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Everything posted by chambcra
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I guess it's not as many as I thought. Maybe they could be fixed. I might look into it as soon as I get my more pressing problems fixed. I actually did fix one error accidentally when I was working on why the map addon mod wasn't working. Thanks Referenced object list on Script (00000000) '' is corrupt. Expected 4 objects, found 3. Errors were encountered during InitItem for result script on quest stage 160, quest 'ODDDesertNekroQuest' (01054BF1) See Warnings file for more information. Referenced object list on Script (00000000) '' is corrupt. Expected 15 objects, found 14. Errors were encountered during InitItem for result script on quest stage 170, quest 'ODDDesertNekroQuest' (01054BF1) See Warnings file for more information. Referenced object list on Script (0106E78E) 'ODDDesertNek01FeuerschaleAScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106E799) 'ODDDesertNek01FeuerschaleBScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106E7A0) 'ODDDesertNek02FeuerschaleAScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106F0A1) 'ODDDesertNek02FeuerschaleBScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106F0A5) 'ODDDesertNek02FeuerschaleCScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106F0A8) 'ODDDesertNek02FeuerschaleDScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106F0AE) 'ODDDesertNek02FeuerschaleEScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106F0B2) 'ODDDesertNek02FeuerschaleFScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106F0B6) 'ODDDesertNek02FeuerschaleGScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106F840) 'ODDDesertNek03FeuerschaleAScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106F844) 'ODDDesertNek03FeuerschaleBScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106F848) 'ODDDesertNek03FeuerschaleCScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106F84C) 'ODDDesertNek03FeuerschaleDScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106F850) 'ODDDesertNek03FeuerschaleEScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106F854) 'ODDDesertNek04FeuerschaleAScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106F858) 'ODDDesertNek04FeuerschaleBScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106F860) 'ODDDesertNek05FeuerschaleAScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106F85C) 'ODDDesertNek05FeuerschaleBScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106F864) 'ODDDesertNek06FeuerschaleAScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106F868) 'ODDDesertNek06FeuerschaleBScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106F86C) 'ODDDesertNek06FeuerschaleCScript' is corrupt. Expected 6 objects, found 5. Referenced object list on Script (0106F870) 'ODDDesertNek07FeuerschaleAScript' is corrupt. Expected 6 objects, found 5.
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Process::InstallHook: waiting for thread = WAIT_TIMEOUT Couldn't inject dll. It used to work fine on this computer until one day it didn't. I see there has been a variety of symptoms for this and for me it never works the first try after the computer powers up and always works the second try. I see that before the first try rundll32.exe is not running and after the first try rundll32.exe is running. Maybe that's why it always works the 2nd try. I know on my other computer rundll32.exe is not running and obse starts 1st try. The only thing I can think of is malwarebytes installed a new version but I can't say the problem started right after. It's just the only thing I can think of. I added the exclusion to malwarebytes and no help. Someone had fix by disabling their anti-virus. I'm stuck at the moment. Thanks
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Thanks for the reply. That would be a good idea if I could do it. There are hundreds of errors that seemingly don't cause trouble in the game. It seems like all large mods have some errors. Even Vilja has errors and if Emma and CDCooley have left those errors then I thought that's just part of Oblivion.
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It's so rare that I ever look at a single error. Almost always I hit the "Yes to all" button so I may as well turn it off if I can. "Order of the Dragon" EV is so difficult I load the CS every time before I start the game. I have to kill 5 min. before the 1st error and then "yes to all" and then I have another 5 min. to kill. It would be nice if I didn't have to attend the loading. Thanks
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Thanks Drake. That explains a few things. You're right that SI was previously installed and I only thought I uninstalled it by removing the esp/bsa. Before I installed SI, I backed up the entire Bethesda folder and I see oblivion.esm is about 30 mb smaller before installing SI. My save 15 was made on a different computer ten years ago and I thought I hadn't installed SI until I had completed everything in the base oblivion but now I don't really know. It seems to me like that island was not there the whole time I was playing oblivion so save 15 would be prior to SI installed. I know Markov manor has nothing to do with it because save 15 will produce the mysterious door popup no matter what. Is it possible all I have to do is revert back to the prior SI oblivion.esm? Either way you've saved me a lot of misery. I would have never figured this out. The next thing I would have tried is to start a new game and it sounds like the same thing would happen. Okay, so that did the trick and I'm good to go with my save 15, I think. If you hadn't explained that to me I would have started a new game and been quite dismayed when SI started.
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I'll try to start with the short version. I'm working on a new computer with a fairly fresh bare bones oblivion install. There is no DLC and only 5 very small mods and Vilja installed. I'm starting from my original Save 15 when I exited the sewers. I'm working on getting a very compact save game to use when starting large quest mods. I tried a mod called Markov Manor and you're supposed to sleep a couple times to start it and when I do the message about the strange door in the Niben bay pops up and I think it's the Markov Manor and I go to the map marker and there are about 30 wtf signs and the quest is SE01Door stage 10. So, I think it's a bug in Markov Manor and the first thing I do is look in the CS and all the Shivering Isles quests are in there without it being installed. Is that right?
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I modified Zira's horse stable to add a teleport and summon spell to my horse and that works fine. Now I've made my own horse mod with only my own horse and it all seems to be working fine except for the damnedest thing that has me stumped. Here is the script I added to Zira's that works: scn SummonLucyScript Begin ScriptEffectStart ziranh661.moveto player, 200, 0, 0 End Begin ScriptEffectFinish End Here is the script that I want to add to my horse mod and it will not compile: scn 1ccSummonLucyScript Begin ScriptEffectStart 1ccLucyRef.moveto player, 200, 0, 0 End Begin ScriptEffectFinish End I get the error 'Script command "1ccLucyRef.moveto" not found' The only difference between the two is the script name and the reference name. How is it possible that "ziranh661.moveto" is okay and "1ccLucyRef.moveto" is not?
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Flying on the Dragons with the Companion is now possible.
chambcra replied to kilos's topic in Oblivion's Discussion
That's great news kilos! Do you think I might be able to add this feature to my companion Vilja with a little guidance? I've been wanting this very thing ever since I played the "A Brave Old World" mod. I took a brief look at trying to do this myself long ago and gave up pretty quickly. -
For years been I've trying to find why some mods will not work with a bsa file and will only work with all the loose files. I have found a bug in Obmm that has been the culprit for me several times now. If any of these special characters (à å ä ç Ä é è í í ò) are in the data structure, Obmm will create a bsa file but it won't work in the game and the Obmm bsa browser utility will not be able to open it either. That's a good way to test your bsa, after creating, see if you can browse it. I've gone back to BsaCommander.
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EARTH-THE PLANET OF THE GODS www.nexusmods.com/oblivion/mods/45869/ This is a great new quest mod for English speakers. It has recently been translated to English from Italian by the author. It is a huge masterpiece and quite a treat this late in the game to get something new like this which is the best quest mod I've played by far. Just make sure you the obse plugin SoundCommands. www.nexusmods.com/oblivion/mods/16288 It's the best Oblivion mod on the Nexus in my opinion. If you like just a single one of the following then this is a mod for you: 1) Super long. It took me 4 months or ~500 hours. 2) Tons of incredible dungeons. 3) Tons of new architecture and animations. 4) Tons of new world spaces. 5) A great story that makes every part of the adventure exciting. 6) A unique conversation system that has the player actually talking to people with lip sync and everything. 7) A great companion you get attached to from the start. 8) Tons of great puzzles and enigmas. 9) Tons of formidable enemies. 10) Besides all that, Kilos is still with us is case anyone has trouble with a particular enigma.
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English translation of "EARTH THE PLANET OF THE GODS"
chambcra replied to kilos's topic in Oblivion's Discussion
Thanks again kilos for your hard work and for letting me know you're finished. I'm excited to get started and maybe find the answer to my mystery. -
English translation of "EARTH THE PLANET OF THE GODS"
chambcra replied to kilos's topic in Oblivion's Discussion
"PS: I do not think this mod has already been translated into English by someone. If you had to have more information, I beg you to inform me, thanks." If I figure it out I'll let you know but right now I have no idea. I never endorse mods that I haven't played so maybe I just walked around and looked at the scenery. That doesn't seem likely though and the pictures don't ring any bells. Maybe it will come back the 2nd time through. -
English translation of "EARTH THE PLANET OF THE GODS"
chambcra replied to kilos's topic in Oblivion's Discussion
Thank you for the hard work and dedication. I'm wondering if an unsatisfactory English version was available at one time. I can't figure out why this is on my list of completed quest mods and I also endorsed it. I'm sure a lot of people will enjoy it. It looks like my favorite kind of quest mod. -
English translation of "EARTH THE PLANET OF THE GODS"
chambcra replied to kilos's topic in Oblivion's Discussion
I appreciate you're hard work on this. I'm keeping my fingers crossed. I think you probably know about the "Egg Translator" but just in case, Walker in Shadows has translated quite a few mods and it sounds like this Egg Translator does most of the grunt work. I've played quite a few and they've all been very well done (maybe just a few grammatical errors that don't hurt a thing). I've turned on TRACKING but I don't think that has ever worked for me. Thanks Edit: oops. I see Italian is the only major language it doesn't do. -
Thanks. I've been doing that and also the getstage command and the quest was at stage 30 before and after the wall crumbled. I was just trying to find out why it didn't advance to stage 40 as it should have. Do you know of anything to add to my list of possible ways to advance a quest? scripts infos activator objects trigger zones
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Thanks Oblivionaddicted for the reply. I'm addicted as well because of companion Vilja (that gal is just too cool to say goodbye to). I'll have to think some more about what you said. It's getting a little late here but briefly in the CS, in the stages tab, stage 40 says "when I pressed the switch . . . the wall crumbled and I can proceed further". I hit the switch and the wall crumbled but I didn't get the advance to stage 40 message. When I manually advanced the stage I got the message. I couldn't see where it was attached to the switch but maybe it was part of the crumbling wall routine. I finally finished this mod (with much use of the CS) since my post so this particular case is no big deal but I'm hoping to build a list of all possible ways to advance a quest for future reference. I'll be continuing my studies possibly forever. So far I have: scripts infos activator objects trigger zones Thanks
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That may be asking a lot (I'd still like to see it if it's out there or if someone knows off the top of their head) so here's something more specific. If type into the "find text" box "setstage LegendKorQuest7 40" and nothing is found in any of the tabs does that mean it's missing in the mod, and a bug, or is there a way to do it other than the setstage command? My example is the actual problem I'm working on in the (DC)The Legend of San Kor.esp. The "find text" function finds it if it's in a script or an info, I think reliably, but I think I have stumbled onto one or two other ways to advance a quest but I can't remember what they were. Thanks
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I have my new object (fish) in the game but I can't pick it up. I've tried to copy everything exactly the same as the Magic Crystal Ball from the Red Rose Manor, which can be picked up and dropped, and I can't find my mistake. They are both the same type which is Items / Misc Item. They are both on the exact same page in the CS. All of the tabs in the picture are exactly the same. The only difference is I have a reference editor ID. For me the fish was placed in the game but it was invisible until I filled that field in. Surely there isn't a bit that needs to be set in the NIF or is there. You could save an old guy from insanity. Thanks http://chambcra.freeshell.org/NewObject.jpg
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A really strange thing happened with newer Nifscope?
chambcra replied to chambcra's topic in Oblivion's Mod troubleshooting
I believe I was correct. It must set a path somewhere. All I had to do was move the 1.2.0 folder and then run the old version and I'm back where I started