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Everything posted by Surilindur
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Oblivion Reloaded and Streamline 3.1
Surilindur replied to sleepbetter619's topic in Oblivion's Classic Discussion
Oblivion Stutter Remover can be used with Oblivion Reloaded. Just remember to disable the critical section hooks in OSR if you enable the RendererBoost feature in OR (a quote from the OR readme): There might also be something else (or might not) but I cannot remember at the moment. I have never used Streamline myself, but Oblivion Reloaded does indeed feature a memory purger, as well as a framerate manager that automatically reduces object draw distance as well as LOD distance to try to achieve a target FPS when necessary, with configurable parameters and the like for both the purger and the framerate manager. The framerate manager, from what I have understood, should be superior to whatever Streamline has to offer. Other than that, hopefully someone more familiar with Streamline can help you more, as I am not really sure what the differences between streamsmooth, streamsight, streamview are, they sound so... similar. :wacko: -
Changing Handedness and making containers
Surilindur replied to MoutainSplitter's topic in Oblivion's Mod troubleshooting
Great to hear the problem was solved. Oblivion never fails to surprise - one way or another - and always when least expecting it. :P Indeed everyone has a chance to learn something! For example I now finally also know how to change the way a wepon is held (before I forget it again). Not to mention picking up the tiny pieces of scripting-related things I now know from these very forums, among other things. The forum really is a great place to learn, and it is all thanks to the regulars here (a big wave to Striker, too!). Also, if it really is something that small that is required to change the handedness of a weapon, then maybe something like NifSE could even be used to automate the Nif file manipulations in-game? Combined with some OBSE commands. Hmm. Or maybe not. Depends on how a Nif file works and what sort of commands NifSE offers... :unsure: -
Changing Handedness and making containers
Surilindur replied to MoutainSplitter's topic in Oblivion's Mod troubleshooting
Now this is not exactly a step-by-step guide, but did you make sure to copy a container base object, and not a static object? Accidentally copying a static container (like a static barrel) would produce an un-interactable brick indeed - but then again, it would not explain how you managed to add a club inside it... :huh: Another thing to check could be to make sure the container reference in the world is not inside the collision box of another reference. For example some walls might have alcoves in them, but the alcove might actually be physically inside the object (collision or something, I have no idea how meshes work, Drake knows a lot better), even though it looks like it were a sort of... well... alcove. Placing an item inside the collision box (whatever it is named) would make the container look like as if it were accessible, with the container actually being inside the other mesh (and therefore unable for interction). Oh well, now that I started typing, a step-by-step might look a bit like this (a rough sketch): in the CS[E], in the Object Window tree, navigate to WorldObjects -> Containerdouble-click to open an existing container object, change the editor ID, then click OKin the popup window, select to create a new form ("Create a new Form?" -> "Yes")now double-click the new form with the new editor ID to open itin the Object Window, navigate to the club, and drag it to the item list of the container (in the popup window that is still open)click OK to save changesdrag-and-drop the new container into the game worldsave the pluginThere should not be anything too complicated involved. Or maybe it is just something extremely tiny that is being overlooked. Does the container have a name, and does it display the name when you place the crosshair over it? If it has a name, and if it displays the name when the crosshair is over it, then the container should be fine (unless, of course, it is an activator, but that is obviously not the case). If the name is there when you look at the container, and if it fails to open when interacted with, then it could maybe also be a script that is attached to the container and is blocking any activation. If you duplicated an existing container, it might have had a script attached to it that, for one reason or another, blocks all activation of the container. For reference/example, adding a script with an empty OnActivate block on an NPC prevents the activation of that NPC (for example for dialogue purposes), so maybe the same works for containers, as well? (Never tried it myself, actually, now that I think of it...) Hopefully that helps a bit. If it does not help, at least it might help exclude some potential sources of issues. Enjoy the spring, and I hope your problem will one day be solved. It is only a container, after all. Whatever issues there may be, it is bound to be something very small. :happy: Edit: Fixed some typos... -
Crashing after reinstalling my backed up folder
Surilindur replied to 45AARP's topic in Oblivion's Classic Discussion
For some reason, if I applied automatic cleaning with TES4Edit on Knights.esp, the game would sometimes crash. I cannot remember if I have done it now, as the game works, but there was something funny happening when cleaning Knights.esp at times. I am still not sure what it is, exactly, that causes issues when cleaning that one DLC (not that I would have investigated, though, too busy doing other things). Oblivion seems to move in mysterious ways. :ninja: Edit: Typo extermination... as futile as it is... -
What Would Make You Use Scrolls?
Surilindur replied to svartalfimposter's topic in Skyrim's Skyrim LE
Would reducing the chances of a successful cast for non-scroll spells help people favour scrolls? For example, if there would be a master level spell that would be guaranteed to succeed when cast with a scroll, but only have a 40% chance to succeed when cast without a scroll (with the chance being lower with a lower magic skill), some players might be more willing to use the scroll version, considering how it would not cost any magicka and would be guaranteed to be a success instead of a failed cast that just wastes magicka. Something a bit like in Morrowind, where a spell (or even a melee attack) only has a certain chance to succeed (I cannot remember if it also applies to scrolls). But on the other hand, some people might not like nerfing normal spells like that - assuming it would even be possible to implement in a reasonable fashion. It might not be. :ermm: Edit: Typo extermination... -
question about create a new esp
Surilindur replied to juan255's topic in Oblivion's Classic Discussion
Also, now that I think of it, you could also use TES4Edit like this: open TES4Editselect Vvardenfell Imports esp file, click "ok", the program will load the relevant thingiesnavigate to the records you want under Vvardenfell Imports esp file (in the left side panel)for the first record you want to have in your new lite version esp file, right-click the record and select to "copy as new record"in the "where to copy" dialogue that opens, select the option to copy to a NEW esp file, type in the name you want for the new esp file and click "ok" or somesuch - TES4Edit should now create a new esp file with that record in itfor every subsequent records you want to copy, right-click the item and select to "copy as new record", and as the target esp file select the new esp file you created in the previous step - TES4Edit should copy the record to your new esp file next to the existing records in itwhen finished, close TES4Edit and select to save your new esp fileThat should work, assuming the records do not reference anything from other esp/esm files. If they do, then you could still initially extract the records with that method, but you would then have to remove the references to external records from your mod (also can be done with TES4Edit) and then remove the masters from it (again, also doable with TES4Edit). That is just an idea, I am leaving it here, and you should probably the suggestion by TesaPlus first. Also, you can read the TES Alliance tutorials even without registration. :thumbsup: -
question about create a new esp
Surilindur replied to juan255's topic in Oblivion's Classic Discussion
Do the .esp files that work have any other .esp files as their master(s)? As in, if you have an .esp file that works, does it have any .esp masters, or only .esm masters? The normal CS does not allow using .esp files as masters for other .esp files. If you are trying to use the Vvardenfell Imports .esp file as a master for a new .esp file, using the normal Construction Set, the CS will not allow that. Just an idea. No one seems to have mentioned it yet, so I thought it would be nice to check just to make sure the issue it not caused by using an .esp as a master with the normal CS. -
Martin always dies: Defense of Bruma
Surilindur replied to Moksha8088's topic in Oblivion's Classic Discussion
If you have OBSE installed, you could try opening the console, selecting Martin, and using this to set him essential (where the value is either 0 or 1 depending on whether you want Martin to be essential or not): SetRefEssential 1You can check the essential status with this: GetRefEssentialAssuming I remember the commands correctly, that is. Would not be the first time I make a mistake or two. :tongue: Also, you might want to make sure nothing actually breaks when/if Martin does not die (in case him dying is mandatory for advancing a quest or somesuch). I have never played through the main quest myself so I have no idea which gates those are and whatnot. But those commands should help you manage your NPCs' essential status, if I remember correctly. Just remember to make sure nothing breaks because of some NPC being essential when that NPC should die for a quest to progress. :thumbsup: -
Ah. Well. No problem. I think it should also have been mentioned in the readme file (the html one). Hmm. I need to check it... :unsure: Edit: Yes, it is also in the readme. For version 6.1.2, the readme is in "...Docs\Oblivion Reloaded v6.1.2.html" and says this about CameraMode: There seems to be the Nexus page embedded at the top of the readme, so remember to scroll past it (in the actual documentation html, not inside the Nexus page frame). Hopefully that helps, if someone does not find it. The explanations for the commands are in the readme html, just remember to scroll past the Nexus page frame of sorts that is located at the top. :thumbsup:
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Okay, great. Did you remove the Mod organizer profile ini file, as well? And did not select to use default game settings? If so, MO probably copied the adjusted Oblivion.ini from your "...\Documents\My Games\Oblivion\Oblivion.ini" to your MO profile folder (located inside your MO folder). That way your new changes (the ones you mentioned in the first post) would also have been copied to the MO profile ini as well. Maybe that was it. Assuming it was about the ini file. Of course it could have been something else, as well. Anyway, what matters is that you got it working somehow, which is great. Enjoy the spring - and summer, when it finally gets here/there! :)
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Ah, okay. Then you can also just launch through Steam. One less step to run the game. :) What I meant was that, if you changed options in the Oblivion Launcher, they will always end up in the "normal" Oblivion.ini in the Documents folder. For example, when using the script extender launch mechanism and running the game from Steam, there will be no mods visible in the Oblivion Launcher, because Mod Organizer will not be loaded before OBSE is loaded (I think OBSE loads hook.dll which in turn loads MO, which in turn loads the mod files). So if you change things in the Oblivion Launcher, the changes would probably end up in the "normal" Oblivion.ini instead of your MO profile ini file. You could compare the two to see where your changes went. If the changes went to normal Oblivion.ini and not your MO profile Oblivion.ini, then the issues might be caused by MO loading the MO-profile-specific ini which does not have any of the new changes you have made. As an idea.
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Ah, okay. You can also do it by going in the workarounds tab of MO and selecting the "script extender" option. It will create a "hook.dll" and "mo_path.txt" in your OBSE plugins folder, and when OBSE loads, it will load the hook.dll that will then load MO and all the mods. It is just another way to do it, though. That way you can start the game from Steam directly, if OBSE has been installed correctly. But if you have it working, then that is great. :) How about the ini file thingy? The MO profile ini? Did modifying it do anything... ?
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Simple, script-lite scaling remover?
Surilindur replied to stebbinsd's topic in Oblivion's Mod Ideas
Maskar's overhaul is very modular, but I can also see the benefits of a small mod for one specific thing. Anyway, I hope you will find what it is you are looking for at some point. Enjoy the spring. :) -
Simple, script-lite scaling remover?
Surilindur replied to stebbinsd's topic in Oblivion's Mod Ideas
It was not really that long a request. A small article somewhere can easily be twice as long. Have you checked Maskar's Oblivion Overhaul (MOO)? I think the ini file(s) for that mod have some settings in them that can help reduce the scaling awfulness of Oblivion, but I have not had the time to look into it yet. -
Did you change the Mod Organizer profile ini file to reflect any changes to the actual ini file in your Windows my documents directory thingy? The 'normal' ini file is somewhere close to (on Windows 10 at least) C:\Users\<windows-username>\Documents\My Games\Oblivion\Oblivion.inibut the MO profile ini file (which MO uses, if you use the 1.3.11 one at least, the newer ones were giving me issues) <your-mo-install-directory>\profiles\<mo-profile-name>\Oblivion.inior somesuch. I cannot remember exactly. Also, when you mentioned you "typically launch through Steam using Mod Organizer", does it mean you have the launch mechanism in MO set to "script extender" and that you are launching the game itself (which opens the Oblivion Launcher, from which you click play) from Steam and not Steam itself through Mod Organizer because that sounds like an odd thing to do?
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Maybe something like this would work (not tested, just an idea). A quest script: The OBSE event handler (user-created function script, of type object script, yet not attached to anything): The spell script which would select a random marker from the list: It is obviously not the best possible solution, and I have not tested if it compiles (it should, as far as I know), but to give you some sort of an idea of what it could maybe look like. Another option is to use a group of if-elseif-elseif-...-else-endif statements only in the spell itself, although that one already sounds a bit too heavy (as in, too much writing). Hopefully that helps a bit. If you have any questions, feel free to ask. I will try to answer when I have the time. :thumbsup: Edit: Also, if someone has a better idea on how to do it, just post it. The simpler, the better (and less prone to errors). :smile: Edit 2: I wanted to put them in spoilers, not quotes. :facepalm: Fixed that.
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Blog Piece: We're getting an office, and we're hiring
Surilindur replied to Dark0ne's topic in Site Updates
Congratulations (of sorts), and also good luck with the transition. An office does not necessarily have to be like the stereotypic office. Maybe the new 'office' could be made to look like just another dorm room, living room, compter room or whatever. Make it a mere change of location: moving from one living room to another, albeit slightly more crowded one. Just remember to slap the name 'office' on it when someone asks about the place. :thumbsup: -
First Person Attack Animations
Surilindur replied to tycp00's topic in Oblivion's Mod troubleshooting
Oblivion Reloaded might have something to do with it. However I have no idea how to use it with other combat mods, so I cannot really help. Sorry. But you could try checking the Oblivion Reloaded manual to see if there is something in it. You could, in theory, try removing the animations from Oblivion Reloaded, but I am not sure if it would then be necessary to also disable some of the equipment, camera and/or combat-related options from OR (which you might or might not need to do anyway, since you are using another combat mod). The OR manual might help, and you can also experiment by doing one thing and checking what effects it has. Just make sure to remember how to roll back your changes. Hopefully someone else can help you more. :thumbsup: -
I have no idea, actually. I have the same issue with new topics myself, and using AddTopic seems to make the topics appear. So I use the AddTopic command. :blush: The CS wiki quest tutorial also uses AddTopic, now that I checked. Maybe some of the existing quests (with their own dialogue) do the same thing somewhere, either in the result fragment boxes for quest stages or other topics, or in the main quest script. The AddTopic was the only thing I could think of myself. Hopefully someone else can help you more.
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From what I have noticed, it is probably related to the new features the Firefox people have added in an effort to protect users and/or raise awareness. It seems to be detailed here: https://developer.mozilla.org/en-US/docs/Web/Security/Insecure_passwords At the bottom of the page there is a link to this FAQ post of sorts: https://blog.mozilla.org/tanvi/2016/01/28/no-more-passwords-over-http-please/ The main Nexus site does not seem to use HTTPS, so Firefox will report it as a potential risk. Handy, I would say, and definitely welcome. :smile: As for the login, you could try bookmarking the forums section and logging in from here instead. Hopefully that helps a bit. Edit: Maybe it could also be something else, but that was the first most obvious thing that came in mind. I use the latest Firefox myself, too, and have not noticed anything odd. But I also use the forums section to login to the site.
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[LE] Noob papyrus questions
Surilindur replied to candlepin's topic in Skyrim's Creation Kit and Modders
There seem to be GetMagnitude and GetDuration commands added by SKSE on the ActiveMagicEffect script. The example on the GetMagnitude page would seem as if the "self" were referring to the effect (script). I have never used either myself, though. There is also a sort of family tree of scripts on the wiki that makes it easier to find commands, if it helps. The search function there on the wiki is a bit clunky (or I just cannot use it, probably the latter). http://www.creationkit.com/index.php?title=Script_Objects Edit: Oooops. Fixed the link formatting. -
Textures in Oblivion-Nifs
Surilindur replied to kriegerseele's topic in Oblivion's Mod troubleshooting
Did the texture file have another file next to it, but with an underscore and an 'n' appended to it? Like: Textures/.../SomeFolder/YourTexture.ddsTextures/.../SomeFolder/YourTexture_n.ddsFrom what I have heard, the '_n' file might be the normal map. I think. Edit: In the Construction Set wiki ( http://cs.elderscrolls.com/index.php?title=Texture_Replacer/Tutorial ) it says this: Hopefully that helps a bit. :thumbsup: -
You can also login in the forums section. For example I have the forums front page / index bookmarked, and I login through that one first, as it apparently also logs me in on the main site. A sort of workaround, but it works.
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Quest priorities seem to go from 0 to 100, although it probably does not matter which one you pick (it would, if you were to mess around with dialogue if I remember correctly). Quest scripts, by default, run every five seconds. There seems to be a value with 5 in Oblivion.ini so maybe it could be tweaked, but I have never tried it and it would probably make no sense. However it is possible to override the update interval for individual quest scripts by using the fQuestDelayTime variable, like this: float fQuestDelayTimeSetting that variable to something should then cause the quest script to run every fQuestDelayTime seconds (or every frame, if set to a value smaller than 1 second divided by your framerate or something like that - which is why some scripts use 0.01 so that they end up running each frame). So... the actual question: did you hold down the button for ten seconds or something to allow the quest script to run once while you have the button pressed down? The IsKeyPressed commands return 1 if the key is currently being held down when the command is called (which happens during one single frame every five seconds by default, being a quest script). So when that one frame 'happens', the key needs to be down. The ScriptEffectStart block of a spell effect runs immediately, and the ScriptEffectUpdate block of a spell runs every frame, but quest scripts need to be 'configured' with that fQuestDelayTime variable to run at intervals other than the default five seconds. You can also do as Drake suggested and add in a group of informative console printings, for example: PrintToConsole "quest script updates!" PrintToConsole "hotkey pressed down, changing grip..."As for the script itself, I have no opinions on it (no time to test). However if you want to format scripts nicely on the forums, you can use the script tag and then make sure indentation is right. It makes reading the scripts easier. For example this (in the post editor): Would produce this (where the spaces between '[' and '/?code' and ']' would be removed): scriptname SomeScript short SomeVar begin GameMode ; this is indented set SomeVar to 1 end There is also the '<>' button that you can use by selecting your script in the edit box and then clicking that one to turn it into a code section. Nothing too serious, just something to make life easier when reading scripts. Hiding the long-ish script inside a spoiler tag was a great idea (thumbsup :thumbsup: ), and to add to that, you can also place a code tag inside a spoiler. Hopefully that helps a bit. If Drake (or anyone else) spots anything odd, feel free to correct. I am still learning myself, too. Talk about blind leading the blind... :blush:
