Jump to content

Surilindur

Premium Member
  • Posts

    1576
  • Joined

  • Last visited

Everything posted by Surilindur

  1. Now that really does sound big. Maybe if I have the time, I could see if I can think of something simple (all I really can think of). I had a sort of similar idea myself with external input that was supposed to delevel all leveled lists that were fed to it from a json file but I never really got around to making it happen, there was something in it that was an issue, and I cannot remember what it was. I was planning to use PapyrusUtil (JsonUtil from it) myself, but maybe JContainers has more elegant ways to handle things. Hmm. Might be worth looking into. If people do not feel like downloading the utilities separately, then that is just lazy. I would also say that checking if the user has an appropriate version of the utility loaded should be enough, and then not calling the functions and maybe adding a notification if it is not (with a clear info on which mod the notification comes from and all that). Some people will always have something to complain about. Hopefully you will find a useful solution. Waiting for a minute or two is a bit... well... I am not sure. It sounds like a long time, but with Papyrus being what it is, then maybe it cannot be helped. This actually sounds interesting, and maybe if I have the time, I could see if there is a simple way to make it faster (probably not). Maybe some small things in actual implementation could also make a difference. Rethinking all that does not really sound like much of an option, though. :confused:
  2. How much is a large amount of data, what sort of data, and how are you planning to store it? Just curious, on a general level. You make it sound like it really will be huge, and I am curious as to what it is you are going to be storing that actually is huge in Skyrim scripting. Maybe the idea could be rethought somehow, to avoid having to handle lots of data? Of course it might not be possible but still. That does not mean I could help, but I just cannot help being curious. :P
  3. Oblivion Character Overhaul 2 seems to be the latest and greatest NPC face overhaul, I use it myself and I have no complaints: http://www.nexusmods.com/oblivion/mods/44676 But that is all quite subjective. There are also other character overhauls around, too. Enhanced Genetics Overhaul seems to be a new one: http://www.nexusmods.com/oblivion/mods/46984 Checking the appropriate categories might help, like the "Body, Face and Hair" apparently (seems to have something in it) --> http://www.nexusmods.com/oblivion/mods/searchresults/?src_cat=26 Maybe someone else can give you more suggestions, I have only used Oblivion Character Overhaul 2 but from what I have heard, there are also other great ones around. :thumbsup:
  4. Which mod? Incompatible how, exactly? I have not used Better Cities or Unique Landscapes myself, but many people apparently do, and there are probably compatibility patches available for those two, being so large and popular mods. Other than that, I am not really sure which mods would conflict with others in that list Endrago provided. If you could elaborate a little, then that would be great. :)
  5. Doing it that way looks a bit odd. Steam.exe is the Steam executable, and it is in your Steam install directory. It is not related to the game itself. But I still would not do it that way. Have you tried this: make sure OBSE is installed (from the official site --> http://obse.silverlock.org both the 0021 download and the latest loader, in the actual Oblivion directory where the game resides, NOT data folder) (the "src" directory and readmes are not necessary)copy Blockhead files (Blockhead.dll, maybe ini if you have one) to "...Oblivion\Data\OBSE\Plugins\" (they cannot be installed virtually, at least not with a Steam version of the game, and it has been quite some time since I used a disc version)open Mod Organizer -> preferences -> workarounds tab -> change launch mechanism to "Script Extender"close MO, then maybe restart it (or not)check that there is, in "...Oblivion\Data\OBSE\Plugins\" folder, two files: hook.dll and mo_path.txtclose MOlaunch Oblivion from Steam, the Oblivion launcher will appear (none of your mods are loaded yet so do not worry about the launcher not displaying anything), click the play button, the game launcheswhen the game launches, the obse_steam_loader.dll (or such, cannot remember exactly) will load OBSE (or something like that, I am not sure exactly how it happens)OBSE will load hook.dll (an OBSE plugin) that was created by MOMO will build the virtual filesystem and add it to the gamemods will workThat is how it should (approximately) work. Make sure to install all OBSE plugins manually to make sure they are loaded by it. Your OBSE logs (created in the game folder) should have info on which plugins get loaded by it, so if you think Blockhead is not being loaded, the logs should tell you if it is or not. Hopefully that helps a little. :smile:
  6. In response to post #43232045. #43232355, #43233385, #43233940, #43235000 are all replies on the same post. Just to provide another user opinion: having the possibility to use virtual mod installation like with Mod Organizer (as in, no symbolic links or anything else even semi-permanent created in the game directory) would be great, and I am sure many people would value such an option. Not only does it make actual installation a lot faster (not everyone has SSDs), but it also removes a lot of hassle and uncertainty when it comes to "what do I have in my game folder, exactly?" There is a certain element of... ease attached to virtual installations. A peace of mind. The way MO works is exactly what pleases my inner control freak (of sorts) when it comes to mods. Having each mod in its own folder is also very useful for mod makers, when everything related to one project can be kept in its own folder, with no need whatsoever to hunt for files that get buried somewhere in the depths of the data folder. The virtual installation feature is also useful for saving disk space (not everyone has terabytes of it laying around). It is also the one single reason I switched from Wrye Bash to Mod Organizer for installing mods. Now I have never ever used NMM, but my experiences with the MO virtual install have been brilliant, no complaints whatsoever. If something should be the future of mod installation, that something should be virtual installation! It is fast, it is easy to understand (on a general level), it keeps the data folder clean, it looks very difficult to break (if not impossible, never tried it), and the user does not really need to pay much attention to its existence (excluding having to remember to launch tools through MO). If it is somehow possible to offer a completely virtual install option like with MO, then that would be handy. Tannin, you still have USVFS, and a project of that complexity must have taken some time, thinking and grey hairs to actually come to be, so instead of leaving it to gather dust, continuing its use with the new manager might be one way to carry it forward. Maybe if the mod installation + process launch parts of the new manager could be bundled into an add-on like block that could be changed? Come what may, I am still looking forward to the new mod manager. :) Edit: Talking about the USVFS-powered virtual installation, not anything that requires writing symbolic links or any other stuff somewhere (because, in my opinion, that sort of defeats the idea of a virtual installation). USVFS should be the future of mod installation. Edit 2: Maybe it really could be handy to make sure people actually know what "virtual installation" in MO means. Reading the posts, it seems that people might think it uses symbolic links or other link stuff... which is a bit odd. If NMM uses symbolic or hard links and calls it "virtual", then maybe that is confusing people to a certain extent? Maybe? If people actually understood how the MO/USVFS virtual mod installation works, then maybe they would not be so much against it.
  7. That is absolutely awesome news! Mod Organizer has been the one and only mod manager for me for years, and if the new manager will be anything even close to that, then that will be great! Tannin definitely deserves to have a chance to work full-time on a mod manager. MO (and the USVFS) definitely beat any CV I could think of. Congratulations! Also my thanks to Dark0ne for taking this step. Good luck to the whole dev team, looking forward to the new manager! :thumbsup:
  8. Finished! It is actually Saturday now, so I did not quite make it for Friday evening. :blush: Here is the link: https://drive.google.com/file/d/0B0058mGt5uf7cVZ2WGVMWHh6TGs/view?usp=sharing I took the liberty of cleaning up the travel system as a whole, as in, make the doors work like normal doors (no scripting to move player), remove the the unnecessary objects, scripts and all that, and I also changed the mesh of the summoned door to the static (non-animated) one, since it allowed for the removal of the minor position adjustments. There were also some changes made to other cells and such that were unnecessary and I also removed those (leaving the note stuff and that). Then I also changed the tome spell a little. Oh well. You will see. Just remember to keep a backup of your original file in any case. The scripts I wrote use OBSE, to give you an idea of how it can make scripting easier. If you do not already use it, the CSE is a brilliant addition/overhaul to the Construction Set and I definitely recommend using it: http://www.nexusmods.com/oblivion/mods/36370 If you have complaints and such, or questions, I would love to hear them. :smile: Edit: My greatest issue with Windows 10 is how it tries to feed all Microsoft stuff to the user, as well as all the preinstalled "apps" and all that. The larger update reset all my settings and re-installed all the preinstalled bloatware. They should just stick to making an OS, not trying to force feed "Xbox App", Bing things, some random games and their own browser and everything. I believe most people do not want them, and absolutely do not need them. Removing the most prominent rubbish takes forever, and I am still not sure if the performance telemetry things actually stay disabled for good or if another update will turn it all back on. It is easy to understand why people have issues with Win 10, it took me two nights to clean the thing up to a usable state. The only thing I need Windows for is gaming and everything related to it. If I did not do any gaming, I would not even have Windows. Or maybe in a virtual machine. Only time will tell where Microsoft is rolling to with their Windows 10 bandwagon. Maybe it is a nice place, maybe it is not. If it is not, I will definitely be jumping out of it. :ermm:
  9. Hmm. I finally managed to make the door appear directly in front of player, at a certain distance, at a 90 degrees angle - always. Brilliant! The old script for the summon spell is still there, though, no need to worry. That was just something I found interesting to make happen, I have some projects that I can use it in. And maybe it can give you an idea of how OBSE can make life a lot easier. :P The actual disappearing of the door should be relatively straightforward to implement, but it is getting late and I do not want to fight the rat when tired. I will do that part tomorrow morning if I have the time. Everything should be ready by tomorrow evening at the latest, I hope. I had to clean up all sorts of stuff and settings after a bigger sort of Windows 10 update that came yesterday, and then I also updated my motherboard BIOS today (long overdue), so I only had a few hours to spend on this today. And no problem, I like small challenges like this. Modding is a great way to put those little grey cells to use in a fun way. :happy:
  10. Okay, definitely possible. I will write something for you to have a look at and upload it (edit: to Google Drive). Should not take too long. Or maybe it will. I need to get a cup of coffee, too. :smile:
  11. You can use a quest script for that, or a script on the door itself, or a combination of both (starting the quest script from the door itself when a condition is met, so that the quest script moves the door away and stops itself aftwerwards), depending on when and how you want it to disappear. Object scripts are not great, though, and a quest script would be more straightforward. Or not. It depends on what you like. :tongue: How/when do you want it to disappear?
  12. No problem, happy to help. :)
  13. So you did fix it? Great! So it was sort of forced AA, after all - the iMultiSample setting controls the game's own antialiasing. Skyrim has two antialising methods available: FXAA and MultiSampling. The iMultiSample controls MSAA (up to 8x), and the bFXAAEnabled toggles the FXAA method. If you want to disable all antialiasing from the game itself, you would need to turn them both off. bFXAAEnabled=0 iMultiSample=0Hopefully that helps. For the stuttering part, have you tried disabling vsync and capping framerate to a reasonable amount (probably causes tearing, but might help with vsync-induced stuttering)? Maybe the stutters are vsync capping the framerate to 60, and dropping it to 30 or something when it dips below that 60? Or something. If you have a Freesync monitor (I do not, unfortunately), then you should not have issues with screen tearing or vsync-related stuttering if you have everything set up correctly. If your framerate is low all the time, it could be the game not being able to take so much. Or if you have a performance-hungry ENB effect combination. Maybe even a large resolution monitor or something. Some of the ENB presets around are really not too performance-friendly and you could always disable some of the effects of even the "performance" presets. Maybe even adjust the quality of some effects. For testing the GPU, maybe Google can help you more. And playing other games might also help you see if the issues are with the card or not. A Bethesda game with an unofficial hack-like extension such as ENB is something I myself would NOT use for testing the GPU itself. I am not an expert when it comes to GPUs (or anything else) at all, but judging by how easy it is to break things (like you also noticed yourself), it is not easy tell where the issue lies - game of the GPU. It is so easy to mess up some settings and break the game so that it will start causing artifacts. Actual testing software is for testing, where the software is usually not the one to blame. But I suppose you already know. Good luck with your GPU adventures. And no problem, it is great to be able to help - even a little. :thumbsup: Edit: Ooops. I should put the lights on when typing, keep hitting the wrong keys. :pinch:
  14. No problem. From what I have noticed, the two settings both disable effects. As in, either UseEffect=falseor UsePatchSpeedhackWithoutGraphics=truewill disable the effects. Which is interesting. I think they might have some differences, though. Having two ways to toggle the same thing seems odd... Have you tried this: remove the Radeon Settings profile for Skyrimselect "browse" from the top right and then manually select TESV.exe in the Skyrim directory to add a new profilein the new profile, set AA to "application controlled" (or whatever it was called, I am not home at the moment), leave the type to "Adaptive Multisampling" and also leave "Morphologic Filtering" disabled to make sure nothing is interfering therelaunch the gameBecause at some point people reported issues with the autodetected game profiles for Radeon Settings not working, and that manually adding the executables worked more reliably. I always remove the autodetected ones, and manually add each game and tweak the profile when I need to, so I do not know if the autodetected profiles work or not. And one thing to note is that, if you do not have a profile for a game, it will use the global settings, and if you have AA forced on there in the global settings, it will probably be applied. If that does not help, could it be that you have something else (not Radeon Settings) that forces AA on somehow? When I get home later, I will try to see if I can pull off artifacts like that myself, too. It should not be too difficult, I did it once some time ago by accident. When I have done it, I should also know where they come from. :tongue: If you want to use any ENB graphics modifications, then you will want to enable the effects from ENB. So whatever is causing those issues needs to be solved first. Assuming you want to use any ENB effects. If you just want the ENBoost feature, you do not need the graphics modifications.
  15. Having it this way disables graphic modifications (you can test it): UsePatchSPeedhackWithoutGraphics=trueBut setting it to false enables graphic modifications. So when you ENABLE graphic modifications, you get visual glitches or such? If I were you, I would check the ENB graphics stuff first. If you want to use graphics modifications from ENB, you should make sure you actually have all the necessary files, and that you do not have any other graphics modifications that could conflict with the ones from ENB. Also, it says in the top left corner that you have hardware antialiasing enabled. Have you forced AA on through Radeon Settings? If you have, does disabling it make any difference? I remember having extreme visual glitching like that, and I think it might have been related to me forcing something through the graphics drivers. But it has been quite some time, and I cannot remember exactly anymore. So if your card works fine otherwise, even in stress testing and other games, it is most likely just something related to your current ENB configuration. Hopefully that helps a little.
  16. No problem. Remember to first select the root ('/' symbol), tick "show recursive", then click the button to unselect all (red one), un-tick "show recursive" and only then navigate to the file you are after and extract it. BSAopt has all files in an archive selected for extraction by default, so it is handy to unselect everything else before extracting, otherwise it will extract everything. Happy modding. :)
  17. Home again! I checked the archive, and it is there, in Oblivion - Meshes.bsa at ...meshes\creatures\dog\skeleton.nifMaybe you opened the wrong archive or something? BSAopt screenshot in spoiler:
  18. Maybe there are other archives with meshes, too? If it really refers to a skeleton.nif, needs it to work, and it is not included in the mod(s), then it has to be either in the base game or in a mod that the one you are using requires. I will check if the dog skeleton exists when I get home. It should be there, the base game has dogs, for example in Chorrol there is that woman with dogs. Have you checked where the base game dogs have their skeleton nif?
  19. Have you checked the BSA archives from the base game? For example Oblivion - Meshes.bsa or such. Chances are the base game BSA archives already include the necessary dog skeleton, in which case it is already present in the game and does not need to be included in a mod. Tools like BSAopt can be useful for checking if a file exists inside a BSA archive: http://www.nexusmods.com/skyrim/mods/247 If you want to browse BSA archives for assets from within the Construction Set, you could use the Construction Set Extender by shademe: http://www.nexusmods.com/oblivion/mods/36370 Hopefully that helps a little. :thumsbup:
  20. When you downloaded the Creation Kit from the tools category of Steam, it came with a Scripts.rar archive in the Data folder. You extracted that one, and there were no Dawnguard or Dragonborn folders inside it (in ...scripts\source folder)? The archive that comes with the CK should contain all the source files. Maybe you could try deleting the archive, then verifying tool cache, and re-extracting the archive? Or even opening the archive before extracting it, to make sure the files are in there. They should all be there. :huh: Edit: Talking about the scripts archive in <Steam library folder>\steamapps\common\Skyrim\Data\Scripts.rarwhere they packed all the source files in one of the CK updates.
  21. No problem. And I would also like to thank QQuix for mentioning the lamp post script. Pretty obvious yet I still did not think of it. :blush:
  22. Edit: Ooops. Yes, do as QQuix suggested. The lamp post scripts should be a great example.
  23. Then you might need a quest script, I think, if the door would disappear regardless of whether it is loaded or not. I have a few ideas on how to improve the system to hold the door in place. Since the door is a door, there needs to be something that keeps track of the position throughout loading and saving the game, and moving from one worldspace or interior to another and vice versa. That is what the rat is for, if I remember correctly. Hopefully someone else can help you more when it comes to keeping track of the door's position. I have an alternative system planned myself, with no need for a rat at all, but I need to test it. And it will be a bit over the top, but I have also had some issues with the rat. And the way I have done the door actually turned into a "smash it with a hammer until it works" sort of a project. It works, but it is not beautiful. I need to remake huge parts of Fluffy Follower Frill, too. Maybe you can extract some ideas from Fluffy, but I would not use it as an example. If you have questions on how to implement something, you should probably ask here on the forums and not copy-paste from Fluffy. :blush: For a timer, you can use GetSecondsPassed and check if the door is in the holding cell of your choice or not. If you are going to add in animations, then it can get more complicated.
  24. Okay. Well, it was just an example. You should only ever add tags that are absolutely necessary, relevant and a must-have considering the function of your mod. The Wrye Bash advanced readme or the basic one should have more info. And you could always ask on the official Bethsoft forums thread. I think Utumno posted the link somewhere not long ago. I still have my desktop packed away, so I cannot test. Maybe I did not remember it correctly, which is perfectly possible. See the UOP description for an example (as in, the esp file description). If the tags are registered by WB from the description, then they will appear in the lowest text box, the one below the master list in the plugins tab (the right hand side panel). Again, the UOP has it all there, you can use it as an example. Even if you did manage to add all sorts of tags, I am not sure if the plugin will appear in the lists when building the Bashed Patch. Maybe it also depends on the actual contents of the mod and all that? I would test it, but I do not have any means to at the moment... :confused: Asking in the official thread Utumno linked somewhere might prove to be informative, I think. Edit: This one --> http://forums.bethsoft.com/index.php?/topic/1606578-relz-wrye-bash/page__view__getnewpost
  25. Writing them in the description works. See the UOP esp files for an example. If I remember correctly, it was like this (I think it was ":" and not ";" after "BASH", but I could be mistaken too): {{BASH:Delev,Relev}}There should also be a "copy to description" button somewhere in the menus, according to the documentation or such. Maybe that could be used to add the tags to the description automatically. Hopefully that helps. Utumno seems to direct people to the Bethsoft forums thread or such, so maybe you could also try asking there.
×
×
  • Create New...