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Surilindur

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Everything posted by Surilindur

  1. Hmm. Well. The portal thingy in Fluffy Follower Frill could probably do with some adjustments. The animation stuff was driving me nutters so it currently works, but I will try to improve it somehow when I am no longer so angry at it. :tongue: The way a portal could work might be this, maybe: two doors, both in the target home cell, one that is used in it and one that will be moved to the outside worlda marker rat to mark the position of the door when it is out in the wildwhen player summons the door, the rat could be moved (and disabled, I think?) in the right place, and the door could be moved to itwhen player "unsummons" (banishes?) the door, the rat could be moved to the home cell (since player is not in there when banishing the door) and the door could be moved to itwhen loading a game, a check could be made to make sure the rat and the door are in the right place if player is in the home cell (so that the player will get out of there to the right place)and remember the TELEPORT MARKERS, not just the doors, the teleport target markers also need attention, if I remember correctlyFluffy has a spell + script, a door + script, a marker rat, and a few lines of script in the game load function I think, it has been a while since I last worked on the mod, but I hope I will have time to get back to it soon. I have a few ideas on how to improve it. Hapy browsing, if you encounter absolutely horrible scripting, worry not, I will try to improve the mod when I have the time. :smile: Edit: You might need OBSE, or you might not. The way I did it in Fluffy required OBSE. There were some functions I needed, maybe the door teleport marker movings required something.
  2. The latest versions of Windows hide the filetype extension by default for known filetypes. You can toggle it somewhere in the preferences menu of Windows Explorer (the file explorer thingy). There should be a long-ish list of tickboxes for all sorts of options. If you have filetype extensions hidden, then you probably cannot rename the extension, I would think. Or not. I am not sure. Like if you have a file some_photo.jpgWindows would display some_photoand if you double-click to edit it, it either will show the extension ready for editing or it will not. If it does not, you cannot "rename" the extension. If it shows just the name, and you append ".omod" to it some_photo.omodit would end up being some_photo.omod.jpgbut that is just an idea. There has been some talk about Windows changing file extensions of OMOD files before, too, but that sounds silly, and I do not think it has ever happened to me. Odd. But it seems to have happened to you. Which browser did you use to download it? Just curious. An OS should not change file extensions by itself, at least it would not make any sense. Maybe whatever program you use to download the files changed the extension somehow, in an effort to try and be "smart"? Edit: Ooops, Striker already covered this, but still, an OS should not be tampering with file extensions AT ALL, it has absolutely no reasons to, and if an OS does do that, it is just nutters. I downloaded the thing, to test, with Firefox, and yes, it actually comes as an .omod file when downloaded. The file explorer (on Linux) shows the type as "Zip archive", and it opens just great in an archive manager, but the file extension is still "omod". Screenshot in spoiler: So maybe your browser does something to the extension? Does it give any options to "save as" when downloading? That would be a nice chance to see if it tries to save the file with another extension when downloading it?
  3. If you mean the module checkbox in the EFF MCM menu (the same page as nicknames, outfit, etc. checkboxes), I am not sure. You can try toggling it and checking, maybe? Maybe. Importance is the level of protection for the actor, and even if the actor were important, it could still be either protected or essential. So even if an actor is important, it does not necessarily mean it is essential (or even protected). An essential or protected actor might not necessarily be important, either. But usually yes... :ermm: From the wiki: http://www.creationkit.com/index.php?title=Category:Actor Essential actors cannot be killed. When they reach 0 health, they go into a special "bleedout" state and recover over time.Protected actors are treated as essential to all damage except that delivered by the player. The player is the only one allowed to kill a Protected actor.And normal actors will just die. EFF offers the option to make followers essential, protected or set the state to "default" (which could either mean the state of the actor base or the normal non-protected state, I have not checked). I think the question was what would happen if a setting in EFF would be toggled, a setting that is related to importance definitions. And I think it might be the module toggle thingies that are in the gameplay page of the MCM menu. If someone knows what the "default" option in EFF menu actually means (is it normal bandit-level non-protected "default" or is it the actor's original "default" status?), feel free to enlighten me. And I would also love to hear what happens when toggling those checkboxes. Every day is a new opportunity to learn something new. :smile:
  4. Hmm. I still cannot put my desktop back in its usual place, the renovation people have still not drilled the holes to those concrete walls in the room. Maybe I will have time to test things soon, though, I hope. Of their planned schedule of six to eight weeks, about six weeks have already passed, so I think they should soon start having enough motivation to do something. :laugh: With flames I meant the actual animated activator references, the fires, flames, the static fires. Flame Atronachs are not the culprit from what I have noticed. The issue seems to be related to those fires on the floor. Sorry. English is not my native language, so I sometimes write all sorts of misleading things. :sweat: Edit: After your game restart, did the issue reappear at some point? Or was it gone permanently?
  5. Hmm. As it happens, I am no longer sure myself, either. I need to test it when I have my desktop up and running again. :happy: I was thinking like this: install one esp file, then add Bash Tags to it with the right-click menu, close Wrye Bashmove that esp file elsewherelaunch Wrye Bash again, then close it (to make it notice the absence of the esp file)move that esp file back (as in, the one that received the tags)launch Wrye Bash, and see if the esp file still has the tag(s)I was just curious as to how Wrye Bash saves the tags of an individual esp file. Since there is probably no space in an esp file's structure for saving the tags in a dedicated "slot" the same way as the author names and such are stored (considering how they are something created by a third party tool that is not official), where would it permanently store them on the esp file itself, if not in the description slot (the thing I meant with "stick")? Saving them in the description would work, so WB could parse them from it, and that is how it works. But when not saving the tags inside the description, could it be that there is no place to store them in the esp file itself? If so, then the tags that are not in the description would probaby need to kept in an external storage of sorts with esp file names and tags (or something like that). And when the tags are in an external storage, they will not be on the esp file itself, so they will not "stick" when packing the mod up and distributing it. And if there is an external storage, then, assuming WB carries out management on it, the tags for an esp file that has "disappeared" would not be there when it "reappears". Maybe? But that is just an idea, based on pure speculation. :huh:
  6. I have no skills at 3d stuff myself. And I must admit I also have a larger scale project for Oblivion, too, although it is not actually large compared to some other mods -it is just large on my own tiny scale. Larger projects can be interesting, and I have absolutely magnificent plans for mine, ideas for all sorts of quest-related things with sounds, effects and camera cuts/movement. And then a coronation in the end. But I need to fill in the bits in between. All I need is time to actually make it happen, and I hope I will have some time to start working on it properly by Christmas, but my timetables have failed before, too. :D Good luck with your project. It sounds like you really have motivation enough. :thumbsup: Edit: Ooops. I should read everything I post twice. Sorry. Maybe it is more readable now. :facepalm: Also apologies for being so pessimistic. And yes, now that I checked it, you actually have made mods. For Skyrim, nonetheless. Sorry. There is usually the occasional "I have not made any mods but let's start this huge total conversion for Skyrim" sort of thread in the Skyrim section of the forums, or a WIP thread for a massive mod that will never get anywhere. Maybe I have been reading too many of them. :blush: And modding should be fun. It is not about the end, but the journey. :happy:
  7. But to they stick? When I last tried it, I think they did not remain permanently on the .esp file. For example when removing and then re-adding it after some time. Adding the tags in the description was the only permanent solution I could find. Or maybe there is something I have missed.
  8. Saw this, wrote about it, but forgot to answer it here. :tongue: There is no German localisation file for the MCM menu in the correct path. The keys to translate (replace) in the UI have dollar signs in front of them, and those dollar signs are written in the MCM menu Papyrus script for the mod. The translation system should replace the keys with the corresponding values for your language when displayed in the UI, but since there is no localisation file for your language (or at least it is not where it is supposed to be), it cannot do that, and therefore leaves the key strings with dollar signs in the UI. The localisation file should be in Data/Interface/Translations/modname_GERMAN.txtwhere modname is the name of the .esp file for the mod without the suffix. The localisations can be either in a BSA archive or as loose files. You could try copying the already included one and renaming it to GERMAN (since your game is in GERMAN, and not ENGLISH, JAPANESE or others), maybe that helps. Of course you could also have the mod installed incorrectly. But it depends on the mod. Hopefully that helps. :thumbsup:
  9. You can always start working on it yourself. Others can help if they feel like it, and if they have the time. No need to wait for anyone. If you want to collect a group of dedicated people to work on the project, you will never get anywhere. I would recommend starting it yourself, not relying on others, and being delighted if someone lends a hand. Once you have finished an arbitrary portion of the project, you should have an idea of the scale of it and what it takes to finish it. If you have never made a mod, you could start with something like interiors or level design and cluttering, then adding something exterior-related, and then scripting a quest, with a few NPCs and all that. What it is you are after really is a massive project, and in my opinion, will never be finished, at least not in the scale you have described it. I am not trying to be pessimistic. Maybe if you scaled down your expectations a little? If you have never done any mods of a larger scale, you could start by making a small Skyrim-themed village to the North of the map, with NPCs and quests, maybe a few dungeons and all that - something to get you started on modding. If you have ever done anything in a group, and if it has ever been something that is not absolutely vital for everyone in that group, you can probably already imagine how it is going to work out. Assuming you do manage to find a small group, the ones in that group need to be very, very dedicated and passionate about the project, and they must remain passionate about it for YEARS, because even with a group of people, it will take years, at least if you are planning to maintain some level of quality. I have no idea how many people are working on Skywind, but the people there seem to be very good at what it is they are doing, and they also seem to be motivated. So I would say you can try, but maybe trying with a smaller project first would be handy? Something that requires all of what it is your grand project will need: worldbuilding, scripting, texturing, working with 3D objects, quests, voice acting, and all that. If you can master all of those, then you can pull it off. If you cannot, you will need to rely on others to do things for you. And when you want others to do things for you, you need to be absolutely sure the work other people might put into your project will NOT be wasted because of you failing to finish what it is you started. You will always be personally responsible for finishing your project. If you are doing it yourself, then there is nothing to worry about. But if you have others contributing their work, then you NEED to make sure those other people will not be let down by you. People who have others do stuff for them just to discard it are not nice, and neither are people who make others do most of their work. It is easiest, both morally and when it comes to keeping the project alive, to do it - either completely or at least almost completely - oneself. When others have not contributed, there is no one you can let down if the project fails. When others are not necessary for the project to be finished, there is no one to let you down. That is not to say having someone help would be bad, or that working in groups would be bad, but when doing it all oneself, there would be less stress from "owing" something to others, and if someone fails to deliver, it is not the end of the project. Oh well. Enough ranting. Sorry. Just some thoughts. People are different, and you should do whatever it is that you think is the best way to go about doing things. Happy modding. :blush:
  10. Could it be related to normal members having download speed capped at 1 MB/s? I think it was mentioned somewhere, could have been the download popup or such. But then again, that raises the question of how it was that you were able to download mods that fast, assuming they were from here? It could not have been your current account, seeing how it was only made about an hour ago? Maybe you had a premium accont before, and were able to download faster with that one? Still, 1 MB/s is also quite a lot, too, especially when it is completely free of charge and someone eventually has to pay for all the traffic. Just some thoughts, maybe someone who actually knows something can do more to enlighten you. :blush: Edit: Found this one on the page describing all the premium membership stuff:
  11. That also happens to me with fires, as in, those flame thingies. When there is one around, rotating the camera to some certain angles causes objects near the fire to look like that - grey. But that has happened in exteriors to me. No idea what is causing it, though. Since it happened to you in an interior, it will not be TES4LODGen or such. It is probably something minor. If someone knows the cause, I would also love to hear it. :)
  12. Have you checked the ini file? It has a lot of customisation options, and you should be able to adjust the advancements somehow. It has been ages since I tweaked the settings myself, though, so I do not remember what there was in it. But you should be able to configure the mod to better suit your playstyle. For example I have made leveling up overall slower than usual and such.
  13. The page you linked seems to have version 2.0.2, but there is apparently a 3.0.1 version available here (in the downloads section): https://code.google.com/archive/p/gimp-dds/ Are they different somehow? Just curious, there might be something I have missed or misunderstood. I use the 3.0.1 x64 one myself. Edit: The code.google.com page is linked on the GIMP Plugin Registry as "home page".
  14. Edit: WAIT! You should probably check if you even need any tags. Rebuild the Bashed Patch with your mod active, and then check the relevant leveled lists in the Bashed Patch with TES4Edit. The general readme ( http://wrye-bash.github.io/docs/Wrye%20Bash%20General%20Readme.html#patch ) gives the expression as if it automatically merged something (like added items?). If that is the case, maybe you do not need any tags. The tags that are available for leveled lists actually look a bit odd, at least if adding items to a leveled list. Deleting from a list (Delev) looks like it does not fit for adding items, and releveling (Relev) is not something that sounds like "merge additions". So you should first check if Wrye Bash automatically merges the additions. Chances are it does. I have never really thought about it much... :blush: But if you still need to add a tag or two, the easiest way would be to add it to the description of the esp file, if you use Wrye Bash, that is (well... right). If you have the Unofficial Oblivion Patch installed, you can see the description of it for an excellent example. For example the Delev and Relev tags (if I remember correctly): {{BASH:Delev,Relev}}And remember to save the changes. The bottom section below the master order in the right hand side panel should list your new tags, and they should be noted by Wrye Bash when building a Bashed Patch. If you have not yet done it (or if someone else reads this and is about to add some tags), it might be handy to read the notes about Bash Tags in the readme, to understand what the tags do and all that: http://wrye-bash.github.io/docs/Wrye%20Bash%20Advanced%20Readme.html#patch-tags But I would still double-check without the tags, because they might not even be necessary. Hopefully someone else can help you more.
  15. Edit: See these ones, from people who actually know things, for actual information, they will help you, unlike my misinformed speculations: https://github.com/schlangster/skyui/wiki/MCM-Advanced-Features#Localizationhttps://github.com/schlangster/skyui-lib/wiki/How-to
  16. Haha. You are not that much of a one, really. If you were, you would not even have figured out how to turn the debug text on. Good to hear the problem was solved. I also use the tdt command myself a lot. That framerate needs constant checking, I think it is turning into a habit or something for me. :P When adding mods, you can also check the other stats if you want, in case they are of use. I do not know where you picked up that command, but there is more about it here if you have not yet found the wiki page: http://cs.elderscrolls.com/index.php?title=Debug_Text And this one of general interest, in case some of them are of use: http://cs.elderscrolls.com/index.php?title=Category:Console_Functions Happy modding. :thumbsup:
  17. When I used Wrye Bash for installing, I always extracted the archives, made sure they were structured correctly, and then moved them to tne installers folder. So I think it does work like that, at least it did when I last used Wrye Bash. I never actually tried the installer things with an archive... :blush: Assuming with "installers" you mean the ones that will appear in the installers tab. And maybe things have changed. One way to make sure is to try it, I think.
  18. All I coud find about that "Delte" one were mod lists. So he/she just made some mod lists? Or was there more to it? The one list I stumbled upon, over at Bethsoft forums, just listed some "immersion" mods made by other people. Of the sleep, eat, stamina, bedroll and stuff, here would be some ideas. Also overhaul and bugfixes. All the mods are here on Nexus. When I get to my laptop, maybe I could try to elaborate somehow: Unofficial Oblivion Patch, Unofficial Shivering Isles Patch, Unofficial Oblivion DLC Patches - to fix bugs, obviously, and yes, fewer bugs should improve the gameplay experience?Basic Physical Activites by Maskar features sprinting, speed changes relative to movement type and environment, and stuff like that. I use it, and have not had any issues.Basic Primary Needs, also by Maskar, has things like thirst, hunger, sleep and everything you need for them (like fillable bottles of sorts). It is the best needs mod I have found, absolutely.Camping, this one also by Maskar, has portable tents for everyone! Magnificent, definitely needed with Basic Primary Needs for sleeping.Maskar's Oblivion Overhaul, by Maskar again, has backpacks and other items to go with those mods, which is why I put it here with them. But it also has a TON of other things and I can absolutely recommend it.Generally, though, getting a list of recommended mods is as easy as posting a question somewhere like "any good immersive mods that make gameplay more interesting?" with maybe some conditions to focus the query. Chances are people will be all over it with various recommendations, maybe even explanations as to why those mods specifically would fit your criteria. And the Internet should be full of mod lists in general. Also, donating does not automatically mean that someone is going to do something. Some people do things for fun, and maybe want to give something back to the "community". For example I make mods for fun, and by sharing my petty works I am trying not to be a pure parasite of sorts. I would say making mods is a hobby of mine, and it makes me feel better about using mods that other people have poured their hard work and free time into, when I know I have also done exactly the same thing, instead of just downloading free stuff. But that is just me. Everyone probably contributes in their own way. And most people contribute nothing, but they seem to be fine with it, and it is not for me to judge. :P Anyway, donating so that someone would do something still sounds a bit... ethically problematic. At least currently, when mods are free, paying for someone to do something is something I personally consider extremely problematic. Anyway, it is all off the scope here, and I will not write more about it. :blush:
  19. That is actually a good question. I think it is mainly because Oblivion is still here and is not going anywhere - if I want to play Skyrim, I can play Skyrim. If I want to play Oblivion, I can play Oblivion. Maybe if someone is after Skyrim-like magic and combat in Cyrodiil, then Skyblivion might be for them. But I myself like the two games as... well... separate. Oblivion is a great game, Skyrim is a great game, but combining them somehow feels awkward. They offer so different roleplaying experiences and opportunities. I prefer to enjoy Oblivion as it is, and Skyrim as it is. If someone were to remake Skyrim on the Oblivion engine (at least the parts that are possible), I would not be interested in that one, either. So I would say I prefer having two separate, different by design, unique and overall pleasant games instead. If that makes any sense. But it is also perfectly understandable how some people like projects such as Skyblivion: combat, magic, engine performance, visuals and the like. Oblivion is five years older than Skyrim. :P
  20. Does opening the console and using tdtsolve it (at least temporarily)? The command toggles debug text. If you have turned debug text on, the console will popup again and stay there each time something is printed in it. If you have debug text on, you might or might not also see some other statistics in the upper left and/or right corners of the screen depending on the debug text number (like framerate, script times or such, video memory usage and the like). That is the only thing I could think of, something like that has never happened to me.
  21. I have no idea whether it is okay or not to discuss Skyblivion here, and I have no interest in it myself. But accoring to a few Google searches, Skyblivion is apparently supposed to recreate Oblivion on the Skyrim engine - not to add Skyrim stuff to Oblivion. And the problem with all those huge remakes seems to be that they need to remake all the resources and such, since Bethesda does not allow using resources from one game in another (as in, their resources). So even if someone were about to add Frostbite spiders in Oblivion, he/she could not use the Skyrim assets for it, and would either need to tweak existing resources (from Oblivion, or custom resources from others) to look like Frostbite spiders, or make new resources from scratch. :confused: If you want something Skyrim-like in Oblivion, Maskar's Oblivion Overhaul adds mammoths and giants to the game. I have seen groups of then roaming the areas around Bruma. There is a screenshot in the images section that demonstrates it: https://staticdelivery.nexusmods.com/mods/101/images/42780-1-1352996892.jpg Hopefully that helps. There might be other mods, too, that add Skyrim-like things to Oblivion. There was a dungeon mod that added Nordic tombs or something if I remember correctly, but I have never used it. The mammoths from Maskar's overhaul are a nice touch. :thumbsup: Edit: Hmm. So it is "from scratch" and not "from skratch"? Oops. I have been typing it wrong all the time. :tongue:
  22. Oblivion Reloaded should fix the grass bug, it apparently does it at an engine level or something. It is listed under "game fixes/patches" in the description. If Bevilex uses it (probably does), then that is where the fix is coming from. The base game has that grass disappearing "feature", but Alenet has fixed it in Oblivion Reloaded (and before that in his grass plugin, but the fix is now also in OR and the grass plugin should not be used with OR). The thing with ENB for Oblivion is that there are two version: v0.181 and v0.259. The 181 one has all the fancy graphics changes, but it does not have the ENBoost features. The 259 one has ENBoost, but it does not do any fancy graphics changes. Hopefully that clears it up. If you use Oblivion Reloaded, you might not necessarily need any ENB effects. The ones in OR can be tweaked using ini files, but I myself like how subtle the default effects are - at least the ones I use, I do not use AO and sharpening so I cannot comment on those. And the effects from Oblivion Reloaded apparently are very performance-friendly from what I have noticed. It also comes with an excellent customisable framerate manager that adjusts object rendering distance on the fly to achieve a target framerate (which is probably also the reason why the recommended draw distances and all that in the description are so long). One thing to look into, however, could be the Oblivion Reloaded memory purger (yes, it also has that). At some point there might have been some discussion about how it works or does not work with ENBoost. It was quite a while ago, and I have not actually played the game enough for ages to be able to look into it, but it might be something worth checking. Hopefully that helps. :thumbsup: Edit: Also, I am not sure how editing the grass values in Oblivion.ini works if using Oblivion Reloaded and the grass features from it. The grass ini from OR has some parameters that control the grass. Maybe the values in Oblivion.ini are not used at all? Just an idea. I have adjusted grass values in the OR grass ini and it has worked just fine. But I could be mistaken, too (would not be the first time :tongue: ).
  23. Now that is what I would call immersive (from my subjective point of view, based on what I like). Your notice boards are awesome. Time to re-evaluate the existence of my own Shivering Isles start mod. I always have MOO in my load order now, and the Nexus is full of SI start mods, so I might as well remove my own start delayer mod. Thank you, Maskar, for your overhaul - and for this bit of information, I never realised it does that, too. Now I can free one slot from my load order. :smile:
  24. You can use Alternative Beginnings ( http://www.nexusmods.com/oblivion/mods/37382 ) to optionally - as in, it still has the vanilla start as one of the options - skip the starting dungeon in a way that does not break anything. I use it all the time when testing different mods, my own mods, and to skip that terribly long prison start. And the options it offers are also great for roleplaying when mixed with a healthy amount of imagination. :thumbsup: I do not have any means to test anything at the moment, and I have not played the game properly for ages, but I do not remember having any issues with Maskar's mod regarding SI. Also, if you insist on using console commands for testing, you should probably use stage 10 and not 20. The stages are over at UESP, and I am not sure why you picked 20 for your testing, unless there is something I just cannot see. I think there were some things related to the scene at the gate that required stage 10 and not something else to run. But I cannot remember exactly, and I have no means to check. If you feel like checking in the CS, the quest script for SE01Door might provide some insights.
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