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Everything posted by KatsAwful
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Maybe we can work backwards from the problem Try enabling full bright lighting in the game (console command "tlb") and see what that does. That function basically removes light rendering from happening
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Post the [Display] section from your Oblivion.ini, it might be a shadows setting
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Oh wait I'm dumb, there is in fact an ini setting for torches. Oblivion is confusing. I constantly confuse settings like this with other Bethesda games Set bEquippedTorchesCastShadows=0 in Oblivion.ini under [Display]
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You could publish a patch that requires Harvest Flora maybe. What exactly did you use from the mod?
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Its attached to the object itself so you need to use the CS Open up the Construction Set, load Oblivion.esm as the plugin (don't make it active). Then in the object window (enable it in "View" submenu if its not there), go to WorldObjects -> Light in the tree menu to the left. Then look for "Torch02" Double click on it, and you'll see a popup with the light settings in the bottom right, uncheck "Dynamic" then hit Ok. Save the mod as a new plugin
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Hmm, in that case you could remove dynamic lighting from torches all together at worst Not sure what else the deal is, for me dynamic torches always reduce performance not just the player's torch
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Your torch is probably dynamic, while others are not (the snobby pirate isn't casting shadows from her light). Dynamic lighting in Oblivion is complete ass, but I'm not sure how to change this for the player
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That doesn't function as expected, it resets whenever the FOV changes (like during talking or when changing from 1st to 3rd person) OP, use FOV Modifier or Oblivion Reloaded. FOV Modifier is very simple, albeit limited to 60-120 degrees by default. That can be fixed if needed. Its the mod I recommend
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Should you clean the Oficcial DLC?
KatsAwful replied to MotokoKHammond's topic in Oblivion's Mod troubleshooting
Why not? There's no reason to have UDRs or ITMs in Oblivion -
Oblivion isn't inherently designed around crafting and item collection. Even something like Maskar's crafting system in MOO is very rudimentary for a system in which its going to be the core component of the game. The amount of work required to make it a fun experience is more than what Oblivion can do
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Anyone know how to script buttons for a generic menu?
KatsAwful replied to KatsAwful's topic in Oblivion's Discussion
I think I figured out how Maskar made LINK. What they did was create an "OnClick" menu event handler that checks the menu ID of anything the player clicks on while inside a &GenericMenu. Then whenever the player clicks in the menu, a script is called to see if its the menu ID the player is concerned about. That then calls future scripts to do whatever This means that the proper "target" and "id" traits must be enabled for any button tile -
Anyone know how to script buttons for a generic menu?
KatsAwful replied to KatsAwful's topic in Oblivion's Discussion
I'm not talking about MessageBoxes, I'm talking about custom created generic menus with buttons like Maskars LINK -
I'm trying to learn generic menu creation and while I'm mostly fine with structuring and basic scripting of the menu, I'm completely lost on how to control what the buttons do. I tried looking through Maskar's LINK but Maskar being Maskar there's 100 different scripts that all call on each other so its very confusing. I couldn't find anything on the CS wiki as well
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Need Help with OBSE and the Blockhead Plugin
KatsAwful replied to TLC77's topic in Oblivion's Discussion
Try xOBSE 21.8 -
Need Help with OBSE and the Blockhead Plugin
KatsAwful replied to TLC77's topic in Oblivion's Discussion
Nope, didn't work. Whenever I try loading Oblivion it tells me to "have steam overlay" and that "you are running the steam version, steam users should bla bla bla". But whenever I try loading "oblivion.exe" (oblivionlauncher.exe) then the menu just reopens whenever I press play. xOBSE v21.8 shouldn't nag the user anymore, that's been removed outright (but unsupported) -
Need Help with OBSE and the Blockhead Plugin
KatsAwful replied to TLC77's topic in Oblivion's Discussion
Did you try the experimental support for launching obse_loader.exe directly with steam? Rename OblivionLauncher.exe to something and obse_loader.exe to OblivionLauncher.exe and try running the game from Steam. It might work, it does for me on Linux -
Need Help with OBSE and the Blockhead Plugin
KatsAwful replied to TLC77's topic in Oblivion's Discussion
That's obse_loader.log not obse.log -
Need Help with OBSE and the Blockhead Plugin
KatsAwful replied to TLC77's topic in Oblivion's Discussion
Blockhead by default maps the arrow keys to camera movement when in the character customization menu, if that doesn't work when starting a new game you either disabled/changed that or its not working What does obse.log say? Does it say that blockhead has loaded? (Make sure it actually updates as well) -
Unofficial Oblivion Patch No Key
KatsAwful replied to DarkKane555's topic in Oblivion's Mod troubleshooting
There should be a key called "Unofficial Oblivion Patch" inside "Misc" -
xOBSE v21.8 - community supported releases for OBSE out now
KatsAwful replied to KatsAwful's topic in Oblivion's Discussion
uh, accidentally dupe posted, how can i delete one of them? -
You don't have the right fonts installed, the game can't find them thus it crashes. The fonts in the ini must be the ones you installed or the vanilla ones
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Oblivion should rarely crash if you know what you're doing
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How to get Object ID for Player Made Potions?
KatsAwful replied to DavaScript's topic in Oblivion's Mod troubleshooting
That's just a comment, it doesn't do anything -
How to get Object ID for Player Made Potions?
KatsAwful replied to DavaScript's topic in Oblivion's Mod troubleshooting
Merge it with TES4Edit