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Surilindur

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Posts posted by Surilindur

  1. 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:

  2. 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:

  3. 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.

  4. 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.

  5. 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.

  6. Did the texture file have another file next to it, but with an underscore and an 'n' appended to it? Like:

    • Textures/.../SomeFolder/YourTexture.dds
    • Textures/.../SomeFolder/YourTexture_n.dds

    From 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:

     

    Oblivion textures always come in pairs: texture.dds the color-texture (defining how the surface is colored) and texture_n.dds the normal map (defining surface structure). --

     

    Hopefully that helps a bit. :thumbsup:

  7. 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.

  8. 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 fQuestDelayTime

    Setting 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):

    [ code ]

    scriptname SomeScript

     

    short SomeVar

     

    begin GameMode

    ; this is indented

    set SomeVar to 1

    end
    [ /code ]

     

    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:

  9. 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 aaaArissaPracticeRobe

    But 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:

  10. 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 -notimeout

    With 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 -notimeout

    Try the shortcut edit by Striker first, it will also work and will basically just be one small edit in a shortcut. Sorry. :blush:

  11. 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.

  12. 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?

  13. 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.

  14. 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:

  15. 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.

  16. 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 quest
    • create 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 file
    • attach 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.

  17. 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):

     

     

     

    #!/usr/bin/python3
    
    import math
    
    
    def damage_test():
    
        # properties
        CasterSkillMult = 0.002
        DifficultyMult = 0.1
    
        # actor illusion skill
        IllusionSkill = 60
    
        # damage based on skill and base mult
        Damage = IllusionSkill * CasterSkillMult
    
        # final damage calculations in the update event
        for Difficulty in range(0, 6):
            print('difficulty {}, percent {:.3f}'.format(
                Difficulty,
                math.pow(Damage, 1 - (Difficulty - 2) * DifficultyMult)
            ))
    
    
    if __name__ == '__main__':
        damage_test()
     
    

     

     

     

    Which would produce this:

     

     

     

    difficulty 0, percent 0.079
    difficulty 1, percent 0.097
    difficulty 2, percent 0.120
    difficulty 3, percent 0.148
    difficulty 4, percent 0.183
    difficulty 5, percent 0.227
    

     

     

     

    And could look a bit like this in Papyrus:

     

     

     

    ScriptName YourPrefix_DangerousHallucinationsSpell Extends ActiveMagicEffect
    {Target loses a portion of their max health periodically for as long as the effect lasts}
    
    Float Property CasterSkillMult Auto ; for example 0.002
    Float Property DifficultyMult Auto ; for example 0.1
    Float property UpdateInterval Auto
    
    Actor TargetActor
    Float Damage
    
    Event OnEffectStart(Actor akTarget, Actor akCaster)
        TargetActor = akTarget
        Damage = akCaster.GetActorValue("Illusion") * CasterSkillMult
        RegisterForSingleUpdate(UpdateInterval)
    EndEvent
    
    Event OnUpdate()
        Int Difficulty = Utility.GetINIInt("iDifficulty:GamePlay") ; <-- as suggested by IsharaMeradin
        Float DamagePercent = Math.Pow(Damage, 1 - (Difficulty - 2) * DifficultyMult)
        Debug.MessageBox("DifficultyLevel (" + Difficulty + "), DamagePercentApplied (" + DamagePercent + ")")
        TargetActor.DamageActorValue("Health", DamagePercent)
        RegisterForSingleUpdate(UpdateInterval)
    EndEvent

     

     

     

    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:

  18. 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
    end

    And 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
    end

    More 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?

  19. 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

  20. 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.

  21. 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.

  22. 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.

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