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JanitorsLOL

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Everything posted by JanitorsLOL

  1. Yes I saw the quest had been stopped. But theres no obvious reason for it. Probably a mystery error since the game doesnt actually tell you whats going on with script. There was no rushing in regards to waiting for the quest to start working. It had been perpetually broken for well over 6 real life human hours of gameplay. And running "completequest" on something which is in stage 255 is probably the only valid use for that command. Probably.
  2. dude tell us about your game what have you possibly been doing for 1200 hours
  3. Also just considered how stage 255 can be sort of a system designation for when the quest is operating, or waiting for something, or hasnt completed running the actual scripts for the quest, which would explain the inability to change anything, but again im unsure. Though given how the game is behaving, its probably possible.
  4. Im just going to assume this is an error stage and running "completequest cr09" will be ok. Im not sure what kind of error would return when the game runs this quest scripting since scripts are a mystery in skyrim. Might be a conflict with SKSE, who knows. I dont think running completequest is going to change whats already been done, so its probably ok. Would be nice if somebody could describe whats going on here
  5. Is this some kind of error state for a quest? Quest cr09 "striking the heart" bugged out for me in my game. No quest marker was given and the silverblood leader was not at the written location (the location described was in mainland skyrim and not in any dlc location). Im just going to assume there was a conflict with a mod and with the data needed to spawn the leader. Only mods which may conflict are the latest versions of the unofficial skyrim patch, high level enemies sse, and morrowloot ultimate, but with the patch which removes the encounter zones of MLU SSE The quest is locked in stage 255 when looking at the stages in console, and 255 is not listed as a quest stage for this quest on any website, but does list for its stages within the console. and trying to run setstage or resetquest in the console does absolutely nothing. Yes im using proper syntax and including the proper quest id with the command. The quest is just stuck and wont move. However I can run completequest which does work but im wondering if this is ok or if it will cause any problems? There is no information about this on the internet, about a quest which wont move at all through console and is also in stage 255
  6. yes unfortunately i forced myself to do this, there is a specific mod i had wanted to get rid of, "pick up books simple" though i had downloaded the "simpler" version of that mod offered without skse. the mod uses vanilla papyrus, and what looks to be invoked by silent quest, which then uses a perk type effect though its all in scripting. simple mod with only two entries, one quest and one perk, each backed with their own script and a few fragments. i was able to find the quest allocated in my game, but stopping it did nothing as it had no stages and was perpetually in the state of 0 for both its status and its stage. seemed like it was just a process for the script. removing the mod, then cleaning the save did get rid of it. was not able to find the perk anywhere, even before cleaning the save. again seems like it only existed in script, though it would be nice to confirm with someone else looking at the mod. though it seems like i had properly removed the mod, there is still the question of how the game treats scripting. we can visibly see how the game pretty much does everything through the console, but we cannot see scripting at all. though the script had been removed, i worry that the game might still be treating it as if it were still there. it would be nice if someone could explain how this actually works
  7. yes and nobody is going to bother chiming along and explaining anything. how convenient is there a simple way to determine which mods run which scripts and quests? like with an app such as xedit
  8. anyway, do you mind explaining exactly how save file corruption occurs then? this should be interesting. this is ultimately the point of why im here and what i wish to avoid. doesnt seem like this topic is as clear as it should be
  9. yes i see, i hadnt bothered thinking like the game because the game strangely doesnt consider mods to be something which should be properly uninstalled. you see? its somewhat deceptive. its quite ridiculous actually. pretty sure the ability to properly uninstall a mod goes along with the ability to properly install them in the first place. one might even philosophically consider weather this game has ever been compatible with mods since 2011, ho-ho
  10. my question is a bit silly, ide havent given it much thought until now. i suppose a better question would be how the game handles scripts, but since now that im actually thinking, i can also understand a bit more of it. so how does the game treat scripts? it has to allocate certain things for it, and im wondering how exactly this is all managed by the game. i know its a bit much to explain, but my guess is that the game detects scripts and does its "thing" with them, i dont want to call it compiling, but more of an allocation. and this "thing" it does is sort of monolithic meaning it builds its "table" (if you want to call it that, yes im over simplifying the architecture and functions of several things here) and this table is something which gets built and cannot be edited or reverted. and the game crudely just discards any broken or missing functions from this hypothetical table. anyway, i suppose my real question then, is that if theres any way to properly uninstall scripted mods by placing dummy files in their place, so that it is to not disturb however bethesda handles these things?
  11. Is it possible to stop a running script while in game, through the console, for the purpose of uninstalling a mod? How are scripts from mods invoked in game? Maybe through quests? Does stopping a quest also stop any scripts?
  12. far more simple request: just tell me how to delete all the merchent wares in xedit. step by step
  13. merchants dont sell anything. only buy your items for gold. this way the player must get everything through gameplay naturally and craft everything himself less simple request: you can customize what the merchants sell, or select different versions of the mod which include basic itelms supplies much less simple request: you cant loot weapons or armor from corpses, but can loot everything else. also customizable not simple at all: you can customize what can and cannot be looted all of the above would be ideal, but simply getting rid of the vendor stock would probably be the nicest and easiest one
  14. Then im not sure what you are doing playing this game in the first place if combat is too tedious for you. Thats kind of a major part of this game. Though vanilla combat does get stale quick, no denying that. My method of improving this is to increase the damage done to enemies, so that it doesnt take forever to kill them. but also increasing damage received to add challenge. and also increasing their numbers. But one potential benefit oblivion has is the ability to spice things up with monster mods, but these mods are implemented so poorly here for this game. i wish somebody could make a proper edited version of these mods. With a proper mod, there is always a bit of wonder when exploring a dark dungeon (ambient lighting removed) and never knowing what you are going to encounter, especially if you purposely prevent yourself from knowing what monsters are installed before playing the game. the current monster mods are such piles of s#*! though. ontop of their buggy behavior, so many of the monsters are such disgraceful and ugly trash, its sad. the talented maskar has been the closest one to properly implement new monsters, but even his mod is not exactly perfect. my main complaint is that there is not much diversity added. ive gone far into playing his mod with several hundred hours in, and remember not being impressed by the diversity of his inclusions. but the rest of his mod is great
  15. do you really use alternate start? The tutorial dungeon runs a load of quests/scripts and I dont trust that mod to properly complete them all, at least for the oblivion version. Too many users complain of bugs with that mod, though I have never taken the time to investigate any of those complaints so i really am unsure of their credibility. but generally, any "complex" mod for oblivion tends to be very poorly done. specifically with this game and not other bethesda ones. but on the otherhand, you have the ultra rare highly compitent modder such as maskar who does fabulous work. one of the best modders of all TES and exclusively (to my knowledge) for oblivion
  16. yes, of course i have considered this, but the way I mod my game is typically with additional difficulty.. additional number of enemies, with additional damage received and given. so that main skills typically need to be leveled to keep up with the hazard of it all
  17. Modders as my servants? This is a request board, is everyone who makes a request here doing so as some kind of mod lord, or mod baron? I would assume that people here take mod requests as to fulfill the diversity of gameplay for everyone. Though typically I do not see people come here to specifically argue against great mod ideas. That one is a strange one to me.
  18. Yes, I have my own way of doing this too. I think you would agree to it being more enjoyable as well. I remove the level training cap on trainers, and also increase the training costs by 3 or 4x.. quite expensive. but also, i reduce the global rate of experience gained, so that it takes longer to level up. i reduce this by about -60% of vanilla. so that training is more viable. but also this actually has its own benefit, because the increased enemy spawns (game feels too primitive and empty without them) also increases the EXP you earn, so slowing down the EXP rate actually works. but also i feel the EXP rate of vanilla is too fast as is. the vanilla EXP rate is not really designed for someone who wants to put several hundred hours into the game by exploring 100% of the map and 100% of indoor locations. its made for a more typical consumer with a 60hr-80hr playthrough. i honestly think it feels much better with the reduced EXP rate, im not always looking for the instant gratification of leveling up like i was in the year 2006. Also, the increased training costs doesnt feel out of place. The cost to level up is not an astronomical amount to where it feels broken. Though it is quite expensive. But this is good as you actually need to make money to buy skills. It's not anywhere as trivial as vanilla.
  19. bro, this is a request board. im too autistic to use the TES editor its too much work for me to get into the ins and outs its something you had to get into a long time ago. im too old to freshly deal with that s#*! now
  20. Doesn't really sound too tedious though. Also, would not empty the reward chests if I were to do this mod myself. I mean the game would not literally be a "pure" crafting playthrough. The reward chests are not frequent enough to rely on them for all your gear. Plus its typical, for me at least, to play with increased enemy spawns, making it more difficult to get the chest.
  21. Believable? In a game with trapping someone's soul inside of a f***ing rock... yeah ok Not sure why so many excuses you guys are coming up with against this simple idea of a total crafting playthrough. But I understand what you mean. Though I dont think its reasonable to play this game in the year 2020 as intended by its developers, as a serious title where you are captivated by their work. Everyone is older now, 2006 was 14 years ago! But that does not mean the game cannot still be enjoyable. After all, Bethesda is one of the few devs who allow us to manipulate their work as we see fit. No other game developer really gives us this option to such extent. The possibilities with such games are endless! But Oblivion needs a mod like this because its also objectively better than Skyrim. It deserves it more than Skyrim does in my opinion. Plus oblivion already has a very decent crafting mod going for it. But it also needs a crafting mod like this because there is very little to do within the game. The game is very basic and primitive. A crafting playthrough is just one step in adding much needed complexity, or some type of actual "content". Not sure why everyone is so against this.
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