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Everything posted by Surilindur
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Quick Script Help... Sword/Spell Combos
Surilindur replied to zazz825's topic in Oblivion's Classic Discussion
Would something like GetContainer work? I cannot test at the moment, but it sounds like it might work. But then again, it might not. I added the effect lines for visual feedback, I might have misspelled the effect visual names, but something like that might help you add visual feedback to see if the reference is the intended one. scriptname YourPrefixFangBladeScript ref ContainerRef begin OnEquip set ContainerRef to GetContainer if ( ContainerRef == 0 ) return elseif ( ContainerRef.IsActor == 0 || ContainerRef.GetIsCreature ) set ContainerRef to 0 else ContainerRef.PlayMagicShaderVisuals effectEnchantIllusion 3.0 ContainerRef.AddSpell YourPrefixFangAbilityA ContainerRef.AddSpell YourPrefixFangAbilityB ContainerRef.AddSpell YourPrefixFangAbilityC endif end begin OnUnequip if ( ContainerRef ) ContainerRef.PlayMagicShaderVisuals effectEnchantIllusion 3.0 ContainerRef.RemoveSpell YourPrefixFangAbilityA ContainerRef.RemoveSpell YourPrefixFangAbilityB ContainerRef.RemoveSpell YourPrefixFangAbilityC endif endHopefully that helps a little. There is a list of functions available on the Construction Set wiki if you have not yet found it. -
I'm a dumbass - Need help with Mozilla settings
Surilindur replied to Pennko's topic in Hardware and software discussion
No problem, happy to help. :) -
I'm a dumbass - Need help with Mozilla settings
Surilindur replied to Pennko's topic in Hardware and software discussion
I have never used the NMM link to download anything, but is there anything "nxm" or "nxmif" or something similar created in Preferences -> Applications (url: about:preferences#applications ) with some sort of default option? The "download with NMM" link has target set to "nxmif", so if you have an "nxm" or "nxmif" item in that list, you could try changing the open target to "always ask" and trying again, to see if it offers you the option to select an application? That is just an idea, I have not used the "big green button" myself to download anything, so hopefully someone with more actual knowledge instead of speculative ideas will chime in to help you. :blush: -
Yes, you need to run the game from Steam, OBSE will be loaded automatically if you have it installed properly. Also remember to have the launch mechanism set to "script extender" in the workarounds tab of MO settings (and remember to use version 1.3.11 version of MO or such and not the one available on the Oblivion Nexus page). If I remember correctly, you could also try launching the game, opening the console, selecting an NPC and checking if the following things work (the functions are from OBSE): GetRefEssential SetRefEssential 1 GetRefEssential SetRefEssential 0 GetRefEssentialDo not save the game afterwards. If there are errors, then OBSE is probably not working as intended (unless, of course, I remeber something wrong... which actually happens more often than one would imagine). :blush:
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Made game unplayable on accident. Only a few mods.
Surilindur replied to rykerp4's topic in Oblivion's Mod troubleshooting
Hmm. If I remember correctly, the Android version of Firefox has the option to "request desktop site". Maybe it is something like that. Oh and grumpiness does not depend on the age. For example I have had for a few months and still have so much things to do that I think it is starting to show in my forum posting style, as well. At least I feel grumpy, and it is starting to affect my ability to come across as a nice person. :sweat: Hopefully the OP will be able to solve their issues. -
Made game unplayable on accident. Only a few mods.
Surilindur replied to rykerp4's topic in Oblivion's Mod troubleshooting
A-ha! Missed the text myself, too. Clever that one. :tongue: The mobile version of the site defaults to black text on white (edit: as in, if someone is posting from a mobile device and wants to make sure the text shows and changes colour to black from "default" in which case it will also appear black on the desktop site - much like a plot spoiler coloured black on the desktop site would appear very much readable as black-on-white in the mobile version). But then again, posting a forum thread with PC screenshots from a mobile device sounds a bit odd. Everyone has reasons. For example someone colours all of their text green and changes the font. At least they did a while ago. Edit: And yes, I would also recommend checking Oblivion Reloaded settings at least if you use 6.0.0 or later. I still have v5.0.0 myself. -
There's a hill in my Battlehorn Courtyard!
Surilindur replied to thedmbarlow's topic in Oblivion's Mod troubleshooting
LOOT looks like a complete replacement to BOSS. Maybe if someone one day ports the masterlist and continues maintaining it for LOOT, then maybe that one day BOSS could finally be able to retire. If I remember correctly, some high profile mod authors have stated how BOSS is obsolete and LOOT should be used. On the other hand, mhahn123 maintaining the BOSS masterlist has done a great job of keeping BOSS relevant for Oblivion, probably the greatest reason why someone still recommends it. I think. I have indeed been a manual sorting person since the beginning, be it good or bad. I like my load order pretty to look at. It is also tiny enough for manual sorting. :blush: As for MO: I would not tell you to try it anymore. Now that Tannin works for the Nexus, maybe, assuming the new NMM (someone suggested NeMO which sounds great - I am a huge Jules Verne fan) has all the relevant features of MO like true virtual installs and and like, then maybe I will try to convince you to try that one. But not yet. Time will tell. I really really hope they will manage to make the new manager in a way that pleases people who love MO. I will be very very disappointed if they decide to exclude some key features (in my opinion, key features...) from it. It is like waiting for Christmas, now knowing whether one will get a shiny new mechanised potato cooking device or just some ordinary potato peeler. :ermm: -
Mod Organizer not downloading mods
Surilindur replied to akiresenpai's topic in Oblivion's Mod troubleshooting
The 404 issue seems to be common if you browse the forums, although I have not run into it myself yet. I only have the CDN available, too. Edit: Hmm. Well, I tried downloading that same mod as you (http://www.nexusmods.com/oblivion/mods/28973) and it actually did return a 404 page. Have you tried reporting the issue in the issue tracker? --> https://forums.nexusmods.com/index.php?/tracker/issue-67610-http-404-error-when-trying-to-download-oblivion-mods/ Maybe that would help track down the issue somehow? Also, it would pobably help if you limited it to manual download issues, since that is most likely not related to any external programs. Especially since MO is not officially supported by Nexus. -
There's a hill in my Battlehorn Courtyard!
Surilindur replied to thedmbarlow's topic in Oblivion's Mod troubleshooting
Happy new year! First of all, I am nothing special, just another ordinary person trying out new things. Well, close to ordinary on the awkward side, a bit below average, maybe somewhat eccentric and overall incapable of handling social situations. But none of you will ever need to know that, being on the Internet, with the anonymity allowed by the Internet and all that... :whistling: And just out of curiosity I downloaded LOOT and ran it, and it actually works! Well, as in, it works as advertised, according to the frequently asked questions of it: https://loot.github.io/docs/help/LOOT-FAQs.html Come to think of it, maybe if someone migrated the current BOSS masterlist to LOOT (however that may work :wacko: ), then maybe all sorts of BOSS vs LOOT things could be forgotten. LOOT does not really look all that bad, and I am not sure why it is considered better to keep updating a masterlist for something ancient instead of updating it for the latest utility. About your load order: if I remember correctly, the Golden Crest mod thingy modifies the same area as Battlehorn Castle. It adds something close to the castle, so maybe it is the one that causes that hill to appear? Have you tried moving the Golden Crest mod above that Battlehorn Castle mod you are using, to see if it helps? If it does not help, then maybe it is something else. Oh and Striker: using Mod Organizer is not really that difficult. All the people with issues using it just make it sound like as if it were. Of course it might require a bit more work and thinking, but I would say it makes managing mods more easy than ever. Hopefully, now that the developer of MO (Tannin) joined the Nexus, we will one day have something great to install mods with - assuming they manage to keep the advanced features of MO. Otherwise there will be lots of disappointed people. :D Hopefully that helps a bit. Edit: Typos... :facepalm: -
Oblivion Stutter Remover has a FastExit feature that avoids the crash. I am not sure how it affects the saving of settings, but at least you could give it a try and see if it helps? Maybe? You can try the latest version of OSR, the 4.1.37 one, even though it is not the first one in the downloads section. Since you are using Mod Organizer, you need to manually install all OBSE plugins. Hopefully that helps a bit.
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Do you use RuntimeEditorIDs? If you do not use it, then you cannot use editor IDs in the console, and need to use form IDs instead (like "080004F6" and such). I would recommend giving RuntimeEditorIDs a try, it is absolutely magnificent. Hopefully that helps a bit. :thumbsup: Edit: As in, related to the syntax error in the console command. I think that is a great place to start troubleshooting.
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Big wave back from this side! My holiday season is far from holiday thanks to all sorts of course assignments and deadlines stretching all the way to the second week of January. Adding up to that some idiot Battlefield 1 players with their copypaste insults when the team fails to win, I think I have had more than enough of 'fun' for now. :yucky: At least I remember now why I had not bought an online shooter for years. I need to write you a PM when I have the time, hopefully before the end of the year.
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Do you know the editor ID of the item? The RuntimeEditorIDs OBSE plugin makes it possible to use editor IDs instead of form IDs in the console: http://www.nexusmods.com/oblivion/mods/40132 Maybe that one would make manipulating things via console easier? I myself could not live without it. Editor IDs are so much nicer to work with than form IDs. :blush: Edit: I do not use OOO myself at all, but do you have it (assuming it is where the helmet comes from) loaded just after Oblivion.esm? Your form ID for the helmet makes it looks like you would have, although it is very unlikely that you actually do. As in, a form ID is eight characters (hexadecimal of sorts, with two parts): AAXXXXXXI am not an expert, but just by looking at it, one could maybe assume a couple of things, if only for only illustrative purposes (I hope - if this goes terribly wrong, then someone please correct me :facepalm:). The first two could be the plugin load order index, from 0 (00) to 254 (FE), where the last slot 255 (FF) would seem to be reserved for dynamic content, like spawned actors and others that probably come from the savegame or something. When you load up, for example, SomeMod.esp and Oblivion.esm alone in TES4Edit, then forms from Oblivion.esm would start with "00" and forms from SomeMod.esp with "01". But when you add it all into your load order, then SomeMod.esp might not necessarily be loaded immediately following Oblivion.esm, and then the form IDs of all forms from that plugin would start with something larger than "01", for example "B6", "5A", "04", "47" or others. That is why you need to check your actual load order at the time of you launching the game, so that you know what the first two characters are for the form ID of the helmet in-game. For example, the helmet could have any of the following form IDs (notice how only the first two characters change, reflecting the load order index of the plugin): 0106EA40 <-- load order slot 0116 = 110 = 0 * 161 + 1 * 160 = 0 + 1 = 1 (immediately after Oblivion.esm)3E06EA40 <-- load order slot 3E16 = 6210 = 3 * 161 + 14 * 160 = 3*16 + 14 = 48 + 14 = 62B606EA40 <-- load order slot B616 = 18210 = 11 * 161 + 6 * 160 = 11 * 16 + 6 * 1 = 176 + 6 = 1821206EA40 <-- load order slot 1216 = 1810 = 1 * 161 + 2 * 160 = 1 * 16 + 2 * 1 = 16 + 2 = 18Of course mod managers like Mod Organizer and Wrye Bash already show the two-character version of the index as well. Just replace the first two characters in the form ID (which is 2 + 6 long) with the load order index and you should be fine. Hopefully that helps a bit. Editor IDs are a bit easier to remember, so you could also give RuntimeEditorIDs a try. :thumbsup:
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Maybe some sort of a combination of OBSE event handlers and commands to track skill up counts would work? Somehow? I cannot test anything at the moment (again), but as an idea, maybe something like the following would work to track when normal skill ups happen. For scripted skill ups, you need to make some other sort of system. Assuming GetPCMajorSkillUps returns the number of advances completed towards the next level (and not the amount of them required for the next level), and assuming that the number is reset to 0 upon leveling up, then maybe adding an event handler in a quest script: scriptname YourPrefixQuestScript begin _MenuMode 1044 if ( GetGameRestarted ) seteventhandler "OnSkillUp" YourPrefixSkillUpHandler endif endThe menumode thing is from here by forli --> https://forums.nexusmods.com/index.php?/topic/5104120-possible-problem-with-mod/?p=45012990 And event handlers are here --> http://obse.silverlock.org/obse_command_doc.html#Events And the event handler: scriptname YourPrefixSkillUpHandler int SkillCode begin _Function { SkillCode } if eval ( !( PlayerRef.IsMajorC SkillCode ) || ( ( GetPCMajorSkillUps ) > 0 ) ) return ; not a relevant event this one, skipping... endif MessageBox "Player has leveled up!" endSomething like that maybe? I have not tested if it works, but it should give you a general idea of one way to maybe go about doing it. Scripted skill ups are a bit tricky, and would require knowledge of how many skill ups are required for the next level up (the event handler is called before the skill ups are applied). Hopefully that helps a bit. Happy modding! :thumbsup: Edit: Thinking about it, maybe a mod like Oblivion XP Update would have, in its scripts, some tricks on how to go about doing that as well (I have not checked it myself, but it looks like a mod that might have something in it) --> http://www.nexusmods.com/oblivion/mods/35333
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HUD Status Bars Enhanced offers something a bit like that, in the form of its QuestHUD component: http://www.nexusmods.com/oblivion/mods/45740 However it seems to be a work in progress, and considering the scale of it (especially if done the way it would seem to have been done, I have not really looked into it much), it will take lots and lots of work to expand it to cover all quests. Hopefully that helps a bit. Merry Christmas! :thumbsup:
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Upgrade or get a new rig?
Surilindur replied to imarikurumi's topic in Hardware and software discussion
When browsing YouTube, I stumbled upon a channel named Actually Hardcore Overclocking: https://www.youtube.com/channel/UCrwObTfqv8u1KO7Fgk-FXHQ There were some very interesting PCB breakdown videos for various RX 480 models and also some GTX 1060 models, too, it seems (the PCB Analysis playlist). If you are considering maybe buying one, maybe the PCB Analysis playlist would help? The card is hardware, so obviously the actual build and design of the hardware matters. For example there seems to be one RX 480 model around that features a number of poor choices on hardware level (as in, lower quality components and such). If nothing else, at least the videos themselves are entertaining, in a certain way. :P And yes, definitely buy what you think gives you the best value for your money. This is the Internet, and it is easy to find a person who is biased one way or another. Also, as was mentioned, non-reference cards are usually the better option when it comes to cooling solution and components, although there can be the occasional exception, too (like in the PCB analysis that one RX 480 model seems to be a step in the wrong direction from the reference model). Again, reading up on the various models and using the brain can help, as well as critical thinking - some reviewers out there also seem to be a bit biased, one way or another. -
Morrowind modding competition mods?
Surilindur replied to morrowind1979's topic in Morrowind's Discussion
There is this one here: http://www.nexusmods.com/morrowind/news/12960 And that one has a link that points here: https://forums.nexusmods.com/index.php?/topic/5063540-morrowind-modding-madness-a-team-based-modding-competition/ Hopefully that helps a little. Sounds more like a survival thing than a competition, though. :P -
No problem. And I assume I will also be here asking questions about generating distant terrain things for a completely worldspace at some point. I have a project that features (will feature, actually, nothing is there yet :P ) a new worldspace for the mod's contents, and the plan is to one day finally start working on that project properly. Good luck with your project. :thumbsup:
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Oblivion does have DistantLOD folder and the *.lod and *.cmp files inside it. I have not looked into it much, but they are in the Oblivion - Meshes.bsa archive. When running TES4LODGen, it generates those files. One might assume they contain information related to distant objects. If I recall correctly, terrain and object information are separate. Oscape, tes4ll and similar tools generate distant terrain meshes and textures, but TES4LODGen generates lod files for objects. You can test it: temporarily rename the DistantLOD folder and see what happens. I could be mistaken, too. Is it a slow install even if you pack the files inside a bsa archive, because if that is true, then it definitely sounds odd? Maybe NMM does something funny with the archive? I use Mod Organizer myself so I do not know how NMM works. Edit: BSAopt is a great tool for managing archives, and it also makes browsing an archive's contents easy. I use the Beta 2.0.0 (16 December 2012) one myself: http://www.nexusmods.com/skyrim/mods/247 Take the time to go through all the options before using it, though. Selecting game and compression level usually help avoid any issues when packing things into an archive. And when extracting individual files from an archive, select the root ("/"), tick "show recursive", click the button to unselect all, then untick "show recursive" and proceed to select the individual files you want to extract. All files in an archive are selected for extraction by default (for some reason, and people in the comments section do not seem to get it).
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A quick search brought this one up: http://www.nexusmods.com/oblivion/mods/45845 Then there is also this one: http://www.nexusmods.com/oblivion/mods/45896 Both by stroti, it seems. Hopefully that helps a bit. And good luck with your project. :thumbsup:
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The 5th Anniversary Edition only includes Oblivion + SI + KotN, and is therefore probably the same as the GOTY disc I think... ? I only have a plastic 5th AE box, bought it very very cheap at a discount from a local store, and is how I first got into Oblivion - no fancy collector metal boxes for me. :tongue: The small DLC (Horse Armor, Fighter's Stronghold, Orrery, etc.) can be copied as normal files, as they are basically just mods. KotN might be the same, but I have never tried copying + pasting it. Shivering Isles always needs the installer, though (which you probably knew already). I had my disc version of Oblivion installed inside the Program Files folder on Windows 7 for ages with no issues. So having it in Program Files does work, but some people seem to have had issues with it. The same goes for Steam version of Oblivion + OBSE: I have had no issues myself, at least not any major issues, but some people seem to have loads of issues. I have not noticed any changes in stability, either, or anything else. Maybe I just have not paid enough attention, and "heavily modded" is subjective I think. In case you are not aware, you can have multiple Steam library folders. If you already have the "default" library folder C:\Program Files (x86)\Steam\steamapps\common\<games>you can freely add in another library folder, for example to the root of C C:\SteamLibrary\steamapps\common\<games>and choose to install Oblivion in there. Or even make it on another drive. To avoid some of the "Windows UAC" stuff. You can manage the library folders in (top left corner of Steam client): Steam -> Settings -> Downloads -> Steam Library Folders If you are more comfortable with disc versions, then just use them. Simple as that. No one is forcing you to use Steam, especially since you have a choice. :thumbsup: As for what happens if Steam goes bankrupt - no idea, never really thought about it much. I have 22 games in my library and do not plan on getting any more for now. It is all I need, and buying digital content from a place like Steam that does give me something (the game) but still does not actually give me anything (nothing physical, only data that I can download and use), it just does not feel right. Or maybe I am just too suspicious. Also the Skyrim retail boxes also require Steam, so not buying the box itself does not really matter with Steam sales and all that. Hmm. I am definitely fully ready to lose my whole Steam library if Steam goes bankrupt. Shame how most new games seem to need it, and not just Steam: Ubisoft has Uplay and EA has Origin. They need some sort of DRM (at least thet tell people so), but somehow there always seems to end up being pirated copies around, and the only one who suffers from the added DRM is the paying customer. Automatic updates and all that are a plus, though, and the more I think about it, the more it can also be about bringing gaming to the masses on PC (no need to manually patch - if the average kiddie gamer needs to follow manual patching procedure then that would hurt their sales when a game it "a pain to patch" when someone does noteven know where their game is installed). Ooops. Before I get sidetracked and start rambling: if you do not want to risk buying the game from Steam, do not buy it from Steam, if you have a choice. And you do. :blush:
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Just some thougts here. As was mentioned, the "normal" GOTY edition only includes SI + KotN (and none of the small DLC like Fighter's Stronghold)The GOTY Deluxe edition (yes, it is separate from the "normal" GOTY, and this one is what I mean --> http://store.steampowered.com/app/900883 ) includes everything from SI + KotN to all the small DLC (including Fighter's Stronghold), and it would be the one you want to get if you want those small DLC as wellThe Steam version, while being already up-to-date and not needing the disc, needs Steam, which can be a big downside, although Steam does indeed have an offline mode as wellOBSE does work with the Steam version (at least the one from http://obse.silverlock.org/) - I have Steam overlay disabled globally and it still works - but you need to start Oblivion from within Steam (the Oblivion launcher will appear, clicking the play button launches the game), I think the obse_loader.exe even instructs Steam users to do thatIt is possible to have Steam installed inside a Program Files folder (mine is in C:\Program Files(x86)\Steam) with your game library - including Oblivion - outside Program Files (I have mine on another HDD in F:\SteamLibrary\steamapps\common\Oblivion)The BSA archives' timestamps need to be reset (as was mentioned) for replacer mods to workIf you just want the small DLC, you could always buy the GOTY Deluxe edition from Steam, install it, copy the small DLC from that one (they are basically just mods), install your disc version with SI + KotN, and paste the small DLC into that one. But that would mean buying the GOTY Deluxe from Steam so... well... I did that with my Oblivion 5th Anniversary Edition disc before I moved to the Steam version completely. Edit: Oh and if you can find a DRM-free, automatically-up-to-date Oblivion with all the DLC then that is great. Steam is a bit... well... having games tied to it feels a bit odd. It works and all that, removes the need to manually patch and also the need for discs, but if/when Steam goes bankrupt, I have no idea what happens to the games there. A disc version does not depend on a company, an Intenet download or external software that need to be running (well, at least not Steam). I have copied the small DLC from the Steam version to a safe place, so that if Steam goes bankrupt somehow, I can install the 5th Anniversary Edition and copy all the small DLC into it to have an up-to-date Oblivion with all DLC but no DRM. I just use the Steam version because I have other games that need Steam (like Skyrim) so I need to use it anyway, and at least it makes redownloading individual files easy if I delete a base game file somehow and need to get it back.
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Great to hear you got it all sorted out! :D Actually, I did tell it at the bottom of the list that you also quoted: The "make sure the path (relative to data folder) is the same as the one of the texture inside the bsa archive" line of it. The base game textures are all packed in bsa archives, and to replace a texture, a loose file (as in, one not packed in an archive) with the same path (relative to data folder) is needed (with archive invalidation, but most mod managers already have it all automated). Well. Maybe it was not too clearly expressed on my part. :blush: Anyway, great to hear you finally cracked it. Who knows, mabe you will be excited enough to make some extensive retextures for sharing, too? :thumbsup:
