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Everything posted by malonn
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Check state of mesh via script
malonn replied to malonn's topic in Oblivion's Oblivion Construction Set and Modders
No, but thanks. That mod uses a separate mesh for the needle and it just moves it via SetPos. -
What is the latest version of Python you all have used that supports the PyFFI 2.2.4 dev branch without errors?
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I figured it out. It was missing files. Not normal maps, but .hl and something else.
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What causes hair to be able to change color in the race gen menu or via the CS? I'm having a few hairs that are deep black and won't change color. Is it a mesh thing?
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Is anyone running PyFFI version 2.2.3? It's the version you download via Python's pip utility. If so, have they installed it recently (like today)? I'm wondering if all is smooth for people or do you get errors? I get an error for every nif saying ERROR FAILED <on the mesh> EXPT MSG : Use Recurse. In all my years using PyFFI I have never had this error. I'm wondering if I need to report it to the devs.
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Nexus Mods Giveaway #15 - £35 (~$50) Steam Gift Card
malonn replied to Pickysaurus's topic in Site Updates
Born sinner, the opposite of a winner. What's that from, young bucks? -
This is a good interview; well chosen interviewee. Nexus was formed for the Elder Scrolls and Arthmoor is a cornerstone in ES modding. Thanks for the read, Nexus staff. Was good.
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I had this problem too, with NO mods, not even official DLC's. What fixed it for me was setting the refresh rate of the monitor to 60Hz. I have a high refresh rate monitor, and apparently it doesn't play nice with Skyrim. Skyrim requires 60Hz, no more than that.
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Yes, the merged ESP will then be in the Bashed Patch. You can then deactivate the original. Yep, improting helps to solve conflicts. The best way to tell if there a conflict with two or more plugins is to load them in TES4Edit. You can then solve most conflicts manually, or let Bash solve some of then auto-magically. Bash will not solve all conflicts though. For example if there are 2 mods that add a script to the same NPC, and both mods have the "import scripts" bash tag, the later loading mod will "win" out, and that script is the one that will be imported into the Bashed Patch. That's when manual tweaking is required to get the best of both mods in that case.
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Yeah. OOO adds a script to every container in the game. Merging the two scripts will work, but you need to be familiar with scripting. Most of the time, merging is not a simple cut and paste.
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I hate to say it, but you may have to strip down your load order and do the good ol' 1 by 1, step by step mod activating procedure. Strip down to just Oblivion.esm, and activate and load 1 at a time. Also, you don't need the Quiest Award leveling mods with Maskar's. Maskar's handles that itself. Quest Award leveling is deprecated.
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Problems rebuilding mods on re installed oblivion
malonn replied to stephanos57's topic in Oblivion's Mod troubleshooting
As long as you didn't load the game and save again over the recovered save, Bash will show you all the mods that were in that game. Off the top of my head, it sounds like some mod is missing from your load order. Or perhaps an OBSE plugin is acting wonky. I've had issues with OSR and it's heap replacement algorithms. But I don't know about your issue with any certainty. -
Yep. I highly recommend installing Oblivion outside of the "Program Files" directory. You don't have to right-click it every time. You could set it to run as an administrator via the "Properties" windows. "properties --> Compatibility". But you'd be doing yourself a favor to install Oblivion outside of the Program Files directory.
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Default iddle animation as spell effect? Oblivion
malonn replied to Joe Hallenbeck's topic in Oblivion's Discussion
Have a look at the OBSE 20 function "PlayIdle". It's handy. When working with idles, note the restrictions. PickIdle is the only vanilla command if you don't like OBSE (though God only knows why you wouldn't like it). So for the engine to narrow down idles tro play, they devs set in conditions for which the idle will play. The conditions have to be met. -
Oblivion Ultimate graphic mod list 2015
malonn replied to predcaliber's topic in Oblivion's Discussion
Go HERE Tons of texture replacer options. You have some good ones in your list already, but there are more. AmpolX packs, Insanity Sorrows packs, just to name two. -
Hmm. The Supreme Magicka patch for DR may require DR6. Try (just to see) with DR6. If the patch builds fine, then you know the problem. It may be able to be fixed with TES4Edit, but I don't know. I stopped running DR a while ago.
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Alenet may be able to do it, but I doubt he would...
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Merging is importing the ENTIRE mod into the patch. Importing in only bringing some of the records in the mod into the patch. Those that have thje appropriate tags have those records merged into the patch IF there arte conflicts with other mods. If not there's no need to merge them and they don't get touched. Use BOSS (or LOOT, but I recommend BOSS for Oblivion). These load order tools have tags assigned to many plugins already, and they will "work better" with a large load order.
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Oh okay. I misunderstood you. I thought you wanted to disable the Harvest Containers part of OOO. I didn't understand that you wanted the scripts removed from containers. That would require either you open up TES4Edit and remove the script from every container, or (easier, but you will miss out on OOO) just disable OOO. OOO adds new creatures, new leveled lists, new quests, new dungeons, tweaks to stats (OMOBS, skills, etc., etc.) makes the game unleveled (huge reason to play OOO -- though you can find mods that do this without all the extras of OOO), and more. And no, I'm not affiliated with OOO development. Anywho, back to your situation: You could merge the scripts, though you will need to be familiar with scripting a little.
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There is a console command to disable the containers animation. I forget what it is though. Search here: http://www.darkcreations.org/oscuros-oblivion-overhaul/wiki/Main
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I like those suggestions. And if it is all scripted, compatibility will improve. Thanks.
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I need help getting started scripting.
malonn replied to NameNotPresent's topic in Oblivion's Discussion
OBSE provides neat little handlers called "Event (...well...) Handlers. One of them is an "OnHit" handler. You can taylor it to trigger when the player is hit or when the player hits an actor. Or you could set it to trigger when a specific NPC is hit. Are you trying to track a specific NPC? The Player? Who? Anybody? -
Thanks for the reply. I'll take those into consideration.
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Interesting. I believe there is a runtime script impact OBSE plugin. Something that checks how long a script takes to process. It's out there. So what I'll do is test both with the formula you provided and check with just the OBSE function. See how close the results get of each to a true x% increase. Then I'll check the script impact. Go from there.