial and the see the points they make there. It's an interesting read. Some of your points are a little weird though. Easy to start and stop, I can agree. In the tutorials they mention that Quests have have no clear start. But the workaround is so easy, that is not really an issue. Resist cell resets, activators use a persistent reference so they do resist. Require assignment every frame. Yes, it does... what the problem? What is the time needed to assign a constant to a variable? You speak about speed, did you measure? How quests are implemented, anyway? The fact we cannot see the details it does not mean it's free. Run and consume CPU when not used? I am failing to get what you mean, the activator stops running in one frame when you stop it. Can adjust speed? Actually, you can with ease using GetSecondsPassed. Quests also need to use a timer underneath (to execute every fQuestDelayTime seconds) that is probably implemented the same way. However, as also stated in the tutorial each approach has advantages and disadvantages. So I guess to everyone it's own at the end it's more a matter of habit and taste. -
MessageBox, what am I doing wrong?
zdswulyx replied to zdswulyx's topic in Oblivion's Oblivion Construction Set and Modders
Actually, I disagree. A remote activator looks a perfect way. Easy to start with a simple script line and easy to stop with a simple variable assignment; it resist cell resets and pretty much work as expected. The whole problem was because **I** was not aware of the game modes; not for anti-intuitive behaviors. -
MessageBox, what am I doing wrong?
zdswulyx replied to zdswulyx's topic in Oblivion's Oblivion Construction Set and Modders
... are you aware I solved the problem as I mentioned in message #15? The problem was that the script stop working after one frame of doing nothing and in the code I put in the first message this happened once the game went in MenuMode. One frame and script stopped. -
MessageBox, what am I doing wrong?
zdswulyx replied to zdswulyx's topic in Oblivion's Oblivion Construction Set and Modders
Read the tutorial I linked in the first post for all details, it's not very long and since you have scripting experience it won't be difficult. There they also speak about alternatives, but the author explains how the activator is the simplest/best solution. Honestly I have the feeling he is right. As using an activator is indeed fairly straightforward, BUT the tutorial misses the point of keeping the script alive during the MenuMode (or I missed it). -
Can't leave interiors/cities in Oblivion
zdswulyx replied to machonacho69's topic in Oblivion's Mod troubleshooting
You wrote "C:/My Games/Oblivion.ini". Are you sure you changed the user file? It should be called something like "c:/Documents and Settings/My Documents/Oblivion" or "c:/Users/..." -
Can't leave interiors/cities in Oblivion
zdswulyx replied to machonacho69's topic in Oblivion's Mod troubleshooting
The .ini file in the Oblivion directory is the template, it is used as a base when a new user use Oblivion. Try to edit the one in your user directory. -
MessageBox, what am I doing wrong?
zdswulyx replied to zdswulyx's topic in Oblivion's Oblivion Construction Set and Modders
Well said. The problem is really subtle. The remote activator scripts die after one frame of doing nothing and that is the reason in the tutorial they reset the Working variable over and over again. It is a way to ensure the script "do something" and keep running. The problem is that when the menu box is open the game is not in GameMode, the game is in MenuMode. So after a frame of MenuMode of awaiting the player, since the script is doing nothing the game engine stops it. Solution, just ensure the script continue running even in MenuMode. Begin MenuMode if Working == 1 Set Working to 1 endIf End You can activate the activator (eheh) with this script line: YourActivatorsReferenceEditorID.Activate player, 1 Full code, rewritten from scratch. scn ezzeMenuScript ; Working exists only to keep the script running Short Working ; Phase == 1 display menu ; Phase == 2 await click Short Phase ; hold the pressed button id Short Button Begin onActivate Set Phase to 1 Set Working to 1 End Begin GameMode If Working == 1 Set Working to 1 If Phase == 2 Set Button to GetButtonPressed If Button < 0 Return EndIf Set Working to 0 ;stop the script next frame ; Button now contains the pressed button ID Message "Choice %.0f " Button ElseIf Phase == 1 Set Phase to 2 Messagebox "TEST" "zero" "one" "two" "three" "four" "five" EndIf EndIf End Begin MenuMode If Working == 1 Set Working to 1 EndIf End -
MessageBox, what am I doing wrong?
zdswulyx replied to zdswulyx's topic in Oblivion's Oblivion Construction Set and Modders
I am not even how I gave you that feeling, but sorry. I appreciate the help. However, I would like to understand why my code, that is from the tutorial, does not work before considering alternate solutions. I am confused about paging because the original problem was about 6 options MessageBox from an activator script such that puts on the screen a message of the button pressed. Nothing more, nothing less. Where did you get the idea of the need of paging? I referred to the tutorial, that according to your messages is pretty much crap. I think this is another source of misunderstanding because I was assuming to be fairly correct. Anyway, I DO NOT want to create more annoyance. Consider the topic closed. -
MessageBox, what am I doing wrong?
zdswulyx replied to zdswulyx's topic in Oblivion's Oblivion Construction Set and Modders
What is this paging you are talking about? I am confused, sorry.