DxVander Posted January 19 Share Posted January 19 Hello, I recently started to use the Construction Set for Oblivion, and what can I say, I´m finally getting the features I couldnt find already made ...I just have a few questions, (I´ve seen tutorials, and done many failed tests and experiments with many of the CS tools, and I think is better not to make a mess with the game, (...sorry if bad english): 1.- I don´t know if this is the right place to post this kind of things, please tell me if not . 2.-I made a mod related with road signs (activators), how can I avoid to dismount of the horse when activate something? 3.-I found how to change the sound of a creature but I think I can´t select a new Sound from my PC, ideas? 4.-How can I make less frequent some loot object? I like to play it harder Thanks in advance, I will apreciate every constructive critic. Link to comment Share on other sites More sharing options...
chambcra Posted January 20 Share Posted January 20 2. That might be beyond the scope of modding. Some things are built into the executable and can't be changed if there isn't an obse function to do it. I've never heard of it but maybe it's been done. I spend a lot of time studying other peoples work. I think it will payoff in the long run to figure out how to search for specific mods on the Nexus using the different filters. There's a category for game effect changes or something like that and you can add "Title includes" and "Description Includes". 3. Any new file you select with the CS has to be available on your computer (loose) under the proper folder (meshes, textures, sounds, etc.) I added a new sound here: "Data\Sound\fx\MyFolder\MySound.wav" I'm guessing it had to be a wav file for sound effect but mp3 works for voice files. 4. How about a specific example? Too many chests with randomly spawned loot can be an annoyance to me too. You have to look in everyone just in case the stupid key you're looking for is inside. You might be able to delete several hundred chests by deleting the chest object but I don't know if that would work without problems 1 Link to comment Share on other sites More sharing options...
RomanR Posted January 20 Share Posted January 20 (edited) Welcome. But I must warn you, modding for Oblivion isn't for a faint heart. Now to your questions: 1. Yes, this is a right place. 2. In fact there is a way using scripting and OBSE functions, but it isn't as universal as you would hope. I managed to make this test script, which needs to be attached to an desired object first. It works, but there is a price. Spoiler scn RomRNoDismountScript ; no dismount while activating attached object ref me ref target ref horse short act_pressed short act_disabled begin OnActivate set target to GetActionRef if target == horse Message "Activated without dismount." Activate player elseif target != 0 Activate endif end begin GameMode if player.IsRidingHorse != 0 ; check if player has attached object in crosshair set target to GetCrosshairRef if target != 0 set me to GetSelf if me == target if IsControlDisabled 5 == 0 ; disable activate control DisableControl 5 set act_disabled to 1 endif elseif IsControlDisabled 5 != 0 EnableControl 5 set act_disabled to 0 endif elseif act_disabled != 0 EnableControl 5 set act_disabled to 0 endif ; activate without dismount if act_disabled != 0 if IsControlPressed 5 != 0 if act_pressed == 0 set act_pressed to 1 ; make your horse do it set horse to GetPCLastHorse if horse != 0 Activate horse 1 endif endif else set act_pressed to 0 endif else set act_pressed to 0 endif else ; return all controls set act_pressed to 0 if act_disabled != 0 EnableControl 5 set act_disabled to 0 endif if GetGameRestarted || GetGameLoaded if IsControlDisabled 5 != 0 EnableControl 5 set act_disabled to 0 endif endif endif end 3. As chambcra mentioned, you need to copy your wave files into Oblivion's Data directory first in some sensible manner to maintain some order (like Data/Sound/Fx/MySuperMod/) and then create new Sound base object which points to your sound file(s). 4. Most loot chest are using so-called Leveled Lists to generate loot inside them. By editing such lists you can change a chance of appearing them or remove too powerfull loot entirely. However, editing such list is often big source of incompability between mods, maybe is better to not reinvent a wheel and look for some mods already made (like Oscuro's Oblivion Overhaul - now maintained by WalkerInShadows or Martigen's Monster Mod)? Edited January 20 by RomanR guess Link to comment Share on other sites More sharing options...
AndalayBay Posted January 20 Share Posted January 20 Up until last year, we would also suggest you go through the tutorials on the CS Wiki, but Bethesda broke it when they moved to a new platform. Here's the Mod Maker's Manual, as uploaded by LHammonds. Link to comment Share on other sites More sharing options...
DxVander Posted January 26 Author Share Posted January 26 On 1/20/2024 at 1:02 PM, AndalayBay said: Up until last year, we would also suggest you go through the tutorials on the CS Wiki, but Bethesda broke it when they moved to a new platform. Here's the Mod Maker's Manual, as uploaded by LHammonds. Thank you, I was wondering exactly that about the CS wiki. I´ll check it Link to comment Share on other sites More sharing options...
DxVander Posted January 26 Author Share Posted January 26 On 1/20/2024 at 1:02 PM, AndalayBay said: Up until last year, we would also suggest you go through the tutorials on the CS Wiki, but Bethesda broke it when they moved to a new platform. Here's the Mod Maker's Manual, as uploaded by LHammonds. On 1/20/2024 at 9:10 AM, RomanR said: Welcome. But I must warn you, modding for Oblivion isn't for a faint heart. Now to your questions: 1. Yes, this is a right place. 2. In fact there is a way using scripting and OBSE functions, but it isn't as universal as you would hope. I managed to make this test script, which needs to be attached to an desired object first. It works, but there is a price. Reveal hidden contents scn RomRNoDismountScript ; no dismount while activating attached object ref me ref target ref horse short act_pressed short act_disabled begin OnActivate set target to GetActionRef if target == horse Message "Activated without dismount." Activate player elseif target != 0 Activate endif end begin GameMode if player.IsRidingHorse != 0 ; check if player has attached object in crosshair set target to GetCrosshairRef if target != 0 set me to GetSelf if me == target if IsControlDisabled 5 == 0 ; disable activate control DisableControl 5 set act_disabled to 1 endif elseif IsControlDisabled 5 != 0 EnableControl 5 set act_disabled to 0 endif elseif act_disabled != 0 EnableControl 5 set act_disabled to 0 endif ; activate without dismount if act_disabled != 0 if IsControlPressed 5 != 0 if act_pressed == 0 set act_pressed to 1 ; make your horse do it set horse to GetPCLastHorse if horse != 0 Activate horse 1 endif endif else set act_pressed to 0 endif else set act_pressed to 0 endif else ; return all controls set act_pressed to 0 if act_disabled != 0 EnableControl 5 set act_disabled to 0 endif if GetGameRestarted || GetGameLoaded if IsControlDisabled 5 != 0 EnableControl 5 set act_disabled to 0 endif endif endif end 3. As chambcra mentioned, you need to copy your wave files into Oblivion's Data directory first in some sensible manner to maintain some order (like Data/Sound/Fx/MySuperMod/) and then create new Sound base object which points to your sound file(s). 4. Most loot chest are using so-called Leveled Lists to generate loot inside them. By editing such lists you can change a chance of appearing them or remove too powerfull loot entirely. However, editing such list is often big source of incompability between mods, maybe is better to not reinvent a wheel and look for some mods already made (like Oscuro's Oblivion Overhaul - now maintained by WalkerInShadows or Martigen's Monster Mod)? Thank you very much, I´ll will study the script Link to comment Share on other sites More sharing options...
GamerRick Posted January 30 Share Posted January 30 Enhanced Economy is the mod I use for the economy. It has a lot of features I don't use. One is the ability to adjust loot on the fly by your settings. It scans NPCs and other containers to adjust the loot. 1 Link to comment Share on other sites More sharing options...
Drarack Posted March 21 Share Posted March 21 The CS wiki is down but I found this one very useful. I think it might even have more info relating to obse and scripting. I found it invaluable. https://cs.uesp.net/wiki/Main_Page 1 Link to comment Share on other sites More sharing options...
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