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Everything posted by Surilindur
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Game Setting: "FMaxArmorRating"
Surilindur replied to Manus812's topic in Oblivion's Mod troubleshooting
The easiest way to launch CS with OBSE would be to use Construction Set Extender by shadeMe. The other way would probably be to launch obse_loader.exe with -editor argument, using a shortcut, for example. So that the line in the shortcut that defines the location of the executable ends a bit like this: ...\obse_loader.exe" -editor Hopefully that helps a little. If it works, that is...- 13 replies
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Strange, blocky tree textures
Surilindur replied to Dahveed's topic in Oblivion's Mod troubleshooting
Yes, I can... It looks like a chessboard. Green chessboard. But it also looks like it was designed that way. So I thought that maybe a texture replacer could replace the textures with a pattern that looks like a chessboard. But perhaps not. And that is where my knowledge ends. Perhaps Striker can assist you further. :smile: Edit: And I apologise if I sounded rude... or ignorant. Or something like it. I just remembered there being a chessboard-like texture in a flora texture replacer, so I thought it could be a retexture rather than a problem. And also partially because of the hearts hanging on the tree in the picture. Anyway, the texture replacer with a 'blocky' ground texture (hmm... so not actually tree texture...) is here: http://www.nexusmods.com/oblivion/mods/41118/? Hopefully the problem will be solved. It is not nice looking at such trees if one does not like them. Edit 2: And it actually seems that the hearts are part of the texture. Not hanging on the tree... I really need to look more carefully the next time I look at something. Cannot see the forest from trees. Or something like it. Despite not actually being an appropriate phrase for the situation. -
Strange, blocky tree textures
Surilindur replied to Dahveed's topic in Oblivion's Mod troubleshooting
To me, it would look like it was designed that way, as the pattern on the leaves is so... umm... regular? Are you perhaps using a tree texture replacer? Or a mod that retextures flora or otherwise changes trees? The hearts on the tree would also suggest you are using some sort of a replacer for something tree-related. The meshes, however, look just fine. Or at least in my opinion... -
Have you talked to Maramal about marriage things? I think it might be required for the marriage option to be there. Should you not have, try talking to him first. After you have discussed having a marriage at the temple, the option should appear. You might be able to find more information here, too (but if you only want to know about the marriage thing, try not to read through the whole wiki, it is practically a complete game 'spoiler' with literally everything listed there): http://www.uesp.net/wiki/Skyrim:The_Bonds_of_Matrimony Hopefully that helps a little.
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LE Islands beyond the reaches of Tamriel?
Surilindur replied to ArthurStrife's topic in Skyrim's Mod Ideas
A project to add a complete continent would surely take a lot of work. Even an island mod like Wyrmstooth seems to be a rather sizeable project. And making all the caves, ruins, cities and such is a lot of work. Even if it were an expedition mod, the new worldspaces needed would take an insane amount of work - unless the author would like it to be plain snowy desert with some trees placed via random generation or something like it. Pathgrids, items, races, creatures, sounds, NPCs, AI, locations, factions, quests, scripts and everything would be needed. And new flora and architecture, of course. So it is possible that it will never happen. Unless Bethesda makes another Elder Scrolls game and has it take place in one of the other continents, which I doubt, as there are still unused areas on Tamriel (ESO and Arena not counting, of course). The Dragonborn DLC for Skyrim or Shivering Isles for Oblivion are good examples of how much would be needed to make a new continent. They were created by hired people, though, and possibly do not represent the resources a moddign community would need to do the same. There is also the Elsweyr The Deserts of Anequina mod for Oblivion, which is a project of a larger scale and a great example of how many years it would take from a modding community to create a new land with new style in items and architecture. So I doubt we will see such a mod. But you can see if you could make one. Maybe it could become a hobby? The mod would not need to be made in a few weeks. Creating it little by little for a few years could do, too. But that would require deep personal motivation and interest in the project. -
CK's unstable yeah but so was the CS. I never used CSE and didn't have much of a problem. The only thing I would change about the CK is stability (which can be somewhat fixed) and the fact you can't add perk trees. We complain but it's not THAT bad. Perhaps not. Apologies to those who really like the CK. The Construction Set Extender just makes the CS so much better. The 'normal' CS without CSE is somewhat like the Creation Kit. I only really used the 'normal' CS a couple of times before I found the CSE. So the problem might also be me having been spoiled by the CSE... and not the CK or CS. After all, it is good that we have such a tool. Without there being anything to create content with, there probably would not be much user-created content, either... and I would have to find some other hobby to be able spend my free time in an acceptable, interesting and possibly somewhat creative way. But, as it was said, having such a tool also means that there will be user-created content of various... umm... levels of quality. How is it said in English? Cannot have something good without something bad? Or evil? Perhaps evil is not the right word with mods, though. :smile: Edit: Now that is a long quotation... perhaps I should not let making them become a habit.
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Perhaps the lack of some sort of a 'Creation Kit Extender' for Skyrim could also cause issues with mod quality? Someone in this thread mentioned the CK being 'unstable' and such. In my opinion, the CK is a pain to use and creating mods with it is neither as fun nor as easy as with the Construction Set using shadeMe's Construction Set Extender. Should shadeMe some day release a CKE, perhaps people previously unwilling to create mods would make all their ideas come true. I have some ideas, but the CK keeps me from making them happen. Building a simple cave, for example, is not as easy as with Oblivion. And the fact that they changed the scripting language, rendering almost everything learned about scripting in Oblivion useless, might indeed result in some modders spending time learning the new things instead of starting to make mods. Having to read half the Creation Kit Wiki just to get an idea of how scripts work and how they interact with references and such is not fun, but I am willing to do it. The Creation Kit is the main issue, I think. So, perhaps it is just me, but fighting the CK just to make mod idea of a larger scale than NPCs happen is not worth the trouble for me. At least not yet. Should there ever be a Creation Kit Extender, however, I would certainly make my ideas come true. There is a Creation Kit Extender page in GitHub, so I would say I am optimistic about getting one some day. :smile: Edit: And there is really no hurry moving to Skyrim, as Oblivion is still here and it is not going away for quite some time.
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LE Islands beyond the reaches of Tamriel?
Surilindur replied to ArthurStrife's topic in Skyrim's Mod Ideas
There is some collected Elder Scrolls lore about the other continents of Nirn on the Unofficial Elder Scolls Pages here: http://www.uesp.net/wiki/Lore:Nirn There might also be other places to find information on the Internet. Like The Imperial Library: http://www.imperial-library.info/ Hopefully that helps a little. -
Battlefield2 Favorite Game in the Battlefield Series
Surilindur replied to axxaxaxx's topic in PC Gaming
In response to the last post (despite being a few years old)... Should someone still not be aware of it, there is the Forgotten Hope 2 mod for Battlefield 2. It is a quality (at least in my opinion) WWII mod for BF2. So if someone was not aware of it, here it is (or was when I posted this): http://forgottenhope.warumdarum.de/ But I myself prefer Battlefield 1942. It may not have too fancy graphics, but flying airplanes in it is fun. The 'old' airplanes make it possible to hunt jeeps and land - even on aircraft carriers. The jet fighters in Battlefield 2 are much too fast for me. The only way to repair and rearm them is to fly at a relatively low altitude over an airfield. In Battlefield 1942, it is possible to land, repair, rearm and then start flying again with the same airplane. And the variety of airplanes, despite not being too great, seems to be greater than that in Battlefield 2. Stukas are my favourites, since the victim (usually a friend of mine when playing over LAN) can hear the airplane, but when he does, it is usually too late. :smile: But then again, Battlefield 2 has helicopters. So it is not too bad, either. -
Oops. It would seem that I forgot to thank you for the last post, forli. :) That is incredibly simple and incredibly useful. Now I can also update my other mod to use that method. And make it possible to add new faction rank requirements for even mod-added factions (and perhaps also for player's stats and such). Maybe I should have asked about these things months ago... a lot of things might have been easier. Now I can also see if a certain tiny project of mine I had to abandon earlier is possible with this new method. And then I need to see if I can somehow make it work... hmm. Perhaps some day. Thank you.
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Unexplained UI Problems
Surilindur replied to Deadshotraider1's topic in Oblivion's Mod troubleshooting
Oops. The problem was solved, it seems. Just found the other thread. Never could have guessed resolution might cause it. :) -
Thank you, forli. That seems simple. Perhaps I could use it instead of StringToRef. But then the user will need to enter the name of the mod in the .ini file, as well. And that also means more code. Unless I can make it cycle through pairs of mod name strings and FormID strings. Argh. Wasted five hours yesterday trying to refine the Pluggy method. :( Still, I thank you. That method shoul be easier. :)
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Unexplained UI Problems
Surilindur replied to Deadshotraider1's topic in Oblivion's Mod troubleshooting
I remember having similar problems with menus shrinking and my HUD, too, became smaller. And then the texts were cut off, etc. Have you changed the fDefaultFOV (or something like it) setting in Oblivion.ini? Changing it messes up my menus and such. There is also some flickering during loading screens, at least the first one. If you have not changed it, perhaps a mod has changed it? For me, the FOV modifying feature of Oblivion Reloaded fails to reset the .ini value to the default 75. And it also has some other issues (the FOV changing feature), so I disabled it. But that could have just been me and my awkward assortment of mods. Other features of OR work just fine. So my suggestion would be to make sure the fDefaultFOV in Oblivion.ini is set to 75 and that no mods change the value in the .ini. It might help. Or might not... -
Perhaps you could try sorting your load order in a different way? LOOT might be a good choice if it works for Oblivion... or BOSS. I am not sure, as I always sort my load order manually. It has worked just fine thus far. But then again, I do not have any landscape mods installed. Because sorting them manually frightens me. So many plugins. It would not end up well for me. :) But I would certainly recommend removing the HrmnsOblivionScriptOptimization thing. It can cause issues, and the performance increase will certainly not be worth it - if there is one. Also, Oblivion Character Overhaul should be placed relatively low in load order if I remember correctly. You could try placing it just above the Bashed Patch. That is all I could think of. I have never used some of those mods, either, so I do not know much of their possible issues and such. But if you plan to use Oblivion Reloaded, you could see if there is something about compatibility with water mods on its mod page. If you ever consider using it, that is. It is also not compatible with OBGE. Hopefully that helps a little.
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You are welcome. And thank you. I hope it would not be too buggy. It has some nice features. But I think it might also be possible define the ref using an OBSE function, although it will likely work in a different way. The thread I linked in the solution contained some kind of an example it by QQuix. Perhaps it could be used instead of the Pluggy function? I have not yet tested it to see if it is more complicated or, who knows, easier to use.
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You are welcome. That is how I manage to make my mods work. Spend a few hours trying dozens of different things until it somehow magically works. And I am still willing to give you some assistance if you need. It would just seem to be a bit difficult to help someone like this... posting on the forums. Rather slow. But when you have finished the mod, I can take a look at your scripts and see if I can think of something else. Not that it would be any better, just different. :smile: That last post is a bit odd. Sorry for it. I am not good at posting in the middle of the night and I should really avoid it. My brains stop working immediately when I am even just a bit tired...
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Yes, the quest can work the way you thought. The reason I suggested a configuration file was so that the user can choose how often the quest should update and therefore how quickly the door should disappear. And the trigger zone was to register player's visit to the house, as I think placing an OnActivate block on scripts on activatable objects prevents their own 'activation things' from working, like having an NPC with a script that contains an OnActivate block prevent initiating dialogue with it. That example of mine should worka bit like the way you described (except for the fact that the part where it disables the door should be substituted by a MoveTo command and such so that you can move the door to wherever you want to move it), but if you want something different, you can do it the way you thought about it. But the main idea seems good. My example, too, does the following: The spell you have created summons the door (and sets the two variables by the added lines) The quest handles the door the following way:If player enters, the trigger zone in the house is activated and the visit is registered, so the door will be removed once the quest activates when the player is no longer in the house cell.If player does not enter, the quest removes the door after the desired amount of days has passed. It is rather slow, though, so another way to do it would probably be better. Like seconds, using GetSecondsPassed, perhaps?But you can do it in whatever way you want. You have a good idea there. Now just make it happen and enjoy. :smile:
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Yes! I managed to make it work last night. The solution was to use the StringToRef command of Pluggy (the OBSE plugin). Also, this thread here - and especially the first suggestion by QQuix - was helpful. So both OBSE and Pluggy are required for this thing to work. The way I managed to set it up was about this: Create an .ini file with the following in it: ; Print DebugPrint? set QuestName.Debug to 1 ; Define the item (using FormID) set QuestName.FormIDString to sv_Construct "00036343"The item must to be defined using its FormID. That one in the example is glass cuirass, but it does not really matter what the item or something else is. That depends only on what is done with it once it has been successfully turned into a ref. I think. The .ini file can then be 'read' by a quest script, for example. The quest script (attached to a quest with EditorID of 'QuestName') could be something like that: ScriptName QuestNameScript float fQuestDelayTime ; Quest update interval short Debug ; Print DebugPrint? String_var FormIDString ; FormID as OBSE string Long FormIDPluggyThing ; FormID as Pluggy string or something else 'pluggy' Ref ItemRef ; The 'ready-to-use' reference Begin GameMode If ( GetGameLoaded ) If FileExists "Data\NameOfTheINI.ini" RunBatchScript "Data\NameOfTheINI.ini" Else MessageBox "Could not find NameOfTheINI.ini in Data folder!" EndIf If Debug == 0 SetDebugMode 0 Else SetDebugMode 1 EndIf ; Create the Pluggy string thingy set FormIDPluggyThing to CreateString -1 0 1 1 ; Make the OBSE string a Pluggy string so that it can be use by StringToRef SetString FormIDPluggyThing $FormIDString ; Use StringToRef on the Pluggy string thingy to make it a Ref set ItemRef to StringToRef FormIDPluggyThing ; Print the name of the item in the ref to console for debug purposes DebugPrint, "QuestName: ItemRef set to %n", "ItemRef" EndIf EndSo that sets ItemRef to the item defined in the .ini file (with its FormID) once when the game is loaded. That is not exactly the way I used it, but it should be a basic example from which to get the idea and adapt it to whatever purpose you want to use it for. Hopefully that helps a little. Now I can try to finish my little project and release it - if I can get the rest of it to work. :)
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Oh... having an all-in-one system would definitely be challenging to make (at least for me). Especially since the player could stay in the house for an unknown amount of time. Or wait a few minutes before he/she enters the summoned door. I would personally do it with both a spell and a quest, as it might be a bit easier that way and would also make it possible to create a small configuration file so that people would have the option to change some small things if they did not think the default settings are good enough. Like the interval at which the quest would check if the door has to be moved or the number of days that would need to pass before the door is moved away if it is not used. Or something like that. Not necessarily needed, but at least no one would be able to say the door vanishes too soon or too late, or that the quest eats all their game's resources. And I like configuration files. :smile: I suppose a door's position, even if modified by scripts, remains saved somewhere, so there will hopefully not be any need to check for its position when game is loaded. But if does not, it will need to be checked. I have never done something like that before, so I do not know. At least normal doors stubbornly stay where they were the first time they were encountered. The quest could be named something (like gDoorQuest in the example), and have a script that only controls the door's position attached to it. It should not take up too much resources, and it would not need to be too complicated. So even with it things could stay simple. I think. This how I would probably do it: A configuration file, an .ini file, for example, with the following in it: ; The update interval of the quest in seconds set gDoorQuest.fQuestDelayTime to 10 ; Automatically move the door away if not used? set gDoorQuest.MoveAwayIfUnused to 1 ; Days unused before the door is move away (integer) set gDoorQuest.DaysToMoveAway to 1And the quest script (the .ini is in the Data folder with the .esp, if not, it will let the player know): ScriptName gDoorQuestScript float fQuestDelayTime ; Quest update interval short DoorState ; 0 = not currently in use ; 1 = summoned, not entered ; 2 = summoned and entered short MoveAwayIfUnused ; 1 = move, 0 = do not int DaysWhenSummoned ; GameDaysPassed when last summoned int DaysToMoveAway ; Days to pass before moving the door away if unused Begin GameMode If ( GetGameLoaded ) If FileExists "Data\NameOfTheINI.ini" RunBatchScript "Data\NameOfTheINI.ini" PrintToConsole, "Successfully read config file" Else MessageBox "Configuration file for mod named something not found" EndIf EndIf If ( DoorState == 1 && MoveAwayIfUnused == 1 && GameDaysPassed >= DaysWhenSummoned + DaysToMoveAway ) set DoorState to 0 gOutsideDoorRef.Disable ; Or move it somewhere EndIf If ( DoorState == 2 && Player.GetInCell HomeCellID == 0 ) set DoorState to 0 gOutsideDoorRef.Disable ; Or move it somewhere EndIf EndThe spell could be that one you have there, but with two lines added to the ScriptEffectFinish block to both set the DoorState in the quest to 1 so that the quest knows to do something to the outside door when needed and to get the day the door was last summoned. Like that: set gDoorQuest.DoorState to 1 set gDoorQuest.DaysWhenSummoned to GameDaysPassedAlso, the spell could have a condition on it that player must not be in the house cell for the door to appear. It would not make any sense to summon it there. If someone decides to do it for some reason. But I suppose it should not do any harm to use it in the house, either. :D A trigger zone could be added to where the player appears in the house after using the outside door, to register the player's visit to the house. It could have a script a bit like that: ScriptName gHouseTriggerZoneScript Begin OnTrigger Player If ( gDoorQuest.DoorState < 2 || gDoorQuest.DoorState > 2 ) set gDoorQuest.DoorState to 2 EndIf EndIf it was OnTrigger for trigger zones... I do not remember right now. That is how I would probably do it. It may surely not be the most simple way to achieve it, but it should work. And it should not kill anyone's computer or game, either. And what is the rat used for in the spell? To store the rotation of the door? Or something else? I have heard of people using rats as markers, but I am not sure I understand the idea behind it.
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You can add the items to their respective leveled lists in the Construction Set by checking what leveled lists are being used by what type of enemies (the NPC records in the CS will have leveled lists placed in their inventories just like normal items) and then just dragging and dropping the items to the lists they use (i think they were listed in the CS under a 'LeveledItem' category or something like it). Making a separate .esp for the leveled lists additions might help with compatibility and/or when Vvardenfell Imports gets an update. I would recommend using the Construction Set Extender by shadeMe to improve the 'modding experience' and greatly reduce the amount of frustration caused by using the CS. With it, you can also easily create an .esp with other .esps as its master - completely without the need to 'esmify' and 'espify'. Another way would be using OBSE to add the items to leveled lists, although that might be too complicated unless one wants to allow the user of the plugin to choose what to add and where using some kind of a configuration file. Here is a list of OBSE functions with some examples: http://obse.silverlock.org/obse_command_doc.html The easiest way is probably to just add the items to the leveled lists by dragging them in the CS. Then, you can add Bash tags to your .esp (typing them in the description is usually enough). You can find them in the advanced readme of Wrye Bash. By adding the right Bash tags, you can try to make sure Wrye Bash recognises that the new plugin (that adds the items to leveled lists) contains leveled list changes. It should then be able to combine the changes with changes made by other mods when building a Bashed Patch to remove compatibility issues with other mods changing the same leveled lists. Hopefully that helps a little. I am not an expert with leveled lists. Edit: This device of mine is clearly NOT designed for doing something else than just browsing the Internet. It changed all the letters to small ones the first time I posted this. And no, I do not think it was my fault. I think...
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If you have the door ready in a dummy cell or something like that and then summon it to player, you could try adding a small quest that only handles the door's position and moves it away after it is no longer needed. I am not sure what will happen if the door is somewhere where it was not originally when a savegame is loaded. Perhaps it will stay there without any issues. If the change in position remains saved somewhere. Doors usually do. I think. Just thinking. OBSE also has some kind of a non-permanent position change, but I have never tried it. You could try making it so that when player enters the home, it sets a variable to something, like one. When player no longer is in the home cell and the variable still is one, it could set the variable to null and move the door away. And also it might be nice to make it so that the door will disappear in a few days even if the player did not use it. That could be set as an optional feature with an added configuration file. The quest would probably not need to be upated too often, so fQuestDelayTime could be set to something larger than the default five seconds. It could also be added to the configuration file for the user to decide. This device I am currently browsing the internet with is unbelieveable when it comes to editing text, so I cannot write you an example right now (I do not have the patience for it). But this is an interesting idea you have. Should you need help with scripting or something else, I would be more than happy to help. I could even try doing the scripting things for you, although it would not help you learn Oblivion scripting. :)
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mod organizer runs vanilla game but ignores mods
Surilindur replied to israelrocks's topic in Oblivion's Classic Discussion
For some reason, the hook in MO 1.3.2 (or whatever the first Nexus release of 1.3 was) does not seem to work in Oblivion, so I have had to launch OBSE through MO to have my mods installed through MO loaded. So the script extender workaround of MO does not seem to work with Oblivion in 1.3.2. I have not yet tested 1.3.3, though, so I do not know if it has the same problem, as well. And I suppose you do know that OBSE plugins need to be placed in the actual Data/OBSE/Plugins folder? Just installing them throuh MO does not work - unlike with Skyrim, where SKSE plugins can be installed through MO. So every OBSE plugin has to be copied to the actual folder for them to work - even if launching OBSE through MO. Tannin confirmed the problem with OBSE plugins some time ago, but I think he said it cannot and therefore will not be 'fixed'. Using Mod Organizer with Oblivion is not the best solution, at least not yet. There are other mod managers like Wrye Bash and OBMM those usually work as intended and with less issues. So if you really want to use MO with Oblivion (at least I really do), be prepared to run into all sorts of issues. Also, MO did not work properly with BAIN-targeted mods last time I checked, and I doubt it will handle .omods, either. Or work properly with OBMM, at least mine crashes upon exit when launched through MO. Hopefully that helps a little. More experienced ones are free to correct me. I am not an expert when it comes to this kind of things. -
Excellent post! Thank you. This is both interesting and a bit frightening. But perhaps it would be possible - if modding really moves towards the curated workshops - that Bethesda and Valve will let independent sites like Nexus continue offering mods, as downloading mods from the workshop might be considered easier by the average (or below average) user. How many of the so-called 'average gamers' are truly ready to learn how to use all the tools made by the community so that they can add mods to a game they will probably not play for more than a few years (or months)? To them, the relatively easy workshop might be more tempting - even if it did cost money and did not have the level of control sites like the Nexus together with community-created tools allow over one's mods and such. So there might still be enough people who use the workshop even if there were sites like Nexus. We shall see what happens in the future. Hopefully, the Nexus sites are free to continue their existence. This is both the first modding community I have found and the best one. At least the Oblivion section. Edit: Also the rules and the easy-to-navigate, smartly built site that is easy to use make Nexus so good.
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I was wondering if it is possible to define a reference to a base object in an external file, an .ini file, for example, that only contains text. The idea would be to allow the user to define a base object to copy stats and mesh paths from to another object using some OBSE functions. The stats and other things will only be copied once when a savegame is loaded. I have tried something like the following: Create an .ini file with the following line: set ExampleQuest.BaseHelmet to XWhere I have tried to replace the X with both FormIDs (the ones like 00000ABC) and EditorIDs (like HelmetMadeOfCheese). The quest has a script that runs the batch script (the .ini) and it has something like the following in it: ScriptName ExampleQuestScript ref BaseHelmet Begin GameMode If GetGameLoaded RunBatchScript "Data\Example.ini" EndIf Call ExampleFnChangeThings BaseHelmet EndIt now runs the function every time the quest is updated, as I am only testing it. Also, the GetGameLoaded section will be expanded a lot and moved to a different function. Perhaps combined with the stat and other changing function. But at least the idea can be seen... The function looks a bit like that: ScriptName ExampleFnChangeThings ref BaseHelmet Begin Function { BaseHelmet } CopyMaleBipedPath BaseHelmet TargetHelmet EndWhere TargetHelmet is a base record or object... the ones created in the Construction Set. For some reason, I cannot get the 'external' base record definition to work. It works if I set the BaseHelmet in the quest script, for example. Like that: set BaseHelmet to ElvenHelmetI would like to make it possible for the user to define the base objects to copy mesh paths and stats from to a new set of armour without editing the actual plugin. But is it impossible?
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You could try Realistic Leveling by Donovan Baarda. It completely removes the need for micromanagement, and it can be extensively customised using the mod's .ini file. And if not using the OMOD version, it actually should be customised, as I think some important variables are not already defined in the .ini when downloading the mod. I use Realistic Leveling myself, and I would definitely recommend it, as I have had absolutely no issues with it - at least not any that I would have noticed. Maskar's Oblivion Overhaul has a damage multiplier option that might also be of interest to you, although I think it only modifies combat damage. The way I understood it is that, unlike the game's own difficulty slider, it scales everyone's damage equally. If I recall correctly, the game's own difficulty slider modifies player and NPC damage in a rather ridicilous way (lower difficulty means less damage to player and more damage to NPCs, higher difficulty means the opposite). So the option in MOO is quite handy. I have set my difficulty to 50 (player and NPCs do the same amount of damage) and set a suitable damage multiplier in MOO. But I am not sure if it makes any sense to download an overhaul just to get a damage multiplier... :D But then again, Maskar's overhaul has so many features that it might not make any sense not to download it. I think it also has some settings to control leveled creatures' levels (at least some of them) those might make it possible to try to achieve a game world that would be closer to deleveled (like Requiem for Skyrim) than the vanilla one, but I have not had the patience to tweak all the settings. I actually changed from OOO to MOO and I do not regret it at all. They are different kind of overhauls, though, so everyone will probably have a different opinion on the matter. Those are just my suggestions, though, and only the ones I remember right now. And I would not recommend mods that achieve "damage multipliers" by modifying the stats of weapons' and spells' base records by changing them in, for example, the Construction Set or TES4Edit. They are usually quite incompatible with all other mods, and they will never cover all weapons in Oblivion - especially not in a modded one.
