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zack1293's Achievements
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I've fiddled around with all of the in game settings. I thought it was something to do with the ini but I've been having all sorts of strange issues since I did a complete re-install. Luckily I've saved all of my mod files in my bash installers folder. Looks like I'll just have to try another clean install. My guess is some essential files are corrupted or something odd like that. Thanks for the reply.
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I have texture size set to small. I tried playing a bit more and the most dramatic crash happened during a new cell load. It seemed like the meshes and textures started unloading themselves after I exited my inventory. First my armor disappeared then gradually the landscape started disappearing starting with the floor. I've put hundreds of hours in without these problems but I left the game alone for a month or so and suddenly this happens.
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I've been getting a strange glitch where the text in menus is blocked and turns into a black box following the general shape of the text. Sometimes the background of the menu is also blacked out. Occasionally my skin texture will also turn black and once I had my armor stop displaying leaving me as a set of floating arms, legs, and head. This happens after removing all mods, I've deleted my ini and let oblivion create a new one. I had Darn UI installed but removed it before regenerating my ini. The glitch occurs after a seemingly random amount of gameplay but I can force it to happen when choosing hair/eyes during character generation. I have also uninstalled an reinstalled oblivion to try and fix it. Any idea what causes this? picture included in spoiler box.
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I've been getting a strange glitch where my first person view changes so my arms are hovering in the upper right section of my screen and my ability to aim and select objects becomes near impossible. The aiming tweak effects third person view too. I've found that if I save and immediately reload it does not fix the glitch but if I exit to the menu and reload first person returns to normal. I know that the camera angle is determined by the skeleton.nif file but I'm using the deadly reflex mod's default skeleton and I never had problems like this before. Thanks in advance for your response or even stopping to read my post. this is a picture of the floating arm glitch http://oblivion.nexusmods.com/images/4868918-1352326795.jpg and this is my load order.
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Trouble with unequip when magicka is 0 script
zack1293 replied to zack1293's topic in Oblivion's Mod troubleshooting
Still doesn't work. I think for now I'm just going to start over and make a ring to equip the items so I can toggle it. -
I'm making a demon transformation mod and so far I have a script that adds the demon form (as clothes) to the player and increases attack damage. I want to make the armor unequip when the player is out of magicka but I can't get the armor to unequip. I'm kind of at a wall and I'm sure it's probably something small I'm overlooking. Any help is greatly appreciated. These are the scripts that I'm using right now. Adding the armor (spell script) scn aademontransform ;adds demon skin to player ref me ref source ref weapon ref magic float weapondamage Begin ScriptEffectStart set magic to getactorvalue magicka set Weapon to player.GetEquippedObject 16 set WeaponDamage to GetAttackDamage Weapon set WeaponDamage to WeaponDamage * 2 SetAttackDamage WeaponDamage Weapon set me to getself set source to castref source.moveto me 0, 0, 0 me.getav magicka me.addspell aademondrain me.additemns aademonskin 1 me.equipitemns aademonskin set WeaponDamage to WeaponDamage * 2 End Removing items (questscript) scn aademontransformend ref me ref weapon float weapondamage begin gamemode set me to player if me.getav magicka==0 me.UnequipItemNS aademonskin me.removeitemns aademonskin 1 me.removespell aademondrain ;drains magicka SetAttackDamage WeaponDamage Weapon endif end
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Activation Node Reference for Spellcasting Help
zack1293 replied to zack1293's topic in Oblivion's Classic Discussion
Working Scripts On cast using hotkey: scriptname flamebreathnodeactivatorscript ;Casts an aoe spell at the caster which calls lighting down in a radius around him. ref me ;holds a reference to the actor who is casting ref source ;holds a reference to the activator Begin ScriptEffectStart ;get a reference to the caster set me to GetSelf me.removespell facefirebreathability source.removespell facefirebreathability ;set the reference to the activator set source to source ;add 200 to the height so it is above the actor source.MoveTo me 0, 0, 0 ;have the activator cast the AOE spell now source.Cast faceflmbreath me End Spell effect after first script: scriptname flamebreathspellscriptspray ref me ;holds a reference to the actor who affected by this spell ref source ;holds a reference to the activator Begin ScriptEffectStart ;get a reference to this actor set me to player ;set source to the activator set source to source ;add 1000 to the height to simulate lightning coming from the sky source.MoveTo me 0, 0, 0 source.addspell facefirebreathability me.addspell facefirebreathability End the actual spell script by xilver modified to include new spell connected to correct reference: scn MidasBreathShootScript ; - - Used for Multiple Breath Spells ref me ref myBall float myz ; initial position vector float xPos float yPos float zPos ; fly vector float dx float dy float dz ; private float ang float xang float yang float zang float x float x2 float sin float cos Begin ScriptEffectStart set me to GetSelf set ang to me.GetAngle z if ang > 180 set ang to (ang)-360 endif set zang to ang set x to ang*0.0174532925 set x2 to x*x set sin to x*(1-(x2/6)*(1-(x2/20)*(1-(x2/42)*(1-(x2/72)*(1-x2/110))))) set cos to 1-0.5*x2*(1-(x2/12)*(1-(x2/30)*(1-(x2/56)*(1-x2/90)))) set dx to 10*sin set dy to 10*cos ; vertical fly vector set ang to me.GetAngle x set xang to ang*cos ; uses settings from Horizontal Vector set yang to -ang*sin set x to -ang*0.0174532925 set x2 to x*x set sin to x*(1-(x2/6)*(1-(x2/20)*(1-(x2/42)*(1-(x2/72)*(1-x2/110))))) set cos to 1-0.5*x2*(1-(x2/12)*(1-(x2/30)*(1-(x2/56)*(1-x2/90)))) set dz to 10*sin ; initial position vector (to add to player coords) set xPos to 5*dx*cos set yPos to 5*dy*cos set zPos to 120-25*(me.IsSneaking)+5*dz set MidasQuest.SpellZoff to 120 if me.isSpellTarget MidasFireBreathSpell set myBall to MidasActivatorFireBreathRef set MidasQuest.StreamSpell to MidasHeatBeamTouchSpell elseif me.isSpellTarget facefireblast set myBall to MidasActivatorFireBreathRef set MidasQuest.StreamSpell to MidasHeatBeamTouchSpell elseif me.isSpellTarget facefirebreathability set myBall to MidasActivatorFireBreathRef set MidasQuest.StreamSpell to facefirebreathabilitydamage elseif me.isSpellTarget MidasFrostBreathSpell set myBall to MidasActivatorFrostBreathRef set MidasQuest.StreamSpell to MidasFreezeRayTouchSpell elseif me.isSpellTarget MidasHolyBreathSpell set myBall to MidasActivatorHolyBreathRef set MidasQuest.StreamSpell to MidasHolyBeamTouchSpell elseif me.isSpellTarget MidasPestilenceSpell set myBall to MidasActivatorBugBreathRef set MidasQuest.StreamSpell to MidasPestilenceTouchSpell elseif me.isSpellTarget MidasPerfumeBreathSpell set myBall to MidasActivatorPerfumeBreathRef set MidasQuest.StreamSpell to MidasPerfumeCalmSpell elseif me.isSpellTarget MidasSmokeBreathSpell set myBall to MidasActivatorSmokeBreathRef set MidasQuest.StreamSpell to MidasSmokeTouchSpell elseif me.isSpellTarget MidasSandBlastSpell set myBall to MidasActivatorSandBlastRef set MidasQuest.StreamSpell to MidasSmokeTouchSpell elseif me.isSpellTarget MidasFireballFrenzySpell set myBall to MidasActivatorFireballFrenzyRef set MidasQuest.SpellZoff to 75 set MidasQuest.StreamSpell to StandardFireDamageTarget1Novice elseif isSpellTarget MidasVulcanSpell set myBall to MidasActivatorVulcanRef Set MidasQuest.StreamSpell to MidasMagmaStreamTouchSpell Set MidasQuest.StreamStartSpell to MidasMagmaTouchSpell endif if myBall != me set MidasQuest.Proj to myBall myBall.SetDestroyed 0 myBall.Activate me 1 myBall.moveto me xpos ypos zpos myBall.SetAngle z zang myBall.SetAngle y yang myBall.SetAngle x xang set myZ to MyBall.Getpos z myBall.Setpos z MyZ endif end Not working: On cast using hotkey: scriptname faceholyfirenodeact ref me ;holds a reference to the actor who is casting ref source ;holds a reference to the activator Begin ScriptEffectStart ;get a reference to the caster set me to GetSelf me.removespell facehfabil source.removespell facehfabil ;set the reference to the activator set source to source ;add 200 to the height so it is above the actor source.MoveTo me 0, 0, 0 ;have the activator cast the AOE spell now source.Cast faceholyfireactivator me source.cast faceholyfireactivator source End Spell effect after first script: scriptname facehfnodecast ref me ;holds a reference to the actor who affected by this spell ref source2 ;holds a reference to the activator Begin ScriptEffectStart ;get a reference to this actor set me to player ;set source2 to the activator set source2 to source2 ;add 1000 to the height to simulate lightning coming from the sky source2.MoveTo me 0, 0, 0 source2.addspell facehfabil me me.addspell facehfabil me End Spell's script by xilver: scn MidasHolyOrbsShootScript ref me ref myBall float timer float myX float myY float myZ float fixZ short doState ; initial position vector float ang float xPos float yPos float zPos Begin ScriptEffectStart set me to GetSelf set ang to me.GetAngle z ; initial position vector (to add to player coords) set zPos to 78-25*(me.IsSneaking) set myBall to MidasActivatorHolyOrbsRef01 set MidasQuest.StreamSpell to MidasDamageHealth64Spell if myBall != me myBall.SetDestroyed 0 myBall.moveto me 0 0 zpos myBall.SetAngle Z ang myBall.Activate me 1 endif end -
I'm trying to make a mod casting spells from a hotkey. I'm using faceshifter's "shouts of the dovakiin" mod and tagging midas spells to the shouts. I've created a functional fire breath shout. The Midas Spells are activated by casting the script effects on the player for most of the spells I'm using. To get the fire breath spell to work I created a script to place an activator node at the player on cast then the script tells the node to cast another spell on the player that adds the fire breath script to the player as an ability. The fire breath ability is removed in the script that summons the node. I've been having problems with getting another effect to work in the same way but as far as I can tell the spells should work the same. When I use the addspell command in game to add the ability the spell activates like it should but when using the hotkey to cast the spell doesn't seem to activate at all. My question is do I need to create another node as a reference? I couldn't see why the same referance couldn't cast a different spell on the player. Is there a way to get some console feedback telling me if one of the scripts isn't working quite right?
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Perfect. Thanks for the links. I know about newegg I'm just new enough to computer building to not know exactly what all of it means haha. I don't think 800 would be too crazy for me I'm just looking for a machine to build on. If 800 will get me skyrim on ultra I'll be more than happy to play on oblivion until then. I played the crap out of both games on xbox and sold the system later for rent because I was bored and found my crappy laptop could play oblivion and a whole new world opened to me. I'll never play a console again. I don't think I can ever accept a game that forces me to accept the small things that bother me instead of giving me the option to rebuild all of it. I mostly play games like skyrim and oblivion. I'm not real into the online shooter type games but I like to play around with most single player games that give me the option to kill anything I want. I'll also be using the computer for modding projects. I'm just now learning about blender and the like so I don't really NEED the computer to be geared toward that but I'm sure if I skimp on the build's ability to handle that I'll hate myself for it later. All of these links are great thanks to everyone. Buying a already built gaming computer is just tossing money at a halfassed machine from everything I hear and figuring out what to buy can be so hard to dive in to.
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Perfect. Thanks for the links. I know about newegg I'm just new enough to computer building to not know exactly what all of it means haha. I don't think 800 would be too crazy for me I'm just looking for a machine to build on. If 800 will get me skyrim on ultra I'll be more than happy to play on oblivion until then. I played the crap out of both games on xbox and sold the system later for rent because I was bored and found my crappy laptop could play oblivion and a whole new world opened to me. I'll never play a console again. I don't think I can ever accept a game that forces me to accept the small things that bother me instead of giving me the option to rebuild all of it.
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I don't really have a precise budget I'm really looking for a ballpark goal to save toward so 600 seems like a perfect mark. I have a crappy monitor and the like to start and I'll just get new toys as the money becomes available. By my understanding the motherboard would be the only part I'd run into trouble when it comes to upgrading. I would rather spend 400 dollars on the motherboard alone as long as it means that later on I can get myself better hardware.
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I've been playing oblivion at 10 fps on my old laptop and had a blast with that. Even with the settings on low and low poly mesh replacers and such I have tons of fun with the game. I've decided to start planning to build a gaming pc to play skyrim. I had so much fun on the xbox and after seeing the difference in pc oblivion and xbox oblivion I don't think I'll live without pc skyrim. I've found plenty of guides to buying parts for a decent-fantastic machine anywhere from 400 to 5000 dollars. I would like to spend closer to the 400 mark to start with a pc that won't struggle with skyrim on medium (preferably with texture replacers and the like) but it doesn't need to be fantastic, then upgrade as I get the money. I would appreciate it if someone could tell me what parts I would need to drop more cash on to start for the most upgrading potential or point me to some guides that would help me figure it out myself. Most guides I found were very general. I know what most parts of a gaming computer do but I'm fairly clueless when it comes to telling what the difference between all of these newfangled graphics cards things do. Thanks in any advance for answers and help.
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I'm making a mod combining Shouts of the Dovakiin by Faceshifter and Midas Magic by Xilver. I have a couple working shouts using Xilver's spells, specifically a working fire breath and lightning storm shout, and I would like to share it on nexus. I have contacted both authors and Faceshifter has given the go-ahead on using his mod but I have not heard from Xilver. I was wondering if there may be a place where he might have posted permissions for the Midas Spells resources. I've seen people post mods with the "I will remove this if the original author disapproves of the use of his scripts/spells/everything else" but this seems to be against Nexus rules and I'd prefer to be able to use the site.
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Unplayable Crashing in Exterior Cells
zack1293 replied to Ares1's topic in Oblivion's Mod troubleshooting
I actually got in the bad habit of doing just that and forgot to make a normal esc save style save on a character and 6 hours in oblivion crashed while quicksaving and my auto save was also corrupted. I've learned my lesson :P I wouldn't blame bethesda for oblivion being shakey like it is. Just learning a little about scripting and modding in general has given me a whole new appreciation for how much work they must have put in just to make such huge games and the fact that they give us computer players tools like the construction set and geck is beyond awesome. I can't imagine taking on the project of bug testing such a huge process. If testing a new quest mod takes work testing the whole game must be hell. -
Construction set crash with obse
zack1293 replied to zack1293's topic in Oblivion's Mod troubleshooting
I had the construction set extender installed also. I'm not sure if it's related but I just tried to launch it again and now it works after uninstalling and reinstalling all python components because bashmon wasn't working. I'm not sure if the construction set with obse uses python but it works now :P Edit: Now the cs launches and loads plugins but the scripts window closes immediately after opening. I'm going to remove all files from the construction set extender and try installing them again. update. Just kidding. I feel dumb for it but I just wasn't used to the way the extender opens the window and didn't see it. Thanks for your reply!