Jump to content

malonn

Supporter
  • Posts

    324
  • Joined

  • Last visited

Posts posted by malonn

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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?

  11. 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.

×
×
  • Create New...