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bobbyskel78

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Everything posted by bobbyskel78

  1. good info peeps! my intent in the node structure w/ the animation is narrowing down which nodes i may need to manipulate (x,y,z) for a over-the-shoulder camera, yet the scene root ... the rendering of the character can be off of what the camera or the nodes do. it's my umpteenth time playing the game and looking for a diff variety, if you're wondering. for example: using a mod currently w/ 'camera commands'. that obse plugin i believe is 3rd person only. so the mod, x=30, y=-60, z=15, these is the manipulation of the existing 3rd person cam. i've found from previous posts that just moving the skeleton node, i use universal and not the scene root, it corrects the ranged attacks, as now they're in sync w/ the camera (ie. move node3 (for ex) to the same offset, but leave the scene root as is). melee attacks now become off-centered, as does activating and activators. thus the question on specific nodes. if a moved the whole skeleton, it seems things would be in sync, but it isn't, so i want to put the specific nodes also in-line w/ the camera ... remember, playing 3rd person is the intent. perhaps it's impossible, maybe it's just impossible using the universal skeleton ... which i've been hanging on too. there's so many nodes and no explanation anywhere on their purpose. so i ask. if you have a link to such, which i've yet to find, please post, albeit i don't think one exists. tx again for the commentary.
  2. reading a bit more and felt i had some more to say on this topic. i've been using obmm since the beginning, mods stored in a different format, i reconstruct into a proper data structure and create a obmm file out of it. i've had no problems thus far with any other mod managers and their installation tech, i just use common sense ... choose what i want, separate, and create a 'store' compressed omod out of the file. by doing so, obmm will ask if one wants to write over existing files ... LOOT should really be the big knock n' the head on this one, as you don't have to install the entire mod to your data directory, just the esm and esp files to read the repository suggestions. i use the latest edition of 7zip which i write over 7z.exe files in obmm for compatibility (another author's suggestion) works well when i create my own. from the Loot suggestions, the load order becomes apparent. i honestly still don't understand why this is even a topic anymore ... install mods for dummies? if ya' do it enough, the load order optimization "tool" becomes quite apparent. i don't need to have someone hold my hand. if one wants that, perhaps play a more up-to-date game. that sounded asinine, this isn't rocket science ... practice makes perfect, right?
  3. i concur w/ vgtsr1984 but who wants too? i still find it comical that tes4edit states, don't correct the ... over a decade old UO scripts ... why not? i guess perhaps a good follow up question to this, we have 'message logger' but not a hell lot of what to do with some of the errors, kinda' like getting berated w/ no solution ... i don't like bosses, i prefer leaders! we have our conflict errors and our mod managers, usually that works for some portion ... if one uses common sense. i've heard of some speaking of the obse or conscribe logs for fixing errors ... i've never seen any pertinent info there. oh well, oh hell ... yes, i realize we're playing over a decade old game, but the contributions and the essence of the game keeps bringing me back in. "Holy Hell, I typed the entirety of this using all 10 fingers!!" my jest on the tech-zombies embedded in their tunnel vision tech ... it's my own personal video game, +15 points if i run over someone w/ 1k usd iphone.
  4. ermm, what's the prob? you're adding three pre-defined spells already a part of the game. open up the CW, go to spells, right click add new ... name it something unique. edit, right click on effects and add: command humanoid bound armor ... i have 10 different ones in my options damage health open console (~), player.addspell LordChimera's puppet each one has it's own options, although ... i do find your methodology unbalanced. force yourself to rip enchantments and only singular ones, thus no multiple shield spells on one, one enchanted item w/ the max found shield spell for this example. it keeps the game challenging, otherwise why bother. i get bored w/ easy way to quick. save yourself the time and just play in god-mode ... i don't think anybody wants this ... i surely don't. any who, good luck on future endeavors. hate to see ya' wasting time on a custom spell ... well, it's going to kill the game experience for ya'.
  5. ok, so i want to improve on the loot, but i don't know what defines a good leveled loot option. i would like to break it down into several spectrums, basically for common sense. for npcs: combat, magic, stealth for creatures: not so sure, perhaps there's a way to break creatures down to that same three simplicity, but i'm not seeing it right now. well, it's not like i'm getting paid to do this s#*!, so. i'm using a while loop w/ a getcellchanged condition and adding the loot at least for the npc's based on combat specialization. using a faction as a flag. creatures, i'm kinda' stuck and even w/ the npcs ... not sure what would be a good balanced and fun guide ... should i set a pc offset for all or only add to those w/ an existing, and what are really common, but also rare, ... i wanted to add some loot to the rare. i'm approaching this from a loop/game mode disposition, thus it should affect any mods that have altered common lists ... once again, this is where i'm stuck, what are common lists that other mods commonly use? i hope i'm being straight-forward ... i rarely get even a suggestion from my questions.
  6. still trying to figure out on windoze 10 how to add myself to the 'trustedintaller' group.
  7. why do people keep posting in their mod details, that their mod has been cleaned w/ tes4edit ... i hope they do realize that's the equivalent of saying my computer has been scanned by virus scan xyz, which is totally dependent on it's library. any who, i'm not knocking anyone's mod, it just foolish to depend on something that's only as good as it's brute force dictionary ... very few anti-virus progs capture realistic new viruses w/o being utterly intrusive on one's own productivity. it's so secure, i even can't get in! perhaps i should start dogging individuals who post such ... that it's clean, spend a bit of time and find several flaws through the CS and just ask the obvious question ... i thought you said it was clean.
  8. your mod order appears utterly mis-matched. are you using the latest version of LOOT? ... with that said, you can try re-loading bottom -> up. the latter of course only mattering if files are being over-written. should be more like, UOP, UOSI, UDLC and then on ...
  9. fo real, the guy said he's running 100 something mods and your dissing a 255 fix ... get f'ing real ... this isn't the case. i was just answering that damn mod max bs. landscape mods are in entirety taxing, ermmm not the ones that consolidate, low poly grass, the lod texture reduction ... among many others that aren't noticeable unless your playing on some wide screen tv. too many npc's, unless ... unless anything is in the renderable range, it shouldn't affect fps.
  10. i started thinking on quest. it's not the challenge so much anymore, it's the story-line. a good quest has a good story. instead of challenge, perhaps authors should start looking at already great stories and depict them from the gaming perspective. add a little romance, some subterfuge, a bit of spy inside ... there's so many stories, why is the quest so one-sided, defeat the menacing evil??? perhaps it should be a two-sided tale of what the pc deems the righteous path. perhaps characters prolonged beyond the told story line. it's an idea. i think a good one.
  11. i would just go into the leveled list ... see the structure, which is pretty straight forward. this is all in the CS, create new, this will avoid conflict w/ other or existing mods .... create a unique ID for your mod ... something w/ no chance of duplication. copy & paste a existing list or just create from scratch looking at existing ones, dump into the appropriate merchant's list or a more stylish approach, do it by script. the list can be hard-coded as it's unique, the dump isn't ... so a script dump will not permeate as a simple copy/paste will leaving a void if you plan on publishing this.
  12. just the opposite, i've been accidentally doing this, some what looking at examples of other author's works. creating a similar mod and seeing how that author approached it, wound up having both mods open, mine active, which can be useful ... until one plans to publish and finds their mod is slaved to another, yet in reality is totally independent. GECKO offers a stupidly simplistic way of removing slaved mods. so really no reason not to have multiple mods open in the CS while building. I consider it the best way to learn is by aping the pros, i really love looking ... well too many to name author's, some in which will give one a head-ache trying to figure out all the mapping and reasoning for the code, yet many leave many comments in the code which make for excellent learning tools. kuertee, maskar, the wise one, ... too many to give kudos to all. these are my role models. rules should really be loosened up for some publishing. i honestly can't think of how many mods i have cleaned, removed erred non-essential objects/actors as they were throwing non-stop errors in conscribe or messagelogger ... i forget how much i have fixed or coupled patches into one archive. seems it would make sense if the initial author isn't releasing such, another should without repercussions be allowed to upload and publish the work as such is. oh well. good luck in your endeavors joehtosis.
  13. well, i know that blender is normally the go-to for animations. i wasn't sure if there was others such as 3ds max, maybe photo-shop, seem like i recall GIMP or maybe it was Nifskope, the latter sounds more plausible as having a feature to view kf animations. as of right now, i'm just looking to look at animations, yet eventually i want to delve in creating some and perhaps adding some more frames to others to make the animation seem more smooth. i imagine some apps have an auto add, adding frames that fall in-between two varying frames just as any animation, a blur i guess of the mixture of two frames. i'm guessing the free-ware blender isn't on this list. any who, i was just trying to view a animation for start. loaded the nif and was hunting in blender how to watch a animation ... that night i was already frustrated, spread myself too thin and ready to punch something. if someone could go the extra-mile and explain to me the root of targeted/melee roots in aspect of the Universal Skeleton, that would be useful. i see a 'magic node', which i would have to assume would be the root of targeted spells and would imagine that bows would also follow this same route, yet i'm not sure where melee attack's root is. i see a whip in the universal skeleton, the tip seems a logical place. i'm playing w/ 3rd person views and existing 3rd person mods, trying to understand the dynamics, thus making the code a little bit more understandable or perhaps a way to simplify. any help is appreciated in advance.
  14. the best option, provided your trying perhaps to complete a what might seem like a uncompletable quest and normally is, use the console to get that crap out of your quests journal. first set the quest, in quest-ion as active. sqt (shows current quest) completequest <questid> i really like doing this for the houses, as i like to decorate as i deem fit. i've been playing this for over a decade, don't judge, i'm easily amused. quest ids: quest ids
  15. i use a coupling of Oblivion XP and JVUncapper (could just use Ely's Uncapper, as i don't use the diminishing returns, i guess ... this is stable, so i'm not changing). I'm happy with it. No monitoring and experience is gained in multiple ways, not just killing enemies. (quest completion, new potions, picking locks, telling a joke, ... etc)
  16. he stated in the OP "I have literally no mods installed". yes, there's a prob w/ auto-saves. this is actually the only feature i use w/ Streamline is the "save's" feature. i've found many times a auto-save w/ fast travel for some reason winds up corrupt, often crashing prior to the load, fortunately Streamline i have set up, so that's saving quite often and seldom have to back up that far. not sure why, but i had to back up to Streamline 3.0 instead of the latest. the only draw-back, i'm not able to auto-save after a battle. debating on opening streamline 3.1 and just seeing if i can integrate that one fraction of code into 3.0. thus far, it's not been that major of prob to facilitate what i would refer to as a unnecessary potential head ache ... dealing w/ others code in short.
  17. to be forth coming, i've been playing this game since it's release. i've always used obmm and have never found any use to change, it's been stable for me since ... i suppose common sense goes out the windows for many and they need tags to identify which mods may conflict with each other and don't know which ones should take precedence in loading priority ... so enters wrye bash. in some cases, multiple over-hauls trying to be executed at once ... gecko goes out the window, can't combine, simple load order is no longer sufficient enough, about the only single situation where i've seen wyre a necessity. from what i've read, you can use multiple mod-managers. i would definitely suggest at least one and understand how they work. in addition, a load-order manager, it seems LOOT has finally gained ranks over BOSS ... something i actually consider more important. often telling one when a mod is out of date, a preferred mod for some aesthetic such as weather, a load order and the reasoning ... cleaning via tes4edit ... i often use the CS for some probs via conscribe or messagelogger errors. i already spend too much time correcting errors and modding myself, so wyre bash just seems like a unessential PINtA. so i don't use it, i don't need to run OOO, ... etc. i've already played those in the past and now prefer a more modern over-haul, for me Maskar's. So over-all and in summation, the answer is what fits one's taste and how technically understandable one is of the mods one is running. many time i just open two mods in the CS and couple em that way. i find it simple.
  18. i've modded a bit ... i do it for love of the challenge, but also a little anal-retentiveness and wanting to make something i see better. i ask more for reputation, although at this point i'm multiple entities and honestly much prefer coding w/ a language than a limited script. even java-script is better than obse. i do it for love of the game. i honestly hate people who are un-proactive to a community, yet want to whine about slight annoyances, if you don't contribute to the root and want free, what exactly are you offering to the platform that offers this culmination of like-minded individuals? it's a earnest question. bandwidth, server storage all of this cost money. the people writing the script don't ask anything directly, although if one has the capacity to allot some capital for their efforts, allot some simply for the simple fact that nexus is a platform defined on making games released well before perfection as is most software ... us behind the curtains welcome the challenge. we welcome the idea of adding to the base and helping in uniform to create a beautiful structure from a good concept in hopes of making it great. abandon the idea of not even offering a moment of one's time for an endorsement, a vote for a kudo, a trivial donation that might amount to one hour of work at Macdonald's to give thanks for this platform. they have a word for such, it's called a opportunistic leech that feeds off the humble work of others, i have no sympathy for such whining. deal with it.
  19. i've posted something similar to this question already and started thinking about looking at it from a different perspective. as of right now, i'm using enhanced camera w/ predictive aiming. observing the hud_reticle.xml, the <x> and <y> coords are not present, so i'm assuming variables have been added there where the mod is updating them as the direction changes. the situation, the mod only takes into account actors, enemies and friendlies, but it doesn't take into account activatable items and i'm finding my crosshair far off from the actual object ... more often than not, far to the bottom of the screen well away from the object and even with the activation icons showing up, it's taking multiple clicks of the activate button to activate. i'm not really sure how to correct this. i was using set someRef to getCrossHairRef, someRef.activate w/wo player, seemed to produce the same results. so with all that said, i've yet to find any documentation on script being able to capture the <x> and <y> coords of the cross hair ref. the mod in question uses CameraCommands and with the 3rd person view it's an over the shoulder view, so a shifting angle prob. yet, i can switch to 1st person and everything is centered, w/ the object centered and the activate icon visible, switch back to 3rd, the cross hair jumps down drastically, yet is activatable from that position. i really hate the id of jumping back and forth between 1st and 3rd person and didn't think this would be such a head ache to solve. perhaps i need to augment the code, perhaps put in a section w/ a condition If player.isInCombat != 1, <start scanning for activatable objects> basically use the existing code, but change the parameter from actor to object w/ a objRef.isActivatable ... i don't know??? any ideas?
  20. i'm currently running oblivion xp and jvuncapper. i'm not sure how uncapper handles speechcraft, yet i thought it would be interesting if something could be implemented such as the armorer skill and disposition increased up to 125 ... yet i'm not sure how others have found the formula of what this would affect. if disposition is just a variable of a larger formula, it seems it would yield better deals w/ merchants similar to mercantile, just w/o the bartering. i guess this brings in another question, disposition continues to rise with repeated business w/ a merchant, yet it seems once it's even maxed out at 100, the percentages for the ratio of sell/buy seems to still rise approaching 1:1 ratio. seems as if disposition has nothing to do with it or anything over a 100 isn't being shown. probably a more simpler solution, i play MOO and it uses speechcraft to determine the # of pets attainable. i'm not sure if just a simple change in the ini would do the trick or if some adjustments to the code would be necessary. any who, just trying to make speechcraft a more viable skill.
  21. if you run your ... alterations that seem more of opinion than a fix or a patch, just make your mod a child of the parent mod in the CS, usually just having both checked and your mod as active when saving should be sufficient for that. this would require the other mod be present and thus should circumvent any permissions, as your mod is useless w/o the parent mod. this also gives a user the option to deactivate your mod if they don't care for it and just run the parent mod. none the less, Nexus makes it clear they take permissions very seriously, so i would go ahead give credit where credit is due.
  22. you can have a look at a number of different mods such as deadly reflex, to see the script that calls the animation. deadly reflex, as just one example offers a variety of new animations ... if you decide to go down the animation path, by all means use the universal skeleton.
  23. as already mentioned, stagger is a animation, a kf file that can be called. the script will not change the animation, for that you would have to create your own or alter the existing one in something like blender. once done the animation can be called as well an associated sound.
  24. old topic, but figured i would chime in as this ran across my search. normally the <x> <y> coordinates are in the hud_reticle.xml file. i believe a mod i installed that has predictive aiming changed the file, so manual changing is no longer available. using the 'ultimate third person camera', it normally positions your character, x -> 32, y -> -200. if one opens up the skeleton.nif file with nifskope ... this is the 1st person file (data/meshes/characters/_1stperson) click on the 'scene root ... it's always first in the tree directory, and change the first collapsed mode following that ... should only one visible if ya haven't expanded anything. change the x cord to 32 in the properties normally shown below. scene root is where your character's model is rendered. what we just changed was the skeleton node that controls that affect animations. now all targeting should be back to normal. melee attacks will be off though. because ranged and melee attacks originate from different locations and this model sets us at an off set angle, i haven't found a solution ... one could adjust the ini setting fCombatHitConeAngle=45 (default is 30) ... widens the angle of what's considered a hit with melee weapons. one can just use a program like bsa commander to open any bsa file, sort them and scroll down to appropriate directory. unpack the file in the same tree structure it's in. it may be the same as oblivion, data/menus/main/hud_reticle.xml. now that it's extracted in that location, it should take precedence over the bsa file.
  25. an old topic, yet as i'm looking for a solution similar, figure i could offer some advice on this prob. most third pov mods replace or move the skeleton.nif file, some in the first person view ... sometimes they also replace the reticle. if the reticle itself is the only thing off and everything else looks good, one can open the hud_reticle.xml located in data/menus/main/ it's rarely at x=0, y=0. reinstalling a standard skeleton will reset the first and third person skeletons and any alterations to their position. i would suggest the universal skeleton by growlf. i'm not sure why someone would suggest deleting the default_config.ini, the settings aren't in there.
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