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XJDHDR

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  1. The Elder Scrolls Fandom wiki says the following about that soul gem, "However, the presence of the Colossal Black Soul Gem in the Hero's possession negates this effect." Their page on Mannimarco says pretty much the same. However, my investigation above indicates that this is completely wrong. I did see that others seem to have realised the same thing I did. Under the Bugs section for the UESP page, it says: "The Colossal Black Soul Gem given to you by Traven sometimes will not disappear or let you drop it after the quest is completed. Technically you don't need the gem. You can just leave it on Traven's corpse, ..." This could be an interesting idea for a mod. Add some sort of consequence for not taking the gem. As for the guild questlines, I think the biggest problem is that being at the head of an organisation inherently conflicts with the theme of the PC being a lone adventurer with flexible goals, common to TES games. Thus, the guild questlines are basically forced to end in ways that don't trample on this theme. As a result, the FG and MG end with you head of an organisation and then you immediately delegate all of your responsibilities to your second-in-command. Same thing with the DB, though arguably the organisation's structure justifies the Listener's lack of responsibilities. I feel that that TG has the best ending and aftermath of the 4 in this regard. I wouldn't regard it's ending as an anti-climax, being the Grey Fox is a leadership role that I think most closely matches the game's theme and the organisation itself isn't really an organisation that the lack of responsibilities is noticeable. Can't remark on the script for any of the DLC as I have yet to play any of them.
  2. I've been wondering for a while what exactly this gem does and I haven't been able to find any definitive answers. For context, during the final quest for the Mages Guild, Hannibal Traven kills himself and fills this gem with his soul in the process. He says that, "With this gem in your possession, you will be impervious to his attempts to enthrall you." Of course, it is entirely possible to head off to Echo Cave and confront Mannimarco without taking that gem. Presumably, something bad happens if you don't. However, I can't find any evidence that this soul gem has any effect whatsoever on the quest. I opened the Construction Set and looked around. The soul gem itself (MG17MiscBlackSoulGemFilled) is just a miscellaneous item without any script attached. So it would only have an effect if something in the game checks if the player has it during the confrontation. I then opened the "Use Info" report for MG17MiscBlackSoulGemFilled and it reported that it is only used by two other references in the game: The TestQAClutter container: A copy of this soul gem is inside this chest. The chest is only found in one of the testing cells and so is irrelevant.The HannibalTravenScript: This script is attached to Hannibal Traven. The only thing related to this soul gem the script does is add a copy of it to Traven's inventory just before he kills himself.Finally, I tried looking at Mannimarco himself to see if there is something there that would be affected by the gem. I found that when you approach him, he is scripted to cast the spell MG18MannimarcoImmobilize at you. If it hits, the spell disables the player's controls and Mannimarco starts talking to you. Once he is done talking, he then casts his Enthrall spell (MG18MannimarcoEnthrall) at you. The thing is that all the Enthrall spell does is re-enable the player's controls and triggers Mannimarco to fight you. There is absolutely nothing in that spell's script which takes the soul gem into account. I don't see anything on the Staff of Worms which would be affected by that gem if Mannimarco happens to try use it during the fight. None of the other spells he has are affected either; they are just ordinary spells that other NPCs can also have. So as far as I'm concerned, there is no point whatsoever in grabbing that soul gem before you leave as it has no effect on the game at all. If anyone else has any insight or knows anything that I missed, please do say something. On a side note, I also found and was amused by the fact that the Immobilize and Enthrall spells are both marked as hostile and don't have the "Disallow Spell Absorb/Reflect" checkbox ticked. This means that any amount of Spell Absorption, Reflect Spell or Resistance to Magicka has a chance of making those spells not work. The latest Unofficial Oblivion Patch also doesn't fix these oversights.
  3. I can't check this until I'm back in front of my PC this evening but I'm sceptical that this would help. The data I'm looking for above (models and textures used by a race's body and face) is stored on the Race records, not NPC and I don't think an NPC's FaceGen data contains this info. I also can't find any OBSE functions that can fetch an NPC's FaceGen data either. But thanks anyway.
  4. Does anyone know if there is a way for a script to read any of the data in the two pictures below (it's a race's body textures and face models and textures). What I am trying to do is get the contents of these entries into string variables that I can then feed into Blockhead to override an NPC's body and head data. However, I looked around and haven't been able to find any functions that do this, even in OBSE and Blockhead. The closest I found was the GetModelPath and GetTexturePath functions, which look like they were designed for more simple records that have only one model and texture.
  5. You should have read through the thread before commenting. Tannin and Dark0ne have already stated that they have no plans to port Vortex to Linux: Vortex is open-source so by all means, get out your programming tools and make it happen.
  6. Funny story, LogicDragon replied to my PM earlier today and managed to solve the problem. Basically, EC's source code is incompatible with OBSE v21's source code. To compile the former, I had to use the source for v20 instead.
  7. I recently made a small change to the source code for Enhanced Camera and I'm now trying to compile it. Unfortunately, I am having some trouble doing so that I can't figure out. I would greatly appreciate it if someone can help. What I did was that I downloaded the EC source and extracted it into a folder in the same place as the OBSE v21 source (I ended up with a folder that contained the "common", "obse" and "obse_plugin_example" folders from the OBSE src folder and a folder named "ec" that contained the source code for Enhanced Camera). I then opened Visual C++ 2008 Express and loaded the EC project into it by opening "OBSE_EnhancedCamera.sln". I then attempted to build EC but the compiler spat out a long list of errors (around 950) in the OBSE source (most in the Utilities header file). I have included that build log in this pastebin. I also tried the same with the 2010 Visual C++ Express version but it gave the same errors. I did try asking LogicDragon for help a week ago but he hasn't read my PM yet. I think he must be busy with other things (which is understandable). Can anyone help me figure this out? I think my main question is why Visual Studio has a problem with OBSE's source code? Also, I'm sorry if these question seem basic: I have very little experience with C++ programming.
  8. Thanks! At the risk of stating the obvious, I think the best place to start would be implementing tables on this forum first. They don't work here either, as you can see from my post above where the tags don't do anything. For the forums, does it's software not have any table handling implemented? Is this functionality disabled but present? Or does one have to get an addon or something to make it work?
  9. Is there really no interest in this? Edit: [table] [tr] [th]Testing[/th] [th]123[/th] [/tr] [tr] [td]Testing 2[/td] [td]456[/td] [/tr] [/table]
  10. Sorry for the late reply but thanks. I did some more research and you seem to be correct. I could not find functions for even half of the things I would need to do using Morrowind Script, even with MWSE functions added in. I briefly looked through MWSE-Lua and it seems to have at least most of the functions and events I need. The problem is that I have no experience with Lua. As for OpenMW, since it only supports Vanilla Morrowind scripting right now, it seems compatibility won't be possible. I heard they want to add Lua scripting to the engine though. I guess I will just have to shelve compatibility until then.
  11. The various "EquipItem" commands have a second parameter which blocks unequipping that item if that parameter is 1. I want to know how I can figure out if an item the player is wearing has had that block applied. The only thing I've found so far is this note on the CS Wiki's pages for the various EquipItem commands: This is the script I currently have to try detect this (lines 22 - 31 are the ones where I'm trying to test): ScriptName XjPostLoadGameEventFunctionScript Short bUnusedGameLoadedSuccessfully ; We already filtered our event to only run on successful loads Array_Var arrEquippedItemArray Long lCurrentEquippedItemSlotMask Ref rCurrentRefreshTarget Ref rZero Short bNoUnequipItemFlagSet Begin _Function{bUnusedGameLoadedSuccessfully} ; Compiler override needs to be enabled. "0" in rZero is treated as literal filter otherwise instead of ignored. Let rZero := 0 ; Need to assign 0 to ref variable. Script doesn't compile otherwise: https://forums.nexusmods.com/index.php?/topic/1031654-blockhead/page-103#entry73732678 ' RegisterEquipmentOverrideHandler XjEquipmentManagementScript rZero rZero CustomRace rZero ; Add code to re-equip everything the player is wearing PlayerRef.AddItemNS XjTestNoUnequipFlagItem 1 ForEach arrEquippedItemArray <- PlayerRef.GetEquippedItems Let rCurrentRefreshTarget := arrEquippedItemArray->value Let lCurrentEquippedItemSlotMask := GetBipedSlotMask rCurrentRefreshTarget SetBipedSlotMask lCurrentEquippedItemSlotMask XjTestNoUnequipFlagItem PlayerRef.EquipItem XjTestNoUnequipFlagItem If PlayerRef.GetEquipmentSlotMask lCurrentEquippedItemSlotMask == rCurrentRefreshTarget Let bNoUnequipItemFlagSet := 1 PlayerRef.UnequipItemSilent rCurrentRefreshTarget Else Let bNoUnequipItemFlagSet := 0 PlayerRef.UnequipItemSilent XjTestNoUnequipFlagItem EndIf If XjInitQuest.bDontRunEquipItemBlock == 0 PlayerRef.EquipItem2NS rCurrentRefreshTarget bNoUnequipItemFlagSet Else PlayerRef.EquipItemSilent rCurrentRefreshTarget bNoUnequipItemFlagSet EndIf Loop Let arrEquippedItemArray := ar_Null PlayerRef.RemoveItemNS XjTestNoUnequipFlagItem 1 End This script doesn't work, however. When I load my test save, all the items I have equipped had the "no unequip" flag enabled. This means that bNoUnequipItemFlagSet was set to 1, which means that rCurrentRefreshTarget was still equipped after I equipped XjTestNoUnequipFlagItem. And no, the test save character was not wearing anything that was force equipped.
  12. I just want to quote the officially recommended way of getting MO2 to load OBSE from here: https://github.com/ModOrganizer2/modorganizer/wiki/Running-Oblivion-OBSE-with-MO2 The problem with setting the load mechanism to "Script Extender" is that you won't be able to use MO to manage script extender plugins and will have to do so manually.
  13. I just want to throw in a suggestion that Nexus Mods implements tables in BBCode. From what I've read, the tags do exist: https://www.bbcode.org/examples/?id=14 How feasible would it be to add these tags to NM and is there interest in doing so? I can think of a few ways I can improve some of my mods' descriptions if I could add tables.
  14. Tannin and Dark0ne have already stated that they have no plans to port Vortex to Linux. You should have read through the thread. Vortex is open-source so by all means, get out your programming tools and make it happen.
  15. I'm sorry but there are numerous problems with your suggested scripts. First, for your "detect enemies" script: I am not trying to find out if a specific creature is nearby. I'm trying to find out if anything hostile is nearby.The documentation for GetDistance says that it gets the distance from the first instance of that object. If I'm reading things right, it will only work for the first Rat that Bethesda placed in the game world, not for other instances of Rats or Rats that were added through game logic (e.g. scripts or levelled lists).It is entirely possible to create creatures that are not hostile. For example, there are both hostile and friendly Guar in the game. If I figure out that there is a Guar nearby, how do I tell if it is hostile?I would have to add such a check for every creature in the game that could be hostile to the script. This is very expensive and is incompatible with any mod added creatures.I would also have to add a similar wall of scripting for hostile NPCs. And it would have the same problems as above. As for the "detect a place" script: I'm trying to figure out if the player is currently in any location where resting is illegal, not if they are simply in a particular location (i.e. does the player's current cell have the "sleep forbidden" flag ticked?)I would have to add such a check for every cell in the game that could be flagged as 'sleep forbidden'. This is very expensive and is incompatible with any mod added cells. On a side note, I found the "ShowRestMenu" command. While it's not exactly what I'm looking for, this could be a solution if I can't force the player to rest with scripts - I could keep opening the rest menu until the player rests a desired length of time.
  16. I recently had an idea for a mod I want to create for Morrowind. I just want to know if there is a way of doing any of the following: Force the player to rest/wait for a length of time.Detect if there are any enemies nearbyDetect if the player is currently in a location where resting is not allowed. I would ideally like to do this without MWSE so that my mod can be compatible with OpenMW but it's not a disaster this can't be done.
  17. Tannin and Dark0ne have already stated that they have no plans to port Vortex to Linux. You should have read through the thread. Vortex is open-source so by all means, get out your programming tools and make it happen.
  18. They are looking at modern trends. Your personal experience simply isn't statistically relevant. The Steam survey I posted previously still shows that less than 1% of Steam users use Linux. This is true regardless of whether or not all the dozen or so people you know use it. If someone comes along and says that none of the people they know use Linux, would that refute your post?
  19. That's the definition of a Debbie Downer. Logic always applies. First, what negative things are you talking about to begin with? Are you referring to the Steam surveys and my direct interpretation of them? Also, these negative things would be in my comments so how can you not be saying anything about them by mitigating their contents? The question is not whether they work. The question is whether your suggestion that there may be proportionally more Linux users here on Nexus Mods than Steam is true or at least has some basis. Okay, let me explain this to you. To legally install and play these games, you need to install Steam. Every month, Valve selects a random pool of their users and has Steam perform a survey of their PC and collect various attributes of that PC, including the OS. These data collections are then tallied up and tabulated in their monthly survey. Because those Steam dependant games are the main modding targets for this website, this means that the majority of NM users are in that survey. And this goes back to your hypothesis that there are proportionally more Linux users here on Nexus Mods than Steam. If you are playing or modding these games on Linux, your contribution towards the Linux market share in that survey is already accounted for and thus, what is the basis for suggesting that there are more Linux users hidden here? The only way you can avoid this survey with those games is by bypassing the Steam requirement by pirating the game. Hence my remark about Linux pirates. I never equated Linux gaming with piracy and so, unfortunately, that is another Straw Man Argument. Context is the key. I said this in association with Valve's survey (that you were responding to) which show trends in the numbers of people using Linux. A handful of people that fit the profile is not going to make a dent in those numbers. Furthermore, forum posts and comments are a very biased and limited source of data. It is virtually impossible to draw any meaningful conclusions from sources like those. That video is specifically about switching to Linux for gaming so of course it is going to attract a disproportionately large amount of commentary along those lines. Furthermore, most of the comments there are not people thinking of switching but people who are already using Linux. So wait, am I only allowed to post here if I have a high enough ranking membership in the Linux Club? If so, what rank exactly do you need? Also, what makes you think that I'm not interested in Vortex on Linux? I OTOH love them. I have found them the most efficient and fastest way of navigating through you directory history. They also work very well in games. So much so that I bought the Logitech G700s for even more buttons. It looks like I need to re-evaluate my test setup because VMWare is not passing those buttons to Linux VMs for some reason whereas it is to Windows VMs. I booted three Linux distros directly and the thumb buttons do indeed work. Thank you for that. The problem is that if Linux doesn't offer me a compelling reason to use it as my daily driver, I have no reason to put up with these problems. So far, I have not found such a reason. Thing is that I would love to agree with that and normally, I would. The problem is that I don't see anywhere near the number of toxic Windows users as I see for Linux. For example, the FSF is an entire organisation of toxic Linux fans who have turned open source and especially Linux into a political matter and they receive a lot of support. The bigger problem though is that these bad Linux users are rarely criticised for their behaviour and are even supported. This thread is a small example of this; Mcdeviant above threatened to end his subscription on Nexus Mods until Vortex gets ported last year. Until I came along, no one called him out on this. I had to do it. And then after that, 1SupremeBeing defended the threatening post and 1ae0bfb8 criticised me for posting that. Now don't get me wrong. I have seen examples of Linux users who behave in a proper manner (Stack Exchange is an example of a good place to find them). The issue is that they, in my experience, are overshadowed by the problematic ones. The problem is that this seems to assume that Dark0ne doesn't have any way of figuring out what OS his users have and need threads like this to enlighten him. The truth is that there are ways to figure this out (e.g. a web browser's User Agent outright states the OS) and I would be very surprised if Dark0ne isn't keeping track of this. In fact, his comment about Linux support not being on the roadmap was very likely prompted by him looking at this data. There is no link between proprietary software and accountability. There are a number of businesses that are well regarded even though they don't release the source for (most of?) their software (Valve being one example). OTOH, Canonical got in trouble some time back for putting "Amazon Spyware" in their open-source OS. I believe this was one of the reasons Linux Mint was created. Also, one big problem is the amount of FUD and propaganda that is spread about Microsoft and Windows. And this isn't a recent thing; MS has been on the receiving end of negativity for a very long time: https://www.tweakguides.com/VA_2.html Once you know what to look for, you see this nonsense everywhere. That YouTube video's comment section is full of it, for example. In one extreme case, a commenter claimed that Windows 10 destroys hard drives (as in physical destruction just because you installed Win10 on it). He, of course, had zero evidence to support this allegation. That said, I'm not trying to argue that MS is faultless or that all the negativity against them is baseless. I'm just saying that it seems that much of it is best ignored.
  20. That logical fallacy is an Ad Hominem and Straw Man Argument. Calling me names is not going to refute anything I've said, nor is falsely accusing me of posting with the intent to cause misery. That is another Straw Man Argument. There is nothing in my posts which equates to "we are opposed to Linux ports of Vortex." Please re-read my comments because your claim can't be found in statements like: "It's not going to happen unless someone volunteers to do it." Then by all means, do so. But where is the evidence? It is easy to think of plausible sounding arguments and present them as fact. It is much harder to prove that this is the case. And this is the thing: If Dark0ne and Tannin want to dedicate more than an insignificant amount of time towards making Vortex work on Linux they need proof, not stories. Let's look at the evidence we have and see if there is a basis for your hypothesis: https://www.nexusmods.com/games The top three games on Nexus Mods in terms of number of mods uploaded and download count is Skyrim, Fallout 4 and Fallout: New Vegas. All three of these are Windows only and require Steam. Thus, if you want to (legally) mod these games, you have to have Steam. The next two games are Oblivion and Fallout 3. While these two don't require Steam, the peak of their modding days are long past. I know that Oblivion's modding community greatly diminished once Skyrim was released. Thus, the vast majority of mods for those two were created long before Linux was associated with gaming. The other games Nexus supports don't even come close to the file count and (in many cases) download numbers of those 5. The first game in that list which supports Linux is Stardew Valley, with less than a quarter of FO3's numbers alone (and it's unclear what percentage of those numbers are Linux users). Thus, unless you want to argue that there is a significant number of pirates on Linux developing mods for those games, there is no basis for claiming that there is a significant discrepancy between Steam's and Nexus Mod's OS share. In fact, there may even be a basis for arguing that Nexus Mods users are more likely to use Windows than Steam users. Again, where is the proof? It is easy to invent ad-hoc rescuing devices to save a cherished hypothesis from falsification. Much harder to establish it as fact. I, for one, use Windows as my daily driver because it is polished, just works and is more stable for gaming than Linux, even with Proton taken into account. While I have a few small servers that use Linux and keeps some VMs for the handful of things Linux does better for me, I am not interested in making it my daily driver. When I try use Linux, I encounter issues and unpolished bits which make me think, "Why deal with this on Linux when Windows already solved this problem years ago?" One example is that the Windows File Manager has supported navigation using the mouse's back and forward buttons for years. I have yet to find a file manager on Linux that does as well. To be frank, posts like this are what I was talking about when I mentioned the Dark Side of Linux. The large number of Linux fans who somewhat (or outright) turn OS choice into a political matter. While yours is a more tame example, I have encountered some really nasty Linux fans. For example, Scrawl who announced that OpenMW would become Linux only in revenge for Microsoft buying GitHub (yes, punish Windows and OSX users for something they had nothing to do with) then rage-quit when people dared to disagree with his views. Or this gem where a Linux fan accused Bethesda game modders of being evil because they spend their free time modding proprietary games instead of contributing to something open source. Or more recently where a Linux fan on YouTube labelled me a Microsoft Shill and Idiot (amongst other things) when I dared ask him to prove his claims and refute his faulty ones. Again, voting is not going to make a Linux port happen. Only volunteer work will do that.
  21. There are already 7 pages of posts in this thread alone where people have already done that and Dark0ne has already given his answer: It's not going to happen unless someone volunteers to do it. In short: Posts like this are good whereas: This is beating a dead horse. I would suggest you speak for yourself. I don't know if you've seen the dark side of Linux but I have and it is hideously ugly. I don't know where you got this idea from. Mcdeviant didn't say anything about other Linux users, it was all about himself. His post can be summarised as: "Do what I tell you to or else!" That is most definitely a threat. Nothing in his post can be summarised as, "Linux users would pay for a mod manager." His entire post was about how he was going to stop paying Nexus. And "many" Linux users? In this thread, there is not a single post here that said anything about paying. The only thing anyone has said about money was Mcdeviant withdrawing his financial support. Again, I recommend that you speak for yourself. Surveys and statistics are always going to be better than hearsay. Also, I'm not talking about recent changes or points in time. I'm talking about trends. In early 2014, Valve separated the clumped together numbers for OSs into the Windows, OSX and Linux categories. At that time, Linux's install base was recorded at around 1.26%. From there, it dropped and dropped until 2017 where it reached around 0.80% where it has hovered since. It currently sits at 0.81% which is up by 0.09% since October 2018. They have as much right to post "Yes, please!" posts as I have to tell them that they are wasting their time.
  22. Look people. Dark0ne and Tannin have already said that they do not have the manpower to add Linux support to Vortex and that the source code is available. Unless you want to contribute your time and expertise towards this, voting is going to do nothing. Additionally: Are you trying to threaten the staff into doing your bidding? Also, according to Steam's surveys, Linux is growing (and shrinking) by fractions of 1% per year. That is not, in any way, a fast growing market.
  23. @Moktah I see two potential problems with your idea, unfortunately. The first is that I'm wondering how fall damage is calculated. Is it a percentage of your health or just a flat X amount of health per unit of distance? If the former, your idea would turn every fall that causes damage to be deadly. The second issue is mods that cause certain effects when the player reaches certain health thresholds. This idea is incompatible with all of them because your health will never drop low enough to reach those thresholds. It is a great idea. I myself would never have dreamed of such a solution. Unfortunately, I just think there are too many issues.
  24. I took a look around Cobl's code. Basically, it prevents death by using SetEssential on the Player then watching for when the player's health drops to 0. It's death handler also requires that the fEssentialHealthPercentRegain setting be set to 0, which is required because otherwise the essential PC's health would never drop to 0. My problem is that this is a non-trivial setting; setting it to 0 means that any NPC in the game that gets knocked out will have 0 health when they get back up. If I go this route, I would need to add a way for essential NPCs to get healed the amount they would from that setting any time they get knocked out, including accounting for any mods the user may have installed changing this setting. I have an idea or two of how one might implement this (for example is something like the below code) but I'm just wondering if there isn't a better way. ; Quest script If GetGameRestarted == 1 Set fMyGlobalSettingVar to GetGameSetting fEssentialHealthPercentRegain SetNumericGameSetting fEssentialHealthPercentRegain 0 EndIf ; Token script carried by all essential NPCs If ContainerRef.GetAV Health <= 0 && ContainerRef.GetKnockedState == 1 Set fHealthToRestore to ContainerRef.GetBaseAV Health * fMyGlobalSettingVar ContainerRef.ModAV Heath fHealthToRestore EndIf
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