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BiskmatarCatalyst

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Everything posted by BiskmatarCatalyst

  1. Hey all, Running into a short scripting issue. I need a key added to the player's inventory after paying a cost, and since you can't sell keys directly, I wrote a script to add the key after purchasing a book. The book has a high cost (100K). However, I want the value of the book set to zero after purchase, so that it can't be resold to recoup the cost. The OBSE CS extension allows for the SetGoldValue function, but it's not setting the book cost to zero after running the script. According to the TESCS wiki, the function syntax is reference.SetGoldValue nuGoldValue. The current script layout is: I'd use the TESCS wiki forums, but it doesn't seem very active anymore. Any help?
  2. All the things you listed in this post is why I got a lifetime premium membership. What I've gotten out of this site has far outweighed the money I've given you, and I'd give you more if I could. Thanks for everything so far, and I look forward to where you take things in the future.
  3. The Mages Guild Recommendation quest and finding Martin at Kvatch. I also have the "Accept a contract from Vicente Valtieri" quest, but the problem was happening far before joining the DB. I'll remove myself from that quest line via console, if it will help solve the problem. Other than that, nothing.
  4. Glad to see you're still around, Hickory. I've used it almost since release, but you're probably right about the conflict, especially with all the new mods I've added. I'll try that out. I just want to make sure I can find another well-made mod that won't make the guards act like psychic teleporting gods anymore. Thanks, as usual.
  5. Hello all, I've usually been able to help people on these forums with problems of their own, but I've run into one myself that I can't fix. At random times during the game, connected to no known events (thefts, murders, assaults, etc.), I will mysteriously receive a bounty. After an undetermined period of time, the bounty then goes away. Randomly accruing a bounty while wandering around town is a problem within itself. However, the larger issue is that this magical bounty increases over time. It began at a fine of 40 gold, but has increased over time to 1885 gold. I primarily play a thief, and the UESP Wiki noted that multiple unreported crimes can destabilize the game, and recommended getting caught for once to hopefully refresh the counter. Unfortunately, that hasn't worked. I've included my OBMM mod list below in the spoiler tag. It has been organized by a fully updated BOSS. Any help would be appreciated! BC
  6. Well, the esm has to go up in the esm category, and just haphazardly throwing mods in your load order is a really bad idea. If you don't already, use BOSS, which will auto-sort your load order in the most compatible way.
  7. All you need, in its minimal form, is Armamentarium.esm and Armamentarium.esp. Although a lot of the weapons are built for the changes FCOM makes, no other mods are needed. As long as those two files are enabled and correctly in your load order, you'll start finding Armamentarium weapons/armour in your game.
  8. I'm assuming you're talking about Morrowind, because there are no werewolves in Oblivion. In that case, I would post it on one of these subforums. If you're talking about an Oblivion mod, go here instead.
  9. It's not on TESNexus, but Duke Patrick's Combat Archery Mod is a crowd favorite. He has a ton of other mods too, like Actors Can Miss Now, Double Arrow Shot, or Near Miss Arrows Alert the Target. There's also Crossbows of Cyrodiil, and a personal favorite is Denock Arrows, which allows you to cancel a shot. There's tons here on TESNexus. Just do a search. Hope that helps!
  10. For being your first mod, all of those are complex and time-consuming projects (except maybe the graveyards one). If you want to end up doing one of those projects, start off with something a bit smaller, and work your way up. Just don't expect to be able to pull off a project like that (especially the last one; that would take a team of modders) on your first try. Don't give up though!
  11. I'm aware of that. It was just to eliminate the Dark Minion as a potential source of the bounties.
  12. I'm aware of the infamy addition, and I can see a bounty happening if the minion gets "noticed" by the game as committing a crime, but I've run tests where the minion is sitting at home and hasn't done anything for a month or so, and I still get regular bounties. I've actually disabled that particular DLC and still have the same problem.
  13. I've done a little research on this, because it's starting to become a pain at this point. I will be walking along in the wilderness, minding my own business, with 0 bounty. Suddenly, the next time I'm near any guards, they run over to arrest me, and it turns out that I have a mysterious 1885 septim bounty. It happens at random, because there's other times I've been around guards with no incidents. In short, I seem to be getting random bounties for no reason. I installed the Misc Tracker mod so that I could tell when it was added, and to look for a common pattern that causes it, and have found none. The bounty appears at random times, during any sort of activities, at any time of day, etc etc. It's also always 1885 septims. First off, BOSS-ed list, with a Bashed Patch at the end. Does anyone know if any of these mods are known to create mysterious bounties? It's a hell of a question, but I can't figure it out. I've done my own research, and haven't found anything. For reference, I've been wearing the Raiment of the Crimson Scar from the Vile Lair DLC. Thanks in advance for any help.
  14. I can't exactly tell what you're trying to say here. Could you try to explain it better? If something requires the SI patch, then it would also require SI. If you don't have Shivering Isles, you wouldn't be able to play it.
  15. Your mod list isn't the problem, seeing as those are all official DLCs. If it was working fine until a video driver update, and you're still running the bad driver, just roll it back. Uninstall your video driver and drop back a step to the older one that works until you find a fix. That way, you can at least play the game in the meantime.
  16. Yes, the game does look like that out of the box. The lack of objects is because full draw distance isn't really that far. Same with the bad textures: things haven't loaded yet. But that's why we have places like the Nexus. That can be fixed to look absolutely wonderful with about an hour of mod installation. Given your system specs, there shouldn't be anything out of your range. The very basics are generally Natural Environments, Quarl's Texture Pack 3, DarNified UI (to fix the stupid ported UI), Animated Window Lighting System, and maybe Unique Lanscapes. I'd be happy to provide more if you wanted. Anyone else here could help you as well.
  17. Here's the aforementioned mr_siika's Dwarven City resources. If you want tilesets or modder's resources, check him out. He releases a lot of good stuff. I would recommend following ub3rman123's suggestions. You can make a castle for you first project if you want, but don't go overboard. They don't always have to be large and foreboding.
  18. To expand on Fonger's points, the Atronach birthsign prevents you from regenerating magicka, while certain diseases can inhibit magicka regeneration. Or you could have the Fork of Horripilation equipped.
  19. I would also recommend Adaman Fortress as a good one to try. No quest, but it looks bloody amazing and it's very well made. As for other mods, there's a thousand I would recommend, but if I had to distill it, there's a few I consider essential. Get OBMM and OBSE first. Once that's out of the way: Essentials: Quarl's Texture Pack 3 DarNified UI The Unofficial Oblivion Patch, as well as its supplemental The Unofficial Shivering Isles Patch the Unofficial Official mods patch, if you have any of the DLCs Natural Environments Quest Log Manager ImpeREAL city districts, castles, and forts Ren's Guard Overhaul Oblivion XP (If you don't like the levelling system) Supreme Magicka (or any other mod that doesn't neuter the magic) SM Combat Hide Quest Award Leveller Animated Window Lighting System Keychain Map Marker Overhaul Other Fun Things Armamentarium Bank of Cyrodiil Kvatch Rebuilt Obviously this is all opinion, but hey, you asked for recommendations... I'll post more if you want. Good luck! (P.S. - 40K player by any chance?)
  20. Yes, reality has to do with senses and images, and your point would make sense if Oblivion was reality. Oblivion, however, isn't reality; it's a video game, and by your own admission, games have limits. There's a thousand things in any RPG that could be done to make the game more "realistic", but it's impossible to do them all. If this one was included, you could always find more that would be missing. Regardless, there's tons of clothing recognition mods out there: for DB armour, for Mythic Dawn, Mages Guild, etc. Try Ren's Disguise Mod.
  21. If you haven't killed anyone yet and need a good target, the people in the Bravil Skooma den are perfect. Get one when he's sleeping.
  22. Hello, Just to preface, I generally know what I'm doing when it comes to these things, but this is just baffling me. Up until about an hour ago, I was running my game with Bananasplit's Better Cities (BBC). I had the Permenant Resouces and general resources OMODs enabled, and Better Cities itself had Open Cities and VWD attachments. This is my load order courtesy of BOSS, with Better Cities taken out. I was loading it at the end of the order. The trouble started when I went to uninstall it. As their readme said, I disabled the Open City option ingame before trying anything. Then, I unloaded the Better Cities Permenant Resources, Resouces, and general OMODs, assuming I was safe to uninstall. The game loaded to menu, I clicked past the "mods missing" warning, and the game crashed upon loading the save. I re-enabled everything to its previous state, and then tried progressively uninstalling each attachment. I disabled all wall guards, got rid of VWD, and got rid of the Open Cities esp itself. As of right now, I have it down to no additions on Better Cities itself, and I don't even need the Resources or Permanent Resources OMOD for it to load successfully. As soon as BetterCities.esp is removed, the game goes down. I can't figure out why. What am I missing? Thanks for any help in advance. --Edit: I know that BOSS puts Sigil Stone Selector SSEE before its dependency. I hand-fix that.
  23. This is the Oblivion Mod Requests Forum. Post this over there instead; this forum is generally for discussion. Also, hit return/enter twice to space your post out into defined paragraphs. That would make it a lot easier to read.
  24. You extracted the actual files that change the ingame menus, but did you enable the esps for the mods themselves?
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