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KatsAwful

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Everything posted by KatsAwful

  1. LOOT scans through every plugin to find errors and proper sorting techniques. Its the reason why it can sort unknown mods. Those errors should go away in LOOT once they're fixed, but afaik the only errors that go away with BOSS are the dirty edit ones
  2. I've been able to add dialog just fine through Wine on Linux so its gotta be something weird with Windows. Have you tried any of the compatibility options? The CS was made for Windows XP so it might help
  3. xEdit would probably be the simplest way, but also probably not. If you directly port assets you will require the mod you ported from to be a master which probably isn't something you want to deal with. The other way is to just remake the assets in the CS so that you never touch the original. And if you do that without touching the original you should be able to just remove the master in xEdit once the porting is done
  4. You can in fact change that but it won't be simple due to the xml nature of Oblivion menus and the fact that it doesn't render the UI at the resolution you set the game. You can use the arrow keys and enter to control most menus too
  5. The mod Seamless on the nexus does the same thing in a different manner. It modifies the body and head normals to match up. This method seems simpler to implement if Seamless doesn't support the body and head mods you want (its basically only for Robert's bodies, HGEC, full vanilla, and OCOv2). You'd have to modify the meshes in questions and idk if there's an automated way to do it
  6. Dump the first three I mentioned (Bravil, Dark Forest, and Cheydinhal), they're the worst. If its still bad overall dump the second two I mentioned (Skingrad and Chorrol). Those first three add way too many objects to be reasonable for a heavier modded setup and the second two are not as bad but still worse than the rest of the UL stuff. I've never been able to keep a remotely stable FPS in any of these 5 areas with a fairly decent i5 4690k While the UL team did a good job designing, they kinda when completely overboard with adding in objects. I tried to reduce the number of objects in the Bravil plugin but got no where without removing damn near everything. There really isn't anyway to fix them without fixing Oblivion itself and I don't see that happening anytime ever
  7. Bravil, Cheydinhal, and the Black Forest are the worst offenders. Too much is added for how the game is made so if you're struggling I'd get rid of them. I didn't find Skingrad too bad compared to the others, same with Chorrol. Start with the first three and the last two are bad I'd dump them too. The rest of the plugins haven't really given me any sort of trouble. Maybe Blackwood near the border
  8. Did you set the file path for the executable to the main oblivion folder? The CS is picky Also you should run the CS through obse so you can use obse functions. You launch it with `obse_loader.exe -editor`. CSE is recommended on top of it, launched in the same way
  9. The problem is that the vanilla usage of getting sent to jail doesn't work at all. The only change I made to the Crime quest was adding my modified topic texts plus flags for the 2 different outcomes I want. I didn't touch anything else. The modified dialog is passed off to a script (ie use a variable) to do the MoveTo I want. I didn't want to modify the vanilla guards too much to keep things as trouble free as possible. GoToJail just doesn't work in its intended function which from my research seems to be that its a dialog result script only. Putting it in a normal script does weird things (but doesn't freeze) and I can't find any script that would be activated when the player completes the "ServeSentence" dialog choice
  10. I originally posted this in the CS section of the forums but didn't get anywhere that would solve my problem >I'm working on a mod that involves changing how the player is set to jail, with one possibility being the basic send to jail function. The problem is that my mod somehow breaks the function "GoToJail" and I cannot figure out why. With every possibility I can think of the game will always lock up when "player.gotojail" is called in a dialogue result script. Is there any possible way that this can break? The function `gotojail` only works in a result script yet every time its called properly (in a Goodbye flagged dialogue), the game freezes when it tries to run `gotojail`. The only thing I'm left with is remaking the plugin and I don't want to do that due to the scope of it and me not knowing what caused this If anyone can help I would greatly appreciate it, I have no idea what to do at this point. This mod is dead until it gets fixed
  11. That mod does a similar, albeit different way of changing the main quest but it didn't seem to give me any answers on why my plugin is so broken
  12. I'm trying to make a new start mod and one of the ways I was planning on starting the main quest was have the player go to the starting imperial dungeon if they go to jail and do all that, then every other time you go to the normal jail. What I did was introduce 2 new dialog options for the serve sentence topic for guards and have them appropriately flagged by my quest script so it appears normal. The result scripts would instead teleport the player instead of using the gotojail function. The issue I found was that the normal jail option would always lock up the game. So I do some testing and it involved making a new NPC and giving them a topic with "player.gotojail" being the outcome in a Goodbye result script. Same exact problem as the normal jail option, the game immediately locks up when it reaches the "gotojail" function (tested with a debug print a line before said function). I and another had speculated that the function hardcoded the values for initial quests or something like that but it doesn't seem to make any difference. I've checked through everything I can think of in CS and xEdit and nothing is out of the ordinary from what I can tell
  13. gotojail only functions on a result script though, and even the vanilla guard dialogue doesn't work when my mod is active
  14. I'm working on a mod that involves changing how the player is set to jail, with one possibility being the basic send to jail function. The problem is that my mod somehow breaks the function "GoToJail" and I cannot figure out why. With every possibility I can think of the game will always lock up when "player.gotojail" is called in a dialogue result script. Is there any possible way that this can break?
  15. So OBSE does allow having an array of arrays, and I was hoping to use that for this scenario: Its a randomized new start mod and for equipment randomization I have arrays of equipment and then an array of all those arrays. I want to get a random array from the array of arrays then do things on said array. I'm not sure how I can get the array to work on from an array of arrays
  16. Pretty much just asking the title, I'm having some issues using it as a random array index. The docs don't specify specifically if its inclusive or not
  17. I use Linux and normally have 0 issue with the CS (using CSE) doing what I want. Recently however, the CS has been functionally useless to me. Scripts don't compile properly, leading certain functions just not working sometimes. I've been trying to make a mod and for a while everything was working how it should, but then out of the blue "IsKeyPressed3" stopped working outright. It's not an Oblivion problem, I've had people on Windows recompile the script and it works fine. It's not a Wine keyboard issue cause I've definitely been able to use "IsKeyPressed3" fine before it stopped working. I've remade my prefix from scratch, used CS instead of just CSE, and remade my plugin and nothing has really changed. I'm currently using Wine 5.7-1 on Arch Linux if that helps. The default WineD3D wrapper is used (since Gallium Nine and DXVK both have trouble with CSE). If you need any more info let me know. I'm at my wits end here and really want to work on this mod but physically cannot
  18. I'm using a container menu for an alchemy sorter for convenience and I would like to be able to return back to that menu once a choice has been picked up while still returning the item back to the container. If I readd an item to a container while that container is open, it doesn't appear. Can you refresh an open container? If not is there a way to close the container and have it reopen immediately so it effectively refreshes?
  19. That info was and is useful but I mostly just had to look at values in the CS unfortunately. It would be nice to know how exactly Oblivion determines this stuff but that's probably just going to remain a mystery
  20. Ok so I kinda figured it out. Still not sure how Oblivion does things but in terms of modders I seem to understand it now. Some magic effects are either on or off, they don't have a magnitude. Night eye for instance The effects on ingredients are ranked in how they are discovered by magnitude (15, 30, 45, 60). However, if the effect has no possible magnitude then that value corresponding to rank is instead shifted to effect duration. Duration on effects that have magnitude seems random between 0 and 1 so don't rely on that Examples: Apple- Restore Fatigue (mag 15), damage luck (mag 30), fortify willpower (mag 45), damage health (mag 60) Carrot- restore fatigue (mag 15), night eye (duration 30, mag 0), fortify intelligence (mag 45), damage endurance (mag 60) I hope that someone finds this useful
  21. I am currently working on an alchemy sorter and I would like to be able to deposit/retrieve ingredients based on effect. However, I don't want the player to be able to sort based on effects they don't know about. Looking at various ingredients in CS it seems like its based on the effects magnitude (15, 30, 45, 60 or 0) but seems rather random. I wouldn't want to hardcode a magnitude to a rank that might not be right. There doesn't seem to be a specific function for this so does anyone have any suggestion on how to determine this?
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