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Manus812

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Everything posted by Manus812

  1. I think I have figured out how to edit it in the CS...... I am dumb for not seeing this sooner. That's what I mean by being a learner. Learn something new everyday, I feel so dumb. Thanks for the help
  2. The current script is: Scn ArmorRatingUncapped BEGIN GAMEMODE SetNumericGameSetting fMaxArmorRating 0 END Then attached to this quest:Quest Name - ArmorRatingUncapped Priority - 60 Script - ArmorRatingUncapped Ticked - Start Game Enable I know that you could just type in "set gsFmaxArmorRating 0" int he console in-game, but it requires to be inputted every tiem you boot up the game, hence why the mod was created. I just want to make sure that I haven't completely messed up the game somehow, I'm still learning. so if there is some other way to achieve this setting in a more efficient way, I'm listening
  3. http://www.nexusmods.com/oblivion/mods/46999? Here is a mod I released a while back that removes the max Armor Rating Cap of 85 to infinite. The mod works, but as I get more acquainted with modding/scripting I've noticed that generally it's not good to make scripts that constantly run in the background. I'm currently overhauling my load order to optimise my game performance and was thinking back to this mod. If you have a very high AR the game tends to slow down in FPS when opening menus and loading new cells etc. This mod relies on an OBSE script attached to a quest that is [i think] constantly running behind the scenes. I've been getting CTD's recently despite some mods helpful mods [Purge Cell Buffer] and was wondering if my old mod could be the cause. I tried running my game without said mod enabled and was able to get around 30mins before a CTD, which is around the same time as with the mod enabled. I'm not sure if periodic CTD's are a result of my Rig or Mods, since my rig is just a laptop. TL;DR - So I require some help from some people to possibly test out my Armor Rating Uncapped mod on a base game (no other mods besides it and OBSE) because I cannot test it myself because my Rig is fairly weak and I cannot tell if my CTD/Framerate issues are because of my Mod, other mods, or just my pc sucks, because I don't want to have a dirty mod published. So if anyone can assist me it'll be much appreciated, and if my mod is inefficient, I'll need help to update it. ~Happy Modding!
  4. I'll try some more test Scripts soon. For now I still need on that will change grips for any melee weapon type, because the current version can only do blades and its a 1way spell, with having to equip a different spell to turn it back. So for this version, lets call it Alpha2 lets try to: Cast Spell Equipped & Drawn weapon changes grips. And you can cast the same spell to change it back. Some bugs like NPC's changing grips as well shouldn't be TOO big of an issue to a player, because eventually you'd most likely use uncommon weapons (unique etc) Though I have not tested if a player enchanted weapon will still make an NPC's change grips. I hope not.
  5. Hm, the CS says that line 6 has mismatched begin/end blocks. and cannot save.
  6. Thanks for the input forli, thats actually exactly what happens, any NPC who has teh same weapon as you will also change grips. https://forums.nexusmods.com/index.php?/topic/3993345-custom-grip-spell-script/ here is a thread I made in April of this topic, you all can look at it for context and what it was before. Now I'm trying to remake the mod from the ground up, but some questions was answered in the old thread. Thanks for the help guys, I'll be testing it out soon. In the previous version, some bugs were: - If NPC has same weapon as you and you switch grips, they will too (Tested fighting guards with Silver Longswords, we changed grips at same time) - If you switch grip without the weapon being drawn, it will be invisible when you draw, so you can only switch grips properly if you have the weapon drawn in your hand. - If you have a shield + 1H and you switch to 2H, you will still have shield equipped and can use it with a 2H weapon, which is overpowered. (We should try and modify the script to also detect if you have a shield when switching from 1H --> 2H and unequip it. And somehow re-equip it if going 2H --> 1H) IN future versions, I also want some way to increase/decrease damage values when switching grips, or else why would you change unless its just for cosmetics.
  7. It says that line 21 (SetWeaponType rWeap 1) is an invalid inventory object 1 for parameter type. Compiled script not saved.
  8. Thanks, i'll test this right away. I should've posted in the original, but this is the magic effect alpha script that I made: Scn GripChangerBladeOne begin ScriptEffectStart ref weaponshort weapontypeset weapon to player.GetEquippedObject 16SetWeaponType 1 weapon end this spell script does indeed change a 1hand sword to 2hand if you have a weapon out and cast the spell. But no way to turn it back uless you use a different spell. And you will still have a shield equipped, even in a 2handed grip.
  9. I've had many mods put on hold because I've found scripting a bit difficult. So Im just going to place what I WANT a script to do (with OBSE) witht eh hope that someone can translate it for me: Scn GripChangerAlpha When the UpArrowKey is pressed Game detects of you have a weapon equipped Detects what type of weapon you have equipped (1H Blade /2H Blade etc) Will then switch the grip to opposite (1Hand Blade becomes 2H Blade vice verse) endif I have a spell that does this but it's only one way and has a few bugs.
  10. What mod makes a sword pose like this?: http://blogs.c.yimg.jp/res/blog-a9-29/box194466/folder/943381/66/16727366/img_0?1278328181 I have "Actors in Charge" but there are no poses like this. EDIT: also for some reason I cannot pist pictures via the image button when posting. I used to be able too, now I can't. Which is why I can only place the link here.
  11. I'm not so sure that there are TK Dodge esque mods for oblivion because there is already a evasive roll (dark souls style) in vanilla oblivion. It's with the acrobatics skill, when high enough, you can roll in I think any direction.
  12. I edited the Armor Object Effects from the mod "Power Armor Scaling" but it's somehow causing crashes. For example, here is effects that I changed the T-45d Power Armor to. ================================================================================= Increased Action Points 100 Increased Carry Weight 500 Increased Endurance 5 Increased Fire Resistance 50 Increased Health 1000 Increased Poison Resistance 50 Increased Radiation Resistance 70 Increased Energy Weapons 10 Increased Explosives 10 Increased Guns 10 Increased Melee Weapons 10 Increased Unarmed 10 Increased Strength 2 Reduced Agility -2 PowerArmorLargeEffect <-- from Power Armor Scaling mod, it's suppose to scale the player to 1.13 height. =================================================================================== I've tested the mod with just the scaling alone, and it didn't crash. Added a few more effects like the Increased Health, and it was fine. Then when all these effects are applied, and the DT changed to 50 & HP to 9000, now when I go the the apparel menu in the pipboy, the game crashes when you get to T-45d Power Armor. What is causing the crash? Each effect individually don't cause the game to crash, but when combined it causes CTD. Is it because there is a limit? Or there is too much? My understanding of the GECK is that this combination of Effects should not cause CTDs
  13. For a while now, I've been using my own cutsomized set of T-45d Power Armor (dubbed Royal Guard Armor). And before obtaining PA training perk, I use another of my own customized suit of Non-NCR plain Salvaged Power Armor. In addition with the armor I used the "Muscle Coat" from http://www.nexusmods.com/newvegas/mods/36154/? JAYSUS RANGER COATS which is a sleeveless duster. I also made a black version using textures from Ranger Coats. The duster makes the Armors look better, but when viewed from the back, there is some clipping issues. I have no experience with nifskope mesh editing, so if anyone can attach the "Muscle Coat" mesh with the T-45d & SalvagedPA meshes and somehow cover up / go over the back panel on the codpiece and the minor thigh leg parts that poke through the coat. TL;DR -> Attach the "Muscle Coat" mesh from Jaysus Ranger Coats to the meshes of T-45d & Salvaged PA (standalone) and fix clipping issues. Here is a link to a picture of what the armors look like:
  14. Thanks for the input ' L ' I'l most certainly look into this when i get some free time. And i'm sure I've said this before, but your IKA mod is great. Made my must-have mods for oblivion list. :smile:
  15. I might go look at the mod files and see how they got the healing magic to deal undead damage, and re-create it standalone, and give credit. I'm not just going to download the mod and customize it for private use because I'm making this "Holy Magic" mod not only for me, but I'm going to upload it public. So I might give it a try for concept and then make my own.
  16. taytay13, thank you for taking the time to look at the thread. However:
  17. Thanks for looking into it anyway. I appreciate any effort so ling as its civil. Though I was talking about 'heal other' spells, rather than turn undead spells. (take convalescence as an example) And to any who are reading, I am thinking about non-self healing spells, even crafted ones should harm undead for its healing value. So you can go and craft a high healing/damaging spell with an AOE that will heal all non-undead and harm all the undead. Keeping in with the priest or paladin build in mind. I got the idea from Skyrim Midas Magic where there was a spell called Holy Ray that healed friendlies, had no effect on hostiles, but burned undead like fire.
  18. As the title says. I'm thinking of doing a Paladin build soon, but using fire magic doesn't seem that unique. I've heard the 'Supreme Magicka' mod does this but it is more of a magic overhaul and I just want the one change. So the spells that heal others on touch / projectile should harm undead the amount it heals. If this is made I can alo apply it to my own "Healing Staves mod" -> http://www.nexusmods.com/oblivion/mods/47015/?
  19. I figured out my problem, I had to right-click and Enable on the installers tab.. :wallbash: Well to anyone else having an issue, make sure to enable :p
  20. I want to at least try to install with Wrye Bash before attempting to install manually. Does anyone here know how to use wrye bash for installing?
  21. I have downloaded both Fransescos V5B1 and the Update from here: http://www.nexusmods.com/oblivion/mods/40190/? And I have Wrye Bash also ubt I can't figure out how to get it working. I tried placing the whole zip file into OblivionMods\BashInstallers but the installers tab in Wrye Bash is blank. Where and do I place the filels, or do I have to extract something or? This is my first time installing with BAIN
  22. I think there is a simple fix for this. You might have heard of something called "Wrye Bash" or "Bashed Patch". In a simple explanation, a "Bashed Patch" will take things such as NPC Inventories, Leveled Lists, and Vendor Inventories. I myself had encountered this problem with some skyrim mods. I had 1 mod that added crossbows to Imperial Legion NPC's, and another mod that adds a whole bunch of weapons to all NPC's (Skyrim Heavy Armory). the crossbow would overwrite Heavy Armory, and vice versa. So you download wrye bash and follow the guides to create a bashed patch and it should fix the compatibility issues. Here is Wrye Bash: http://www.nexusmods.com/oblivion/mods/22368/? EDIT: If It doesnt work or you need help, tell me and I'll try to the best of my abilities.
  23. I am just addressing any concerns to keep my intentions clear before I start working*. I am going to use you scripts and experiment around with testing them tomorrow. I just wanted to map out a plan for each and every release so if we run into a problem during a certain version we can see what we are trying to accomplish without getting overwhelmed and confused. I am sorry I seemed "hopeless". *Where I listed what I want to accomplish with each Alpha Version because I do not want to get confused and lost by trying to accomplish everything at once.
  24. Thanks for the input. In regards to the problem if you have a bow or staff equipped, there is bound to be some bugs that either will have to be ironed out leading into the final release, or something the player (people who will use the mod once it is uploaded) will have to take into consideration when playing. I can imagine if you save while a weapon is not in it's vanilla default grip there might be a problem, for something like that, it's just up to the player to correctly switch grips before saving etc. It's the same with NPC's changing weapon when you do if you both have the same weapon. It's a bug that will have to be ignored. The way I see it, you eventually will be using weapons that NPC's wont be using, like a a unique sword such a goldbrand. I only noticed that NPC's were changing grips because I was testing it out fighting guards. The guards had silver longswords, and so did I. Once you start to use weapons NPC's don't it wont be a big issue anymore. There is bound to be bugs with mods, especially for a game as old as oblivion. So addressing the issue of going into the CS and copping a weapon and changing it 4 times into the different weapon types, I want this to work for any mod. So that you can take an axe or sword from a different mod, and change grips.
  25. Also since, again, for testing purposes, as this new scrip will be in "GripChangerAlpha2" file. For Alpha1 I had 2 separate scripts attached to changing 1hand -to- 2hand and another spell for changing 2hand -to- 1hand. my plan for Alpha 2 is to bind: ↑ [2H Blade -to- 1H Blade] ↓ [1H Blade -to- 2H Blade] → [1H Blunt -to- 2H Blunt] ← [2H blunt -to- 1H Blunt] Again this is for my own testing purposes as this version is Alpha2. Once I get into the Beta stage, at which the mod will be uploaded for free testing, I will try and implement an .ini file or in-game way to rebind the keys. Now that all of this is said, I will try and create a new scrip using you advice. Here is also my plans for each mod version (im making them separate files so if I mess up I can go back a version on my pc) Alpha1 = [1H Blade -to- 2h Blade Via Spell] & [2H blade -to- 1H Blade Via Spell] Alpha2 = Bind each script to the arrowkeys Alpha3 = Find a way to implement a shield unequipp/re-equipp script. So, with that said, for right now I would like to focus on finding out how to bind each script effect to an arrow key. Once we get that down and have it work, we can start development on shields and whatnot. I want to take this slowly and one step at a time. The script examples listed above are getting a bit ahead of ourselves and I'm having trouble deciphering it, Sorry. So how from the long quest script do I bind: 1H Blade -to- 2H blade to the Down arrow? Note: thanks for the help, I do appreciate it, but this is my first time delving into higher scripting, so forgive me if I want to take it as slow as possible :smile:
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