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allomerus

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Everything posted by allomerus

  1. If it's a load order issue (And I believe you), then I don't know with what it's conflicting. Regardless of where I put Apocalypse (before, after, a lightyear to the left of PerMa), Candlelight and Candlelight alone dosen't show. It's still functional, as I said, it's equipable from the console, but the menus just don't know nothing. Tried messing with Enhanced Lights and FX, still the same problem. Only change my attempts brought was aggravating lag... Maybe I'll try to overwrite that issue entirely with a separate esp fix for magelight-like spells in ENB situations (just realizing that Sunlight and the like are not behaving correctly with my END)
  2. Thanks for the answer! I'll try and go fiddle with this. The only two mods I use that alter magic are PerMa and Apocalypse. I let MO and LOOT do the work. Problem might stem from Apocalypse, since it's one of the last I installed, but ironically all the other light spells (basic magelight, magelight, torchlight, sunlight) work as intended... that's quite silly. That being said, I'm a tad afraid to toy with a load order so "loaded", especially if it's related to PerMa's relationship with other mods. I'll keep ye informed ig anything comes out of this.
  3. I don't know what you mean by "magic hat", but basically, as I scroll through my spell list in the magic menu (where I normally can select other spells, click on them, see their spell cost and whatnot), the spell is absolutely absent, there's no icon, no line of text saying "Candlelight", nothing. My menu basically behaves like I do not know the spell, while whatever instance that tracks which spells we know actually records that I have learned it "properly". Thanks for answering so fasr, btw :)
  4. Hello ladies and gentlelen! I've run across a very silly little bug, of small if inconsequential magnitude, that's finally managed to gnaw at my nervous system ferociously enough to force me to bring it to your attention. Basically, 99,9% of all spells I have learned worked correctly, but now that I have learned the Candlelight spell, I simply cannot see it in the spell menu. It's not in Alteration, or in any other school (Cuz I checked...). I cannot learn it again from spell tomes either, that SkyUI shows as "already-read". I tried using the "player.addspell 43324" command, but it does not add it - because the game thinks I already have it. I then used the "Player removespell 43324", then used the console command to obtain the spell book. I was able to consume it, a message told me I learned the spell... and I couldn't find it in the menu either. I then used the "Player removespell 43324", THEN the "player.addspell 43324" commands, to no avail, same results. I CAN, however, use "Player.equipspell 43324 left" etc. to EQUIP the spell, so not only do I know it, but the game also acknowledges its existence. I can use it normally once equipped, gain skillups from it, etc. Please keep in mind that mine is a heavily modded game, but I had quite a few characters run on my config, all of which had learned the darn spell without any trouble... Does anyone know any script command that would give me a chance to see the spell's face in the menu? I tried to google solutions for that specific issue, but to no avail. I'm unfamiliar with the way menus work in Skyrim, so I'd like to have someone's opinion before I wreck a level 45 character's files in a pathetic attempt to fix one silly problem.
  5. Hello! EDIT: Got it working on my own, thanks for your time still. I'm rather new to Skyrim modding, and I was having a bit of fun trying to get a self-created master spell to work. So far, everything does function correctly, except that instead of doing a cool ritual cast, my character insists on simply casting with his left hand, even thought the spell is flagged as « BothHands » and nearly all its visual effects are borrowed from the « summon Storm Thrall » spell. If there's a thing to switch in all that chaotic CK for that animation to work, I'll be burned if I haven't tried everything to find it. I know it's a bit vague for a help request, but I can't say I understand all of what I'm doing right now so... Thanks for your help in advance!
  6. Got it fixed now! Now I may keep marching to glory!
  7. Hmm unfortunately it didn't work. Thanks for trying thought. Just for you to know, Lanceor, this is actually about the mod I'm making according to your suggestions ! : ) I'll be uploading the Flametongue, the Holy Avenger and the Sorcerer's Armor from the Arcane codex. Just need to fix this, slap powers on them and make a dungeon to make people work their horses off to be worthy of wielding such iconic weapons.
  8. Hello everyone! Sooo, I've been working on another custom sword mesh, but as usual, SOMETHING is going wrong. As always... forever... Whatever. What's happening now is that one of the weapon's NiTriShapes is definitely disappearing whenever the camera gets within a certain (close) range. You can see for yourself on the images I added: The wooden part of the hilt looks well'n'fine, right up until you stick your nose near it: While the metallic part of the hilt remains there, the wood is simply gone. And I dunno why. Can anyone Help me? As usual, the first person to help me get out of this crap gets to suggest what I'm creating next (bow/arrows, sword, staff, shield). EDIT: Actually, for some reason, I have « exceeded my allotted disc space for attachments », whatever that means, making me unable to upload even the lowest-quality Jpeg. Just imagine that part of the sword disappears as you get close, and it's gonna be enough.
  9. Well blast it! It wuurked! You won't be learning anything today : Square brackets don't actually work. I could swear I made other scripts with those, but whatever... And an object script is indeed a better idea. Thanks a lot!
  10. An insult? Please! that damned CS is so complicated to use, that mistake is as possible as any. What would've been insulting is if I actually had forgotten it... But in that case, it would be my fault. There's no insults when talking about scripting... only a cartload of humility lessons. That being said, I went to check : I didn't forget : ) PrintC... Interesting concept... Didn't know that thing even existed. I'll try to work on the script or rewrite it, we'll see what happens. I definitely like how something goes wrong everytime I believe I ''got this'' lol... Thanks for the tips guys : )
  11. Hello world! So, as I say in the title, I'm tryint to create a shield that reflects magic when the player is blocking. Now, let's be clear : I'm not going for something outrageously fancy. This shield is supposed to add, when the player is blocking, an ability that gives 100% spell reflection, then remove it when the player stops blocking. I came up with a quest script - yeah and I checked, it's marked as a quest script - that should work fine. Only it dosen't. Can anyone tell me what went wrong in my experimentations this time? hehe (Just to make sure : This is about Oblivion modding) Scn AlloDarknessShieldHeavyEffect Short HasBlockEffect Begin Gamemode If [player.GetEquipped AlloShieldDarkness == 0] && [HasBlockEffect == 0] Return Elseif [player.GetEquipped AlloShieldDarkness == 0] && [HasBlockEffect == 1] Player.RemovespellNS AlloDarknessShieldHeavyAbility Set HasBlockEffect to 0 Return Elseif [player.GetEquipped AlloShieldDarkness == 1] If [HasBlockEffect == 0] && [Player.IsBlocking == 0] return Elseif [HasBlockEffect == 0] && [Player.IsBlocking == 1] Player.AddspellNS AlloDarknessShieldHeavyAbility Set HasBlockEffect to 1 Endif If [HasBlockEffect == 1] && [Player.IsBlocking == 1] return Elseif [HasBlockEffect == 1] && [Player.IsBlocking == 0] Player.RemovespellNS AlloDarknessShieldHeavyAbility Set HasBlockEffect to 0 Endif Endif End Thank you for your time!
  12. They weren't. THANK YOU! Now, all I have to do is tweak the specularity and the bow's finished! You're on my credits list. It's 12h11 here, and I can go to sleep at peace.
  13. Hello world! So, I was about to put the final sigh at the end of an over 4-month long project, taking down all the unexpected and unseen before issues that unavoidably plague modding, when another unexpected and unseen before issue spontaneously started to plague me. My model's normal map dosen't work. Yeah, and it does suck. What I mean by ''Not working'' is that while the mesh, color and glow map ARE visible - and that proves the game has recognized the mesh DOES have a normal map - the object has strictly no specularity of its own. Its colors are dull, shadeless, and it does not reflect light OR have the sweet, realistic fake shadows of my lovingly crafted normal map. - It's a bow model, but that theorethically shouldn't create any issues by itself. - The texture file is correctly named. - You can bet your horse the normal map i'm speaking of is actually a normal map and not something else. I checked. 12 times. - The normal map has an explicit alpha layer which allows different parts of the textured objet to have a different specularity, but that isin't a problem in itself because other objects in the file use the same type of normal map and work correctly. - It's not a file size issue, I tried using default texture sizes and it's still screwed up. - I'm forwarding a picture of the bow. You can see the arms, past the bird head (the cursor points that area), dosen't reflect light. It actually looks like it's recieving a much more poor lighting. - ??? - Help please! If anyone has ever ran into this problem, please tell me what could be wrong. I tend to believe it must be related to a setting somewhere in the .Nif file, but I fail to understand what could cause such a problem. Thanks for your time!
  14. Thanks again for the help, War, and thanks to Lanceor too! I think I'll stick to inrceasing the base attributes, they're as good a reward as anything... Plus that means I won't need to really understand what Xsilver was doing in Midas... Hehehe. One more itemdown, only six thousand and a dungeon to go!!!
  15. Hello reader! As said in the title, this thread is about finding a way to increase the player's magica using a script - NOT a console command. Basically, I am creating a spell that, when cast, will permanently increase the player's magicka by a small amount. Only, all the versions I have tried ( "Player.setav magicka to (Magicka + 1)", "Player.modpca magicka 1") simply don't work. I know the Midas Magic mod does something similar, but after studying it, it actually does not: it uses a rather complicated script that adds an ability which gives a buff to magicka. I'd rather avoid having to go through all that. Do you guys know for sure a way to permanently increase the player's magicka through a magic effect script? Thanks for your time!
  16. Well, It works! Thanks a lot everyone, I'll make sure you recieve credit for your help!
  17. You're not making a huge mistake, it's just that - or at least it's what I was told - the If script will be read thoroughly, unless there is a return command somewhere inside it, in which case it will return to the beginning, So basically, 10 split « if » clusters using return commands will weigh less on the engine than a whole paragraph. On the other hand, of course, so many split clusters, each with their return commands, can complicate things... Anyway, I'm presently reading about the CS and globals and stuff, your help is really appreciated : )
  18. @ cfh85 Thanks for the info, I'll try to understand it without mucking it all up : ) One question thought: I was told that continuous « gamemode » scripts were supposed to contain as many « return » functions as possible, so that they clutter the engine's RAM as little as possible. What I know is that Oblivion's engine processes scripts entirely even thought an « if » condition is not met at the beginning, thus my tendency to fraction the 10 stages of the curse and add return blocks at the beginning of each of them. If what I know is right, your proposal will cause the computer to read all the script until the quest is complete, and (note that I play on an old dinosaur with « crapbucket » graphics settings) I am very concerned with any performance hits. Is there a way to make it lighter, or am I just rambling about stuff I don't know? Thanks again!
  19. Hello everybody! Beware, this is going to be long. I'm working on a rather large-scale mod that will introduce all my current and ulterior custom weapon models in a dungeon-like area, just to make people actually work for them. As I want every of these items to be acquired with a little sweat and a lot fo blood (mwaaahaha), I plan to make one of my daggers actually curse the player with an undispellable ability (as qualified in the CS), while also providing the player a way to « atone » for the very sin of picking it up by scrificing daedra hearts. When the atonement is finished (which implies the slaughter of hundreds of daedra), the blade grants the player the ability to devour daedra hearts for himselfm. increasing his magicka, health and fatigue by some small, to-be-determined amount. While the « cursing » mechanic works flawlessly, the part of the script which allows the player to slowly make the curse weaker (it has 10 stages) does not work. What I intended to do is that the player, when casting the « Sacrifice Daedra Heart » lesser power, increases a variable (HeartSacrifice) by 1. Another script is triggered when HeartSacrifice reaches a certain value, removing the greater version of the ability and adding a lesser one in its place. But the HeartSacrifice value does not seem to be functional. I cannot, for an example, use the « set Heartsacrifice to x » command, because the engine does seem to think it does not exist. So, basically, if someone around here is handy with scripts, I'd like you to have a look at this, and maybe tell me what I'm doing wrong. That's a week of off-work pain : ( People providing actual solutions will end up in my credits list, of course. FIRST SCRIPT - Object script, tied to the blade itself (AlloThalassianStiletto) As far as I know, this one works flawlessly. It's a curse-on-equip type of PITA blade-of-doom. Scn AlloThalassianStilettoScr ref Player Short ThalStilCurseCured Short ThalStilCurseStriken begin OnEquip If ThalStilCurseStriken == 1 Return Elseif ThalStilCurseStriken == 0 If ThalStilCurseCured == 1 Return ElseIf ThalStilCurseCured == 0 Player.AddSpellNS AlloThalStilCurse10 Set ThalStilCurseStriken to 1 endif endif end Where ThalStilCurseCured is checked at the very end on the « master » script when the 10th stage of the curse is removed. SECOND SCRIPT - Quest script, also the « Master script », the one that proceeds to the switching between stages of the curse, taunts the player in the name of another entity, and monitors the HeartSacrifice variable. Scn AlloThalStilCurseQuest Ref Player Short Curse10 Short Curse9 Short Curse8 Short Curse7 Short Curse6 Short Curse5 Short Curse4 Short Curse3 Short Curse2 Short Curse1 Short HeartSacrifice Short ThalStilCurseCured Begin gamemode If ( ThalStilCurseCured == 1 ) return Elseif Player.HasSpell AlloThalStilCurse10 == 0 Return Elseif ( Curse10 == 1 ) Return ElseIf Player.HasSpell AlloThalStilCurse10 Player.AddSpellNS AlloThalStilSacrifice Message "The Sun's fury is upon you!" Set HeartSacrifice to 0 Set Curse10 to 1 Endif ***Stuff stops working from this very point*** If ( Curse10 == 0 ) Return Elseif ( Curse10 == 1 ) If ( HeartSacrifice < 10) Return Elseif ( HeartSacrifice >= 10) Set Curse9 to 1 player.removespellNS AlloThalStilCurse10 Player.addspellNS AlloThalStilCurse9 Message "You are slowly sating the blade's thirst." Set Curse10 to 0 Endif Endif If ( Curse9 == 0 ) return Elseif ( Curse9 == 1 ) If ( HeartSacrifice < 25) Return Elseif ( HeartSacrifice >= 25) Set Curse8 to 1 Player.removespellNS AlloThalStilCurse9 Player.addspellNS AlloThalStilCurse8 Message "The Thalassian blade demands more souls!" Set Curse9 to 0 Endif Endif If ( Curse8 == 0 ) Return Elseif ( Curse8 == 1 ) If ( HeartSacrifice < 45) Return Elseif ( HeartSacrifice >= 45) Set Curse7 to 1 Player.removespellNS AlloThalStilCurse8 Player.addspellNS AlloThalStilCurse7 Message "Sacrifice again, or the Sun shall forever be your enemy!" Set Curse8 to 0 Endif Endif If ( Curse7 == 0 ) Return Elseif ( Curse7 == 1 ) If ( HeartSacrifice < 70) Return Elseif ( HeartSacrifice >= 70) Set Curse6 to 1 Player.removespellNS AlloThalStilCurse7 Player.addspellNS AlloThalStilCurse6 Message "Your time, your very life belongs to us." Set Curse7 to 0 Endif Endif If ( Curse6 == 0 ) Return Elseif ( Curse6 == 1 ) If ( HeartSacrifice < 100) Return Elseif ( HeartSacrifice >= 100) Set Curse5 to 1 Player.removespellNS AlloThalStilCurse6 Player.addspellNS AlloThalStilCurse5 Message "Fight to the death. It is your only hope." Set Curse6 to 0 Endif Endif If ( Curse5 == 0 ) Return Elseif ( Curse5 == 1 ) If ( HeartSacrifice < 135) Return Elseif ( HeartSacrifice >= 135) Set Curse4 to 1 Player.removespellNS AlloThalStilCurse5 Player.addspellNS AlloThalStilCurse4 Message "The Sun is a demanding master." Set Curse5 to 0 Endif Endif If ( Curse4 == 0 ) Return Elseif ( Curse4 == 1 ) If ( HeartSacrifice < 175) Return Elseif ( HeartSacrifice >= 175) Set Curse3 to 1 Player.removespellNS AlloThalStilCurse4 Player.addspellNS AlloThalStilCurse3 Message "Your sacrifices will be rewarded, in the end." Set Curse4 to 0 Endif Endif If ( Curse3 == 0 ) Return Elseif ( Curse3 == 1 ) If ( HeartSacrifice < 230) Return Elseif ( HeartSacrifice >= 230) Set Curse2 to 1 Player.removespellNS AlloThalStilCurse3 Player.addspellNS AlloThalStilCurse2 Message "You serve our vengeance well, mortal." Set Curse3 to 0 Endif Endif If ( Curse2 == 0 ) Return Elseif ( Curse2 == 1 ) If ( HeartSacrifice < 280) Return Elseif ( HeartSacrifice >= 280) Set Curse1 to 1 Player.removespellNS AlloThalStilCurse2 Player.addspellNS AlloThalStilCurse1 Message "You turned your doom into a crusade. Impressive." Set Curse2 to 0 Endif Endif If ( Curse1 == 0 ) Return Elseif ( Curse1 == 1 ) If ( HeartSacrifice < 335) Return Elseif ( HeartSacrifice >= 335) Player.RemovespellNS AlloThalStilCurse1 Player.RemoveSpellNS AlloThalStilSacrifice Player.addspellNS AlloThalStilDevour Message "You are free. May you devour our enemies' souls forever!" Set ThalStilCurseCured to 1 Set Curse1 to 0 Endif Endif End Where : AlloThalStilSacrifice is the script contained in the spell which sacrifices daedra hearts, AlloThalStilDevour the script the script tied to the reward spell that allows the player to devour hearts to boost his power, AlloThalStilCurse(x number) the curse « ability » itself. THIRD SCRIPT - Magic effect script, that is tied to the spell that sacrifices daedra hearts. Note that the part that removes the heart is perfectly functional. So it's not a matter of unmatched condition, it's really about recognizing the variable I believe. Scn AlloThalStilSacrificeScr Ref Item short HeartSacrifice begin ScriptEffectStart If Player.GetEquipped AlloThalassianStiletto == 0 message "You must be wielding the Thalassian Blade" return Else If Player.getequipped AlloThalassianStiletto Set Item to DaedraHeart If Player.getItemcount item == 0 return Else If Player.getItemcount item >= 1 Set HeartSacrifice to ( Heartsacrifice + 1 ) removeitemNS Item 1 Endif Endif Endif Endif end begin scripteffectfinish return end I really don't know what's wrong. Please, you're my only hope! Thanks a lot for your time - especially if you've just read all that text!
  20. EDIT: FIXED while doing some random crap out of desperation. Anyone facing such a problem should try the « tiangulate » tool available in the mesh options of the NiTriStrips section in NifSkope. Sorry I had trouble with my keyboard when trying to change the riddiculous title... Oh well... So about the matter at hand: I have created a plethora of new custom weapon meshes using the same process, and my latest one - a blade - is simply dying on me. for no damned reason. - I've carefully examined the file paths, and there's nothing wrong with them. - The DDS files are correctly placed, both the texture and the normal map. - The collision data does NOT crash the game when it is placed alone in the game world. - The mesh, whenever loaded, be it in the CS or in-game, causes a total - and silent - game crashdown without even a ''this application has crashed'' message... Has anyone encountered similar issues? I'd like to link the .NIF file teself, but it would seem I don't have the right to do so... Here's a render of the image. This is getting on the site as a replacer for GoldBrand.
  21. Oh my god! A lead! Thank you! Let's see what this man knows...
  22. Hello everybody! My relentless researches have lead me to believe that making custom bows remains somewhat of an unexplored - or outright obscure - area. All the Oblivion bows I have studied only contained a single mesh (NiTriStrips) along with the usual arrowhelper and arrowbone. My own attempts at creating a bow with multiple NiTriStrips (because my final goal is to produce a model with different materials) have only granted me partial success: Simply duplicating the NiTriStrips in a working bow model (which means both NiTriStrips ahve the same properties) give a bow with one part that works correctly (the original one), and another that remains drawn all the time and simply twitches when I tab in and out of the character menu. Strangely, a bow whose NiTriStrips have been duplicated will appear to be functional in NifSkope... It's the twitching part that annoys me the most... It means that the NiTransFormController is still functional, but that it does not respond to the same command. As to know why it ''works'' when I tab in and out of the menu, that's beyond my reach... So my question is this: - IS there a way to make a bow with multiple NiTriStrips? If not, - IS there a way to make a single NiTriStrips have multiple NiTexturingProperty (s) and NiMaterialProperty (s)? Also, - Can someone tell me what is the NifSkope manipulation we can do to bind ''by hand'' a NiTransFormController to its bone? Thanks a lot for your time! I'm forwarding a model of my (unfinished) bow as a means of twisted self-advertising.
  23. It's strange, the Blender model showed all the normals were facing the correct direction. Something probably happened when I took the file from b.5.9 to 4.9, I guess. Thanks a lot for instillating doubt in my mind. I used the ''face normals'' command in NifSkope and now it works fine! And thank you for your appreciation of the model, I'm uploading it tonight or tomorrow!
  24. Hello everyone! I'm almost done crafting my replacer for Umbra, but as always when I try to make a model, I've stumbled onto a rather unexpected issue. This time, it's the textures. Like you can see in the attached images, the blade shows some strange black areas, which are not caused by: lack of texture, misplaced texture/UVs, flipped UVs, or the lack of an appropriate normal map. I'd like to know if anyone has ever encountered the same issue, and how it can be overcome. Thanks in advance!
  25. Heyall! As I say in the title, I'm presently working on a custom bow mesh, and I was wondering if the following could be done for Oblivion: 1. Create a bow with many objects (i.e. all bow models I've seen use only one mesh - and therefore one object). I wanted to know if I could make, say, one object for the hilt, one for the bow's arms, one for the gems on the bow, etc. I know it is possible with almost all other objects, but the bow uses a shape key (as of Blender vocab) rather than bones to function, so I ignore wether or not the shape key method can be applied to many objects AND be imported into a working NIF file. 2. Provided that no. 1 IS feasible, would it be possible to permanently attach the ''lightning effect'' (idk how to call it exactly), by which I mean the ''texture shader'' that adds those electricity arcs to the character's texture when affected by a shock spell, to a bow? 3. IF no. 2 is feasible as well, can this shader be restricted to a single object within the weapon model? I want a particular part of it to be continually affected by the lightning shader while the rest remains untouched. 4. Would that lightning shader ruin transparency? I know many alpha layers tend to bug with Oblivion. 5. If only no. 1 is possible, can I simply attach a texture animation on one of a weapon's mesh objects? 6. If any of these questions/projects actually happend to have a positive answer, do you know where I can get clear info about doing it? I haven't been quite successful ; that information is either unexistant or well-hidden between mountains of data. All I could get my hands on was the tutorial to import a bow into NifSkope, which, althought correctly working, dosen't help bring answer to those deep and painful existential issues. 7. Thanks for reading this far and for eventually answering, I appreciate the help as much as I need it! I'm trying to honor one ow Wow's most amazing legendaries, and I don't intend to sleep until I allow it to reach its full amazingness.
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