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Surilindur

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Everything posted by Surilindur

  1. Thank you, Drake. That was a great explanation. Maybe I should also elaborate a bit, I managed to sound a bit harsh, sorry about it. :blush: To add to my "what is the script supposed to do" question, I meant that the script looks like as if you were trying to change the equipment slots for two distinct items - aaaArissaPracticeRobe and aaaArissaMageRobe - and do it for the first one during practise AI packages, the for the second one when not doing any practise. So I was wondering if you wanted - instead - to equip one robe during practise, and the other one when not practising. As Drake mentioned, the script looks like as if the manipulation of equipment slots would not necessarily have been the thing you were after (although it could have been, it just looks interesting at the moment). For example, if you wanted to set the equipment slot ID for your aaaArissaPracticeRobe to occupy only upper body, then you might use something like this: SetEquipmentSlot 2 aaaArissaPracticeRobe And if you wanted it to occupy both upper and lower body, you would use something like this: SetEquipmentSlot 18 aaaArissaPracticeRobeBut if you just wanted to equip items, you would probably need some variation of the EquipItem command (and in that case, you would not need to do any equipment slot manipulation): ArissaActorRef.EquipItem aaaArissaPracticeRobe 1 ; <-- where 1 might help keep the item equipped (or might not) If that makes any sense. Drake is so much better at explaining things. Actually, everyone is - and they are far less annoying than me while at it. :happy:
  2. If you know the path to your Oblivion installation, you could also maybe try the following or something similar: start /d "F:\SteamLibrary\steamapps\common\Oblivion\" obse_loader.exe -editor -notimeoutWith the path pointing at your Oblivion installation (not mine, hehe :happy: ). That one should work in the command prompt or shell or somesuch, but you can also turn it into a batchfile by opening a text editor, copy-pasting the command into it, and selecting to save it as "somename.bat" (with the extension being .bat for example). You should then be able to run the batchfile to start the editor. The advice by Striker would probably be more straightforward, though, so you should probably try that first. :thumbsup: Edit: Wait! Hmm. Why have I put "start" in it... just a minute... :huh: Edit 2: A-ha. Hmm. So another way to do it would be to navigate to the drive, then the folder, and then run the thing from there (otherwise it will not find ConstructionSet.exe because the command prompt is not in the game folder). :: go to the correct drive F: :: then the game folder cd SteamLibrary\steamapps\common\Oblivion :: then run the thing obse_loader.exe -editor -notimeoutTry the shortcut edit by Striker first, it will also work and will basically just be one small edit in a shortcut. Sorry. :blush:
  3. With something like Gimp, you should be able to create your own transparent .tga file - or .dds with the DDS plugin. I would assume other image editing software also have the ability to save a .tga file. As in, create a new image of the size you want, make sure it starts with a transparent background (in Gimp, that would be Fill with: Transparency), then export to .tga or somesuch. It only takes half a minute (for slow people like myself). :P Hopefully that helps a bit.
  4. Judging by the script you posted, it would appear as if you were using the GetEquipmentSlot command. The GetEquipmentSlot command returns the equipment slot for the item. You would want to use the Set version to set it, as in, SetEquipmentSlot. That might help. Other than that, your script looks a bit odd. Are both GameMode blocks in the same script? And what is it that the script is supposed to do?
  5. Someone posted about a tiny little hex edit that allegedly removes the CD check in the Morrowind Code Patch comments thread some time ago. Here is a link to the post: https://forums.nexusmods.com/index.php?/topic/73004-morrowind-code-patch/?p=26626844 However I have no idea if it actually works, never tested it myself. A virtual disc of sorts would probably be a better option, too, since that one would probably be more likely to work and should even allow you to install the game from it (at least the discs I have created have worked for installation as well if I remember correctly). The Steam version of Morrowind can be a bit finicky at times to put it mildly. I have not tried the GOG version.
  6. Yes, as cdcooley mentioned, avoiding unnecessary processing should definitely be something to try and achieve. However in this case, if a user has difficulty level set to legendary, someone casts that spell on the player character, and the user lowers difficulty level to novice after acquiring the spell effect, the damage applied would probably not update to reflect the difficulty level change if all the calculations have already been done at the beginning. Maybe. Other than that, moving the calculations to the beginning definitely is a great idea. Edit: Assuming people would notice that the damage would not change. If people do not notice it, then it does not matter, now that I think of it... :happy:
  7. I am not a moderator, so you cannot ask me about that, but I do not see anything too offending in DigitalxReaver's post. Especially with them being a new member and all that. Which actually reminds me... there is this subforum here that seems relevant (if DigitalxReaver reads this) --> https://forums.nexusmods.com/index.php?/forum/14-newbies/ As for the game setting thing... if you really have no other options left, you could maybe try this mod here. However that mod there could be a buggy mess, it does require quite a lot of other things and really should be your last option. Manually running the batchfile sounds like a better idea.
  8. The post I linked (the one by forli) had the two scripts necessary to have a quest run that batchfile for you. As in: in the Construction Set (launch it with "obse_loader.exe -editor -notimeout"), create a new questcreate two scripts, one object script (the event handler by forli) and one quest script (the one with menumode block by forli)change the filepath for the batcfile in the event handler script to point to your fileattach the quest script to the quest, and flag the quest as 'start game enabled' (so it will be running)Something like that. The idea is to have the quest + event handler combination do the work for you by automatically running the batch script when the event handler is called (in this case, when the PostLoadGame event fires). If you use HUD Status Bars Enhanced, you could even try making your own 'HSBE ini file' for something like the Bashed Patch.esp or such but with your game setting changes inside it. HSBE should load it, as far as I know, regardless of its contents, as long as you have it seemingly paired with a plugin like Bashed Patch.esp or similar that you always have loaded. It is a sort of... workaround, though.
  9. Apologies, this is completely unrelated to the question, but I had some time to stop and think about your script, and I was wondering what the values for your multipliers are. If the idea behind the multipliers is to scale it somehow, then depending on the type of scaling, it might be possible use just a single scaling multiplier in a single property. For example something like this (in Python for testing): Which would produce this: And could look a bit like this in Papyrus: That is just one unrelated thought, and I have not tested the Papyrus one. Just something to think about if you ever need to cut down on the number of properties. But then again, if your scaling needs necessitate all the different multipliers, then you just have to keep them, of course. :smile:
  10. You could maybe try creating a new quest and attaching onto it a script that changes the game setting. One of the most reasonable ways to do it could be to have a quest with a quest script (with the quest flagged "start game enabled"): scriptname YourPrefixedQuestScript begin _MenuMode 1044 if eval ( GetGameRestarted ) seteventhandler "PostLoadGame" YourPrefixedEventHandler endif endAnd then the event handler (an object script not attached to anything) for changing the game setting (you could also try adding it to the menumode block, though, but I have not tried it myself): scriptname YourPrefixedEventHandler short Success begin _Function { Success } if eval !( Success ) return endif SetNumericGameSetting "fActorStrengthEncumbranceMult" 100 ; any other changes here endMore on that here by forli: https://forums.nexusmods.com/index.php?/topic/5104120-possible-problem-with-mod/?p=45012990 Forli explains the RunBatchScript procedure, actually, which you can use to store your console commands in a "batch script" (a text file) that you can run with RunBatchScript. That one would also solve your issues. Also, if you have a mod with a batch script file (Maskar's Oblivion Overhaul for example), you could append your game setting changes to that one, as long as you remember that you added such a change to that specific file (if you need to revert the change at some point). <snip> Hopefully that helps a bit. :thumbsup: With a quest and a quest script, you should be able to do a repeating game setting change thingy. Edit: About the reason why the mods may not be working... have you double-checked that you do not have any other mods loaded after the encumbrance changes? And that there are no scripted mods in your load order that could be changing the values via scripts?
  11. Yes, the OblivionReloaded camera mode is a bit... different. It is more authentic, but being that way it feels a bit odd at times. The camera mode being the way it is is not a bug, it is just the way Oblivion works and how the mod has been done. I remember asking LogicDragon (another camera mod author) about the rotation of hands and the like, but there is something that makes rotating third-person hands up and down with the camera somehow difficult (or impossible, I think it could have been closer to impossible than difficult). Maybe it had something to do with animations or skeletons or such, I cannot remember. The normal 'fake' hands in first-person view are just that - fake floating hands - and rotate with the camera just fine. I have not played Mirror's Edge so I have no idea what the camere in it is like. If you want to try another sort of camera mod, there is also the Oblivion version of Enhanced Camera by LogicDragon. It is closer to the vanilla version of the first person view. It looks a bit odd at times thanks to the hands being... well... not attached to the body (because if they were attached to the body, then it would be the same as the OblivionReloaded camera mode). http://www.nexusmods.com/oblivion/mods/44337 You can use Trifle with it to get shadows for the first-person body: http://www.nexusmods.com/oblivion/mods/44108
  12. It is not a bug, but a feature that has taken Alenet time and effort to implement. There are quite a lot of people who actually want to see their character's feet when looking down, myself included. I find it much better that a floating camera. :thumbsup: As for the setting, it is in OblivionReloaded.ini that came with the mod and is found next to OblivionReloaded.dll in your OBSE plugins folder.
  13. Wrye Bash also offers the option to click on the description box and type in a new description, as well as an author name (although not both at the same time, it seems). That one has always worked for me. Maybe you could try it? I have never used the Construction Set for adding descriptions to a mod.
  14. Great! Well. Great to hear you got it all fixed, not the missing patch part. :tongue: To add to that, you solved it all on your own, and when you asked about it, you asked for a way to find the issue instead of posting your whole load order here and asking "how to fix this?". If something is great, then that is. Good luck with your modding endeavours! :thumbsup: Edit: Oh and no problem, happy to help.
  15. If the issues are in the closed Bruma worldspace, then you could try loading your whole load order in TES4Edit, opening Oblivion.esm and navigating to the Bruma worldspace that should be listed somewhere under the worldspace category. That is, in the left side tree. Selecting the worldspace record in the tree should list the mods that modify it (one way or another) on the right side panel, with the leftmost one being the first one to introduce the record (Oblivion.esm for the Bruma worldspace) and the last one to the right the last one to edit it. The same applies to all records from weapons to spells to weathers to NPCs. For any items added to the worldspace, though, you might need to go through each mod that edits the worldspace (or a specific cell in the worldspace) in the left side tree and check the added items for each one separately (they would be listed under the worlspace record in the mod that adds them and not in other mods unless the other mods edit the items added). If you use Open Cities Reborn or something similar (probably not, with Better Cities and all that...) then the cities would be found in the Tamriel worldspace in some random cells around the worldspace and the first mod to check would be Open Cities Reborn.esp instead of Oblivion.esm. If someone reads this and their open cities are a mess. Hopefully that helps a bit (and makes some sense). :thumbsup: Edit: If I remember correctly, landscape shape is listed in the cell record itself (under the worldspace in which the cell is located - not in the interior cell category) for each cell. Not under it as an item (like placed objects), but in the cell record itself.
  16. Back-dating the BSA archives is something the Steam version of Oblivion requires, and is not really connected to MO. The file dates for the BSA archives are too recent, so the game somehow uses them instead of any loose files. Setting the BSA timestamps to something older allows the game to use any installed replacers instead of the originals that are inside the archives. As for the mods... manually restructuring usually helps if a mod has a folder structure MO does not understand. The final mod that is in your MO's mods folder needs to be ready for "drag-and-drop" to the data folder (with the mod directory being the "data folder"... sort of...). So if a mod is activated in MO but has an odd folder structure then the game will not find the files where it expects them to be. Manually restructuring a mod usually solves it, but takes some time. :thumbsup:
  17. Yes the event probably works great the way you have it. And yes, I know what it is for. What I was talking about is the note on the ActiveMagicEffect wiki page that states this: Which, by common sense, would mean that the script should already receive the event - OnItemEquipped - from the Actor the effect is running on. If that is true, then you do not need to register for anything. So if the script will receive the events anyway, you do not need to register for them explicitly. That is what I trying to (sort of) explain. I blame my below-average communication skills. Sorry. :blush: What does the following in the spoiler do? It also has the AddItem line commented out as per suggestion by kitcat81. Edit: Also apologies for not being of much help. Hopefully someone else can help you with your actual issue. Edit 2: To respond to your function issues: the property type should not matter. Armor should work. And the parameters in the function call... if you pass all of them in the right order then you would not need to use the "parameter_name=parameter_value". If you know Python, you can think of it as keyword arguments. For example these should be equivalent (by common sense, I have never tested it now that I think of it, but if Papyrus works logically then they should): SomeActor.EquipItem(SomeItem, True, True) SomeActor.EquipItem(akItem=SomeItem, abPreventRemoval=True, abSilent=True)
  18. To have OBSE work with MO, you would need to set the "launch mechanism" to "script extender" in the workarounds tab of MO preferences. That should create a "hook.dll" and "mo_path.txt" in your OBSE plugins folder. That way OBSE will load the hook.dll, which will in turn load MO and your mods will also be loaded. And one more thing: if you have a Steam version of Oblivion, you would want to go to the same workarounds tab of MO preferences and click the "date-back BSAs" button there to set the Steam version BSA dates to something older. This is for the 1.3.11 version at least, I have not managed to make the newer ones work properly with Oblivion. I spent an awful lot of hours (thanks to my inexperience with everything) last summer writing a Python module for using the usvfs system (it works but is far from beautiful thanks to my lack of time), and from what I have noticed, it works by first loading the appropriate dll file (for example I took the usvfs_x86.dll from MO 2.0.4 or something), then calling functions from the dll to create a filesystem and feed the linkages into it, and then calling a special function to spawn a hooked process that will get to use that filesystem. The actual header of interest is the usvfs.h at Github. If someone is interested. I think Tannin is a genious. Virtual mod installations the usvfs way are definitely the future of mod installation. Mods consist of more and more files, and are larger in size, and people use more and more mods, so virtual installs are a must in my opinion. It just makes things so clean and easy. Go Tannin! :happy: Hopefully the new mod manager the Nexus team (including Tannin) are working on will be something great (with true virtual file installation option). MO is good, but is no longer fully supported (for Oblivion at least, I think) and still has a bunch of flaws here and there. NMM sounds like something awful (never tried it myself) and does not even have proper virtual file installation option from what I have heard (the bug reports make it sound like symbolic links or somesuch). Wrye Bash lacks virtual file installations completely and OBMM is just out of question. Hopefully it will be possible to move forward at some point, and hopefully the new manager will fulfill all my expectations - expectations that are everything but modest. :tongue:
  19. I do not think the Steam version is better in any way, it is probably just the same thing but with Steam. I had a quick look at the source code on Github. Are you sure you have BOSS in your disc version folder? For example "...\Oblivion-The-Disc-Version-Directory\BOSS\" or somesuch, and that you are running it from there? If you have a shortcut pointing at BOSS that is located in the Steam version's directory then it will probably sort the Steam version. So it looks like you need to have BOSS in your disc version directory, in a subdirectory that is located on the same level as the Data folder, and run it from there. I have never used BOSS myself so I cannot really be of any help with it more than that. Sorry. :blush:
  20. Hmm. Have you tried the OnItemEquipped without registration? The ActiveMagicEffect Script page says it also receives events from the actor is it currently attached to, so if it really works that way, then you could maybe drop your event registration (it looks so odd anyway), if the magic effect automatically catches OnItemEquipped events from the actor. I have not tested it, just an idea. You can also add a check to see if something is actually equipped right after the equip command, I think. Or not. The thing with OnInit... I suppose it works if it fires once for each time the effect triggers, but even then the OnEffectStart would be there. Whatever works for you. There are so many equally great ways to do something. Edit: Ooooooops. Fixed the tags. :facepalm: Edit 2: About the script in the spoiler... I do not have the Fallout 4 CK installed at the moment, but the "Self as Actor" will probably fail now that I think of it. If it does that, maybe something like this would work better (judging by the family tree of scripts), maybe with an added "as ObjectReference" even. I really have no idea. I forgot ActiveMagicEffect was in another branch of sorts. I remember having issues in Skyrim with two custom scripts both extending Form, where casting one of them as the other required going "through" the parent (Form) script. (((Self as ScriptObject) as Form) as Actor)I really hope just "Self as Actor" works, since the object the scrip is running on should probably be an actor, and Self should probably refer to the actor, and the actor should have the Actor script on it and all that. Oh well. One of those "need to test" things again. Sorry, I was typing the initial response in the middle of the night half asleep. :sad:
  21. Does your armour have a keyword on it that also appears in the blocked list? Other than that, just a blind guess, but does adding a small delay between AddItem and EquipItem do anything? Probably not. The EquipItem function should be fine according to the wiki: http://www.creationkit.com/fallout4/index.php?title=EquipItem_-_Actor Edit: Is there a specific reason why you have your event registration in OnInit?
  22. I think Striker is right. There should be the option somewhere in the ini files. Maybe in ...\Data\OBSE\Plugins\OblivionReloaded.ini or such, I am starting to forget it myself as well. There should be a shaders section or somesuch in there, with something like "skin=1" that you would need to set to 0 to disable the shader. It should not be too difficult to find. From what I have been reading, it will be fixed at some point, and has something to do with certain shader-related files not being included in the current 6.0.0 version yet still being required by something. One workaround has been to copy the missing files from an older version or something, but you should indeed check the Oblivion Reloaded comments section for the workaround.
  23. Maybe the lack of responses has something to do with how the question is put, as in, "can someone with actual knowledge of the game engine's inner workings explain how these values are treated by the game". It is a somewhat efficient way to narrow down the number of people who could actually answer the question. As for the settings... assuming they have an effect on something, why would increasing some (presumably) AI-related limits increase performance? Especially on a game that seems to choke when enough stuff is crammed in it. Of course I will also immediately test those when I have the time (just out of curiosity) but still. :huh:
  24. Do you need the Steam version for anything specific? For example I myself initially bought a disc version of Oblivion that did not have the small DLC like Battlehorn Castle. Then I also bought the Steam GOTY Deluxe version with all the small DLC, downloaded it, copied the small DLC to the disc version and removed the Steam version. The small DLC are just mods, basically, so you can take them from the Steam version and install into the disc version just like you would install any mod. But then again, the Steam version is not that bad, either. I use it myself at the moment. Steam overlay caused some issues from time to time (popping up because of some hotkeys) but I now keep it disabled. Hopefully that helps a bit, if it makes sense. :thumbsup:
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