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Noggog

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Everything posted by Noggog

  1. I was reading somewhere that if you disable the mod that added them, and do a clean save, that they get removed. Is that true? If that's the case, I could just disable my shiny creatures mod every so often and reset any that fell through the cracks.
  2. Killer. Yeah, I just did a search and found the Wrye Bash function. I just wanted to post and see what people said before I went ahead and ruined my lovely savegame. 8)
  3. So, I stumbled upon a pretty neat mod called Shining Creatures. Basically it adds a script effect on the creature's already existing self buff spell that creates invisible light source to follow a certain NPC, like a flame elemental, to give it the look that it's putting off light. I've heard the horror stories of PlaceAtMe, and how it bloats savegames. This mod says it handles it by putting it in a cell when the creature dies or gets far enough away, once 10 light sources are in the cell, it purges it and gets rid of the bloat. Problem is, when I enter an area with lit creatures and several light sources spawn, and then I leave the dungeon without killing them or getting far enough away. I don't see any way that those light sources are going to be deleted by the mod. The cell will eventually respawn and the creatures will disappear, but I've heard that the placeatme items still bloat the savegame. Is this true? If it isnt a problem, I wanted to add one more feature to the mod that I was concerned about, which was to take out the conditional statement to remove the light source when the creature dies. That way, the light source would remain on the dead body instead of immediately going out on death. Is that going to pose any issues from what you know? Also, I was doing some fruitless googling.. anyone know of anything that can fix a bloated save game?
  4. You can also add the item to Bendu Olo (00000007) which is actually your character before you name him when you make a new game. This will only add the item to your character when you make a new game, though. It won't be dynamic and add it no matter what. Just an option! 8)
  5. Awesome! Thanks for the offer. 8) I'll look into it and its options some more when I get the chance. 8) Some of the coolest mods are the small timer ones with 5 endorsements. Take Spell Components for example, I love that thing!
  6. It's an interesting mod, but not what I was trying to do exactly. His, from what I read, seems to lock down a place to your current level. So, if I visit Goblin Jim's Cave, then that cave is locked to be my level. If I return 15 levels later, it'll still spawn creatures from the level I was when I first stepped in. It still doesn't spawn anything above your level, I don't think. Seems kind of dangerous to me. If you go running around the world exploring every nook and cranny in the beginning of the game, then every nook and cranny will be stuck at level two. 8\
  7. Thanks! Yeah, I've no idea the limitations or possibilities yet myself. Gotta do my research and we'll see. 8)
  8. So, I'm a fan of running into a minotaur or freaky big creature way ahead of my level every so often. Makes the game more interesting, in my opinion. Many mods try to make this happen by copying the freaky-big-creatures (FBC) leveled list entry and making the associated level 1, or much lower. This is very tedious, and very confusing at times to make it happen. What I was wondering/pondering/daydreaming about is an OBSE plugin that would evaluate leveled lists and dynamically change them to spawn harder mobs ahead of schedule. - I'm looking for tips, suggestions, possible/impossible, help, Huzzahs ------------------------------------------------------------------------------------------------------------ Problem: Right now iLevCreaLevelDifferenceMax only works with creatures that are a lower level than you. So, if you're level 12, and ILevCreaLevelDifferenceMax is set to 4: You'll spawn creatures levels 8-12 What I want to have is a difference of 4 to make you spawn creatures 8-16 ------------------------------------------------------------------------------------------------------------- How this would look: An example vanilla leveled list: 1 - skeleton 1 - zombie 6 - ghost 10 - headless zombie 15 - vampire OBSE would evaluate that list and change it. Say I'm level 1, and ILevCreaLevelDifferenceMax was set to 8, it would change the leveled list to be: 1 - skeleton 1 - zombie 1 - ghost 10 - headless zombie 15 - vampire The ghost was 6, which was in the difference range of 8, so OBSE went in and changed the ghosts level to 1, so that it will spawn for me at level 1. (OBSE could make a backup list somewhere for reference as you level up) Once I hit level two, the list would look like this: 2 - skeleton 2 - zombie 2 - ghost 2 - headless zombie 15 - vampire The headless zombie of level 10 is now in the difference range of 8 (2 + 8 = 10), and so OBSE went in and changed it's level to 2 so it would spawn for me at level 2. ----------------------------------------------------------------- Possibilities: - If this could be done, there wouldn't be a need for duplicating higher creatures in the leveled lists and making them labeled as lower levels by hand. It would be automatic. - Also, it could be set to automatically duplicate creatures around your level so that they spawn more often, making a list that maybe looked like this at level 1: 1 - skeleton 1 - zombie 1 - skeleton 1 - zombie 1 - ghost 10 - headless zombie 15 - vampire That would be automatic too, and customizable in an ini. - You could also set it up to do something like an "EPIC" button, where it actually will spawn something bigger than you that was twice the level difference, but at a much lower chance. So it would automatically create a list like this at level 1: 1 - skeleton 1 - zombie 1 - skeleton 1 - zombie 1 - skeleton 1 - zombie 1 - skeleton 1 - zombie 1 - skeleton 1 - zombie 1 - skeleton 1 - zombie 1 - ghost 1 - ghost 1 - ghost 1 - ghost 1 - headless zombie 1 - headless zombie 1 - vampire This would also be automated and customizable in an ini ------------------------------------------------------------ This would let people make normal leveled lists that looked like this: 1 - skeleton 1 - zombie 6 - ghost 10 - headless zombie 15 - vampire and have our plugin automatically generate a fully customized leveled list without ever doing anything by hand to the leveled lists of custom mod X I think this would be an awesome plugin. I'm on a busy Engineering college schedule, but I'm going to try to find time to research it and develop it. Any help would be appreciated! 8) Here's a link to the OBSE plugins related to leveled lists: http://cs.elderscrolls.com/constwiki/index.php/Category:Leveled_List_Functions_(OBSE) Pluggy plugins for file manipulation (for list backups): http://cs.elderscrolls.com/constwiki/index.php/Category:File_Functions_(Pluggy) I'll be pouring over them the next few weeks to see what's possible
  9. Im using Wrye to merge a good chunk of mods into the bashed patch, and then ghosting them. And with similar/harmless/small mods, I'm using GECKO to merge the mods into one.
  10. I suggest you take this up with the Wrye Bash people over at Beshsoft. If WB is not patching a LL that should be, they need to know. I think it's more an issue with FCOM. The Wrye Bash Rel/Del tags are working as intended, I believe. FCOM just needs to make a convergence esp that includes these Francesco's lists, just like it includes the OOO/MMM/Warcry ones. It may all just be that I missed it, or couldn't find the Francesco's FCOM patch that brought these in. I do have FCOM_Francescos, but it doesn't bring them in, which is why I'm thinking it's a problem -- unless there's ANOTHER patch or something.
  11. Hmmm, I noticed OBSE had some functions for manipulating leveled lists. Perhaps I can look into writing a program that would evaluate leveled lists and change any entries that were within a set range of your level (both below and above) to be listed at your level. My custom mod tweaking queue is getting quite large.. 8o
  12. Here's a look at what's happening, notice the only red conflict is the one custom Fran's leveled list FranLLE3StrNecromancerLair, which is supposed to be chosen at random alongside 8 or so other vanilla entries. http://img641.imageshack.us/i/franstest.png/
  13. Yeah, it limits the lowerbound of what can spawn on a leveled list. Sorry, I may have confused you with my shamble skeleton beast comment. If I have a single leveled list, say some undead one, and it contains something like this: Skeleton - level 1 zombie - level 3 .... Freaky Shamble Skeleton Beast - 12 I was saying I want it to spawn a range of things both below AND above. At level one, I don't want it to just spawn a level 1 skeleton every time, I want it to spawn zombies too, even though they're level 3. Maybe because I have my difference setting set to 8, so at level 1 it will spawn things all the way to level 9 on the leveled list. I know FCOM went in and dragged down copies of tougher creatures and labelled them as level 1. I'm just looking for perhaps a better way. I'm just crossing my fingers and hoping/wishing theres some iLevCreaLevelDifference___ that let things spawn that were higher than you on the list. I'm starting to believe there isn't, which is sad. Everyone seems to be dragging and relabelling as level 1, 8(.
  14. @Smooth I agree, if the leveled lists were unrelated I wouldn't be worried however: 1) Frans adds a lot of new NPCS 2) New NPCs show up on unique new Frans Leveled list: FranLLE3StrNecromancerLair 3) FranLLE3StrNecromancerLair is referenced by the vanilla list LL2NecromancerLair100 4) FCOM is removing FranLLE3StrNecromancerLair from LL2NecromancerLair100 in the Bash with its Del tag I believe Fran's FranLLE3StrNecromancerLair is only showing up in game via its reference in the vanilla leveling lists, and once those are removed I don't believe they'd show up. ------------------------------------------------------------- @Hickory The mods are showing up on my BOSS list. I was just stating that BOSS isn't associating any tags for those mods. I updated my list just now to make sure, and they still don't have any tags. ------------------------------------------------------------ So, to both of you, I know Fran's FranLLE3StrNecromancerLair should not be bashed into the patch itself, but it's reference into the vanilla list should be, no? Thanks for the help! 8)
  15. So, I first thought that ILevCreaLevelDifferenceMax 8 would spawn creatures on leveled lists +/- from my current level (If I'm level 14, it would spawn 6-22) But I soon realized to my dismay that it's actually just - from my current level (If I'm level 14, it would spawn 6-14) ---------------------- I've got my level 2 character who is raiding SI dungeons that contain only and all level 1 creatures. No fun, boring 2 shot kills left and right. I want epic flight scenes when I run into a level 15 shamble skeleton beast. Is there any way to easily make creatures above my level on a leveled list spawn? I know I can modify the leveled lists and drag harder creatures down and label them as level 1, but with FCOM/MMM/OOO/FRANS... ouch. That's a lot of work. FCOM does a somewhat okay job with this in normal Oblivion, but not for SI, that I know of.
  16. Have you run through the BOSS log and fixed/checked any comments it had? When I'm having issues with crashing, I usually do something like this: 1) Disable everything but FCOM mods, see if it runs. 2) If it does, it's an unrelated mod. If it doesn't you know it is something with FCOM.
  17. So, I use Wrye Bash and BOSS to set up my load order and bash tags. BOSS doesn't recommend any tags for these esps: Francesco's Optional Chance of Stronger Bosses.esp Francesco's Optional Chance of Stronger Enemies.esp Francesco's Optional Chance of More Enemies.esp And they also don't show up on the list of leveled lists to bash. (I have it set to automatic) ----------------------------------------------------------------------------------------------------------------------- I went into Francesco's Optional Chance of Stronger Enemies using TES4Edit (just to look around), and in all the cases I checked, the Bashed Patch failed to bash in -anything- new the esp had added. (Because it wasn't set to, most likely) For example: In the Leveled Creature list LL2NecromancerLair100, the Bashed Patch failed to bash in FranLLE3StrNecromancerLair, which contains a massive amount of unique named necromancer mobs to the leveled list. Same went for a lot of other leveled lists. This seems like the bulk of what these Francesco's esps were supposed to add, so it seems strange that they wouldn't be getting bashed in. Might as well just take the esps off of the list, for all they're getting used. ----------------------------------------------------------------------------------------------------------------------- I tried bashing them in by manually adding them in the leveled list tab in the Bashed Patch with Rel/Del tags, but the later mods are just erasing Fran's additions with their Del tags. 8( It seems to be like these should be going after FCOM with a Rel tag Maybe I'm missing something? The FCOM site doesn't mention anything about making sure to bash them in, BOSS has absolutely no tags for them. Seems weird that I'd have to manually bash them in myself to see them in game. Everything else about FCOM/BOSS seems so well constructed. Why would these be left out? Are they actually being caught and incorporated some other way? I don't believe they are, as the TES4Edit "Referenced By" tab only refers to the Fran's mod, which isn't being implemented. ----------------------------------------------------------------------------------------------------------------------- Anyone know of a compatability patch I'm missing?
  18. So, I have a script effect that I put in magnitude and duration numbers for, and I have a script setup that has this in it: short spellindex short spellduration short spellmagnitude set spellindex to GetScriptActiveEffectIndex set spellduration to (GetNthActiveEffectDuration spellindex) set spellmagnitude to (GetNthActiveEffectMagnitude spellindex) The spellduration variable gets set right, but no matter what I tweak around, the spellmagnitude does not. I did a goo-gal search and found this forum: http://www.thenexusforums.com/index.php?/topic/207435-oblivion-magic-extender-endorsements/page__st__20 It stated that it was bugged out (around page 3). Anyone know of a way around it now? That was 7ish months ago. In summary, I just want to get the magnitude assigned to my script effect without referring to another spell effect's magnitude. (As of now, my paired Turn Undead spell effect's magnitude is varying depending on the creature I cast it on (don't know why), which is why I want to get a solid unwavering magnitude. I thought the script effect's magnitude would be the perfect place.)
  19. So, backed up my setup, and installed a freeesh vanilla Oblivion *shudder*. So, fresh Oblivion, put in my QTP3R textures, fullscreen, HDR, full settings, and still no parallaxing. Everything's flat as a cutting board. I thought maybe my ATI graphics card was forcing some settings that were removing parallax? So I went in and took them all off (from what I can tell). Still no parallaxing. I'm thoroughly confused.
  20. I don't know why it would've gone missing, but your loading_symbol.dds probably was corrupted or something of that sort. It's in Oblivion/data/textures/menus/loading . If it isn't corrupted then some .xml file you installed is referencing it wrong. As for your loading screens not having the DarkUI backgrounds. Loading screens are one single image with the loadbar and text placed on top. If you want darkUI loadscreens, you'll have to get something like this (http://tesnexus.com/downloads/file.php?id=8958), which has the darkUI texture as part of the loadscreen picture itself. You cannot just put any loadscreen you want into the game and expect the DarkUI background to magically appear around the loadscreen image. Someone has to go into Photoshop and put the darkUI background on manually.
  21. Hehe, so is there any way to fix it? I'm using Qarl's Texture Pack 3 Redimized, found here: http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=3813 They do have texture pairs such as anvilplaster01.dds and anvilplaster01_n.dds I'm assuming that's how I want the setup to be? If so, it still doesn't seem to be showing up. I can take a few screenshots if you want. I'm going to be trimming my setup to as vanilla as I can to test and make sure it's not some sort of confliction. PS - Hickory, you're the man. XD It's awesome seeing you prowl these forums helping people out.
  22. I installed Qarl's Texture Pack 3 Redimized, which mentioned having parallax. I can't seem to find parallax occurring anywhere. I also had QTP2 parallaxed installed earlier, and textures I -know- were supposed to be parallaxed were 100% flat. I loaded my game with no mods at all and the textures were still flat, so I don't think it's a mod in my load order. Is there some setting that stops parallax processing from occurring? I'm running HDR at the moment, with pretty much full settings. I'll be messing around myself, but I thought I'd just do a post here just in case it's something simple and stupid. 8)
  23. Yeah, I've had to restart my character several times so far. Sucks The way I keep things somewhat safe is by backing up the ENTIRE oblivion folder somewhere, as well as the Oblivion folder in My Games. I've about 10 of these folder backups, and I make one every so often. Whenever something goes completely wrong and stuff is exploding everywhere, I move my messed up Bethesda folder to the desktop and bring back my latest backup. At that point I move in my new post-backup mods one by one and bashing until they all work, or it starts crashing, at which point I know which mod was the culprit. It may be a slow process, but it has worked 100% for me so far. I've yet to do a full reinstall, I've always been able to save my current setup.
  24. Works like a charm! 8) Thanks Any chance you know offhand the commands to retrieve the script effect's magnitude and duration numbers?
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