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Guinefort1

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Everything posted by Guinefort1

  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?)
  16. My mod Expanded Weaponry also includes the orcish weapons from that same mod.
  17. The first is a model replacer. The second is a texture-replacer that makes the vanilla models look sharper. The choice depends on whether you like the vanilla version better or want new models entirely.
  18. 1. Are these loose meshes and textures from mods, or are they vanilla assets? 2. I don't know of any program that will do such a thing. 3. Since manually re-pathing ~20,000 .nif files is clearly a ridiculous task, my best suggestion is to wither bite the bullet and just cope with the delays. 4. Assuming these are mods we are talking about, would reinstalling the mods and leaving the BSAs intact, rather than extracting them, help?
  19. I tried it myself, and I checked the UESP for guidance. According to that WIki, Aela's shield doesn't have an unique entry in the CS, so I've no clue how you would replace it without altering the quest itself.
  20. Hi, This is long and meandering, so I'll summarize as best as I can: Started a new play through (let's call it 2), and got about 85% through the game, and crashing issues start up around Windhelm spontaneously (and the crash-zones spread to the point that I couldn't past travel to almost any part of that Hold). This rendered 2 basically unusable, despite the rest of the game working without a hitch. These crashing issues also would apply retro-actively, occurring in earlier saves that worked fine before. An uninstall and reinstall did nothing. Started an experimental play through (called 3), to see if this was mod-dependent. Windhelm was working just fine, despite the same load-order (demonstrating that this is probably not a mod-issue in of itself). Things went pretty smoothly for like, 50 hours. Then just yesterday, the game started CTDing whenever I saved, whether it was a manual save or entering a door (this also applies retroactively to previous saves). Uninstall and reinstall did nothing. Now 3 is effectively unplayable. Started another-nother new game (called 4), to see if the save-crashing carried over to a new game (and it didn't, 4 saves just fine). Like seriously, I don't have a problem with just starting a new game, but if my play throughs keep glitching out and rendering themselves unplayable, then what is even the point? Any feedback would be helpful.
  21. *I have been summoned* From the sound of things, it looks like you did all that you need to do. I know that it sounds too easy. I still get nervous when making alterations to mods that I didn't build myself. One thing though, did you remove the exterior reference markers by manual deletion in the CS (that's what it sounds like...)? If so, I suggest checking in TES4Edit to make sure their completely purged (removing reference markers may not be complete if done in the CS only).
  22. Did you uninstall the mod? Unless there is something wrong with the mod itself, then the powers listed on the page shouldn't disappear. I haven't been able to find any evidence of a console ID listed in the CS that you could use to console-command the spell back in. If you have the CS, you could alter the mod so that the power/spell you want is bestowed by a doomstone or sold by an NPC. More complicated that just cracking open the console maybe, but it seems like the most viable way to me. Best of luck.
  23. Thanks for the suggestion. Selecting "must reach location" *seems* to have cleared the problem up.
  24. Hi all, Some of the custom AI in my latest mod has been glitching out, and I haven't the faintest clue of how to fix it. The characters, rather than proceed to their appointed spots inside the forts, get "stuck" near the entrance and circle around each other indefinitely. I've already tried adding more path-grid points in case they were getting "stuck" behind each other, but that hasn't helped. Any ideas? Sorry about the lack of pics on my end, the attach files feature won't let me upload anything. :confused: The first pic shown in the link, provided by to me by a user, shows the "crowding" effect I'm talking about: http://imgur.com/a/gwfRf
  25. This video covers mod installation using Wrye Bash: https://www.youtube.com/watch?v=tXM0b5mGb4I
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