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DrakeTheDragon

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Everything posted by DrakeTheDragon

  1. What's your distribution? Steam, GOG, retail disc? And what mod manager are you using, when you said you were launching your game "through" it before? Mod Organizer by chance? Integration of both OBSE and ENB differs greatly depending on these two things.
  2. Actually there is already something like that, right on top of the description tab: However, it's not very detailed as to which file.
  3. That's the good old way I was using for countless years. ESM-ify all parent ESPs, open my plugin in the CS, edit it to my heart's content, save, exit, ESP-ify all ESM-ified parents back to ESP, launch the game. But with the advent of ShadeMe's Construction Set Extender (basically an OBSE plugin, but for the CS), apart from multiple other advances towards ease of use and added functionality, it's now also possible to have ESPs as parents for ESPs "without" turning them into ESM every time. Unlike the normal CS the CSE can save and load ESPs with parent ESPs absolutely fine.
  4. Well, first off, it's not the quest refresh rate you're searching for. Quests don't refresh. They have stages, and those can advance or go back, but the quests themselves don't "refresh". What you mean is the delay between execution of a quest's "script", if one is defined. Object scripts' GameMode and MenuMode blocks are executed every frame. Spell scripts a little differently, depending on the block type. And what you're after, Quest scripts' GameMode and MenuMode blocks, are executed after a certain delay, which by default I think is every 5 seconds. This wiki page will help you out, but what you seek is the special variable "fQuestDelayTime" (which still needs to be declared though). edit: Ninja'd by laulajatar, while I was typing my as usual more lengthy response. :sweat:
  5. Looks like it's on this page what you're searching for: https://www.nexusmods.com/users/myaccount?tab=preferences Pull down "Updates" and turn "New games" to "no". I think it's just labeled "Updates" instead of "Notifications", because that's the name of the tab/button the notifications show up under.
  6. As this is for shape shifting "into" the dragon and I'm just using the well known concept of turning the player invisible and mounting the creature for this, ideally there won't be any "rider" in that sense at all, just the dragon, which is you. And that's also how it looks like right now, which is why I'm so happy with it all. :wink:
  7. Well, in my case the rider's head is "inside" the creature's, or as close as I can make it, as either Oblivion Reloaded or Enhanced Camera seems to be interfering with camera positions when on horseback. But under ideal conditions it just looks like you're inside the head, even looking down the snout some. It's completely bogus when in 3rd person, due to the aforementioned interferers, but it's still not looking too unpleasant all in all, just unusual, especially when everybody's staring down at the dragon's head, which he's holding way lower than where humanoids' heads usually are. But as dialog's switching view into 1st person anyway, it really doesn't look bad. I had to undo some value fine-tuning in OR's settings though, introduced by other mods/guides. Who ever thought off-centering camera to the right while in dialog was a good idea, definitely hasn't experienced NPCs constantly turning their blind side towards you like they did to me. "Hey, I'm talking to you. Where are you looking at? I'm over here!" Luckily undoing these weird settings hasn't fixed "only" the normal view. The dragon's view coincidentally also looks whole worlds better than it did before.
  8. Aw, man. Oh, but I definitely need to get around to record a video next play. This night I was play-testing my latest creature dragon shape shift additions, and I can safely say I've had the most fun since a very long time! He may be without wings currently, as they all of a sudden out of the blue started glitching without me touching them for months, but the last feature additions made "being" the creature really lots more fun. I made it so all dangerous controls are disabled while I'm in creature shape (riding him), but then added script checks to re-introduce those actions, which normally are also impossible to do at all from on horse. When I press activate while riding him, I can actually activate whatever I'm pointing at (provided I'm close enough), won't dismount, can push levers, open doors, talk to people (1st person view from his perspective looks funny in conversations but certainly not bad), loot corpses/chests, what have you. I made him slash out when I click the attack button, although currently it's only in testing stage and insta-kills the target instead of applying a rather complex calculated amount of damage in certain special ways. But if the one manipulation of the target (killing it) works, then do all others, too, and I only need to script'em. And once I'm done implementing it, I'll also be able to spit fire, either in projectiles exploding on impact or classically in jets/clouds/whatever it's called. Currently he only goes into pose and "pretends" to spit fire when I press the cast button. The casting itself was not yet done. Still, dashing around all over Elsweyr this night, getting attacked at every corner and sending them flying with a single slash of his talons, and not encountering a single situation where I would've had to switch back into human form to achieve what I want, definitely was the most fun I've had in ages. Sure, the Mountain Lion animations are crap still compared to what could be, I tried fixing them some, but only ended up with corrupted results (screen blacking out during motions, sometimes never coming back, camera losing position and dropping down to the ground during a step, these kinda nasty things). However, with the right animations, this could all look leagues better still. I first would have to fix/finish the model though. Else it makes no sense. Ah, if just I could show you something from last night to share the fun with you. :pinch:
  9. Geez. Me letting folks know I solved my problem and don't need help anymore, before anybody wastes their time, and then just shortly explaining what the error was and how I solved it, is seen as very generous of me? I just felt it's the right thing to do. :ermm: But I can't be the only one doing so. Many I met were that way in the past. Where else would I have all this knowledge from in the first place? :huh: (Sure, I'm a self-taught person most of the time, but even those, by definition, need lectures and observations, and "who" else would I have observed or read lectures from, if it weren't for others on here giving to me?)
  10. Ah, never mind, that was totally my own fault. :pinch: Turned out I completely forgot, when I re-created the creature record in the shape shifting plugin, to also re-create the "Idle Animations"! For a rideable creature there's also new idle animations for mount and dismount. These are "folder-bound", which was the reason why they no longer worked, once the folder-"name" changed. The original plugin still contained the idle animations for the original path "creatures/DrakeDragon", that's why this folder, even though there were no animations for it inside the shape shifting plugin, still worked regardless. Now that I recreated the idle animations inside the shape shifting plugin for the new folder "creatures/DrakeDragonForm" also, suddenly the creature became mountable again... Who would'a thought? :facepalm: Well, let's just file this under "even veterans make beginner mistakes still sometimes" and move on, will we? :sweat: But maybe it'll be of use to know to someone else in future.
  11. Anybody any idea what could be going on here or what I could be missing? You know I made a creature version of my dragons quite a while ago, and while I was at it I also made it rideable following a guide from the Oblivion Mount Project. It was working splendidly for a very long time. Now recently I set upon expanding on my shape shifting again. I could already switch between full human shape into half-dragon only-lowerbody, half-dragon only-upperbody, half-dragon upper and lowerbody and full anthro-dragon shape back and forth by the press of 1 of 5 buttons. And I wanted to expand it about a 6th button to shift into 4-legged creature dragon shape, through the very well-known means of simply spawning a rideable creature, turning invisible and mounting the creature. Initially all was working well. I simply re-used the existing rideable creature dragon in its original folder "meshes/creatures/DrakeDragon". But soon it became evident neither the camera position nor movement, being centered onto an invisible rider, were appropriate for "being" the creature yourself any longer. So I set out to modify something about some special riding nodes' positions inside the skeleton NIF and, as always necessary apparently, also had to copy the changes into the KFs. That was the point at which I decided to put the shape shifting creature dragon into a separate folder from the rideable creature dragon and simply copied the whole folder 1:1 into "meshes/creatures/DrakeDragonForm" and edited the creature's skeleton in the CS to point to the new one. However, and here's the confusing catch, soon after I did that the dragon ceased to be mountable. I could still see the horseshoe icon when looking at it, and when clicking to mount it the animation actually "starts", but it immediately aborts and never succeeds in mounting accordingly. I experimented around some more, and it just got more and more nonsensical/inexplainable. No matter what name I give the new folder and change the skeleton in the CS respectively, as long as it isn't like the old "DrakeDragon", the creature is no longer mountable. Even if I do away with the copy and "rename" the original (pointing the skeleton in the CS to the renamed original folder), it no longer works. And if I rename the original into something else and rename the copy into the original (pointing the CS to the renamed copy), *bang* it's suddenly mountable again. It's as if the "name" DrakeDragon is somehow still "baked" into the creature records at some other place, and as soon as I change the skeleton to another, but "identical", folder, or even the renamed original, it no longer works as a mountable creature. Does anybody have any idea, what, in the Nine's name, I could be missing here? I want to work on a separate copy for the shape shifting approach, "not" the same as I'm going to use for the rideable version. (The positions and animations for the shape shifting version will be tweaked so it looks like I "am" the dragon, while the animations for the rideable version will be tweaked so me "riding" on it looks better, more elegant and organic overall, than it does right now. But this won't work, if I can't switch to another, not even an "identical", folder first.)
  12. No. They meant when you are in the CS, "Data Files...", you don't just checkmark an ESP/ESM but you highlight the one you want to edit and click on the button labeled "Set as active file" (or what it says), making the 1 plugin the one you edit, instead of creating a "new" plugin using the other checkmarked ones as parents/masters, which the Vanilla CS can't keep up for ESPs as parents when it saves the plugin, as only ESMs can be parents in the Vanilla CS, all others are lost on save/load.
  13. How do you try to change it exactly? Making a patch plugins? And if so, do you use the Construction Set Extender (OBSE plugin) or the Vanilla CS still?
  14. Yeah, when you deactivate a plugin, it's always worth recompiling the bashed patch, else (parts of) it may still persist. Normally deactivating the plugin completely, then recompiling the patch, should take care of it appropriately, but it never hurts still checking yourself to be safe.
  15. You would have to make that line "player.GetIsClass", unless the script runs on the player, a spell affecting him, etc., as the function needs an actor reference it's called on. Other than that it looks totally fine and should do the job. :thumbsup:
  16. Hmm, I'm not seeing anything inside the guide, or your load order, which could cause this. You might want to disable "Book Jackets Oblivion - BP.esp", as you don't have BP so the patch can't work, the guide is also not showing it inside the load order, and WB is telling you so by the color and sign on the left. But that shouldn't have to do with the problem at hand. So if you're in inventory or menu, do you see your mouse cursor, it just won't move when you do? Or can't you see your cursor at all? Maybe worth trying to deactivate/disable joystick support (it's an INI setting, also discussed further down the guide in the Bashed Patch settings), as it's known to cause issues with certain joysticks or gamepads or on certain systems, interfering with/blocking your mouse, when you're also not using it anyways. Other than that I'm afraid I'm at a loss right now.
  17. Do you mean you uninstalled a mod, which removed its previously-merged-and-deactivated plugins, then reinstalled it and now want to know what to do with the again-deactivated-but-not-merged plugins? If you reactivate previously-deactivated plugins and go to recompile your patch, then it will simply auto-deactivate them yet again, so if ever in doubt, do that. If a plugin is still virtually-active (auto-deactivated after merge), then every time you recompile the patch again it will know that and keep it so. If in doubt, you can always go check the different option sections for recompiling the Bashed Patch. In one, or more, of them the virtually-deactivated/merged plugin will be marked. The sections usually have names like "merge plugins" or "import XYZ records" or something along that line (can't recall exact wording right now). Not without reason does it give you a whole dialog menu popup for you to fine-tune and verify the settings, while it gives you the button to recompile the patch.
  18. Just a by the by about plugins getting automatically deactivated by Wrye Bash when/after compiling the Bashed Patch, that's in most cases "not" a bug but intentional. "Merged" plugins and similar get deactivated on purpose (they even have a special sign, different to the empty checkbox for deactivated plugins), so it's both, they free up a plugin slot and leaving them active might as well negatively affect the outcome, as all there is about the plugin's records was already merged into the Bashed Patch and in the right order. Wrye Bash always "tells" you what it does. It's best to listen and read. When it says it deactivated X and why, better don't ignore it, click it away and reactivate X, as this can only ever cause more harm than good. "Undoing" the Bashed Patch's conflict solving work is never a good idea. Else there'd be no sense in compiling the patch in the first place, if you later undo the important parts manually anyways.
  19. Hmm, this nostalgically reminds me of the old "post your oblivion characters" screenshot topics often found on the Bethsoft forums of old... so why not? :happy: Sadly there'll be even less visitors/participants here on the forums than on the file sites, but thus is the nature of the game. So since you asked, though I don't really have many different characters, basically always the same 2 just with different looks, but that's what shape shifters are known for, so... here's my loving couple, in one of their best appearances so far, although still highly WIP: Most of their features are from as-of-yet still unreleasable resources, but I'm working on it. Their presets, however, aren't really much of interest. Can't compete with the humongous amounts of work others, or screen archers, put into their chars. :sweat: There's not that much free time left anymore for continuing work on them, but I'm still, after 10+ years, occasionally stealing away some time to continue my work on them, what they are, what they can do, and their backstory. At one point in the distant future I also intend to release them as companions for you all, but fleshing this idea out sufficiently first requires me to get their race and features done. :ermm:
  20. It's only with the hand meshes "inside" the wrist irons NIF? That's odd. But then it'd be a Vanilla game bug, too. Perhaps it's mentioned in the UOP list of fixes (Unofficial Oblivion Patch, something nobody nowadays should be playing without).
  21. Ah, yeah, an oldie. Anti-Aliasing turned on inside the game disables screenshooting. Almost didn't recall that one anymore. :ermm:
  22. A more detailed answer might follow later, after a good night's sleep, but from all I know the morphs you seek should be inside the TRI. TRI files are for the facial expression morphs, EGM files for the shape morphs from CharGen. https://www.nexusmods.com/oblivion/mods/18566 https://cs.elderscrolls.com/index.php?title=Facial_expressions_in_animations What makes you think they aren't inside there? And did you also keep in mind the head consists of multiple co-operating parts (inner mouth, tongue, upper teeth, lower teeth, eyes, etc.), with their very own isolated EGM and TRI files each as well, and not every TRI file having all morphs? And how, if, did you open them anyways? There's still not a lot of support, or means to edit them, after all either.
  23. Looks like a camera issue when things get too close to me from the little I can extract from the one single screenshot you showed. You say it disappears when you disable OR? Then it must be another one of its features, or maybe some camera / distance settings in one of its many INIs isn't quite perfect yet for your tastes.
  24. Yeah, you can use OBMM's Utilities, among them the feature to turn an OMOD into an archive, without using it as your mod manager. Just like many people use only features from Wrye Bash but don't touch its BAIN (Bash Installer, WB's mod manager part).
  25. Sounds like a Scripted Effect "spell" is still having the annoying sound that plays on every "cast". You'll likely need a Script Effect Silencer. There's one coming with most of the famous magic enhancing mods, like Midas Magic or Supreme Magicka. Maybe LAME has one, too? The Unofficial Oblivion Patch should also have one by now. I think? Wrye Bash, I think to recall, has an option in its Bashed Patch to silence Scripted Spells. And if everything else fails, there's also stand-alone solutions like Duke Patrick's Basic Script Effect Silencer for that. Just don't end up using more than 1 at once, as they can also undo each other's effects.
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