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Everything posted by DrakeTheDragon
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DoctorOmar banned. Reason: Spam Reference post
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Why the Bethesda RPGs don't allow fast-traveling from indoors?
DrakeTheDragon replied to seppesusi's topic in PC Gaming
For an extreme example, when you fast travel out of the starting prison, without having finished the tutorial dungeon, over the course of which you also select your class and birth sign, i.e. define you major skills and what not, you won't be able to gain skill points or level up. I ran into it due to exiting the place right after race selection and cosmetic setup through a console command, and it took me half a day to figure out why this newest play of mine never increased its skills or was still level 1. Served me right for essentially breaking the game intentionally, even though I wasn't aware. Now let's take some less extreme examples. Say you stole something/killed someone and are locked into prison to serve your time, have your attributes damaged or the like. When you're able to just fast travel out of it, that'd be totally unimmersive. Minor spoilers: There's actually quite some cases of quests where it's 1-way entrance, no way out, until you solved it. Being able to fast travel out of them would definitely break them, bar you from ever finishing them and get your rewards. -
I just did a regular search for "nude" and found it on 1 of 2 pages of results. While there is no handy "click here for advanced search" link anymore apparently, you can now filter every list of results, be it from searches or regular category browsing, through the pull-down behind "Refine results" on top. That's also where advanced search went.
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Outfit "Perk" Script
DrakeTheDragon replied to BlightRaptor's topic in Oblivion's Oblivion Construction Set and Modders
The difference is between references and base objects. For references the "<ref>.IsClothing" notation can be used, for base objects the "IsClothing <base>" notation has to be used instead. And GetEquippedObject just so happens to return the base object. (Sorry for intruding.) -
Yeah, Vanilla bodies didn't have much appeal out of the box to most users or authors. But there is no such thing as "changing all the body models just for nudity". In Oblivion your body comes with your clothes. What you wear "contains" a body part underneath, if any is peeking through that is. And your original unclothed body part mesh vanishes, while you wear an item. "Pure" body replacers do only one simple thing. They replace (up to) 4 NIF files in your game folder with higher resolution (and often also nude) versions of them, which then also only affects the unclothed body, while no items are worn. That's it. The game only has those 4 (per gender). There's no different meshes for races, no different meshes for certain characters, sometimes there's not even different files for two genders. So what body replacers do is actually a very straightforward and simple thing. But there have still been approaches to nudity in the past, long before body replacers became a thing. They were mostly horrible abominations (like skin-painted pampers and bras or similar), but that's what the majority considers Vanilla bodies themselves as, too. If you cut the bras or underpants polygons/vertices away from the Vanilla body mesh, you'll be greeted by huge gaping holes in the mesh after all, as there's no skin underneath. But these look pretty Vanilla to me: https://www.nexusmods.com/oblivion/mods/6753? I haven't tested them though. They should, in theory, even be compatible with Vanilla armor or clothing items, as the new skin textures will hopefully still fit. (Skin "textures" are the same for all items and nude. Only the body part "meshes" will change with each item.)
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This is the site feedback/questions section
DrakeTheDragon replied to Dark0ne's topic in Site Support
Still working fine for me right now in latest Safari. Is it maybe just a specific browser the error occurs in? Or what (kind of) error is it anyways and where is it shown? Was just coming back to report all's fine again, albeit a little hesitant still. Thanks for looking into it :wink: Didn't really do anything but click play. Just wanted to gather some more info for the devs, for if it actually is an issue. -
This is the site feedback/questions section
DrakeTheDragon replied to Dark0ne's topic in Site Support
Still working fine for me right now in latest Safari. Is it maybe just a specific browser the error occurs in? Or what (kind of) error is it anyways and where is it shown? -
Hmm, looks like the main feature of the linked mod is not actually part of the mod, as there's only loose KFs in the Main files. Forgetting the mod itself for a moment and only taking its KF files instead, you can very well, and reliably, achieve race-dependent animation replacements through Blockhead though. (This is also what the response to the conflict/problem comment mentioned before points at. They call it Blockheadizing.) I've done it for my main character and his fiance/companion in my game as well already. As they're both of custom races, due to race-based Blockhead animation overrides I made it so the two have completely different animations to all others, and yes, male and female are different, too. You just take the Walk Forward animation of your choice and put it into "meshes/characters/_male/specialanims" as mentioned, but then rename it so it says "walkforward_BLKD_PERRACE_FFModified_F.kf", where "FFModified" is the display name of the race your character is of (so it's definitely "not" FFModified, which is only an example!) and "F" (or "M") makes it gender-specific. Sadly I don't know the name of the race your intending to use it for, so I can't give a complete instruction. But I know it's not the EditorID of the race used here but the display name instead.
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BAIN is like the automated manual install. Every BAIN ready archive is structured in a simple scheme of 1 main and 0 or more optional manual install folders, each ready to be copied 1:1 into the Data folder. The automated part comes from labeling these folders with appropriate numbers, so you can have the same numbers for mutual exclusive options and different numbers for additional optional choices. In the Bash Installer you can then later construct your complete install from picking and choosing 1 or none from each number, and they will be copied into your Data folder from the lowest to the highest, so higher numbers can also overwrite lower. You can basically create every combination of features you like that way, simply by splitting all features apart and putting them into manual-install-ready folders each. Thus "automated manual install".
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If you want to add some spells to an NPC's spell book, you should be drag&drop'ing them from the Spells, not Magic Effects. Magic Effects is what Spells are constructed of, 1 spell has N effects. But you can't "cast" effects themselves but only actual spells. However, how to then make the NPC also actually cast these spells is sadly something I know only very little about myself. The AI will likely make them use a healing spell when their health gets low, or select combat spells when their AI is configured to do so, but when or how they will use summon spells I really don't know. Maybe checking the generic "conjurers" in the CS will give an idea. They should be doing summons regularly, sometimes even directly "on going into" a fight.
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Also worth mentioning: When you look at a mod's plugin/masterfile in the CS, in the list of items (of whatever type) you'll see first the so-called EditorID, i.e. a human-readable identifier, also used in scripts' sourcecodes. Right next to it is, usually shrank down to a small line, the column you want to expand and read, where the hexadecimal FormID is shown. Expansion goes just like in all other Windows apps where tables with columns are shown, click and drag the border right of the title of the column you want to expand. And yes, like the others already told, the first 2 digits of the hexadecimal number shown are the "plugin index" (load order) of the currently active plugin. While in the CS it will be counted from all the plugins and masterfiles loaded when checked in "Data Files...", not from your actual load order. So the first 2 digits of the FormID in the CS are of no use to you when in the game. Only the last 6 digits are right. Figuring out the plugin index for a specific plugin inside your load order can also be a little difficult. In general you should be able to calculate it from their position inside you load order with the above given hints, but as this is only counting the actual "active" plugins and masterfiles, it can become a little confusing, especially when using Wrye Bash and the bashed patch with only virtually active or so-called merged plugins. For these cases the plugin index can also easily just be read up in Wrye Bash as well. Other load order managers also have one such column, but in some it's decimal and you'll need it in hexadecimal still. Obtaining the plugin index is really no rocket science though. It just has a couple stumbling stones one needs to keep in mind.
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For a little bit more details, it does not change the armor to the shape of your body. That's not how this game works. In this game every item which occupies a specific slot will "replace" this slot's body part model while worn. There's no way around that. That's why when your body mod gives you very bulky or busty nude bodies but you don't have fitting adapted clothing and armor replacers, then you'll switch back to scrawny or flat-chested bodies underneath your clothing or armor items when you equip them. The body part comes with the clothes you wear. What the latest version of Blockhead allows you to do now is to write equipment override handlers so you can write scripts to switch the appearance of the items you equip to one that will fit your body shape, but only if you have fitting adapted NIF files for that, as you can only change the NIF file the item's appearance will use. I myself have not yet succeeded to make this work. But I know of some other mods out there which got much further in this than my first attempt, each with their own one or other limitation or drawback though. But sadly it isn't as straightforward and simple as the tiered overrides, where just having a differently named NIF file flying around will make race- or NPC-based overrides automatically kick in.
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Basically every mod manager can be used for this, so it's only a personal choice. But it's important to keep in mind there's "many" mods with a packaging structure one, more or all managers won't understand, which will then need re-structuring first. This game and its modding existed long before managers were a thing, so many releases were never designed to work with any kind of manager in mind. This is no rocket science though, if you know what you're doing, understand how modding the game manually works, where which folder usually goes, what folders mustn't be inside a mod for a manager to understand it, and some of the expectations and/or weaknesses of each individual mod manager there is. And if a particular mod is giving you trouble, there's still its own manual install instructions. As manual was the only way there was for a long time, most mods for this game have very comprehensive manual install instructions, which just have to be performed into a temporary folder instead of the game to create a package the managers will understand. When the NMM was still the primary manager supported by Nexusmods, I set out to install and manage all mods I used through it, so I will have the utmost amount of knowledge from using it myself for future usage questions or help requests. Nowadays I'm using BAIN in my own game, which has a very straightforward approach to modular installs. Soon I will likely switch to using Vortex as well, for the exact same reason, but as of right now my list of mods is too complex and finicky for me to switch managers again wholesale. But I can make it all work, no matter which manager or mods I choose. And no, actually all managers will have zero trouble with the most simple type of packaging structure. As long as there's no Data folder inside the archive but only the folders from inside Data, and no options or choices, so you can extract the archive 1:1 into your Data folder and it'll work, then "every" manager I know of will be able to install it. The Oblivion Mod Manager doesn't only understand OMODs, Wrye Bash doesn't only understand BAINs, The Nexus Mod Manager, and most likely Vortex, too, won't have any problem with these most basic packaging structures either. It's only when packaging structure differs from the most basic one that you'll have to restructure them or introduce programmatic install instructions.
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Also worth keeping in mind this is after all still about newly created NPCs, which have not yet been placed into the game. In this context the game won't care, if you place the first instance of each via PlaceAtMe or drag&drop in the CS, or at least the difference won't be noticeable. (QQuix will know this better though. He's done all the tests and measurements at one point.) The warnings to refrain from PlaceAtMe due to save game bloat come from situations where a conjured up actor or item is to be spawned, a custom Bound Item/Summon Creature/NPC kinda deal. If you use PlaceAtMe for this, you'll after time have created millions of new instances of the same object, which of course will be a problem for your save game. The previous ones will all still fly around somewhere in your game and consume resources. That's why for those specific cases it is advised to instead put 1 instance of them already into the game somewhere, and on spawn use MoveTo to place them at you. But here we're talking of objects where -no- instance of has been created yet, and only 1 ever will. Don't get me wrong. I still advise learning how to do these things the right way, putting the NPC into your game through a plugin. But that's only, because I consider the console an intermediate/temporary solution for testing things, with no long-time remaining effects in my game. (I.e. I load the game anew when I'm done testing, so whatever I did through console is undone again/not saved.)
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Need help with a script
DrakeTheDragon replied to JimmyChooChoo's topic in Oblivion's Oblivion Construction Set and Modders
Using the ScriptEffectFinish block directly, now why didn't I think of that? Of course the spell duration won't run down, while still in the menus. No need for a GameMode block, if you need to be in GameMode for this block to be called. :thumbsup: And as an additional benefit, the ScriptEffectFinish block will also only run once, so you also won't need a variable for making it so. (Unless the game acts up for some reason, of course.) And yes, that's exactly what I meant with "as long as the Script Effect is still in place". The "duration" has of course to be set up in the potion's/spell's settings and can't really be done in/through the script. -
Need help with a script
DrakeTheDragon replied to JimmyChooChoo's topic in Oblivion's Oblivion Construction Set and Modders
Hmm, luckily, as long as the Script Effect is still in place, you can also use the other block types, like GameMode here. So just make a flag variable, which is set to 1 inside the ScriptEffectStart block, also conditionally, if you like, and make a GameMode block where it just checks for said variable to be 1, then does the MoveTo and sets it back to 0 to prevent repeated teleportation. This way you should be able to drink the potion and only once you leave the menu again the teleport should kick in. I haven't tried something like this myself yet though, but it should work. But if my script-foo doesn't betray me, a condition like "if Player" should actually always be true. If you want to check if the effect is running on the player, I think to recall it should be "if GetIsReference Player" instead, or something similar. Unless that's just a simplification for brevity's sake. -
LeonardoParker banned. Reason: Spam Reference post
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For the records: Many setting lines in the Oblivion.ini won't exist until after the game was run at least once, including starting a new game and closing cleanly again, no force-shutdowns, no errors, no crashes. But even so, even if a certain line is not inside the INI, yet, it can simply be entered into it manually at any time as well. The exact order of the lines doesn't even matter much. As long as they are in the correct sections, the game mostly won't mind... or rearrange them automatically the next start and close.
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Hmm, the launcher crashing when trying to deactivate a plugin in "Data Files" is something I can imagine. The launcher is a fickle thing on some systems. But you shouldn't even be using the launcher's "Data Files" for enabling and disabling plugins to begin with. It can't even set up a correct load order to boot. Using a proper mod manager would be a godsend for that. Wrye Bash, Oblivion Mod Manager (OBMM), Nexus Mod Manager (NMM), Vortex, Mod Organizer/2 (MO/MO2) can all enable and disable plugins and set up the load order as well. The launcher will always detect your hardware anew on first run, if through whatever accident it lost the old setup. So it suddenly setting your graphics to Medium also doesn't come as a surprise. Whatever deleted your setup so the hardware detection started again must also have deleted something else, which would explain the display going black. Though I've got no idea what "exactly" that could've been. But you additionally also running into the "end of world" exterior border while still "in" the tutorial dungeon... This one totally has me stumped.
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For what it's worth, the top search bar input searches mainly by title now, don't know if then by anything else also. But if you refine your search through the dropdown "Refine results", you can search in whatever, title, description, author, uploader. I had a fine test case with a newly published mod, where the author made a typo in the title only. Searching by the wrong term in the top bar yields the expected mod, also in the quick search dropdown. Searching by the correct term does not. But searching for the right term in the description through refine results yields the expected mod again.
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basimonica banned. Reason: Spam Reference post
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Hmm, I'm also far from an expert here, but I think to recall leveled lists get always merged through the bashed patch, so in the end all entries from all mods affecting the same list will be inside the resulting list. (Don't really know how it "removes" items from leveled lists though, but maybe that's what the bash tags for leveled lists are really for.) The mods "showing up" inside the leveled lists dialog page are most likely ones requiring special treatment, not the simple ones which will just merge their lists together seamlessly. Though I also have no idea what kind of mods these would be right now either. And as always, someone correct me, if I'm wrong.
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The quest showing up in the quest log? Can't say I ever had that happen to mine... or did I just never check? Definitely need to check now the next possible occasion... But I think it takes more than just a quest with a script for it to show up in there, actual stages maybe? Yep, need to check. Oh, and thanks to the "do once" condition, the script will of course never again do its thing after it already did it once. It's not doing it "all the time" while inside CharGen and it won't do it again, if people enter CharGen again. It can be coded with the help of other blocks to "reset" back to 0 though, so it can be used repeatedly and still won't be running all the time. But of course stopping the quest like I suggested will be a hindrance to that.
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Yes, a Quest script would likely be ideal for this purpose here, and MenuMode can definitely be used. Also it doesn't really matter which quest runs first. The MenuMode block will be executed every fQuestDelayTime seconds while in the CharGen screen. Even if it runs a little later than the screen pops up, so there's a little delay, so what? It will be seconds at most, and can be configured to be even split-seconds only, if needed. It would just need a new quest to be created, with start game enabled, so it starts right away, and the quest script from above selected as its script. Maybe one could even use StopQuest to stop the quest once the shirt was unequipped, as it might be unnecessary to have the quest script still running continuously even after a hundred days into the game. But maybe QQuix can tell more.
