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Surilindur

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Everything posted by Surilindur

  1. Hello, everyone! I was looking for a way to extend the localisation thing by SKSE and SkyUI to the names of custom controls. I know how to do the localisation thing, or at least the basics of it, and I did manage to achieve localised notifications using the ShowNotification from SkyUILib. But I have not yet found a way to translate the names of custom controls when MCM reports them as conflicting. It would be fantastic to have the control name included in the localisation system for easy translation, as everything else in the mod, excluding the mod name, can currently be translated by modifying the appropriate localisation file. The thing is that if the contents of the text field must be an exact match to the key in the localisation file, how would I do it? If the whole thing is like the example in GitHub (cannot remember it exactly): "This key is already mapped to \n\""+ControlName+"\"\n("+ModName+")\nAre you sure blablabla?" Which turns to something like This key is already mapped to "ControlName" (ModName) Are you sure blablabla? What do I put in the translation key? Does SkyUI automatically translate everything else other than the control name if everything else other than the control name is an exact copy of the example on GitHub? Because the control name is always different and there is no {} or $ in the example, I am not even sure of that is the case. Is it? I know this "$BlaBlaBla_{"+SomeInt+"}_MoreBla"With this in localisation file $BlaBlaBla_{}_MoreBla I have {} brain cells!Would display this I have 2 brain cells!But how would the custom control work? It is in the middle of the string thingy. I could modify MY conflict reporting string, but for others, it would still display something else. Would it? I currently have this as the control 'name' $_PP_RR_MCMCustomControlAnd this in the localisation file $_PP_RR_MCMCustomControl Reload CrossbowAnd the reporting part in MCM is a copy of the GitHub example, so it will just show: This key is already mapped to "$_PP_RR_MCMCustomControl" (Reasonable Reloading) Are you sure blablabla...?How would I translate the name so that it would work for every person, with every custom MCM menu out there, so that it could be translated using the localisation files in ...Interface\Translations\ folder (or similar, cannot remember at the moment)? Putting it in a property would make it easy, but I want the mod to support full translation through the localisation files, without the need to modify .esp or scripts. So that people who translate it (if there will ever be any) could just translate and redistribute the localisation file and nothing else. Thank you for any help you can offer. :) Edit: Apologies for the formatting. Corrected it a bit, I hope. Unless the text in those code boxes looks even less clear.
  2. No problem. There is the self-explanatory IsModLoaded function for Oblivion with OBSE that just checks if the plugin is loaded, but that Skyrim one might be trickier to find because of the less self-explanatory naming. Took me quite the while to find it, too. :)
  3. Yes, with the GetModByName function. It requires SKSE, though. There is an example on the CK Wiki page, too. The 'only once' part could probably be achieved by either a variable or states to make sure it only runs once. Hopefully that helps a little.
  4. With the exception of OBSE user-created functions and event handlers for Oblivion. Basic scripting in Skyrim is on a level nowhere near that of basic Oblivion scripting. But after having learned those two aforementioned OBSE features in Oblivion, basic Skyrim scripting was not so difficult at all. Thus far the whole Papyrus thing (the things I have done) has looked like OBSE user-created functions and event handlers with a lot more flexibility. Though I must admit the whole property thing does add an extra layer of frustration - or flexibility, depending on the situation. And one just has to love the ability to add several scripts on a single object! Also Aliases. :D But anything other than scripting? I have a mod that adds a few followers and just getting some custom hair nifs into the game on the NPCs' heads was like the Third World War with an equal ability to cause trauma. All that splitting stuff up into base things and addons and parents and templates and whatever has me confused. Indeed it adds more flexibility, but it is definitely overwhelming for a beginner such as myself. It took me forever to get some hair with hairlines and everything on the heads of some NPCs. In Oblivion, I could just add a new hairstyle in the CS and add it to an NPC. Now I need to add a hair, a hairline, define them as such, add one as extra object to the other, define this, define that and eventually end up with an NPC that only has the hair part and not hairline and therefore that female is almost bald. :wallbash: And I have yet to try building anything in the Creation Kit. :sad:
  5. Do you have high enough disposition with the seller at the Office of Imperial Commerce? The UESP wiki says you need at least 50, but if you have a mod that changes it, it might be something else. And it is also possible that a mod changes the house buying thing or the one who sells it so much that you need to either read the readme for the mod or examine the mod in the Construction Set to figure out the conditions to purchase it.
  6. Could the "Shell" thing be related to the Windows... umm... user interface thing? Just guessing, as it also mentions something like "checkUAC", which would probably refer to Windows UAC from Vista onwards. Maybe eric has run into that error if he uses Linux? I have only browsed the OS on the computer of a relative of mine, and he did not have any games on it... so I know nothing about it. But I have heard Linux might have issues with Windows executables, or at least games, unless using some utility or emulator thingy or a virtual machine to help it. But I do not know. Never seen that error myself. As for the "Ulrim's Horses" mod, I do not use it myself. But if you manage to get Wrye Bash running, you can easily check what master dependencies your plugins have. It will colour the ones with masters in order different than recommended orange and the ones with missing masters red. It will make life easier. Also Bashed Patch. If you manage to make the program run, first. There were some comments in the comments section mentioning issues with the mod, too.
  7. Which mod? Did you set load order properly? Are you sure you are not missing masters? This is getting frustrating. :(
  8. OBMM should be able to unpack the .omod file for you. There should be an option somewhere in the program to do it. Then it will be normal folders and .esp and such. Edit: I mean unpack without installing. Just extract the .omod archive.
  9. Maybe the files indeed need to be up-to-date, as well, in addition to being in the right paths with right names. I have never thought about that. :P Come to think of it, if someone would manage to make such a mod utilising whatever method/plugin RaceMenu uses for exporting the face presets, it would be pretty handy. Just check every NPC upon loading them, get the base record, get the form ID and mod name, see if the nif+dds exist and if not, export the base record's face so that there will be files in the appropriate directories with appropriate names. Then possibly update the NPC's 3D to reflect the addition of the files. But how much would making a mod like that require? I have no skills at any scripting needed to make anything that complicated, so I am not sure if it is possible. But just thinking about it, it does not sound too difficult. The plan, that is. In reality, it could be complicated, but I do not know. :)
  10. I have no idea, really. I use OBMM with Windows and it works. Does it throw that error on every .omod or just DarNified UI? If it is only DarNified UI, it should be fixable. I do not use it myself, though, as I have the DarkUId DarN and have basically installed it manually (because I have Mod Organizer). DarN! :P Installing it manually should not be too complicated if just that one .omod is causing issues. The .omod makes changes to your Oblivion.ini, if I recall correctly, to change the fonts and local map shaders. Could that cause issues? I can see how it is packed later today if you want to install it manually. In case you do not manage to fix the issue. If if throws that error only with DarN UI, maybe it could be related to INI changes? Or Linux again, in which case I do not know how to fix it, unless the .omod file has some case-sensitive paths in it. And in that case I would be clueless, too, without eric31415... :) Edit: I mean the program works for me. I have not installed the DarN .omod for a veeeeery long time, so I do not know if it works.
  11. You can do this to solve it on a per-NPC basis, should not take too long: Open the console and select the NPCSomehow get the base record for that NPC (if there is a console command, that should do it) and note its form ID, write it down, perhapsCheck your load order for the plugin that matches the first two letters/numbers of the form ID of the NPC (like if it is "3A001234", you will find the plugin that is "3A" in your load order)Open that plugin in TES5Edit and find the NPC base record by the end of its form ID (the first two numbers/letters are not the same as in game)Note the editor ID of the NPC base record, write it down, perhapsOpen the CK and load the plugin the NPC comes from (also all its masters)Find the NPC base record (in Actors category) by the editor IDSelect the record (so that it is blue, by left-clicking) and no other recordsPress Ctrl+F4 to export face (nif+dds only needed)Exit the CK, do not save anythingIf you use Mod Organizer, the meshes and textures will be in the "Overwrite" folderThe thing is that the face nif and dds need to be in the correct folder path with the correct name. The path depends on the plugin's name and the file names on the NPC's form ID. So having a mod create the nif and dds on the fly would need to be able to detect which NPCs are missing the files and then export the nif and dds so that they end up in the correct folders. Maybe it could be done, but it would probably need to be an SKSE plugin and use something like RaceMenu uses to export face presets plus have the ability to check on loading an NPC if there is a corresponding nif and dds for the base actor present. Usually mod makers should have included the face data. But also just user renaming the mod will lead to the face data being in the wrong directory/path and therefore 'not present' for the game. Or user changing an NPC's form ID can cause that, but I am not sure who would do that - if it is possible. Maybe by TES5Edit, if at all. Just my thoughts on the matter. Hopefully it helps a little. :) Edit: Corrected that a bit. Sorry.
  12. Now that was... odd. I use Windows myself and would never have thought about that. Good to hear it was solved. :)
  13. I think he means looking up the shader package number in the rendererinfo.txt or something like that. Mine shows 017. Some have said it helps to rename the one you have there (the package with that number in your shaders folder in Oblivion folder) to, for example, "017-original", copy the 019 one and rename the copy to, for example, "017" (or whichever your document shows). I think the text file is in the same place with your Oblivion.ini in My Documents. Maybe it helps, or does something, but I have no idea. At least it might be something to try.
  14. It can? I cannot think of anything else than not having the textures installed. If the game finds the meshes, it should be able to find the textures, too, should it not? This is odd. Hopefully someone who has run into that sort of issue happens to read this. Because I cannot think of anything else. :( Have you checked the files are in the same paths as in the archive? Meaning "Data\Textures\...\...\..." folder? In case the merging went wrong somehow? A mod manager would be handy, as manually uninstalling mods is a pain and usually impossible to do correctly.
  15. Purple mesh means a missing texture for it. So you have a mesh, but not the texture. Or the mesh requires the texture file to be in an absolute path, in which case that will need to be corrected in the mesh. Or at least those are the two reasons I could think of. If the mesh is there and the game finds it, but not the texture... hmm. Are you sure you installed textures for the mods, too?
  16. You did move them below the floor and make sure they were initially disabled with no enable parent or player as one with state opposite to parent ticked? Or something like it? Your message makes it seem as if you had just deleted it. :P Just remember to undelete and disable references with TES5Edit before releasing the mod. But I suppose you know how it works. This is the mod author section, after all. :) Maybe another mod overwrites the chairs? Or you need to somehow reset the cell for changes to appear in-game? Edit: Oops. I am still slow at writing, it seems.
  17. Thank you for the offer, but you will not want to do any building for me. No one will, or at least they should not. :P I want everything to be exactly the way I have it visioned and not almost. So you would just end up rebuilding it and spending several days on one room, as I myself do, too, when I do not find them satisfactory. Same goes with decoration and lighting. Your pain and suffering would know no limits, for my requirements do not, either. But thank you for the offer. I am also using mr_siika's Castle Seaview resources, so the whole thing needs to be built from very small pieces, and not ones like the vanilla interiors are built from, as every pillar, wall, wall decoration, ceiling and floor piece needs to be placed separately, whereas the normal game offers, for example, whole corners for a castle room ready to be placed. It offers more customisablity, but makes building more time-consuming. Scripting, however, is easier, I think. At least maybe making it for others, as I still want to do it myself for all my mods, so that I know what it does and have a chance to do it exactly the way I want to do it. That way, I will know what the level of quality is, as well. And it is the best part of making a mod in my opinion. Having the objects appear could be made my building the town ready and then linking, for example, all of a stable's objects to an xmarker that is initially disabled, as well as all path points that need to be disabled when the stable appears. So that when stable needs to appear, the xmarker (and every object that has it as an enable parent with it) would be enabled and the path points 'under' or 'inside' the building disabled. It could be made in a quest script, a quest stage result script, an object script, a magic effect script or a dialogue topic result script. The xmarker needs to be a persistent reference, so that it can be referenced by its Editor ID in your scripts. For example: MyStableXMarkerRef.Enable MyStableXMarkerRef.DisableLinkedPathPointsThe scripting in Oblivion is easy to learn. You can check the base game player home things for examples, as the same method, slightly modified and expanded, can be used for a complete town. I only know some HTML and no real scripting language. Just the scripting language of Oblivion. But I enjoy seeing text turn into something that can be seen or being able to make things automated, to save as much work as possible and make something work with an unlimited number or targets. I will begin studies at the local university this year, studying information technology, so I will one day get to learn some real scripting languages, as well. Have you found the Construction Set Extender by shadeMe? It is a must have for anyone using the CS. If it did not exist, I would never have started making any mods for Oblivion. The CS is just plain awful wihout it. :) My Battlehorn Castle mod will change the whole castle layout and surroundings, the initial battle, ugrade purchase sustem, guard system, castle style, add a mine, a winery and a fishery, a court wizard, a dungeon, a chapel, a kitchen, a barracks, a separate library, some small miscellaneous features, as well as add two small quests, one to do with the mine and one with the reasons behind the attack. So it is basically a complete rebuild of the castle. And it will look unlike any other Battlehorn mod, but still keep things small. It is the first mod I ever started, and I definitely want to see it finished one day. The plan is to finish it by Christmas this year. It is the only mod I have that features a lot of building, and currently the only such mod I will make for Oblivion. The Skyrim mod idea is a sort of castle on a remote island (in a new worldspace to avoid conflicts), with an Imperial research centre in it for developing new creatures and gadgets to prepare for a second war against the Altmeri Dominion (yep, that is me having played Wolfenstein a bit too much that is behind the idea). Player would be assigned to oversee its operation after he/she has helped the Empire crush the Stormcloak rebellion. There would then be Thalmor spies trying to infiltrate the castle or kill the player wherever he goes. Also direct attacks by 'bandits' - Thalmor agents disguised, together with mercenaries, to avoid diplomatic problems that would arise if the Thalmor attacked it directly. They want to steal the research results, so they do not want to pressure the Empire to close the facility, like they pressured it to outlaw Talos worship (planned to weaken the Empire by causing a civil war in Skyrim, I think). So that kind of mod planned for Skyrim. Before I start making it, I need to finish my Oblivion projects so that I can better concentrate on Papyrus and how Skyrim is different to Oblivion in regards to mod making.
  18. I just love scripting in Oblivion, but building gets frustrating. I might be able to lend you a hand, but I have so many projects of my own currently. Or maybe not. One is just about finished and a castle mod of mine should be finished by Christmas. Then I have a sort of patch to try and make, a bit complicated one. But I can postpone another project of mine that is not too essential and will also take forever to finish. And then I have some small interesting things to do for two mods by other people to see if I could help them somehow. The project sounds very interesting. I had planned something like that for Battlehorn Castle myself, a small city, but just building the castle is driving me nuts - and it is not even ready yet. If you do the building work for the village in the CS, it should be veeery easy to find someone do the scripting for you, as it should not be too difficult to do. Depending on the features, of course... :) Just one thing is... umm... I am not sure how TES4LODGen would... work. The buildings will be either visible from a distance or hidden from a distance. All of them. I think. Unless it is somehow possible to tick and untick the 'visible when distant' flag using scripts and also make the LOD react to the changes. So the visible when distant things would be handy to check if you plan to have all buildings absent by default and then build the city piece by piece. Also, what do you mean by help file? Is there a help file in the CS? I never noticed that if there is. There is the Construction Set Wiki that I have used. :P
  19. Sounds interesting, but I am drowning in my own projects at the moment. Greedy me. :P It will be next summer before I have my Oblivion mod projects finished. Or at least I hope it will be, as they might take longer, but I hope not. There is an update to a castle overhaul, a follower management system, a secret project and a new version of a patch for a mod (a very complicated patch). I also have an idea for a new medium Skyrim mod and I need to update my small NPC mod, too, one day. So thank you for the information and invitation, but I have enough work to do with my own projects already. I really want all their features in my game. Good luck with your project - and especially patience. Building just one castle is already driving me nuts. Probably because I spent the whole last summer improving it, but I need to completely rebuild it now so everything I did last summer was a waste of time. :)
  20. How do you start the game? You have Steam so, from what I hear (never done that myself), you should be able to just launch Oblivion from Steam if you have all the dlls that come with OBSE in the same folder with Oblivion.exe. If you had a retail disc version, you would need to use the obse_loader.exe to start the game, but it will probably not work with Steam? Maybe? I cannot really think of anything else at the moment. Unless it is Windows 10 that is causing it. Probably not. :P
  21. There should not be any need to delete and remake the guards. Just check their packages once more. The order of the packages 'on' the NPC, conditions of the packages, locations, times, types, targets, etc. And use the "evp" (EvaluatePackage) command to make them evaluate their packages in-game if they somehow get stuck. Maybe waiting the three days could also help. But no need to delete and remake the NPCs unless you really want to start with a 'clean' one and not spend time searching for the problem - assuming, of course, that it lies within the NPC and not AI packages. And here is what I think I know regarding those questions (should someone know better, please correct me): Question 1: Yes, it would require scripting, but not too much if you have everything placed ready and just need to enable the new things upon specific events. So you would need to build it ready and then make it so that the things supposed to appear are linked to one reference (the enable parent thing, see CS wiki). You would also need to link path points, so that you can disable parts of the path grid thingy when buildings appear. More on that on the CS wiki, too. Then you would just need to enable or disable the appropriate references and linked path points. It would require some scripting, but building the thing in CS would be the greatest challenge. And about DLC way of doing 'building'... Battlehorn Castle, for example, has two sets of furniture for the areas: one for the old stuff with broken things and spider webs, one for the new stuff with everything proper. Both are linked to an xmarker, for example all taxidermy area furniture, new and old, is linked to one xmarker (enable parent thing). The xmarker is disabled by default, the new furniture follows its enable state and the old furniture is set to the opposite enable state. So when player buys an upgrade, the xmarker is disabled and, because of the enable parent thing, old furniture is disabled and new enabled. You would, if you enable whole buildings and doors and whatnot, need to also link path points and use either DisableLinkedPathPoints or EnableLinkedPathPoints on the path nodes' enable parent. Question 2: You cannot make that in the CS by clicking a button. You will need a container used for that purpose only, a way to have an NPC equip items after all has been unequipped, a script to move items from the NPC to container or vice versa and somehow use "Activate Player 0" on the container for player to open it while the NPCs items are in it. Skyrim has the inventory management feature built in, but Oblivion does not have one (and even the original, simple and restricted 'follower management systems' are per-NPC). So you will need to use the 'extra container' sort of trick to 'access' the follower's inventory. That will require a bit of scripting, but it should not be overly complicated. If you decide to use the RemoveAllItems command, see the CS wiki page for it and then make sure your NPCs do not have the amount of -1 of any item. Hopefully that helps a little. :) Edit: Ha! Found a typo. Now there is one typo less here than there were a few minutes ago. :)
  22. Oblivion Reloaded is more than just visuals, as it features a memory purger and the option to set a target framerate for it to try to achieve by hiding LOD meshes or near objects (configurable through ini). Also it has AA and soon AF available, and it is incredibly easy to use and customise. It is pretty lightweight even if you use all the effects available, but if your gpu cannot handle all the effects, you can easily disable any of them using the ini files. And also customise all the effects using inis. The thing about it being OBGE 4 but not being OBGE is, if I recall correctly, that Alenet started crafting it from OBGE code, but at some point he had reached the stage where he had completely redone it and it was basically just not OBGE anymore (I think he said there was no OBGE code left, not sure). So it is basically built from OBGE 3 but it is sort of rebuilt completely now. Compatibility is mostly just for shaders, as none of the OBGE 3 shaders work with OR, or at least that is how I understood it. And I do not remember seeing a 'normal' mod that requires OBGE 3 and has shaders for it. But if you choose OR, keep an eye out for shader mods that might conflict with OR. Most mods should not have any shaders. I would recommend Oblivion Reloaded, unless there is a very good reason to use OBGE 3 instead. :) Edit: And check your mods for shader compatibility. Especially the terrain one. Just in case. The following might cause issues with OR: conflicting shaders, water mods, OBGE 3, Streamline and, surprisingly, the OR skin shader out of the box (makes skin too dark for me, but it can be customised).
  23. Does the NPC have access to the top of the tower? There needs to be a way for it to reach the top, as he cannot fly. If it is just a normal castle stone tower, you can, for example, place a castle door at the botton of the tower and a hatch at the top and link them so that NPC will use the doors and go on the top of the tower. Also make sure you have navmesh built correctly both on the ground and on top of the tower so that the NPC will know where it is allowed to walk and where not, which might also solve the issue with running against the botton of the tower.
  24. You can set the 'CameraMode' setting in 'Main' section to 0 to disable changes to camera. Like that: CameraMode = 0
  25. For the potato faces I would recommend Oblivion Character Overhaul 2. And then some version of DarNified UI for the user interface, I use the DarkUId DarN with loading screen replacers and a main menu replacer (I think it was this one). The game looks pretty good even after all these years also without mods. Oblivion Reloaded might be handy, I use it myself, too, but I am not sure if your GPU can handle it. It should, however, be pretty lightweight, and effects are easy to customise and turn off or on. Alenet is also planning support for anisotropic filtering, which will greatly improve the looks of the game, as you might have noticed with Skyrim. In Oblivion AF makes even more of a difference, or at least in my opinion. Or you can force AF from your graphics drivers if there is a menu somewhere. I have no idea what the Intel graphics can do... Hopefully that helps a little. :)
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