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Surilindur

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Everything posted by Surilindur

  1. What prevents you from doing the pilgrimage? I have never played KotN through, so I do not know if there is something in the questline that does that (I have never player the main quest or SI through, either, come to think of it).
  2. Or an array, if you just need to keep track of some references that have been activated. Makes things infinitely easier if it is possible to just check if that reference has been activated (added to the array). OBSE gives you ar_Append (adds to the end of array) ar_Find (finds in array, returns index) ar_Erase (delete single index) ar_Null (set array to this and it is destroyed) They are all in the OBSE Command Documentation. Definitely recommended.
  3. You could use, in your actor's script, the following: Begin OnPackageDone aaFollowerTravelInn AddScriptPackage SomeWanderPackage End But it requires you to add a script to the follower. In my follower management system mod, I use OBSE event handler for checking when a follower has seated (when a package ends, so a very similar case), to have them sit on chairs and such. So if you do not want to add scripts to the followers (to maintain compatibility), I would recommend an event handler. Hopefully that helps a little. :) Edit: Added the 'Begin' that I forgot. Sorry.
  4. It would also have been available from the official source here: http://www.elderscrolls.com/oblivion/downloads/ In case someone reading this thread does not want to download it from some unofficial site or prefers official sources.
  5. At least Windows 7 hides the extensions by default. To display all file type extensions: Open Windows ExplorerSelect Organize (top left corner) --> Folder and search optionsSelect the View tab and in the list, find Hide extensions for known file typesUntick the box next to it, apply changes and all file extensions should then be visibleIn case you cannot find the extension in the filename because Windows has hidden them. Because it thinks it knows what the user wants. :P
  6. That is not caused by the mod. The mod works, I use Open Cities Reborn with UOP and USIP myself, too. You could read a bit more about how to install mods and how to set load order if you have not yet done that. A missing master, or multiple missing masters, is usually the cause behind a CTD before main menu. Or it could also be something else. You can use Wrye Bash to see if you have any missing masters. Or BOSS, if it does that. I have heard it sets load order properly, so I suppose it also reports any missing masters (I have never used it myself). If you have TES4Edit, you could also launch that, select all plugins and let it load until it says it cannot continue and tells you that some plugin needs to be loaded before another one - as a quick check, if you do not have Wrye Bash. Hopefully that helps a little. I only use a few select mods, or maybe more, but I still cannot troubleshoot your load order. If you want, you could try posting it here if using Wrye Bash and BOSS fails. Just remember to put it in a spoiler tag. Like [ spoiler ] ... [ /spoiler ] without the spaces inside brackets. But check out Wrye Bash (available on the Nexus) and BOSS (available somewhere, I think) first! Edit: Also, there is the "Edit" button at the bottom left corner of the message. If you use mobile version, click the message/text and the buttons at the bottom will appear/disappear. That way, you can put it all in one post. It helps keep the threads more compact. :smile:
  7. The court system sounds veeery interesting. If I find the time, and the crime system is not hardcoded to the game (so that it can be changed), I might try to do it myself, too. It should not require much building, either. I like scripting more. Have you played The Guild 2 by any chance?
  8. What do you need a patch for? Open Cities Reborn works just fine with UOP. I suppose Open Cities Classic does, as well. Open Cities Reborn is by Arthmoor, and he has forwarded any relevant UOP fixes to at least OCR - I have not checked OCC, but I suppose it is the same thing. Just make sure to load unofficial patches first and Open Cities Reborn/Classic after them.
  9. I have had issues accessing the mods part of the Nexus for a few days. Forums work just fine. I use Firefox myself. Though I have been able to access it every now and then, most of the time I have not been able to use the mods section. So unless both Chrome and Firefox have the same issue, there might be something with the site that is the culprit. Edit: Edited for the sake of politeness. Also, if it works for Oubliette, there is probably something on my and, too. :)
  10. The objects could be linked to one xmarker. The ones to be displayed with AN loaded could have enable state same as that xmarker and objects to display when AN is not loaded could have enable state opposite to that xmarker. So that: AN loaded, xmarker enabled so AN stuff enabled and non-AN stuff disabledAN not loaded, xmarker disabled so AN stuff disabled and non-AN stuff enabledRain boxes could have a separate xmarker, as their enable state is also dependant on precipitation (in addition to AN). Also maybe some other objects, but that could be the main idea. That way, the things that are AN-specific (rain boxes, exterior structures, etc.) would only be enabled if AN is loaded and disabled when AN is not loaded. Or that is how I would think about it. You can do it whichever way you want. The rain boxes are available as a separate modders resource on the Nexus. Building meshes could probably be taken from AN, but indeed permissions could be asked first, unless permission is given in the readme or such. I have never checked AN permissions... :tongue: Good luck with the project. My castle mod will support AN just about the way I described here (do not look at the current implementation, the mod is not of acceptable quality!). So when I have the scripting ready, I can paste it here in case you are interested. Good luck with the project. :smile:
  11. Hey, I have a witty insult for you... No, I do not. Sorry. I just had to do it. :P Sounds terrific! Having played Skyrim a bit, the taverns/inns of Cyrodiil surely could do with some additional content to spice them up a bit. Currently, they are depressing more than anything. Even Assassin's Creed Rogue had more life in taverns, despite them feeling unfinished in my opinion. Glad to see someone is about to fix this obvious oversight. Good luck and/or lots of motivation for you. I have not yet used any of the Oblivifall mods, but if their content is anything as creative and necessary as that of this final installment, I wonder why I have not checked them out before. :)
  12. Adding AN compatibility would work without adding the meshes from it. As in, if user does not have AN installed, windows will not be transparent and rain boxes have no meshes/textures. When AN is installed and AN support enabled, assets from AN are present and everything works wonders. Or is there a point I am missing?
  13. If you have a non-AN version with all the exteriors and everything done, adding AN support that only activates with AN loaded should be ridicilously easy if all that needs to be done is adding rain boxes outside windows and making the cell act like exterior, with the proper AN weather. So that if it is only missing rain and sky and such, but is otherwise like AN version, making it use AN features if AN is loaded should be easy. So that there would then only need to be one version that supports both vanilla and AN without needing AN as a master. I tried checking your AN version, but it would be handy to have a non-AN version to just add AN support to. But how much is there in the AN version that cannot be achieved without AN (not counting interior weather, rain boxes, and transparent windows)? When there is a non-AN version that is only missing rain boxes and weather, it should not take too many hours to add AN support to it without any additional master dependencies. If you have such a version, I might be able to do it for you, I think. Unless, of course, you do it yourself. The idea was presented earlier in this thread, if I remember correctly.
  14. Haha. Just realised using a parabel placed on player would need the other thing that uses gameworld origo as origo. Otherwise making the move from player to static would become a nightmare. :tongue: Like: z - zp = a(x - xp)2 When xp = player x and zp = player z But maybe just a straight line would be handy. I can see if I could somehow make at least that one happen. Just having the thing appear and disappear would look bad. Hey, how would a circle work? With the centre at player's (z,y) and height of the creature's flying level from player as the radius? Would it make plotting points easier? Because it would then be possible to just move the creature along the circle's circle thingy at a constant speed. It should not be difficult to calculate, either. Or how would it work relative to gamemode? How should it work relative to gamemode? If it runs every frame, pacing the movement should not be too difficult. Like if a creature in high-level AI processing has its AI updated once every frame, and the average mod user has an FPS of 30, maybe, and completing the full dive would take four seconds, it could be possible to divide the length of half the circle the angle in the middle in 30*4 parts and then calculate the point on the circle every frame accordingly? But if the circle is three-dimensional, it would probably be easier to use a straight line. I think. Even with a proper formula, moving the circle with player might result in odd movement, as the circle could move, for example, to the left, and the creature would be moved to a new point on the circle, in which case it would jump left. Maybe? I can see if I can make the straight line work somehow when I have time. I am not a professonal mathematician, but I like it a lot, and this sounds like an interesting challenge. :smile:
  15. I was thinking about creating a parabel for the Chelorkynd to move along. At first, the parabel would be created in relation to player with player at the... top? Is it top in English? Pinnacle? The lowest part of it anyway. So that: Chelorkynd flies at a predefined altitude zflightParabel is created on player's location and moved with player (player is at origo, which is the top of parabel, and parabel's coordinates are relative to player's coordinates)As the parabel is relative to player, the actual coordinates would be determined by adding the player-relative distances to player's coordinates or subtracting them from player's coordinatesThe point at which the parabel crosses zflight is calculated (x, y and z coordinates, where z is zflight)The Chelorkynd will be moved on the zflight level along x and y axis near the aforementioned pointWhen the Chelorkynd reaches that point, parabel is no longer moved with player and Chelorkynd is moved along the parabelWhen the Chelorkynd is at a certain point on the parabel, it is determined whether it should land or continue along the parabelThe Chelorkynd will either land or continue along the parabel, and eventually return on the zflight level, after which new parabel is sort of created I have no idea if Oblivion scripting can do that. I can do it on paper, but trying to twist it for the Oblivion scripting language will definitely be an interesting project. :tongue: Here is a rough sketch of it, with x and z axis. It would probably be possible to make it also work between x and y axis, but making it along x and y axis only would be something to begin with, as rotating it would be easier with only two axis involved (x and z, for example). Hmm... the sketch is there (I hope it works): https://drive.google.com/file/d/0B0058mGt5uf7TWc4THlVS1pPWnM/view?usp=sharing I will see about trying to do it somehow when I have time.
  16. No problem. My social skills are pretty much inexistent, so the way I express myself literally will usually leave a lot to be desired. You are not the first one to fall victim to my incapability of expressing myself properly. :smile: How would the flying Chelorkynd need to dive-bomb? Just moving it and rotating it on a sort of parabel-like path would make for an interesting project. Sort of a fantasy-themed Junkers Ju 87. :D So I could try scripting a dive-bomber if it helps. Or at least the parabel-like motion with a point in which the dive-bomber fires a projectile. Or two. Animations are something I cannot do, though, but the motion and rotation of the object on the dive-bombing path sounds like an interesting project. I cannot promise anything, but I can at least try. Do you have the Chelorkynd resources available somewhere? Or should I work with a temporary placeholder, like a cupboard? Also, how does the Chelorkynd work? As in, how does it fly? In case it uses scripts to fly, and it is not too much trouble, would it be possible to get the Chelorkynd part of the mod as a base to work on? Or should I just concentrate on having something move like a dive-bomber in relation to player's position? Would clipping into other objects, like trees or houses, on the diving path be an issue, as it would be difficult to avoid it unless in an open area?
  17. Exactly that. Thank you. I completely forgot that it is possible to buy soundtracks separate from games, as I have not bought any. I did try listening to a soundtrack on YouTube once, but just playing it over and over made it feel lame in-game, so I have not listened to any soundtracks outside games after it. But yes, the starting point in a possible tutorial could well be that the user has acquired the files legally and they are ready for possible conversion and then renaming. Thank you. Also, if someone makes a tutorial like that, there is the Enhanced Music and Control 2 that allows for more sound files. I use it to play Morrowind soundtrack, with the new music from Morrowind Rebirth, in addition to the original Oblivion one. Definitely recommended. :)
  18. well you're the first person to mention piracy here do im lost as to why. though to tell someone how to take a song and put it in Skyrim is fine, as long as said song is not copy written in America and their country. this is because Skyrim is American and does have to follow copyright. oh and piracy of any kind is not allowed even for users in countries where the copyright isnt protected, it is still stealing.I was just thinking about the potential tutorial for users to add the particular music to the game. The music in question is probably copyrighted, and as it cannot be redistributed directly, it was suggested that a tutorial to show people how to add that music to the game would be the best alternative. But as the music is copyrighted, I thought it would be smart to only tell people how to add music files to the game, without telling them how to acquire the music files. I mean, downloading music from YouTube, for example, is probably not fully legal if that music is copyrighted and should not be redistributed without the copyright owner's consent, and I suspect most music in, for example, YouTube has not been put there with the owner's consent. So telling people to go there and download it could sound fishy, could it not? And apologies if I got it wrong and have no idea about anything again. :) Edit: Of course something like copying music from, for example, Morrowind folders to Oblivion folders locally is all right and there is nothing fishy about it. It is the acquiring of the music that I was thinking. If someone does not own the game, or want to buy it, how will he get the music? Some would probably just download it from YouTube somehow, and that is what might be suspicious?
  19. There is nothing wrong with the mod. Apologies if it seemed so. English is not my native language. Voice acting sounds good, there is nothing wrong with it. The mod seems different to everything in the base game, which is also a good thing. Everything seems good thus far, but as I have not played it yet, I cannot give any real feedback. The visual thing is nothing, just something that caught my attention, as I have had issues trying to add visuals to a similar situation in which a courier uses a spell to transfer himself elswhere. Not having visuals on everything is perfectly fine. When playing an effect (that includes light emitting) on an NPC and then moving the NPC away before the effect ends, the game always left the light in place in my mod project. So indeed not having effects on everything is better than, for example, having permanent odd lights around. :P I just wanted to say that the mod seems interesting and I will definitely play it through when I have time to play the game. Voice acting sounds good, too, from what I heard on the video. And the scale of the mod is formidable. The size of it on the disk does not matter to me. For example, Interesting NPCs for Skyrim is about 2GB in size, but as it is a quality mod, the size on the disk does not matter. And already stuffing a heap of custom content in 1GB must have been a challenge. Or not. I do not know how much custom content there is in the mod, but judging by the videos, there is a lot. :) Edit: Maybe I could help you somehow, but I can only do scripting and building and I like scripting more - no meshes, textures, voice acting or such. And I have a heap of my own projects that I must finish one day. Also, real life seems to take a bit more of my time again.
  20. Just remember to avoid telling them to directly download copyrighted music. I think Nexus does not accept promoting piracy or such. I mean, if you direct a user to music on the Internet that is copyrighted in the user's country and show them how to download that music, could it count as promoting piracy? Just showing them how to add some music to the game, without the part in which music is acquired, should at least be harmless. Just my thoughts. Could someone better informed clarify that? Or tell how it actually is? Thank you. :)
  21. Sounds fantastic. And something... different from the base game. I will not have time to play the game for some time, but when I do (probably not before next summer or later), Nagasteim will definitely be on my mod list. Good to see experienced people still make quality mods for the game. And even with voice acting! :D Edit: I mean REALLY sounds good. I just watched the startup video, but I am already impressed! And is there a reason why the courier sort of person does not have visuals in the spell? Did they stay even after the person had disappeared? Because I managed to make it so when I tried something similar: spell was cast, visuals played, person disappeared yet light from visuals remained. Some visuals would be a nice small... visual addition, though, if they would work. Just something extremely minor. Voice acting sounds good. And the voice, as in the voice of a person. When I speak, it sounds like someone is torturing an animal. When a voice actor speaks, it sounds like a pleasant human voice. :)
  22. I think I solved it. I put this as the key in the script: $_PP_RR_MCMCustomControl}{And this in the localisation file: $_PP_RR_MCMCustomControl}{ }Reload Crossbow{And it now seems (not tested too extensively) to correctly substitute the relevant part in the middle of a string. In case anyone is interested. Which I doubt, though, as interest in the subject was not too great, it seems. :tongue: Edit: Edited to make it more tidy.
  23. Oh. Glad you solved it. Now you can actually play the game with mods, too. :)
  24. Do you have the appropriate localisation files in ...Data\Interface\Translations folder for your mods? They could also be packed in a .bsa archive, but in that case, they should have been loaded if they are present. If you have a mod named GreenBananas.esp and it includes localisation files, for example in English, you will have ...Data\Interface\Translations\GreenBananas_ENGLISH translation file, where ENGLISH is your language. If the mods came in loose files, and you do not have the localisation file for your language in the aforementioned folder, the game will not use any file and show the keys (the ones with $ in front of them). In which case you can copy the supplied localisation file and name it to, for example, "GreenBananas_CZECH" if you have a Czech version of the game. You will then have proper text, but not in your own language. If the mod came packed in a .bsa, you will need to extract the .bsa and then copy and rename the localisation file. In case it is caused by missing localisation files and not by installing SKSE, SkyUI or other mods you have the wrong way, of course. Also if you only see the dollar signs in the menus related to a mod other than SkyUI. If you have all menus with dollar signs, you have not installed something properly or have something else wrong in your game.
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