Jump to content

DrakeTheDragon

Moderators
  • Posts

    6448
  • Joined

  • Last visited

Posts posted by DrakeTheDragon

  1. Just to ease some of the confusion, keep in mind the Rule of One, and what happens in the absence of required Bash Tags.

     

    Did you take a look at what changes OCOv2 might have introduced into the Khajiit racial settings, especially the "default" head shape attributes for the race? They're talking of Nuska having changed them a lot, so I guess that's what was done. You now loading a different plugin but also changing the Khajiit race in any way, chances are extremely high it will revert Nuska's shape changes back to Vanilla Oblivion's in fact, and even if its own function is simply to change head texture paths.

     

    The shape changes weren't done to the head "mesh" but to the settings for the race's base shape, where all alterations done in CharGen just add to or remove from. And with this we're back at plugin conflicts 101.

  2. Even though this isn't a "mod pack" by the usual definition, in my opinion this is a good example of what we can expect when/if they do arrive here on Nexus.

     

    To be totally honest, I hope not.

     

    They're sporting an Install Tool behind a 3$ per month paywall for mass-downloading all the linked mods without people ever getting even to know who made the mods or where they're from, if it weren't for the 1 page on Nexus where they host their integration plugins and load order also listing the links for non-Premium members and manual download.

     

    Additionally, what makes support for it coming from people like us here highly unlikely, they're doing like many actual (illegal) mod packs did before and serve one huge plugin to combine it all, changing huge amounts of records from each parented plugin to make it all work together.

    In a setup like this, with so many records from almost all involved mods changed, not even the original authors will know what happened when something acts up, as they won't know what all was changed of their code or what little is still their's in the result.

     

    And let's also not forget, with such hand-crafted to the last bit merges of mods you're also limited to exactly the provided list of mods and load order and none else. Adding or removing even a single plugin later already has a good chance of breaking it all.

     

     

    I for one prefer mod lists linking to the individual mod pages, so you get all information about the linked mod you need directly from the source and the original author gets the vital user feedback from you directly in case things go wrong, and providing instructions for a proper merge, the kind that doesn't limit you to not add or remove a single part later, or individual compatibility patches for each 2 mods, over 1-click download/install solutions, limited to only what they themselves provide at the time of download and none else, at any time.

     

    It's not a good "first step into modding", if the wish to make a second step requires you to first uninstall it all again and start from 0 anyways, in my eyes.

  3. In today's news they went over all the collected social media videos the rioters themselves took while inside the building to date.

    One I found most ironic, and in a very bad sense, was following.

     

    I still remember very clearly having seen some of the Thin Blue Line flags waved around when outside the Capitol, a flag I by now learned is meant to show your support for the police.

    But in the hobby video they showed there was another one of them standing with an American flag in his hands and crushing down with the pole of it onto a by-then unconscious police man lying on ground for about 10 minutes straight, cheered and supported by those around. The report later told the police officer is now on intensive care in hospital and hasn't regained consciousness, yet.

     

    I can't help but the more details they show of it in daily news, the more unbelievable it gets by day. Peaceful protests, uh hu.

  4. The only install instructions given for this are inside their video(s). If their instructions no longer match their uploaded packages, only the author can be asked about that.

     

    I only know "v2.0.olod" is a file to be opened/imported with the Oblivion Mod Manager (OBMM) and contains a stored load order for plugins and master files.

     

    As far as support for this upload goes, it's done very differently than your usual mods. Most people here won't be able to tell you what to do, unless they followed and learned the instructions in the video or from the author themselves in other places.

  5. Hmm, not really interested in any of this, but the news today was really shocking.

     

    Washington Congress Shootings live on footage broadcasted on international news reports. Governor requested help from National Guard, White House said "no". Reporters as well as politicians over here are speechless.

    And to think I have relatives over there. That's not the U.S. of A. I remember.

  6. Is it still like the first script you posted, all at once within the same game mode frame? If it's a Draconian, the spell gets added, if it's wearing armor, the spell gets removed?
    I'm not sure how exactly the game works in this regard, but it's pretty likely this way will just cause the spell to constantly appear and disappear, perhaps even unnoticeably fast.

    Some do once conditions or states could help, or maybe even a re-structuring, like:

    ...
    let bIsDraconian := 0
    If Player.GetRace == Draconian
        let bIsDraconian := 1
    EndIf
    ...
    let bHasSpell := 0
    If Player.HasSpell AbRaceDraconianShield
        let bHasSpell := 1
    EndIf
    ...
    ; use fancy loop code from above to set bWearsArmor
    ...
    If bIsDraconian == 1 && bHasSpell == 0 && bWearsArmor == 0
        Player.AddSpell AbRaceDraconianShield
    Else
        Player.RemoveSpell AbRaceDraconianShield
    EndIf
    ...
    

    That's a lot more code than necessary, but I think you'll easier see what I'm aiming at with 3 boolean variables and 1 setting code each.

  7. Also worth keeping in mind, even when using a different mod manager, OBMM still has a broad selection of tools and utilities, which still come in handy every day for mod authors and also some users.

     

    I for one, I'm back to Wrye Bash, BAIN, for now and convert all mods I want to use into its folder structure where needed. One fine day, when I get the time to prepare everything for the big migration, my own mods in development and customizations on other mods included, I'll give Vortex a try as well.

     

    But I'm pretty old school, too, and much more into developing than playing the last years.

  8. Ah, yeah, the original bars use some pre-defined GetMenuFloatValue variables the mod provides and fills in the background. These cannot be calculated with, so I used the normal means we have in scripts to get the health. Maybe it's not "perfectly" correct at all times, can't say. But it should do the trick under most known conditions.

     

    Hmm, funny that, I use the orb variant, too, and I also have a problem with the compass no longer being the orb'ed one for a while. It was originally, then I must've done something wrong. Didn't yet get the time to take a closer look in order to fix it though. Wasn't playing my game or play-testing my mods in years.

  9. Hmm, seems like Hud Status Bars made this yet even easier than I thought. The formula to substract the 1000 from the current health can directly be entered into the value field of the new bar.
    I'm just not 100% sure about how the placement has to be made, as this strongly depends on your current status bar setup. But getting the placement right with Hud Status Bars also is no rocket science.
    But let's start small and do one after the other.

    You know where your "Hud Status Bars.ini" is located and are ready to edit it?
    Can you locate the default health bar inside it (it's usually well documented with remarks)?
    Let's first add another bar directly after it and see that we get the displayed value right.

    The next stuff depends some on both your current setup, especially your choice of bar visuals, and your intended visuals of the new bar, but let's stick to the default and see where we get.
    Add this into your INI at the place I mentioned above:

    set tnoHSB.hud_type to HUDbarHorizontal
    set tnoHSB.hud_color to sv_Construct "HUDcolorHealth + 4*(GetDisease > 0)" ; Change to brown when you have a disease
    set tnoHSB.hud_val to sv_Construct "(Player.GetAV Health) - 1000"
    set tnoHSB.hud_max to sv_Construct "(Player.GetBaseAV Health) - 1000"
    set tnoHSB.hud_x to HUDprevBar
    set tnoHSB.hud_y to HUDprevBarAbove
    SetStage tnoHSB 10
    

    And let's see what this will bring us now.

     

    If anything's not working, yet, give me a full printout of your then-current "Hud Status Bars.ini", or maybe only the relevant part (the bar definition above and below the new bar you added with this).

     

    edit: Added the color definition, as I don't know if it keeps the previous setup or not. Better safe than sorry.

  10. Making your own status bars with this mod is actually rather easy. I made a bunch of them myself in the past, but it's already been a while and I'll have to refresh my knowledge of the details some.

     

    If it's not possible to have the calculation inside the status bars config directly, then at the most it'll need a little quest script with new variables to be displayed instead in a mod of your own.

     

    I'll try to unearth my old setup and come back when I know more again.

  11. Nah, it's not that perfectly alike. It was mostly the water tank bending around the pitcher that got me to the comparison. Look what I found:

    53ewc7ghoev0rox6g.jpg

    This is not exactly the same but a similar design to mine. This one's even closer to your's though. Just your's is much more Dwemer in design.

     

    I've no idea about the effects there either, but if coffee actually was that poisonous, it would explain a couple things from back when I still was on minimum 6-8 cups per day. I'm now down to 1 each morning luckily. 1 fine day without any coffee at all in the house suddenly feeling like hell was telling me it was time to slow it down. :wacko:

     

    Ideally it would be an effect similar to refreshing and rejuvenating, so restore wouldn't be too far off actually. But inside the game it doesn't deteriorate over time like in real life when you're awake too long, so there is nothing to restore.

     

    But looking at that cup of Morrowind Light Roasted above I'm already looking forward to the next breakfast after a good night's sleep.

  12. High chances robes and hoods use the same texture file but a different area within it.

    A short look into one of the hood NIFs in NifSkope as instructed would've told it.

     

    Hmm, I think I'll quickly check it myself now, curiosity and all that.

     

    edit: Yes, it's exactly like that. With robes and hoods both NIFs use parts of the same texture DDS, the robe's one. Looking at a hood in NifSkope showed it right away.

  13. Okay, I can now attest it is not corrupt. It can be opened/extracted without issue with the latest version of WinRAR.

    It can "not" be opened with any other extraction app I could find, and I can't tell if any earlier version than the current latest of WinRAR can open it either.

     

    I suggest using a different packaging app/tool for future releases, as it will vastly increase the number of users able to open/extract it after download.

  14. Which browser gives an error message about an unknown archive format? This error can only come from an app trying to open/extract it.

     

    Possible reasons for such error are:

    a) The default unpacking app on the user's OS doesn't know the archive format or it is of too new a version for it to cope with.

    b) The file was somehow corrupted during download, which sometimes happens with unstable connections, routing issues or similar.

    c) The least likely: The file was already corrupt before upload or got corrupted during upload. But then the Preview on site wouldn't work either, and it does.

     

     

    But I just tried it myself and my Unarchiver in MacOS cannot extract it either. Now, let's see why or if another extractor instead can.

  15. No TRI file (facial animations) for a helmet, makes sense, should've thought of that. Of course a helmet won't smile, blink or wink. Also no EGT (face tinting, brows and beards and stuff) either, of course. The EGM is the file missing for your copy of the helmet (the head shape morphs).

     

    They don't go just in the meshes folder. They go exactly where the NIF file is. From the technical side, when the game opens a NIF file "path/to/xyz.nif", it's also looking out for the morph files "path/to/xyz.egm", "path/to/xyz.tri" and "path/to/xyz.egt". Just like with "texture.dds", "texture_n.dds" and "texture_g.dds", both, path to the files and filenames, have to be exactly the same.

     

     

    Most of the hoods I know are under "clothes", not "armor", so that's already a different path. Then it sometimes gets yet more complicated with the subfolders. Most often hoods and helmets are unisex, so found outside of the usual "m"/"male" or "f"/"female" subfolders, too.

  16. Well, that last one definitely is to do with the morph files. If you made a copy of the original helmet somewhere else or under a different name, it won't use the original's morph files (EGM, TRI) as they're no longer found in the new place or under the new name.

    What I see in the pictures is a helmet that's no longer conformulated to deform along with the head.

     

    I don't know where you got the helmet mesh from (as there's different ways/sources), but you can just as well also get the "helmet.egm" and/or "helmet.tri" files (or whatever they're called) and put them at the same place your new helmet NIF is now and with the same name.

    As this seems to be the Vanilla fur helmet (or a derivative thereof) the last instance you can get it from would be by opening the BSA ("Oblivion - Meshes.bsa" to be precise) and extracting the 1 or 2 files.

    There's different tools for that. BSA Commander or the BSA browsing tools of the Oblivion Mod Manager would be my weapons of choice.

     

    edit: I see you were already instructed about BSA extraction processes in your other topic.

  17. Well, I for one always use DXT1. Mipmaps must be though, as in every texture type.

     

    I've seen aplenty of different setups, but in general the glow map only needs greyscale. The color comes from a mixture of the diffuse map (=texture) and the color in which the material emits light (Emissive property in NiMaterial settings).

    Like I said, I for one always went for white emissive light and greyscale glow map, having the color come from the texture itself.

     

    Though those other approaches might have their merit and maybe create special effects.

    I don't know though if a colored glow map has any effect.

×
×
  • Create New...