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Surilindur

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Everything posted by Surilindur

  1. Worry not, you came across as a perfectly normal person. Within real life standards, that is. The Internet, usually, is a different case entirely, and on that scale, you would probably be pretty high up. There seem to be all sorts of people with access to the Internet. Also, I think I might be classified as someone without any 'issues', yet I still possess completely ridicilous and utterly lacking social skills. And, from experience, I know I can manage to come across as a pretty bad person indeed. So take it easy, not everyone is a master of human-to-human interaction. Sometimes I think my computer has more advanced 'human interface' than me. :P Good luck with your project! And should you run into issues, just ask, I might just know the answer. Or I might not. Difficult to tell before knowing the question. :wacko:
  2. Here is the page: http://www.nexusmods.com/oblivion/mods/22368/? As for how to get it stable... do not ask me. I am bad at explaining things. Just remember to keep it modest when it comes to mods, your PC might be able to handle it, but the game is probably the greatest limit. And there are so many things that can affect stability, it is difficult to give any "one trick works for all" advice.
  3. Maybe it is a mod conflict? Or not? Should they carry maces? I have never really thought about it. :tongue: Also, no need to do a reinstall elsewhere. It says you cannot use it Program Files folders, but actually you can. Or at least I can. Just run the "Launch CSE.bat" as administrator (right click, properties and tick the box in Compatibility tab) and it should work. I have Windows 7 and it works perfectly that way inside the Program Files (x86) folder. Unless, of course, you already started the reinstallation process. And no problem. Good luck with your project. :thumbsup: Edit: Ooops. Come to think of it, I am not sure if I changed the batch file a bit. Maybe. Maybe not. I do not remember how batch files react when run as administrator. In case it complains about something not found, set the folder to your game folder before trying to launch OBSE with the argument(s). In the batch file. Like: C: cd C:\Program Files (x86)\Bethesda Softworks\Oblivion obse_loader.exe -editorOr something like that. Depending on where you have Oblivion installed. Might need to put the path in quotation marks. I do not have the thing on this machine. And it has been a while since I tried to get it working. :blush:
  4. Have you checked Oblivion Reloaded comments thread for sticky posts that might have info on CTD when starting a new game? I think there was something about it there at some point. Other than that, I have no idea.
  5. Probably related to updating and/or checking some mod-related information (obviously). Never run into it myself. Just a Python error, meaning the thing tried to get "size" attribute from something that has not been defined (sort of, at least whenever I have run into that myself it has). No idea what is causing it, though. :tongue: Edit: And that was not helpful. To figure it out, you would probably need to first find the file responsible for it by repeating the steps that caused the issue after adding some printing to be able to track the files as the info travels through the program to see where it goes wrong. Maybe. No idea. Have you tried asking on the Wrye Bash thread? Or is that something that could be asked there? If it happens every time, it definitely is. If it happens twice a year, you can try ignoring it, maybe? If everything still works? Or not?
  6. Sounds odd. I have not used the normal CS for anything script-related (or anything at all, come to think of it) for a very long time. At least the CS with CSE works like a charm once you get it set up correctly -which should be pretty easy to do. Remember the VC++ Redist requirements, I do not think there is much else to it. Not counting the updates from the Bethsoft forums thread linked in the "Mirrors" tab (the "Development Channel" link on the Bethsoft forums thread opening post). Also, I downloaded TES4Edit (version 3.1.2) and it downloaded just fine. Are you sure you used manual download... ? Just asking, as there have been people trying to download MGE XE or MCP for Morrowind using NMM. :P
  7. This way, for example (assuming the scripts only reference stuff that comes from the base game): - open the UOP in CS - copy the script in a text file - close the CS, then open your mod - paste the code into the script in your mod - done! Or just try dragging the script to your mod using TES4Edit. Even easier. But remember to check it in the CS, too. But if the scripts reference stuff that is not in the game without UOP or so, that will not work, and you could use the Construction Set Extender by shademe so that you can have UOP as your plugin's master.
  8. NMM will most likely not handle .omod files properly. You need to use some other manager or find a version of Qarl's Texture Pack III that comes in loose files instead. Edit: Or .bsa version, which is still just normal game files, but in a packed format. If there are any. Probably not.
  9. Okay, so there is a huge list of Anim Events in a dropdown menu. Just like sLoPpYdOtBiGhOlE said. In the toolbar > Gameplay > Animations > Actors\Character\Behaviors\0_Master.hkx The I just picked one under it, and opened the dropdown menu approximately in the middle of the all the other options. The names were relatively self-explanatory, as well. I managed to find the following ones in it: reloadReloadFastreloadStartreloadStopI think, cannot remember exactly. For some reason, when I register for the event upon opening a menu, the one that is registered after that (when the player closes menu and the reloading animation plays) is the "reload" one. I tried "reloadStart", but it did not work. Strange. But at least the animation stops now, as intended. Sending "reloadStop" makes it end upon start. I will see if I can make it better somehow. At least there is now an optional way to prevent the animation from playing completely. Which is disabled by default. Thank you all for your time. Now my projects are seeing some progress again. :)
  10. Okay. Thank you both. Di0nysys' advice for finding the names seems so easy I will check it first. Never would have thought about it. If someone has an account on the CK Wiki, it might be handy to have that explained in the Notes section, for example, in case someone else is looking for the names, as well. Or maybe at the top of the page? Perhaps? This is the one I have found thus far: http://www.creationkit.com/Animation_Events I have been a bit busy with real life at the moment, but I will hopefully have some time for modding tonight. I will report back what happens. Also thank you for the "ResetGraph" thingy, is it a command? I did not seem to find it in the wiki. Or is is a special Anim Event? The idea is just to stop the crossbow reloading animation when it starts to play, so that it will not be played (at least completely through) when inappropriate. When I remove bolts in an OnMenuClose event, the game will play the reloading animation the moment the menu closes, despite all equipped bolts having been removed from player. So it plays the animation, but nothing is placed on the crossbow. This is the thing I need to fix. In case it was not too clearly put in the original message. Thank you. I will report back with what happens. :)
  11. Hello, I have a mod project under construction and it has a slight issue with a reloading animation playing when inappropriate. To solve this, I have thought about using the RegisterForAnimationEvent function combined with a SendAnimationEvent. On player character, that is, not on NPCs (there is a warning on the wiki page about it). The problem is, the Creation Kit Wiki only lists a limited number of animation event names and does not seem to include the crossbow ones. I would need the starting event of the crossbow reloading animation for the event to fire when appropriate. The animations would seem to be in a .hkx format or something like that, and I have not managed to open them using NifSkope. Yes, I am a total noob when it comes to animations and such. Also meshes and textures. Lottery with various possible names for the reload animation starting event has gotten me nowhere this far. How would I get the animation event names from the files? Are they in the files as I suspect? Or is there a better way to prevent an animation from playing? I only need that one name at the moment, though. If someone has run into it, I would love to hear it. Thank you. :)
  12. Nooooooo. :facepalm: It did not ruin my day or anything, no need to worry about that. I just tried to somehow express that the reason I got annoyed was maybe like 20% your comment and 80% my real life with a boatload of stressful stuff. So my bad, sorry. Social stuff or communicating with people is not for me. And this is just a forum on the Internet, so everyone here should be happy for not having to meet me in real life. :laugh: And I think the main question about savegames is whether all the different "commands" trigger the same savegame creation process within the engine. If they do, where could there be any differences between them? Other than timing, of course, which might or might not be different in different mods. Someone who knows how the savegame thingies work would need to answer that.
  13. Apologies for potentially sounding a bit rude, lubronbrons. Especially since I subconsciously picked the "you" passive for the verb, which just made the whole thing sound more... well... targeted. Sorry. I am looking to insult anyone. But to be honest, I might have been a bit annoyed. Alenet is pouring a lot of work into that mod, and seeing someone tell how it causes CTDs and that they will not be using it annoys me a bit. Or maybe I just read it the wrong way, real life has been a bit stressful at the moment, and I am trying hard not to let it show here. :P But sorry to hear you did not manage to make it work. Improved Water is nice, but not as extensive. :( The CS wiki says "con_Save" is the save as normal "save" from the console, but that is intended for scripts instead of console. I myself, however, do not know if their functionality differs somehow. It would feel silly to have two different methods for creating a savegame within one game engine, I think? And if all the available methods (menu, quicksave, save, con_Save) trigger the same savegame creation process withing the engine, where could the differences be? So I would also like to know more if someone has done any research on the subject.
  14. Well then you obviously move on if you cannot make it work at all no matter what, simple as that. Just make sure to follow the instructions if there are any, or at least read the description thoroughly and excercise some additional brainwork before giving up. At the moment, there is a sticky that says two modules of Oblivion Reloaded will cause CTD and that they should be disabled until Alenet fixes them: equipment and grass modules. The mod requires some specific Visual C++ redistributable, too. And MenuQue. And must not be combined with anything OBGE or the separate grass and water mods by Alenet.
  15. Have you tried Oblivion Reloaded? From the features I think you are after, OR has the following (it is very modular, you can disable and enable features, also customise a lot of them, through ini files): Enhanced Grass plugin built into it (not working at the moment, but Alenet is working on fixing it)Memory purger (very good one, both automatic and manual purging works)Framerate manager (also a very good one, hides and shows LOD and near objects on the fly to achieve a specific FPS you can set, comes with a decent amount of customisation options)Plus a heap of other stuff, as you probably noticed from the description. But they are (almost?) all optional. Probably one of the few potential remaining features from Streamline is then the save feature I have heard of, but it should not make any difference using that or the regular save methods, as they all just... well... make a savegame. :P How did you try to install OR? Have you tried it without Streamline? It should work. Also, the water reflections are not from Streamline as it is, Streamline just enables functionality already present in the game. There are settings in Oblivion.ini, under the [water] section or something like it (cannot remember exactly) that control the different reflections. The settings are just boolean values with self-explanatory names. You can toggle them in there and see if it makes any difference. I use Oblivion Reloaded myself, with the reflections enabled in the ini, and things work fantastically.
  16. You could also try chcking their crime gold. Setting NPCs' crime gold values (bounty?) high enough will get them attacked by guards no matter what. It is easy to set and check using scripts, so a mod might have done that for you. Open the console, select the NPC in question and then use something like that to get crime gold value: GetCrimeGoldand the following to set it to 0 if it is not SetCrimeGold 0And you can then resurrect them, I think. So that they should not get attacked again. Hopefully that helps a little. And indeed finding the mod responsible for it would be better than just constantly fixing what it has broken. Especially in case that fix does not work. :P
  17. Ah. Of course you can convert it, Tamira. It would be great if you would. :dance: I am not an expert with smileys, so apologies for not understanding it. Maybe it was just me being stressed about the whole .nif thing; I would like to learn how it works, but I still do not have enough motivation to spend all the time it would take on it when I have a boatload of other more interesting and entertaining things to do. Although I must admit I can actually change textures and such in NifSkope (the easiest thing to do with it), but that is where it ends. The mod will be using OBSE anyway, so it is possible to have multiple choices for the mesh (and icon) with a simple number in a text file to change between them. And that is what all the ini files in the mods are intended for, right? To make it possible for the mod maker to avoid the difficult decisions by giving the user a ton of options to choose from, so as to properly confuse them? So it can still... be? Could it... ? Never say never? :unsure:
  18. Does Streamline come with an OBSE plugin? If not, I cannot see how it could bypass an engine limitation as a normal mod. Edit: I mean, a normal mod cannot do anything about the engine (obviously). But if Streamline is not a "mere" normal mod, it is indeed quite possible for it to have such functionality. I would check it myself, but as it comes in an .exe it seems, I think I will pass. So you might be completely right about it. Sorry. :P
  19. I think Alenet, the developer of Oblivion Reloaded, said that grass rendering is limited to 8000 units by the game engine, regardless of ini settings. Or something close to that. Using either Oblivion Reloaded or Enhanced Grass (pick one, not both) from Alenet fixes that. Or so I have been told. Here is a quote of the description of the Enhanced Grass mod: Edit: Also, I have never used Streamline myself, so I have no idea how it works. At all. :whistling:
  20. I have no skills at making any 3D models, sorry. But I have already been given a very good plan on how to implement it, which involves the bottle Striker linked earlier, so I will go with that one now. But when the thing is ready, people are free to make it into something different if they want. This is Oblivion, after all. Mods can be modded, too. :thumbsup:
  21. Oh. Ah. Well. I think I will still do this thing. It might be a bit different in design, maybe. Thank you for letting me know about that, Tamira. I have not played the Order of the Dragon yet, but if it has a real genie with a bottle, I will definitely check it out one day when I have the time. It looks... genious. :woot: Edit: Also, a great screenshot you have there. Must have taken some time to take.
  22. Woohohooo! This one! This one! Genious! :dance: Should be pretty easy to do, too. Excluding the caverns part, of course. I suck at dungeon design and building. :facepalm: Scripting it should be pretty close to a piece of cake if every item does not need to be included and a "random" aspect is added to the items, in which case a leveled list can be used - and easily modified by the user, or others, through a Wrye Bash filter-type plugin, for example. Or editing the mod in the CS. Stroti has the "Ardah" island with some Arabian style stuff, too, so that should be available easily. If permissions allow it, which I think/hope they do. But where to get a HAVOK'ed lamp mesh for the misc item world object model? There is a light source one from Stroti, but I have not seen one with physics. Is there one? Anyone seen one anywhere? :ermm:
  23. Just a random idea: does Enhanced Music and Control 2 make any difference? Probably will not make any difference, but if you do not have any other ideas, it might be worth a try. Or might not, I do not know. At least it makes the music experience a bit smoother, I think. If you use MO, make sure to put all OBSE plugins in the actual game folder and follow the instructions on installing the mod (like erasing all file details, covers and such). I am not an expert when it comes to this sort of things, this is just a random suggestion. If it fails (probably will), just ignore it. :P
  24. You probably need to give the animals a "wander" AI package with a short enough range. One cell is still 4096x4096 units for reference. Also other farms with sheep might be of use. There is one somewhere Northwest of Skingrad with the man who gives you the quest to kill bears. That might be a good place to start looking if farms need some special treatment. I have never made any farms myself, though. And about the creature, what aggresion did you give it? Give it 100 and it will probably go on a frenzy the moment it gets loaded. That is probably the first thing to check. :P Hopefully that helps a little. I have mainly done scripting for Oblivion, and I still have much to learn about everything else. Also, do you use the Construction Set Extender by shademe? It is vital for every modder, the CS is a pain in the butt without it. The reason I do not like the CK is that there is no Creation Kit Extender yet, so the thing is still a nightmare. Luckily, we have the godsend by shademe for the CS to save the day. And to keep me modding for Oblivion. :) Edit: Ooops. I thought this was about Oblivion. Sorry. I have absolutely no idea how Skyrim does it.
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