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Morrowindstyle


CHASE6

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Setting this flag to 1 is present in both files you provided Pellape, so CHASE6 must use CS to edit this script.

 

Very well, let's begin:

1. Loading an esp

After you start CS, select "File" in the main menu and choose "Data...". A window titled "Data" will appear. Then in left window list titled "TES Files" locate HobbitHome.esp and then select it by double-click on it. You will see it's marked by cross now. Now check the right part of "Data" window, the list entitled "Parent Masters". This esp needs four another mods esm and esp to be present - Oblivion.esm, Cobl Main.esm, Knights.esp and OldSchoolDungeons.esp. If you see even one listed as UNKNOWN, you must exit CS and install these mods before next attempt. If all is OK, push "Set as Active File" button and then "OK" button. After it you must wait a little (will show Loading Files in and percentage in its status line) until you see "Done", and is very important that CS mustn't show any error.

 

2. Editing a script you need

Now we will edit this one script I spoke of. Now choose "Gameplay" in the main menu and then "Edit Scripts...". A window entitled "Edit script" will appear. Now select "Script" in main menu of this window and then "Open..." In a window list entitled "Select Form" find script named "pekBookQSTSCR" and double-click on it. Now a script is opened and editing will be same as in any other text editor - locate a line with command "Set DebugBooks to 1". Now you can change it to "Set DebugBooks to 0" or comment this command to ";Set DebugBooks to 1".

First option will switch off this debug mode off and from now on it will stay until you edit this line again. The second one will make this flag untouched and you must set it to "0" in console after this, but it will give you an option to switch it on again, if you ever need it. After you changed this line to your desire, select "Script" in window's menu and then "Save". Script will be compiled and again CS mustn't show any error. After this you can exit an editor by selecting "Script" and then "Exit".

 

3. Saving a changed esp

After exiting editor you will see that main window of CS will have in its title marked an esp by star. Now select "File" and then "Save". The star mark will disappear to show you an esp is saved. Now you're done and you can close CS.

 

Important notice: Always make backup of original, so you can return to it if something goes wrong.

Edited by RomanR
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Hi RomanR,

 

This is great, thanks for the instructions.

 

It was going well until I had to save the script. After I changed the value 0 and attempted the save, I received a script error which states:

 

Script 'pekBookQSTSCR', line 2: Script command "array_var" not found.

 

Also, when I set to active, I did not receive errors, but a warning box, which I selected Yes to all. Selecting No cancels the process.

 

How can I fix this?

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Array_var is a declaration of the field, used in OBSE. To make OBSE running in editor, install CS to same directory as Oblivion and run obse_loader.exe with "-editor" as extra parameter. You can start it using command line, but the best is to make a shortcut.

 

And no, while loading, the CS mustn't throw any error or warnings at you. It could mean that CS can't find defined objects. Do you have all masters present?

 

Edit: In this thread I also posted a picture, how my shortcut looks like (post #10)

https://forums.nexusmods.com/index.php?/topic/12754563-how-do-use-use-setessntial-in-the-cs/

Edited by RomanR
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Ok, I installed CS into Oblivion folder. However, for obse loader, I don't seem to have a field to enter the -editor command. In your screenshot there are way more tabs then when I open the properties.

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It's a properties of shortcut, not directory. You can create a shortcut by selecting obse_loader.exe (left-click) and then by right-click open its context menu. Select "Create a Shortcut" (rough translation from my win in Czech). After creation open up its context menu in similar fashion and then in properties edit the fields accordingly to my screenshot, you will propably only need to add that extra parameter in the first text field.

Edited by RomanR
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Ok, I got it!

 

Thanks so much for the walkthough. I would have never been able to figure it out without a deep learning of the CS. Now maybe I'll do that, but my main goal was just to disable that message. Thanks again, you are always such a great help!

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Nice, I just started CS expanded myself as my concious told me to actually get the thumb out to fix it. CS is a bit complicated and as I have not been in there myself for a long time, it might took me some time to fix it. I will try to make a fix anyway really as it loads now in the background anyway as more might be disturbed by that debug info :D I play Factorio and the Sweedish game Satisfactory from Coffe Stain while I wait for Starfield to be published. I be back when it is done, not that you rally need my fix.

 

At first I had forgotten that message sp when you asked me about a Morrowind message, I got very confused and could not recall I did anything like that until I read this thread :D Then it strucked me.... YES I really did test Morrowinf scripting in this mod, a briliant way to use while debugging :D Even if I love to see which cell I am actually at, I bet it is of no use for anyone else. :wink:

 

I be back and report if I do not make a mess... :wink:

 

In case more gets annoyed by that message, the fix is published

 

https://www.nexusmods.com/oblivion/mods/52047?tab=files

 

See it also from the bright side Chase, you did actually learn to use CS and continue use it, try to make a mod as it is extremely fun to actually make your own stuff. I will start modding Starfield as soon as Beth release the new CK or whatever they will call CS this time. One thing I wanna test is to implement and make the Mandelorian Spaceship as I love that design a lot, since I saw it in Star Wars 1 and that design is what I recall most from that movie. Most recall Jarjar Binks as he was so hated, well I am not a Binks fan, but he was a bit odd and also honestly very original. Sidetracked, but this is my planns I have now and make a cool Base at some deserted moon, in a similar way as the Hobbit Home. We see where I end up.

 

I will start 3D education now, 2 years at Practical University Computer 3D Design, so we see if I get time over for Starfield modding within the next 2 years. I do not know now how demanding it will become. 32 designers that applied of 400 got accepted and ... The competition was a bit high. but I managed to get in :D See ye all later on, one day. :D

Edited by Pellape
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You are most welcome. May I suggest you look into any of the dungeon tutorials that are available? My first Mod I started with was a dungeon for Morrowind, the Caldera Ancient Mine but you do not need to make something as big as that one as it is among the largest dungeons that exist for Morrowimd and I only know 2 that are bigger, but make a small one, for test and joy. It is easier than it sounds like, so easy that I actually managed to be able to play a part efter one day, my first day in CK. :) If you want, I can try to find a proper tutorial to start with. What ye think? I promise you willbe able to testplay your own dungeon after one day, a small tiny part that is :D

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You are most welcome. May I suggest you look into any of the dungeon tutorials that are available? My first Mod I started with was a dungeon for Morrowind, the Caldera Ancient Mine but you do not need to make something as big as that one as it is among the largest dungeons that exist for Morrowimd and I only know 2 that are bigger, but make a small one, for test and joy. It is easier than it sounds like, so easy that I actually managed to be able to play a part efter one day, my first day in CK. :smile: If you want, I can try to find a proper tutorial to start with. What ye think? I promise you willbe able to testplay your own dungeon after one day, a small tiny part that is :D

 

That might be a good idea!

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