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Surilindur

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Posts posted by Surilindur

  1. Mod Organizer has the option to let MO manage BSAs, so that it is even possible to load a BSA without loading an ESP with the same name. I use it to load all Shivering Isles BSAs and avoid using the dummy DLCShiveringIsles.esp. The same goes for the Immersive Armours texture BSA for Skyrim.

     

    Using MO with Oblivion is definitely not as easy as with Skyrim, though, but once you have fought it enough to understand how it works, it turns out to be much better than Wrye Bash and all other managers. The main downside is that MO does not support BAIN or OMOD mods (at least it did not last I checked), so all mods will basically need to be installed 'manually', meaning that they will need to be structured so that they are packaged in a way that they would be ready for copying to data folder. And OBSE plugins need to be in the actual plugins folder.

     

    Wrye Bash and such (TES4LODGen, TES4Edit, etc.) can (and should) still be used through MO with Oblivion.

     

    The latest version of MO (currently 1.3.5) is on its Skyrim Nexus page in case you have not yet found it. :)

     

    If you are trying to find solutions to Oblivion and BSAs, that is...

  2. How do you right-click to fire in Skyrim? I have not played Skyrim for a while, but I think right-clicking resulted in sort of 'bow bash' - the character hitting forward with a bow. With crossbows, right-click resulted in character smashing with the stock of the crossbow, like in some first-person shooter. Or am I completely mistaken?

     

    You could try changing the attack button to right mouse button and block button to the left one in Settings menu. But it will also change sword and shield controls...

  3. Indeed. I also added the option to make her wear either armour or clothing, as well as the option to 'toggle' her helmet. This looks fantastic. I hope it will be ready today. Just needs some final tweaking. :D

     

    And probably some dialogue improvements after your testing...

  4. The sword thing works, after all. Just neede some script tweaking. No need to run around Cyrodiil. Now I need to polish the mod a bit, make sure it works as intended and then send it to you for testing. This is exciting.
  5. All right. Would the ask for a specific sword make it more of a 'run around Cyrodiil in search of this specific sword when you have modded the game so that there are 300+ different type of weapons' sort of 'errand'?

     

    I will see if I can make it work, the issue seems to be my scripts. I really want to avoid making it a search for a specific sword. I got enough of 'go there find this' with Enhanced Economy's random item retrieval quests...

  6. Thank you. I will send the mod when it is finished. I was just a bit worried about involving email addresses and such, as I do not really have a separate one for games, just one personal email address. Yes, it might not necessarily be smart, but I try not to spread it around the Internet. :)

     

    The sword thing has proven more difficult than I expected. But the quest is ready, just needs a bit tweaking. Irroke works as he should, selling some misc items and a few simple weapons. Also offers repair services, but does not train anything. And the shrine visit has to be made, but that is easy. The mod should be ready for testing soon, hopefully this weekend.

  7. Hmm... a bit old thread, don't you think? :)

     

    When you create a new spell, double-click it so that it opens a window with effects, name, editor ID, ect. The list above the 'cost' and such options is where you can right-click and select add. It should then open a small window that has all the effect options.

     

    If it is about creating a new spell and adding a new effet for it. I have no idea how to create new magic effects. If it is even possible. I have never tried it...

     

    Hopefully that helps a little.

  8. Hmm... I had not thought about it that way. In this case, the only alternative scenario or 'the unexpected' would probably be player killing Umbra in the middle of the 'redeeming' process, which is easy to take into account. I could, however, try some sort of beta testing, if you would like to be the tester. But then, I should make the file somehow available. Perhaps Google Drive could help... I need to check how to make files available to others in it. So that it could be agcessed by a link. The mod will be small in size. Just one esp and ini.

     

    And a brief progress report. So far, I have:

    - Made the quest work from finding Umbra to killing the marauder leader

    - Added a book in which the lore behind Umbra sword is collected

    - Added the marauder leader a small home in Fort Homestead Heroes' Hall, as well as a journal

    - Made the Umbra's equipment repair and recharge feature work

    - Made her armour unplayable before she is dead

    - Added the name change (changes to Lenwin 7 days after the quest is completed)

    - Added a simple follower system for Umbra (follow, wait, return home)

    - Added a spell to summon Umbra (the person, spell not added by default)

    - Added the option to set her home when quest is finished (through dialogue, to the current location)

    - Added ini option for essential status and whether to allow rumours and/or persuasion

    - Added option to select the Clavicus Vile quest starting conditions (game days passed, level, infamy, fame)

     

    And this remains to be done:

    - Add the shrine visit chance when passing by

    - Make the sword giving thing (almost works)

    - Make the rest of the quest (from marauder kill to return to Pell's Gate)

    - Make Irroke a blacksmith and add some blacksmith things near/in his house

     

    And perhaps there was something else, too. But I believe most of the thing is done. And it seems dialogue will likely need some... improvement. So you will probably get to beta test it, after all. I just need to see how Google Drive works exactly (have not used it much) and PM you a link to the mod when I have it ready and uploaded... :)

     

    I have also thought about naming you as an author, as well. Would that be acceptable? After all, you have helped a lot with creating the mod, I think. As the quest and all the features were ready, making the mod has been much easier than what it usually is when I get an idea, make it, then get another one and add it, then get a third one, remove the two because they do not fit and add the third one and so on...

  9. Yes... beta testing... hmm... I have never really thought about that. I always test my mods myself, without 'using' anyone else as a 'beta tester', so that whenever I find bugs, I can fix them right away and make sure they no longer exist. Also, the bug is easier to fix when I know exactly where it is. Using others to test a mod is not something I am accustomed to. If there are bugs I missed when testing, people using the mod will hopefully report them. Even other people testing the mod cannot spot all the bugs, can they... ?

     

    So when the mod is ready and works, I think I could just release it, as it works. Any small bugs and dialogue tweaks could be done after that. Or should I make some sort of 'beta test'? How would that work? I have never done it before. And the mod will be so small it feels a bit odd. What do you think?

  10. ...and by the time you are experienced enough to understand how things work, as well as able to successfully repackage mods, solve problems by thinking (the ones Google cannot answer) and have enough time and patience to spend on trying to make things work, it would probably be better to forget about NMM and manually download mods, repackage them and use the almighty Mod Organizer to keep things pretty.

     

    If you just want to make mods work and play the game, OBMM (together with Wrye Bash) would be best for installing mods. Just as Striker suggested.

  11. Yes! The equipment repair thing works. I also made it so that her enchanted items will be recharged. The feature can be enabled using the ini, as will a few other things, too. There will not be a separate quest for background maintenance after all, as the normal Clavicus Vile quest script is basically empty and I can add everything to it and use Return to cut the unnecessary parts after quest is done. Things will also be in the same place then. The quest stages will also be moved a bit to make room for the new content.

     

    This is looking good. It took a while to understand how the quest works - also to understand how the dialogue system actually works. I did not know much about dialogue before. But now I believe I know - at least a bit more. Saves some pointless work I used to do when trying to get dialogue to work, it seems... which means I wasted an incredible amount of time doing completely unnecessary things when creating dialogue for the castle mod. :(

  12. Thank you. Perhaps I will make the first version of the mod with dialogue I manage to come up with and improve it after the mod works. So that you can see what kind of dialogue there should be and where it should exactly be. And I will certainly PM you when I need interesting ideas. Thank you again.
  13. There will be an ini file included, as I will make a lightweight maintenance quest for the mod, to handle the item repairs. So I can make the fame minus infamy greater than 10 an optional feature. That idea of visiting those wayshrines is great. Thank you. I will see what I can do. I made the armour non-playable before Umbra dies, so it should not be possible to use it before that.

     

    Ngh. Making dialogue is so very frustrating... I like scripting more. Yet the whole mod is built around interaction. Argh. But they do say doing something is the best way to learn it.

     

    Also, thank you for the compliment. I have read something about ideas being 'dime a dozen', too. Perhaps it was a post about old school modding wisdom at TES Alliance? It was obviously not the same place, though, as I only remember the idea part of that. Anyway, even if ideas were dime a dozen, it might not necessarily mean they are not worth making (trying to say ideas can also have value as ideas, and not only when realised, like expectations regarding a company can affect the prices of its shares, even if the expectations never became true). I, too, have a heap of ideas. Some of them have turned into projects, too, but only the ones I know how to make. It is just that I am drowning in ideas. I really need to wait until this project and my castle mod are ready before starting new projects. There are only so many hours in a day... at least for now. I would describe myself as a controversial realist - some sort of an optimistic realist with a hint of pessimism, idealism and perfectionism, as well as a little difficulty when it comes to social interactions... if it makes any sense.

  14. It should be possible to make her pick an unequipped sword that has the highest damage rating. Thank you for the idea.

     

    Hmm... you do not possess great skills in Conjuration? Apologies. I was just wondering where all the ideas come from. Not that I would be interested in stealing your secret source, though... and even if I were, I would not tell it to you. :)

     

    I said the end of the month because I do not know how long it takes to make it before I have made it. Now that I have a clear plan and plenty of ideas on how to make it happen, it should not take too long. And I always test my mods before releasing them, so I will also play it through myself a couple of times before releasing it. But your constructive criticism is certainly welcome when the first version is ready. And there is the long, cold and snowy winter after summer to spend on mod thingies, after all.

     

    Inafog... Hmm... Would it not feel odd if she ran off to join a group of 'holy' knights? Or the Fighters Guild? Or even the Legion? Perhaps she could stay at Pell's Gate, to protect the village from dangers, like the marauders at Fort Homestead (they will respawn, after all). Maybe she could visit a shrine to the Divines every now and then and patrol the surroundings of Pell's Gate and Fort Homestead... ? She would, of course, be willing to follow player around, killing the bad people of Cyrodiil.

     

    Should there be a condition for following the player? Something like infamy less than 10? Would that make any sense?

  15. Indeed. Should you not, this would not be as interesting. It would be possible to have the option to allow Umbra to take a random sword from the player's inventory, one that is not currently equipped. Or allow her to take the currently equipped sword... now that is a good idea. And it will make it easier to make that feature. So, how would it sound if there were only three options when giving her a sword (when meeting her after she is 'cured', readying for the marauder hunt):

    - Allow Umbra to take the player's currently equipped weapon (if it is a one-handed sword)

    - Allow Umbra pick a random one-handed sword from player's inventory

    - Tell her to wait a bit for the player to find one (kind of 'cancel' button if not ready)

     

    I will start making the mod tomorrow evening if I have time. It should not take forever to make it, being relatively simple, so I hope it will be ready by the end of June, at least. Hopefully by the end of this month. Unless, of course, a certain individual manages to conjure a bunch the most complicated of features from the depths of Oblivion using some dark magic known only to himself... we shall see. :)

  16. Interesting... I have never really thought why Irroke had an apprentice. He could indeed be made a blacksmith, selling some simple items. The disposition changes can be removed, yes. They are not necessary. And Umbra can keep her armour, it makes more sense then. I will see if I can make it so that it is automatically repaired, I already have an idea on how to do it. The new sword... hmm... yes, perhaps it could be a vanilla one. Otherwise it would be difficult to choose which sword player would give to Umbra, I think, if the player has a heap of swords in backpack. I need to see what I can do. The name change after some time should be a very easy one.

     

    Should anyone have suggestions, I would love to hear them. The base quest seems relatively ready, though, yes. :smile:

     

    Edit: Perhaps it was Shafaye's brother or mother... ?

  17. Thank you. That "Does anyone still play Skyrim?" just made my day. :D

     

    People even play Morrowind, not to mention Oblivion. I have not yet finished the main quest of Skyrim, either. Saving it as some sort of a 'treat' for the end... whenever it may come. Come to think of it, I have not yet finished the Oblivion main quest, either. Some day I really need to stop saving them as 'treats' for the end of the game or I will never play them through...

     

    Even when the next singleplayer Elder Scrolls game comes out, I believe there will still be people playing Skyrim. ESO is probably not something I am going to play. I have watched all sorts of reviews and videos of it, and it seems a bit... crowded for me. Also, it lacks the customisablity of singleplayer ES games. And its size is formidable... 80GB? What would they expect me to do if I ever bought it? Spend the next six months downloading it with my... umm... relatively inexpensive internet connection?

     

    Next year, it will be Skyrim's fifth anniversary - and Oblivion's tenth (if I can count, that is...). :smile:

     

    Edit: There is no monthly payment thing in Online anymore? Oh no... :ohmy: Perhaps I might one day try it, after all. It will still take six months to download it, though...

  18. All right. Perhaps it made more sense if she lived at Irroke's house. How about adding a bed there? That should not break too many things, should it? Maybe Irroke could be careful not to mention who Umbra killed, if the victim would have been a friend of Shafaye...

     

    The thing with clearing a fort is that, to be able to determine if everyone there is dead, I will need to make separate marauders to place there, with a script to count the amount of dead. There might also be other ways, but this is the easiest. The best way to do the dungeon delving part, without having to modify the fort much and make separate bandits for it, would be to add an NPC to the final chamber. When that NPC is dead, the quest moves forward.

     

    Pickpocketing could be made mandatory, yes. The normal persuasion minigame should work for most, but as Give A Gift also makes it possible to raise disposition, those who have it could use it, instead. And the time passed after the sword is taken away... how about making it so that at least one day must pass before player can enter Vindasel again after stealing the sword. If player enters earlier, when Umbra is awake, Umbra attacks him/her. If player enters after one day (or two days?) has passed, she will admit not having been herself, after which it is possible to kill the marauder and return to Pell's Gate? After all, if Umbra will be available to use as a follower, it should not be too easy to make her one... :smile:

     

    So, how would this sound?

    • Player finds Umbra, who is aggressive just like she is. But it is possible to try to convince her to leave Vindasel, but she is not certain she likes to see Cyrodiil again, after all she has done. And she is not sure whether the people of Pell's Gate would accept her back.
    • The player can tell the people of Pell's Gate of the sword's corrupting power, trying to convince them of Lenwin not being guilty for what she has done, but they will not believe him/her.
    • Player has to go to the Imperial City, to The First Edition, to buy a book describing the history and powers of Umbra (I found the lore article on Umbra on the UESP - the pre-3rd era parts of it should work well as the book's contents).
    • The book is enough to convince the people of Pell's Gate to accept Umbra back - if the sword is taken away and Umbra proves herself worthy by killing the marauder leader at Fort Homestead. The marauders have been harassing the village, and it needs to stop.
    • Player tells Umbra/Lenwin the people of Pell's Gate have agreed to take her back and what the conditions are. Umbra refuses to give the sword away, it means too much for her. It is the source of her power. The player just wants the sword for himself/herself. She tells player to go away.
    • Player has to pickpocket the sword while Umbra sleeps, no other option. When the sword is pickpocketed, player has to leave Vindasel before Umbra wakes up. If player enter before one day (or two days?) has passed, Umbra will attack him/her. If player enters after one day (or two days?) has passed, Umbra will admit not having been herself and agree to kill the marauder. But the player has to help, as Umbra no longer has her sword.
    • Player and Umbra go and try to kill the marauder. Umbra can die, ending the quest there and causing the player to gain disposition with all Pell's Gate inhabitants???
    • If Umbra and player survive, Irroke will agree to take Umbra back as his apprentice. Umbra will be available to use as a follower. Player loses disposition with Shafaye, gains with Irroke and Umbra???
    • Umbra gives her armour, for it reminds her too much of her past? Should she? Or should she not?
    • In the end, Umbra lives at Irroke's house and is available to use as a follower. Player has both Umbra's armour and sword.

    How would that sound? Should she give up her armour if she stays alive? Perhaps she could keep it? So that the player can have either Umbra as a follower or Umbra's armour, not both? Only when Umbra is dead, might player get the armour (unless someone uses follower equipment management mod). Also, should Umbra change her name back to Lenwin?

     

    Thank you for all the suggestions. This is getting interesting. It is much easier to make the mod when there is a ready plan on how to do it, it seems. I have tried making some without a plan, and they have all ended up in tears (also, in the Recycle Bin, which I have then emptied).

  19. Hmm... that would work. Perhaps it would indeed be nice to make it so that, after the book has been delivered, Schlera (or someone else) gives Umbra the chance to earn her place at Pell's Gate by helping the player kill the marauder leader at Fort Homestead, for the marauders are trying to extort protection money from Pell's Gate. The player could then go to Umbra, convince her to give up the sword temporarily, to see what happens (disposition check?) and then help her kill the marauder leader (and everyone else who happens to become aggressive when entering the fort). When the marauder is dead, Umbra could be accepted back by the residents of Pell's Gate and she could tell the player to keep the sword. She does not need it anymore.

     

    How would that sound? And who could the questgiver be? Is Schlera the head of the village? Should it be someone 'in charge' there? So that he/she could speak on behalf the whole community...

     

    I could add a home for Umbra at the Pell's Gate, too. It should be pretty easy. So that she would not need to live at someone else's house. There could be spider webs or such and everyhting messed up before Umbra returns and cleans the place up.

     

    How would that sound?

     

    Edit: Also, does that way of obtaining the sword sound acceptable? Having to pickpocket it might limit people who can do it - especially with a modded game. How could it be possible to get the sword, so that it does not feel stupid? This is frustrating...

  20. Perhaps shadeMe by shadeMe would work? I do not currently use it myself, though, as I have not yet gotten around to configuring it properly... which is mandatory for it to work properly - at least for my game. But the readMe should have instructions. :D

     

    Oblivion Reloaded might be of help with lighting and colours. It is relatively easy to configure using the ini files. There is a readme with setting descriptions in the downloads section, as well, to help understand what everything does.

     

    Hopefully that helps a little.

  21. This sounds interesting. There certainly are moments in the game when killing feels unnecessary. Having slaughtered a few thousand bandits and such, killing someone for just one sword feels rather stupid - especially when the situation might not completely be that person's fault. If I could, I would probably have saved most of the 'bad' characters in both Oblivion and Skyrim. Do they really have to die? Like Miraak, for example. Why on earth is there no option to save him without using a mod? He seems smart enough, and would certainly be of help when the Empire is next time attacked by the Thalmor. So I use a mod to make him a follower, to help the Empire gather more strength for the most likely inevitable new war with the Dominion. So that the Empire will finally be able to crush the Thalmor and remove all the restrictions - like the one regarding the worship of Talos - dictated by them. :smile:

     

    If such a mod were made, how might the 'redeeming' system work, exactly? Perhaps it could work like:

    • Player finds Umbra, who is aggressive just like she is. But it is possible to try to convince her to leave Vindasel, but she is not certain she likes to see Cyrodiil again, after all she has done. And she is not sure whether the people of Pell's Gate would accept her back.
    • The player can tell the people of Pell's Gate of the sword's corrupting power, trying to convince them of Lenwin not being guilty for what she has done, but they will not believe him/her.
    • Player has to go to the Imperial City, to The First Edition, to buy a book describing the history and powers of Umbra (I found the lore article on Umbra on the UESP - the pre-3rd era parts of it should work well as the book's contents).
    • The book is enough to convince the people of Pell's Gate to accept Umbra back - if the sword is taken away.
    • Player tells Umbra/Lenwin the people of Pell's Gate have agreed to take her back - if the sword is gotten rid of first. Umbra/Lenwin will only agree to go return and give the sword away if her disposition is higher than something (what could it be?).
    • When player manages to convince her, Umbra/Lenwin gives the sword to player, as well as her armour, for it reminds her too much of her past. She then leaves for Pell's Gate.
    • Player can do whatever he/she wishes with the sword.
    • Umbra can be made to follow the player - she is, after all, a mercenary.

    Would that sound acceptable? Or does it need tweaking? This is an interesting idea, and the mod should be relatively easy to make. So I might be able to try to make something like that.

     

    Edit: All that could be optional. So that it would still be possible to challenge and kill her for the sword.

  22. About the always successful harvesting thing... Wrye Bash also offers the option to set harvest chance to whatever the user wants. I use Harvest Flora with the Wrye Bash option, and harvesting works perfectly. Every plant gives me an ingredient, and animations work, too.

     

    So instead of using some separate mod for harvest chance, I would recommend just using Harvest Flora with the harvest chance tweak of Wrye Bash. The tweak can be found in the options presented when rebuilding the Bashed Patch. So Bashed Patch is required, as the tweak is made in it. But I believe everyone is already using Wrye Bash and has Bashed Patch.

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