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Everything posted by Surilindur
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Ooops, my bad. HasSpell is an OBSE function, apparently (I always use OBSE so I did not even think about it). :blush: Removing the check could be enough, it should not matter. scriptname DMRSpellBookScript begin OnEquip PlayerRef PlayerRef.AddSpell DMRChest endThe issue with the NPC not following... is the follow package the only one on the actor? Does the package have any conditions on it that would disqualify it when the NPC is finding a new package to run from the list it has? Each actor has a list of packages on it, and when an actor is looking for a new package to run, it picks the first one possible (determined by the conditions on the AI package itself) with the highest priority (the packages in the list have an order). Each package has, in addition to conditions, a type, a target, a location and all that. I am not really all that good with AI packages, but I have noticed that it sometimes takes quite a bit of testing to get the correct type of outcome from a package. Maybe someone with more knowledge on AI packages can help you with that. The first thing to check would be that your actor only has one package (the follow package) since it is supposed to always follow player, and that the follow package does not contain any conditions that would prevent if from running under some circumstances. And a tip: you can use the EvaluatePackage command both in your scripts and the console if you need to have an actor immediately re-assess its AI package list and select the currently best package. In the console, you can select the NPC and use: evpIn scripts, you could use: SomeActorRef.EvaluatePackageAlthough an actor usually should automatically pick a package, I think, without too much delay. You can try removing all the other packages from the actor, only leaving the follow package, and then use "evp" on it in-game and see what happens. Oh and in case you have not yet found it, there is this wiki page that is handy when scripting (if you just need to see what is available): http://cs.elderscrolls.com/index.php?title=List_of_Functions Hopefully that helps a bit. :thumbsup:
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For the book script, you could use OnEquip: scriptname DMRSpellBookScript begin OnEquip PlayerRef if ( PlayerRef.HasSpell DMRChest == 0 ) PlayerRef.AddSpell DMRChest endif endAs for the summon: you could also use a permanent, sort of "static" actor. Just like the chest. You can have it stored away in a special holding cell, disabled, and then enable and move it to player when the player summons it. When the spell ends, you can move it back to the cell, reset its stats and inventory and such, and then disable it again. Of course it will not work if you need more than one actor to use the spell, but assuming it is for the player only, it might work (getting other actors to use it might also take somemore work). scriptname DMRSummonDremoraEffectScript begin ScriptEffectStart YourStaticDremoraRef.Enable ; perform any inventory and stat resets here, maybe? YourStaticDremoraRef.MoveTo PlayerRef YourStaticDremoraRef.PlayMagicEffectVisuals ZDRE end begin ScriptEffectFinish YourStaticDremoraRef.Kill endYou could then add all the death-related things to your Dremora itself. For example an actor script: scriptname YourDremoraActorScript begin OnDeath ; you might want to add a delay somewhere here... OnDeath triggers almost immediately! Resurrect 0 ; this might also reset something MoveTo AnXMarkerPlacedInYourHoldingCell Disable endNone of that has been tested, though, but maybe it could give you an idea of what the thing might look like. The actor script needs some serious rework, as the OnDeath block executes almost immediately and does not look too great. And I would not recommend running lots of commands in the same frame for one actor, either, if the commands are complicated, as it cometimes can cause an issue or two (crashing). It could also work fine, though. Using a static actor ref would make the spell usable by only player, but it would solve both the issue with two actors being summoned and the use of PlaceAtMe. RemoveMe is for items, not actors. There is currently no scripting command to delete an actor.
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Is the DremoraCache a container that you have placed in the world, and that is marked as "persistent" (there is a checkbox). The container needs to be a reference (an instance of its base object) placed in the gameworld. The reference needs to be marked as "persistent", and the reference needs to have a unique Editor ID, and you need to use the reference Editor ID in your script (not the base object Editor ID for example). Hopefully that make sense. If you want to use a magic effect script, then you could use it a bit like this: scriptname ChestSummoningSpellScript begin ScriptEffectStart ; this is the start block if you want to do something here, ; like playing visuals as below (uncomment of you want to test them) ; they are called on the ref on which this spell effect script runs, ; presumably only player at the moment ;PlayMagicShaderVisuals effectEnchantMysticism 2.0 ;PlayMagicEffectVisuals DSPL 2.0 end begin ScriptEffectFinish DremoraCacheRef.Activate PlayerRef ; activate the reference by its editor ID endGood luck with your mod! :thumbsup: Edit: Oooops. Removed a variable from the script.
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I first got Oblivion in 2011 as a disc version for PC, and I have not tracked the time playing it. Probably some huge number as well, it is one of the few games I have played over and over again. I play so few titles anymore, maybe two or so at a time. If I had to estimate the time spent on it, then maybe something upwards of 2,000 I think, although during the last few years I have just been modding it, not playing much. Skyrim I got in 2012 I think it was, for PlayStation 3. Despite the subpar performance and constant freezing of the entire console, I think I scored closer to 1,800 hours on it. The PC version I have not played as much, and only bought it some time after the PS3 version (when I had a PC that was able to run it). Morrowind is one I have only played for around... ten hours I think, in total. The lack of a proper mod manager is one thing that has kept me from playing it. The plan is to play it through at some point, though. It feels great, both despite and thanks to being a bit different to either Oblivion or Skyrim. For food, I had... hmm... spaghetti bolognese according to Google. With salad, to try and make it somewhat healthy. :laugh:
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Of all the voices, I think my favourite one is that of Haskill, the chamberlain of Lord Sheogorath. Maybe it is not just the voice, though. The overall appearance also matters. The entry to the Isles is definitely an unforgettable one and the character of Haskill is the single greatest contributor to that. :happy:
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Oblivion forcing small textures and enb problem
Surilindur replied to Amczek's topic in Oblivion's Mod troubleshooting
From what I have read, using ENB with Oblivion Reloaded (OBGE) requires some additional work, although I must admit I have never tried it myself. Oblivion Reloaded also features the option to prevent game settings from being saved. Maybe you could read the documentation again for that one, to make sure you have the settings set correctly. Also, the latest version (6.0.0) has some issues with the shaders, and needs some sort of workaround for it (I still have the old version, I have not had the time to update). The comments section should have some information in it already, lots of people keep asking about the same issue, so you could check the replies for other people and try the things suggested there. And remember to read the sticky posts, if they have some relevant info on them. Your load order also looks like you could maybe consider sorting it again, if you have not yet sorted it. One other thing to check could be water mods' compatibility with Oblivion Reloaded. Oblivion Reloaded features water shader changes, and it might make your water mods redundant. But then again, the Oblivion Reloaded water changes might conflict with ENB I think. Or they might not. The Oblivion Reloaded documentation and all that should have info on it, I think. Hopefully that helps a bit. :thumbsup: -
Construction Set crashing
Surilindur replied to marob307's topic in Oblivion's Oblivion Construction Set and Modders
If it did not write a logfile, then it most likely did not launch at all. If I have understood your writings correctly, you do did not have obse_loader.exe because you did not think it was necessary with the Steam version of the game? If so, you need to make sure you install OBSE with the loader executable so that you can launch the CSE. After that, since you wrote that you had the game installed under Program Files (in the default Steam library folder), you would probably need to move the game elsewhere, considering how the CSE will refuse to launch due to the install location when you will finally manage to start it. Assuming I have understood it all correctly, which of course I might not have. :tongue: Anyway, I think I will leave the assistance part to TesaPlus now, it looks like I cannot be of any assistance. Good luck, and I hope you will manage to get it working! :thumbsup: -
Construction Set crashing
Surilindur replied to marob307's topic in Oblivion's Oblivion Construction Set and Modders
Here is a screenshot of my CSE setup in the spoiler with a couple of things highlighted, if it helps. Not too professional-looking, but at least it is something. :laugh: Also, I noticed TesaPlus has offered to help you in the CSE comments section. I hope you will get your issues sorted out one day. Good luck! :thumbsup: -
Ah, great. No problem, happy to help. :) If I one day have the time to play Fallout 4 again, I will definitely need to try the logic gate things. I had no idea the game even had those things.
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Construction Set crashing
Surilindur replied to marob307's topic in Oblivion's Oblivion Construction Set and Modders
It is not possible to use the CSE inside a Program Files folder. If you try to launch the CSE inside a Program Files folder, it will tell you that there was an issue, and that the Construction Set Extender log will have more info. The info in the file will most likely tell you that you should not run the CSE inside a protected folder of sorts, and that means you should not be running it inside a Program Files folder. In Windows 7, there used to be an option to run a batchfile (.bat) in Windows XP SP3 compatibility mode which allowed one to bypass that limitation in the CSE, but I cannot find any compatibility options on batchfiles in Windows 10 anymore. You will also need the obse_loader.exe with the Steam version of Oblivion. While you cannot launch the game with it, you still need it to launch the Construction Set Extender. If you do not have obse_loader.exe, then you cannot launch the CSE (as far as I know). The "Launch CSE.bat" basically does the thing I mentioned previously (you can open it in whichever text editor you want to check): obse_loader.exe -editor -notimeoutSo if you do not have obse_loader.exe, then the "Launch CSE.bat" will not do anything, either. I think that is the first one if your issues, and the reason why you cannot start the CSE. As I mentioned, with a Steam version of Oblivion, you do not need obse_loader.exe to launch the game, but you will need it to run the CSE. :thumbsup: When I have the time later today, I will take a screenshot of my Oblivion folder and highlight the important things in it. -
Construction Set crashing
Surilindur replied to marob307's topic in Oblivion's Oblivion Construction Set and Modders
Hmm. Have you made sure that you have the latest version of the Construction Set installed (1.2, not 1.0)the game and CS are installed outside the Program Files folderall the prerequisites really are met (you will need the x86 version of the VC++ redistributables as well, even on a 64-bit system, since the programs are 32-bit)you have renamed d3d9.dll to d3d9_banana.dll (to make sure it does not get loaded, because it will cause issues with the CSE)you are starting the editor with Launch CSE.bat (it came with the CSE)Does the CSE say anything before it crashes? Is there some kind of a message shown? Or does it just crash when you launch it? -
[LE] Resource annoyance
Surilindur replied to theblackpixel's topic in Skyrim's Creation Kit and Modders
No problem, happy to help. And now that I know the trick works, I can also use it myself. :D Happy modding! -
[LE] Resource annoyance
Surilindur replied to theblackpixel's topic in Skyrim's Creation Kit and Modders
Apparently the mod by MannyGT comes with a bsa archive. Considering how the base game stuff also comes in bsa archives, and that the game loads them when they have been listed in the Creation Kit ini file (cannot remember which one, there should be some archive lists in one of the two), one might think the CK can be instructed to load bsa archives by listing them in the ini. As in, "think", I have not tested it myself. :tongue: Maybe you could try adding the "Gray Fox Cowl.bsa" at the end of one of the lists (one that seems appropriate and has space in it, in case there is a character limit), to see what happens? Edit: If that does not work, you could maybe try temporarily extracting the bsa somewhere. With something like Mod Organizer it should be easy to swap in loose files when working in the CK. The CK definitely does load loose files. But if the archive list solution works then that would be neat. Edit: Typos... where do they come from?! Someone must be planting them in my texts when I look the other way. :facepalm: -
Construction Set crashing
Surilindur replied to marob307's topic in Oblivion's Oblivion Construction Set and Modders
Have you tried the suggestion by TheMastersSon? About the full actor thing before sliders or such (the first reply to this thread)? If not, you should try it first, to see if it helps. If it works, then that might be the easiest solution. About the CSE... it needs to be launched through obse_loader.exe like this: obse_loader.exe -editor -notimeoutThere is a "Launch CSE.bat" file that comes with the CSE and does that for you. You will also need to right-click the properties of obse_loader.exe and check the compatibility section checkbox to run it as administrator. Does it say anything before it closes? As in, does it just crash/close/something, or is there a message displayed? The CSE can display an error message if obse_loader.exe is not run with administrator rights (can be fixed by changing the compatibility options) you have the CS/CSE/game installed under a Program Files folder (one workaround for this used to be running the "Launch CSE.bat" in Windows XP SP3 compatibility mode but not anymore, I think)If you have ENB or something like it installed, you need to rename the "d3d9.dll" to something else (like "_d3d9.dll") before starting the CSE. -
As far as I know (which is not much), OR is always true unless all the inputs are off, hence the ≥1 symbol in logic gates. As in, x1 ∨ x2 ∨ x3 ∨ ... ∨ xn = 1 if x1 + x2 + x3 + ... + xn ≥ 1 which is true also when all the inputs are on/true/1. NOR, on the other hand, is basically the negation of OR, and is true only when all inputs are false/off/0, and false when one or more inputs are on/true/1. But then again, I might also be missing something here, which happens a lot. Feel free to correct me. :blush:
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Construction Set crashing
Surilindur replied to marob307's topic in Oblivion's Oblivion Construction Set and Modders
Have you tried the Construction Set Extender? I use the CS (with CSE) on a fully updated 64-bit Windows 10 and I have not had any issues. Editing an NPC face also works like a charm. But I have not tested the original Construction Set by itself, only with the Construction Set Extender, so it could be that original CS has some issues. But then again, that would hardly come as a surprise... :whistling: Edit: According to the CSE comments section, you had some issues getting the CSE to work. Did you remember to install all the prerequisites (listed in the readme)? Edit 2: You should try the suggestion by TheMastersSon first. -
I have no idea how the gate things work in-game, but by common sense NOR is true only when all the inputs are false, and NOT is true when the input is false, so could it be that NOT only has one input, whereas NOR can have two or more inputs? As in, from a 'logic' point of view, a NOR gate can have, for example, two inputs, and the output is true only if both inputs are false. But a NOT gate usually only has one single input, and it basically inverts the input's truth value. Unless I remember something wrong. Just a thought, I have no idea how they work in the game. :tongue: Edit: Typos... :facepalm:
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What is mean? What I can do ? i will try your evp It means that you cannot disable the reference itself, as the enabled/disabled status of it is tied to the enable parent. I noticed this with the furniture in Battlehorn Castle, for example. Depending on what other things are linked to the same enable parent (dialogue conditions, script condition checks, AI package conditions, other references' enable state), you could try toggling the enable state of the enable parent. Or you could try un-linking the reference from the enable parent. HOWEVER you could just try selecting the NPC, going to a quiet place in-game, and moving the actor to the player's current location ("moveto player") to move it away, so that you would not see it anymore. As a workaround. Messing with enable parent stuff is probably not the best way, and you would need to make a separate mod for it. Moving the actor away is an easy workaround, unless it resets back to its original position at some point.
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If a reference has an enable parent assigned to it, then that reference apparently cannot be disabled with console commands, as the enable state of it would be tied to the enable parent. At least I remember having issues with references when they had enable parent defined. If the guard has an enable parent, then it might make disabling that actor more tricky.
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Battlehorn Castle Edit
Surilindur replied to Manus812's topic in Oblivion's Oblivion Construction Set and Modders
Depending on what it is you want to do, enabling and disabling mods that affect other mods could maybe produce one or two interesting side effects. But then again, it might not. If you want to use esp files as masters in an easy way, you could consider giving the Construction Set Extender a try: http://www.nexusmods.com/oblivion/mods/36370 With the CSE, you do not need to worry about whether the master is an esp/esm. Also, if you plan on using the CS a lot, you definitely should get the CSE to save yourself some frustration. Hopefully that helps a bit. :thumbsup: -
If you have a set pool of bandits to draw from, you could maybe try using something like: have a cell with the actors in itwhen the game is loaded, create a list of those actorsuse that list to "spawn" then actors when needed, and to move them back to the cell when not neededThe ones below are just one idea, I have not tested them, my free time has vanished for a change, but maybe they could give you some ideas. Edit: Moved to spoiler. As in, when I say untested, I have no idea if they compile. They should work, but one can never know without testing it first. :tongue: Edit 2: Fixed a typo.
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QQuix would need to answer that, I have not yet gotten far enough to remake an old mod of mine so I have not had to use PlaceAtMe myself yet, and have not yet had the time to properly read all the test results. :blush: From what I have gathered, and considering what common sense dictates, spawning actors with PlaceAtMe would not really seem as risky as one might think, but I am still a bit sceptic about it. Are those five bandits always the same? You could also try making a holding cell, with fixed five bandits, and moving them between the holding cell and player location, resetting their inventories and other stuff each time? Would that be an alternative? If the five bandits are always the same ones? If you need variation and leveled lists with the bandits, then that is obviously not an alternative, though.
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DeleteReference does not work on actors. Also, QQuix has a small summary here: https://forums.nexusmods.com/index.php?/topic/4657470-cell-reset/ Edit: With the details in the wiki article linked in the post: http://cs.elderscrolls.com/index.php?title=Cell_Reset#Cell_Reset_x_Actors
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Khajiit is definitely my favourite race (well, obviously). It also makes character face customisation easy, with human races it is easy to make the character look like plastic, but that is not an issue with the Khajiit. :P
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Quick Script Help... Sword/Spell Combos
Surilindur replied to zazz825's topic in Oblivion's Classic Discussion
No problem, happy to help. Also thank you to Drake for confirming that the function actually works, I have non-gaming things to do and booting up my desktop with all gaming stuff on it would be detrimental to my productivity. Self control fails when all the games are just a few clicks away. :blush: Also, as an idea, you could maybe try not starting any editor IDs with a number, just to make sure the game does not get confused by it. And if you want to prefix your forms with something other than "AAA", for example "XYZ", and still have all of them sorted at the top of the lists, in an easy-to-find manner, you could give the Construction Set Extender by shademe a try. It will sort all your active plugin's forms, as well as forms from other plguins that you have modified, at the top of the lists, and colour them green. It is a great alternative to prefixing everything with "00aaa" or such. For example I myself use an acronym or abbreviation of the mod's name as the prefix. Just an idea, nothing too serious, and you are free to use whatever prefix you want. This is a hobby, and therefore nothing too serious. :tongue: Happy modding. :thumbsup:
