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Posts posted by Surilindur
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Not exactly 1.1.0 RC6, but there seems to be at least 1.1.3 on the Github page in the releases section, in addition to some new versions, as well: https://github.com/niftools/nifskope/releases
As a disclaimer, I have no idea how to work with meshes at all. Just posting that link in case someone stumbles across this thread in the future, looking for a NifSkope download. Other than that, the NifTools site might be a good place to start looking: http://www.niftools.org/
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This one might be relevant, if it helps: https://forums.nexusmods.com/index.php?/topic/5454912-the-nexus-site-isnt-a-safe-place/page-2&do=findComment&comment=48496477
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My own load order is a lot smaller and completely different, so I cannot comment on that itself. However Unique Landscapes might be one of the somewhat demanding mod collections out there, and also Oscuro's Oblivion Overhaul as well as Martigen's Monster Mod might be somewhat large and comprehensive (I only ever tried OOO once when first starting to mod, never tried the other two). If you also have a decent (or excessive) amount of texture replacers, you might be placing some strain on the game itself. However that does not (necessarily) mean you could not use all those mods, as far as I know (never used that much everything myself :tongue: ). There are things like ENBoost, Oblivion Stutter Remover, Oblivion Reloaded and others that can help make the game a bit more stable even with a large number of mods, but they can only do so much, and they need to be configured properly for everyone from what I have noticed. One thing might work for someone, but might not work for someone else. Using Oblivion Stutter Remover, ENBoost and Oblivion Reloaded, I have managed to achieve a somewhat stable game for now (at least it seems so), and while I do use a lot less everything, those tools might also be useful to people not unlike yourself with a lot of mods installed. Every little counts. But on the other hand, they all might require some work get them all sorted out and installed, and even more work to configure the Oblivion Stutter Remover, and everyone's results may vary. Just remember to check all the documentation, use sense both common and uncommon, and everything should be doable in one's lifetime. :sweat:
About the red colour codes in Wrye Bash: a red means (if I remember correctly) a missing master. With a missing master, you would not even get to the main menu. An orange one means that the plugin expects its masters to be ordered differently than in your current load order, and green means everything seems to be fine when it comes to relative load order from a plugin's perspective. Or something like that.
Looking at the load order again, you seem to have some "Mart's Monster Mod - Spawn Rates" plugins that look like they might have been intended as alternatives of whoch you could pick one. At least the names would suggest that. The same goes for the "Less Reavers in Gates" and "No Reavers In Gates" plugins. While it might not necessarily cause any crashes, you could still double-check any installation instructions to make sure which plugins you would be intended to use. It does not hurt to check, and it might help you shorten your load order, as well?
When installing mods, the recommended way - unless you have been modding for years and are doing your twentieth reinstallation of approximately the same modest amount of mods - would seem to be to install a few mods at a time (one being the recommended amount) and testing after every batch to make sure everything works. If something is broken, then the issue might have something to do with the most recent batch of installed mods (something in the mods themselves, in the installation, or in a mod conflict) and troubleshooting those issues would be easier than when adding in all hundred mods at once. Also remember to do some testing before adding in any mods at all, to establish a general idea of what to expect from the base game itself, so that you know what to expect when cramming more content on top of that and hoping it does not break. :tongue: Adding in a mod or two at once, testing, then repeating again might be slow, but it usually can pay off. For example if it would take you three days to install all your mods with that slow method, it would still be faster than spending six hours slapping all one hundred mods in the game, then realising something does not work, asking on some forum about it, waiting two days for an answer only to end up starting the mod setup all over again, this time with the slow method. Striker should know more about how to install mods in a reasonable manner. In fact, that slow method is something I remembered him recommending not too long ago to someone else.
Those would be my first thoughts on your crashes. It is the middle of the night here so it something does not make sense, it is probably me typing things half asleep. Maybe someone else with more knowledge can help you more. Generally, though, it might be both easier and faster to install mods one my one and testing. It is also extrmely close to impossible for someone to tell you the cause of your crashes by a load order, since a load order is only one part of it all. And even full access to all the info on your system would not solve it. There are just so many moving parts to consider and all that, also outside anything with the game or mods themselves at times. Maybe I am an ungrateful little pessimist, but sometimes things really can take quite a bit of time and effort from oneself and sometimes the only way to fix an issue is for that someone who has that issue to learn how things work and then use that knowledge to fix that issue. The more complicated the system, the closer to impossible it is to write step-by-step instructions or even point out a specific cause of issues let alone a solution. Oh well, enough rambling. I need to go to sleep now. :blush:
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Have you tried disabling Streamline altogether to see what happens? As in, removing Streamline and then enabling+configuring both the framerate manager and purger from Oblivion Reloaded (...Data\OBSE\Plugins\OblivionReloaded.ini) and testing to see if you actually need Streamline? Assuming those "streamsmooth", "streamsight" and "streamview" have something to do with object or LOD draw distance management, then the framerate manager from Oblivion Reloaded should also provide somewhat similar functionality, I think?
The installer is an exe for the new version on the Nexus (not going to run it), and the old one has no info on those "streamsmooth", "streamsight" and "streamview" in the download, at least none that I could find. :unsure: You probably know what those are and what they do, so you can check the Oblivion Reloaded page and manual (the html file) to see if there is any overlapping functionality? The main things Oblivion Reloaded has are the memory purger and the framerate manager (NOT framerate capper, it only manages/decreases object draw distance dynamically to achieve a target framerate).
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The example script snippet on the OnObjectEquipped page does handle weapons with a cast, so it should work. To be honest I have not done anything with races, so I have no idea how they work. :blush: If there exists a system to prevent a race from equipping some items, then that one should definitely be used as long as it works. If it works for races already in-game, it probably should also work for custom races?
As for the scripting solution, the IsLightArmor and IsHeavyArmor functions apparently (according to the wiki) use the HasKeywordString function internally. So maybe you could even use a direct check for actual keywords if they would somehow magically be faster? Unless the HasKeywordString commands itself is faster. I have no idea. If you want to prevent any weapon from being equipped, and only armour items that have a heavy or light armour keyword, then maybe something like the following would be a decent starting point? If some out there knows a better way to do equip prevention with Papyrus, I would also appreciate any tips or tricks on how to better achieve it. I am still not sure if InObjectEquipped is the best way, it seems a bit... suspicious.
ScriptName _YourPrefix_EquipPreventionHandler Extends ActiveMagicEffect ; properties to fill with the appropriate keywords in the property editor in CK Keyword Property HeavyArmourKW Auto Keyword Property LightArmourKW Auto ; if ActiveMagicEffect receives events from Actor script, then it should receive this event as well? Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) If ( (akBaseObject as Weapon) || ( (akBaseObject as Armor) && ( akBaseObject.HasKeyword(HeavyArmourKW) || akBaseObject.HasKeyword(LightArmourKW) ) ) ) (Self as Actor).UnequipItem(akBaseObject, False, True) EndIf EndEventThat one extends ActiveMagicEffect, and assumes Self refers to the actual actor the effect is running on. The wiki says that ActiveMagicEffect should receive events from the actor it is attached to, so if you manage to find a way to attach an ActiveMagicEffect to an effect that runs on the actor, then a script like that might work for preventing armour and weapon equips as long as the effect is active. But again, if there is a system already in the game to prevent a race from equipping some items, then that one might be a better solution.
Hopefully someone else can help you more. Especially with that Creation Kit race part. :thumbsup:
Edit: I am not sure of OnObjectEquipped is the best event, either, assuming it really filters every single equip event. If you have other ideas, feel free to use them. Everything I wrote here is just the first thing that came in mind. There seem to be so many ways to do the same thing in Skyrim that there might even be a better event somewhere. But again, the game-managed system for races that you mentioned (for preventing them from using items) would probably be something better than anything that involves scripting. At least it might be faster. Oh well. Hopefully someone with more knowledge will chime in and save the day. :happy:
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At least it would seem as if replacers in BSA archives would not necessarily work.
If you feel like giving it a try, Mod Organizer can help keep your data folder clean, as well. The 1.3.11 one from Skyrim Nexus works fine with Oblivion, however with the only major downside being that all OBSE plugins need to be manually installed to the data folder, at least when using the Steam version of Oblivion. And to have MO launch with a Steam version of Oblivion, one would need to set the launch mechanism in the MO workarounds tab to "script extender". Other than that, it should be pretty straightforward. It also seems like you should not have any issues manually "installing" (restructuring) mods so that they can be moved to the MO mods folder. I have not tried installing OMODs or BAIN-targeted archives with MO myself yet, though, but at least manually restructuring always works.
I use Mod Organizer myself at the moment, and while it does mean a bit more manual work to get some mods installed and such, it still helps keep the data folder (excluding the OBSE plugins folder) clean. It is a nice way to use loose files while keeping the data folder clean. Also mod development is extremely easy, when each mod is contained in its own dedicated folder! And the overwrite folder from MO also works, as long as one remembers to run every single tool through MO.
When using MO, and manually unpacking and restructuring mods, MO can be used to "install" all mods. OBMM might be needed to unpack some OMODs (unless MO handles OMOD archives, never tried it), but other than that, OBMM is not really needed for anything anymore when manually restructuring mods for MO. MO also has the back-date BSAs option in its workarounds tab, as well as some form of archive invalidation apparently (and Wrye Bash also has archive invalidation, right-click the column headers in the plugins tab, there should be an option there I think). Wrye Bash can be used to create a Bashed Patch, but MO can be (again) used to install manually restructured BAIN-targeted mods as well. Also, BSAopt seems to work just fine for creating Oblivion BSA archives (I use the beta 2.0.0 - not the 'risky' one, the other - from the Skyrim Nexus).
But then again, Tannin & Compnay might release the new mod manager at some point, so I am not really sure how long MO will remain relevant, especially if the new Nexus mod management tool also features virtual installation possibility (again, if someone in that project happens to read this, I would not want to nag, but virtual installation really is a godsend... :whistling: ).
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How would something like OnObjectEquipped work, combined with UnequipItem? A completely untested idea:
ScriptName _YourPrefix_ArmourEquipPrevention Extends Actor Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) If ( akBaseObject as Armor ) ; fails if the item is not armour, assuming clothing is not armour UnequipItem(akBaseObject, False, True) EndIf EndEventHowever an actual game-managed solution like a tickbox in the Creation Kit would always be better if there exists one. Papyrus should be the last resort if there are other solutions available, at least when trying to keep the amount of scripting to a minimum. Also, if an actor equips a hundred items (or, for some reason, if there exists another script that keeps spamming an equip command), then the Papyrus event might be called quite a few times, so avoiding that sort of things would usually be best. A state could be used to prevent Papyrus overload (if tha happens), but it would also result in the script skipping some items. At least that is what I would think. If someone has a better idea, I would love to hear it. :smile:
Is clothing also classified as Armour in Skyrim? If so, thet that will obviously not work (oops! :blush:). However you could then try adding in a keyword check and assume every piece if armour would have a specific keyword on it. But that would add a bit more to the amount of script processing, and would make an actual game-managed solution even better in comparison?
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When I last tried to pack
my(edit: to clarify, not made by me, the ones I use) mesh and texture replacers into BSA archives, I could not make it work at all. Even renaming the BSA archives after the Bashed Patch did not help. They just did not replace anything. Using loose files worked flawlessly. So there has to be some differences between Oblivion and Skyrim indeed. :thumbsup:Also, out of curiosity, I tested using an archive and loose files with Mod Organizer (MO version 1.3.11 from Skyrim Nexus) just now, and again loose files worked when files packed in a BSA archive did not. If someone figures out a way to solve this, I would love to hear it. The MO BSA management actually does allow loading loading, for example, the Shivering Isles BSA archives without using the dummy .esp file, but even that one does not seem to help with replacers packed in a BSA archive. Or at least that is how it would seem. :huh:
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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):
RendererBoost = 1
Boosts the access to the render engine. This could decrease the game stability. You have to set bHookCriticalSections to 0 in OSR to use this feature.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:
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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:
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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 -> Container
- double-click to open an existing container object, change the editor ID, then click OK
- in 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 it
- in 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 changes
- drag-and-drop the new container into the game world
- save the plugin
There 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...
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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...
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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...
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Also, now that I think of it, you could also use TES4Edit like this:
- open TES4Edit
- select Vvardenfell Imports esp file, click "ok", the program will load the relevant thingies
- navigate 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 it
- for 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 it
- when finished, close TES4Edit and select to save your new esp file
That 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:
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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.
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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 1
You can check the essential status with this:
GetRefEssential
Assuming 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:
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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:
CameraMode = 1
Enables/disables the real first person view, smooth movements, several configurations.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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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. :)
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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.
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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.ini
but 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.ini
or 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:
scriptname YourPrefixQuestScript array_var TeleportTargetList short ListReady ; <-- set to 0 to rebuild the list on next save load begin _MenuMode 1044 ; I think it was 1044 the main menu if ( GetGameRestarted ) seteventhandler "PostLoadGame" YourPrefixPostLoadGameHandler endif endThe OBSE event handler (user-created function script, of type object script, yet not attached to anything):
scriptname YourPrefixPostLoadGameHandler short Success begin _Function { Success } if eval !( Success ) || ( YourPrefixQuest.ListReady ) return endif let YourPrefixQuest.ListReady := 1 if eval ( ( ar_Size YourPrefixQuest.TeleportTargetList ) > -1 ) ; the ar_Erase should erase the whole array according to documentation? ar_Erase YourPrefixQuest.TeleportTargetList else let YourPrefixQuest.TeleportTargetList := ar_Construct "Array" endif ; appending the elements ar_Append YourPrefixQuest.TeleportTargetList SomeTeleportMarkerRef ar_Append YourPrefixQuest.TeleportTargetList OtherTeleportMarkerRef .... ar_Append YourPrefixQuest.TeleportTargetList FinalTeleportMarkerRef endThe spell script which would select a random marker from the list:
scriptname YourPrefixSpellScript short i begin _ScriptEffectFinish ; the one below should pick a random integer from [0, <size-of-list> - 1] ; also, the call to "Floor" might be unnecessary when/if Oblivion ; discards the part 'after the dot' in the float let i := Floor ( Rand 0 ( ar_Size YourQuestPrefix.TeleportTargetList ) ) PlayerRef.MoveTo YourQuestPrefix.TeleportTargetList[i] end
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.

I can't really tell what's happening but here is my Crash Log
in Skyrim LE
Posted · Edited by Contrathetix
Messages such as the following (quoted from the Papyrus log in the initial post) only mean that the Game.GetFormFromFile function failed to find the plugin in question - as in, it basically equals "the plugin named X is not currently in the user's load order":
The GetFormFromFile function can be used to both fetch a form from a plugin, as well as to check if a plugin exists in load order (when fetching a known form from a plugin, and the function returns None, then it means that the plugin is not loaded, because if it were, the function would have returned the form). However the way Bethesda implemented it, an error is printed in the Papyrus log when the plugin does not exist. For example that quoted error message means that USLEEP_VersionTrackingScript apparently used GetFormFromFile to check if the "Unofficial Skyrim Patch.esp" exists in a user's load order. It does not, so the function (because it works that way) printed an error message in the Papyrus log. This is fine, and is exactly the way it should be. If the user actually did have USKP esp file active and USLEEP installed, there would not have been an error message, but the whole setup would be wrong (USKP and USLEEP are not supposed to be used together), and I assume the function is used by USLEEP to make sure no one tries to use both USKP and USLEEP at the same time.
More info on the Game.GetFormFromFile wiki page for that function. And there is also a wiki page with some instructions on how to read the most common Papyrus errors in the log: Papyrus Runtime Errors. This one from AFK Mods might also help: [skyrim] Interpreting Papyrus Log Errors.
Generally, though, the Papyrus log is intended for people who write scripts for the game so that they can debug their scripts. Because when a script encounters an error, it will most likely get logged in the Papyrus log (when logging is enabled), so that when nothing happens (the script processing encounters an error, Papyrus stops processing it, nothing happens in-game) the one who wrote the script can open the pause menu, close the game, open the Papyrus log and check which part of the script failed and why. Calling it a "crash log for the game" is misleading, because it is not one.
But then again, I might be mistaken - would not be the first time. :tongue: Happy Easter! And enjoy the Spring. :smile: