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KatsAwful

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Posts posted by KatsAwful

  1. It would require OBSE plugin development, and there's only a handful of Oblivion authors that actually make those. The majority of OBSE plugin authors are primarily Skyrim or Fallout NV authors just porting over stuff for Oblivion. The people that do primarily develop for Oblivion are extremely busy with their own mods, and having to undertake the level of scope needed to implement a multiplayer mod a la Skyrim Together would be as much time as it would take for OpenMW to be fully compatible with Oblivion (i.e. 5+ years)

     

    TES3MP is functionally feature complete, and will be merged into OpenMW once version 1.0 is released. This will eliminate the workload for a future Oblivion multiplayer experience, but don't expect anything for at least 5 years

  2. It should be noted that while making your script not run all the time is ideal (after all Oblivion always evaluates all conditions while looking for an exit), Oblivion is absurdly fast at actually firing scripts. When I did research into this, for most use cases Oblivion could easily parse half a million lines of script per second before you get a performance hit from script. So unless you're doing something super fancy, or are using a performance heavy functions, you should be fine with not stressing about performance too much. Afterall, Maskar implements MOO entirely with scripts and no one complains about performance

     

    For me, I find splitting up my scripts into as many user functions as possible helps the most. It removes the need to multiply your script and can reduce the complexity of optimization

  3. The only time you get CTDs with menu files is when you call a font that doesn't exist. Anything else causes the element to not appear. These fonts are set in you oblivion.ini file, and the wizard BAIN installers of DarnifiedUI include files for the "Ini Tweaks" tab in Wrye Bash. Either it wasn't set properly, or it's not the menus

  4. The problem is that ENB and Oblivion Remade aren't feasible for everyone, and Night Eye still ruins the game if you don't mod it. The only non-ENB mods that do that are omods and getting the ENB to work correctly destabilizes the game and crushes your cpu / gpu with extra load. Which crowds out other gameplay mods that need those resources. It's a limitation of the game being single-threaded and harshly limited by 32-bit code.

    If you don't have the resources to run ENB or OR, you don't have the resources to run these hacky shader modifiers. If you really want different colors, use ReShade which barely has a performance hit

  5. Every OMOD that actually uses scripts has a BAIN alternative. The only exceptions are mods you shouldn't use like shader modifications (we have ENB and OR/forks)

     

    Every OMOD that's just an archive has a raw archive somewhere that you can install (like QTP). There's no need for OMODs in 2021

  6. Save size/bloat does not mean or correlate to corruption

     

    In Oblivion, autosaves are completely broken leading to save corruption. Adding plugins will make this happen faster. There is no fixing a corrupted save. You must disable all autosaves (travel, wait, interior -> exterior, and scripted)

     

    Also in Oblivion, loading a save while in game will lead to save corruption, making quicksaves functionally useless. You should always, at a minimum, return to main menu before loading a save. This again will get worse with more plugins

     

    If you load from a corruptable save type, the corrupting data will still be around for a new clean save to get infected. This means the only option is manual/hard saves. There are a couple save mods that replicate autosaves/timed saves

  7. Ultimate leveling do send out messages in the left lower corner when your pet from MOO get exp. I did take a look at the code Maskar wrote for it and I did not try to do anything similar really as I thought it was gonna be much easier than it was as it is a bit complicated for sure. I did wanted it for a Jaguar follower I made, from scratch but it was not worth it really to have the messages pop up else where then up in the left corner with the ordinary message or messageEX. Cudos to Maskar really... :wink: If you wanna know how he did it, well take a peek at his code.

    Maskar might be abusing existing UI elements all in code, which would explain MenuQue. However this gets challenging real fast, so I just find making a new menu simpler

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