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Posts posted by KatsAwful
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Asset porting of Bethesda games is against Bethesda's terms and conditions
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Disable bWaterDisplacements in Oblivion.ini. ENB and OR are incompatible
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You don't need to repack the files at all, you just need loose files with matching directory and file name inside Oblivion\Data and it will be overwritten
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Getting inventory items with this method is hacky, slow, and behaves in horribly unreliable ways. It also does not provide proper references, it provides objects that behave sorta like references. You want to use a ForEach loop, which returns an inventory reference. See here: https://htmlpreview.github.io/?https://github.com/llde/xOBSE/blob/master/obse_command_doc.html#Inventory_Reference
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Yeah no
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If they are from another mod, disable and place them below the worldspace. Deleting references can cause crashes, this is what UDRs are
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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
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I use Vim primarily, with syntax files I co-developed: https://github.com/katawful/obse.vim
I've been testing out shadeMe's beta CSE editor for a while, and I mostly just kept the dark theme. Just changed the background a bit to be more contrasty
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Mod packs for Bethesda games are a compatibility nightmare. There's a reason why no one recommends them. Even mod installers like Wabbajack are temperamental, and can still lead to chaos if end users want mods on top of it
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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
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Maskar's oblivion overhaul cannot ever be above the bashed patch ever. Put it below
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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
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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
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Ah, must be a different issue then
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Where were those white meshes? There is a vanilla bug where meshes just become a solid color and the only mod I've seen that increases them is some settings from OSR
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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
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shadeMe is currently remaking the CSE script editor to be more unified with a modern look. Join the discord here: https://discord.com/invite/27CzDHwyQQ
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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
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Sounds like save corruption. Are autosaves enabled?
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Did you install to Program Files?
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Here is a tutorial for Skyrim CK. It explains all navmesh but what you want starts around 21:30. Hopefully it is similar in Oblivion.
Oblivion doesn't have navmeshes, this isn't applicable
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Without OR, no
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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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Not without creating a menu with MenuQue, which gets complicated fast
Construction Kit extender more broken than the normal thing!
in Mod troubleshooting
Posted
Object size is determined by their NIF. In order to adjust size you have 2 options: modify a reference to that object or modify the NIF itself. You cannot modify the base object in the way you're talking about, it makes 0 sense to. Place the object inside the overworld, then modify it directly