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Guinefort1

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    Oblivion, Morrowind, DCUO
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  1. Thanks for the advice! I switched the locking routine to a different NPC (one who wasn't traveling between interior cells) and checked the once-per-day and must-complete boxes for the subroutine. That has done the trick in my tests.
  2. Hi everyone, I've run into a problem with my latest project getting the NPC AI to lock and open the doors properly. Which is extra weird since I got that to work without a hitch in my most recent release. Anyway, here is the problem: - The AI is supposed to lock the doors at night and open in the morning, which is seems to obey during the first day, but waiting through the 24 day cycle and into the next morning, the assigned NPC is not unlocking the door like they are supposed to, it just says locked - I have ensured that the details are assigned correctly (the door is assigned a key, the NPC has the key, the NPC AI says to lock/ unlock the door at the beginning/end of a certain routine, the door ownership is assigned to the character doing the locking/unlocking) - The only thing I can think of is that this mod contains multiple cells within the house, so the NPC may not even be in the same cell as the door they are supposed to be locking at the relevant time. I never encountered this problem with my previous mod, since the interior was a single cell. Maybe this is causing it? Any help would be appreciated.
  3. Hi, I'm trying to produce a lore-friendly race mod and am having trouble getting the voice to work. Specifically: - I am trying to make a cameo character with a custom race set to non-playable - If I set it the voice of a playable race (i.e. Imperial), the NPC will give the I HAVE NO GREETING error It would seem that races have to be playable to make use of a voice assigned to a playable race. Setting the voice to another unplayable race (Dremora, Dark Seducers, or Golden Saints) should do the trick, but that hasn't worked either. Only by setting the custom race to playable does the voice work. Am I missing something? I want to include this race for an NPC cameo, but the race isn't suitable for player characters, and I don't know how to proceed.
  4. Scripting is well outside of my expertise, but maybe look at this on the CS wiki: https://cs.elderscrolls.com/index.php?title=OnEquip Best of luck.
  5. Are you on Windows 10? Vista? Apparently Windows 10/Vista and the CS don't play nicely. Does your version of the CS match the version of the game (you need CS 1.2 to go with Oblivion 1.2)? Have you tried reinstalling?
  6. Are the chests set as permanent references? I've found that in order to move permanent references (doors being my main experience), you have to disable them as references, move them, reset them as references, and, since these are merchant chests, then reconnect the merchant to that chest.
  7. I've found that you have to do the following to change a door position: - disable the door as a permanent reference - move the door mesh to the desired location - reset the door as a permanent reference and re-link the door to its partner on the other side
  8. I'm going to assume that you have access to the construction set and are already familiar with the basics. Based on my own look into it, the easiest way is to just make use of what the game itself already offers for light-enchanted items. Weapons can be given a light enchantment, but that only works on the enemy target, only activates on strike, and drains charge. I have no idea how to make a light enchantment that sticks to the player on strike, at any rate. I suggest using the CS to custom-place a light-enchanted piece of jewelry or clothing in the open world. Those don't run out of enchantment juice.
  9. You might find this thread useful: https://steamcommunity.com/app/22330/discussions/0/610573009234205891/ Apparently OBSE problems with Steam Oblivion are pretty common.
  10. Based on the screenshot you provided, you already have another mod active in the construction set (Shadow_Crest_COBL). If you makde your clone horse while that mod is activated and save it, the your horse is now part of the Shadow Crest COBL mod, and not a new plugin. Also, you can toggle the horse running in the vanilla game using the same button to toggle running while on foot )you'd have to look up Oblivion;s control scheme to verify, but I think caps lock is the default running toggle).
  11. I managed to solve the problem. It was a modding issue, not a software or hardware problem like I had originally thought. Thank you to the people to who took the time to read the original post.
  12. I've been noticing a problem with my installation of Oblivion onto my new(er) laptop. Vanilla NPCs keep spawning onto the roads and are often completely missing from their proper towns. On the roads, I run across them getting murdered by bandits/monsters. Further, because NPCs often aren't where they are supposed to be, it means their businesses are likewise inaccessible. Whatever is causing will soon cost me the ability to play the game, since the effects will stack up and kill off ever more merchants and quest characters. Just using console commands to enable/resurrect everyone isn't working either, since that doesn't fix why they are spawning on the roads to begin with, they will just appear on the roads to get slaughtered all over again, and that won't make them obey their schedules. Any advice on this would be greatly appreciated.
  13. Maybe try Enhanced Genetics Overhaul? (https://www.nexusmods.com/oblivion/mods/46984?tab=description)
  14. You can convert OMODs into regular-style plugins, but that still requires OBMM.
  15. Concerning your need to uninstall the OMOD manually, do you know if it was active when you deleted it? If it was active when you deleted the OMOD, it may have left some residue files (What kinds of OMODs are you using? Meshes and textures? Plugins? Scripts?)
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