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DanielShougun

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Everything posted by DanielShougun

  1. I went through most of my mods on FO3EDIT and tried to make them "more compatible" with eachother.
  2. Thanks for the reply. I sure hope it's not a corrupted save. I guess it's easy enough to test out though. I'll give it a shot.
  3. I don't even know how to word this problem, so I can't do a forum search. I having an issue where in a few spicific cells every non-static item, including npc and pc, is stuck at one point, unable to move or interact. I'm certain I know the mod causing the problem and I belive it was my own doing. Instead if re-installing the mod I'd like to learn what is going on and, perhaps, an idea how to correct it. I feel fairly confident with FO3EDIT but not so much with GECK. I don't need my hand held, though. Just point me in the right direction. Here is a picture Thanks :thumbsup:
  4. So occasionally the CS throws in a water height bug in random interior cells set at -2147483648.000000. Someone mentioned to me that I ought to go through my mods and fix them cause they may cause CTD. My question is does that little bug really pose a threat?
  5. I'm surprised that no one has replied to this yet. I'm not totally sure about installing order but I think you'd want to install the MMM and FWE files first then everything else after that. As for load order, I can point you to a great tool that many use in the modding community called BOSS. This tool can order them for you, or, if you like, show you how it would order things but let you decide. It can be found here or here. Hope this helps a little :thumbsup:
  6. Just as the topic says: My screen flickers back and forth from a previous frame to the current frame every time my PC gets hit. This occurs even when I have no mods turned on and I'm only running Vanilla. I thought it might be a hit shader issue so I replaced it with Timeslip's OnHit Shader Replacer but that didn't solve the issue. I wonder if it an ini bug. Any ideas?
  7. Thank you for all the hard work you guys do.
  8. I've been using TES4Edit to smooth out conflicts in my mods and have come across something that I'm unsure about. If an item has several scripts affecting it from several different mods do all the scripts work or just the one from the mod lowest on the load order?
  9. Try using BOSS if you think its a load order issue. if not, Did you recently add new mods? And it worked before adding them? or Are you starting a new character? or It could be any one of the mods you have. Try narrowing down which it might be. Uncheck half and then try the game. If it loads, then your problem is in the other half of your mods. Just keep halfing it down until you find the one that's causing you issues.
  10. I realized that I most likely posted my previous post in the wrong place, so I'm trying here instead. I need help with a little scripting. Problem: I use both Abo's Backwards Running Updated (http://oblivion.nexu....com/mods/10901) and Beni's Pretty Woman - animation replacer (http://oblivion.nexu...com/mods/32572/). The issue is that I like the backwards run animation and would still like to see it occasionally. Idea for a solution: I'd like to edit the script in Abo's Backwards Running Updated so it only kicks in when a weapon out/unsheathed. While I can read a script and understand the logic in it enough to edit it to my liking, I have no skills in adding lines or in the actual scripting language. This is where I need help. I think it has something to do with a "IsWeaponOut" function, but I don't understand how to implement it. If there are concerns about permission, Abo wrote, "You are allowed to modify my files and release bug fixes or improve on features so long as you credit me as the original creator." The following is the actual script from the mod: ----------------------------------------------------------------------------------------------------------------------------------------------- Scriptname aaNoRunBackwards ; Running is toggled off by either disabling (runState == 1) or holding (runState == 2) ; the run key. When running has been toggeled off it takes one frame to take effect. ; After togging running off, debounce is set to give one frame for it to take effect. ; This can also be done less reliably by increasing fQuestDelayTime to longer ; than one frame. short initScript short runKey short backKey short runState short debounce float fQuestDelayTime float backRunTime float timePassed Begin GameMode ; Initialise settings for v2 if (initScript != 2) set fQuestDelayTime to 0.01 set runKey to GetControl 10 ; Run Key Code set backKey to GetControl 1 ; Back Key Code set initScript to 2 endif set timePassed to GetSecondsPassed if IsKeyPressed2 backKey if (backRunTime < 0.33) ; accumulate backwards running time set backRunTime to backRunTime + timePassed elseif debounce ; last frame we toggled run, give it a frame to take effect. set debounce to 0 elseif player.IsRunning ; backwards running time limit reached, force walk if IsKeyPressed2 runKey ; running because run key pressed so disable it. ReleaseKey runKey DisableKey runKey set runState to 1 else ; running because run key not pressed, so hold it. EnableKey runKey HoldKey runKey set runState to 2 endif ; set debounce to allow next fame for toggle to take effect. set debounce to 1 endif else ; decrement backwards running time to zero if (backRunTime > 0.0) set backRunTime to (backRunTime > timePassed) * (backRunTime - timePassed) endif ; toggle running back if it was toggled if runState == 1 EnableKey runKey set runState to 0 elseif runState == 2 ReleaseKey runKey set runState to 0 endif endif End ---------------------------------------------------------------------------------------------------------------------------------------------- It ought to be fairly simple, but I just don't understand how to write scripts. A hint or a simple line to add in would help tremendously. Thank you for your time
  11. This is either a request to make the mod or a request for help editing a current one. Problem: I use both Abo's Backwards Running Updated (http://oblivion.nexusmods.com/mods/10901) and Beni's Pretty Woman - animation replacer (http://oblivion.nexusmods.com/mods/32572). The problem is that I like the backwards run animation and would still like to see it occasionally. Idea for a solution: I'd like to edit the script in Abo's Backwards Running Updated so it only kicks in when a weapon or fists are out/unsheathed. While I can read a script and understand the logic in it enough to edit it to my liking, I have no skills in adding lines or in the actual scripting language. This is where I need help or a mod request (which ever some nice person is willing to do). Abo gives permission as long as he's credited. The following is the actual script from the mod: ----------------------------------------------------------------------------------------------------------------------------------------------- Scriptname aaNoRunBackwards ; Running is toggled off by either disabling (runState == 1) or holding (runState == 2) ; the run key. When running has been toggeled off it takes one frame to take effect. ; After togging running off, debounce is set to give one frame for it to take effect. ; This can also be done less reliably by increasing fQuestDelayTime to longer ; than one frame. short initScript short runKey short backKey short runState short debounce float fQuestDelayTime float backRunTime float timePassed Begin GameMode ; Initialise settings for v2 if (initScript != 2) set fQuestDelayTime to 0.01 set runKey to GetControl 10 ; Run Key Code set backKey to GetControl 1 ; Back Key Code set initScript to 2 endif set timePassed to GetSecondsPassed if IsKeyPressed2 backKey if (backRunTime < 0.33) ; accumulate backwards running time set backRunTime to backRunTime + timePassed elseif debounce ; last frame we toggled run, give it a frame to take effect. set debounce to 0 elseif player.IsRunning ; backwards running time limit reached, force walk if IsKeyPressed2 runKey ; running because run key pressed so disable it. ReleaseKey runKey DisableKey runKey set runState to 1 else ; running because run key not pressed, so hold it. EnableKey runKey HoldKey runKey set runState to 2 endif ; set debounce to allow next fame for toggle to take effect. set debounce to 1 endif else ; decrement backwards running time to zero if (backRunTime > 0.0) set backRunTime to (backRunTime > timePassed) * (backRunTime - timePassed) endif ; toggle running back if it was toggled if runState == 1 EnableKey runKey set runState to 0 elseif runState == 2 ReleaseKey runKey set runState to 0 endif endif End ---------------------------------------------------------------------------------------------------------------------------------------------- It ought to be fairly simple, but I just don't understand how to write scripts... Thank you for your time
  12. I'm not an expert but i think if your disc isn't scratched it must be your dvd driver even if your other dvds are working. Have you tried to up-date it?
  13. I was wondering if someone would do me a favor and pm me a texture. All my sewer entrances are purple behind the gates. It seems that I'm missing the "texture\dungeons\sewers\flatblack.dds" and oddly enough, that texture isn't even in my oblivion-textures-compressed.bsa. I must have moddified my bsa with out realizing the missing texture. (doh!) many thanks and future kudos Daniel lol ignore the typo in the description
  14. Ok. I suspected that was the case but wasn't sure. Thanks.
  15. I've tried searching other places but i can't seem to get the correct information. Simply I want to know how the spawning works. More specifically: Say I'm looking at one of the undead level lists. It has about 14 creatures listed with a 0% chance of none spawning. Once I reach a spawn point that uses this list, is there a chance that I'll see all 14 creatures or just one of them randomly taken from the list?
  16. I found that it was coming from the resist normal weapons effect. The problem is that the effect was added via a class expansion mod which I really like and don't want to get rid of. So I went ahead and edited the shader effect but not the spell. But.... it seems that that shader was covering up another one from a different enchant I have, so now I flash red. *sigh* Hopefully its from an item I'm wearing so I can just take it off like you suggested. Thanks for your help.
  17. So basiclly I can just open up the CS and edit the reflect visual effect and it should be alright. I'll give it a shot. Thanks
  18. So you tired using the "showracemenu" and it didn't work? I haven't come across any console code to help you in this. I do have an idea though. Its not the best way I'm sure since its more of a patch than a fix, but you could make yourself a ring or something that has the bonuses and abilities through the CS. However, that would put you down a ring slot unless you use something like Visibly Unlimited Rings and Amulets.
  19. Like the title says, my pc flashes white when she gets hit. I haven't installed any new mods. I've tested my saves and found a point were she doesn't flash but at the next save point she does regardless of whats in her inventory. Her stats and active spells are the same between the two saves. There is virtually no difference between the two other than the fact that every save after that point she flashes when hit. Other than restarting from the good save point, I'm not sure how to attack this problem. Any ideas? Pic of the Flasher
  20. ...maybe this one? -> FormID Finder greetings, Alba and Tobjoern :smile: That's it! Thanks and Kudos
  21. Ok I got one that I know has been answered several times, but just don't want to go through the 1250+ pages of posts. I'm looking for the mod that will help you identify what mod and item is from. I used to have it booked marked but that's gone and I can't find it for the life of me. I must be search handicapped. Please help.
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