Dustonimore Posted November 28, 2010 Share Posted November 28, 2010 Ok, so I've got a few minor problems that need to be dealt with. Here's the deal: 1) Whenever I exit Oblivion (mind you; the game runs fine), it says "Oblivion has stopped working" and freezes for a while 2) This is part of Deadly Reflex 6 (Beta) - This is for those who have tried this version of the mod... my HUD bar for momentum works beautifully, except for the fact that it is floating aroud by itself rather than with the other bars. Any ideas on how to line it up? 3) When I use "coc testinghall" in the command console, it is working but the rooms are not. For instance, in the weapons room, I walk in and it is pitch black all around except for some weapons floating in mid air. No tables, everything out of wack. Oh, and there isn't a floor so you fall into nothing forever... :wallbash: I've only gotten around to installing "wave 1" of my mods-to-install list, so I need these to be solved before I can move on. I have these mods installed: Unofficial Oblivion PatchUnofficial Shivering Isles PatchDeadly Reflex 6 (Beta)Francescos leveled creatures items mod multilanguageCoblSupreme Magicka UpdatePut it in its Place - Enhanced Grabbing So not much... and thanks in advance!! :thumbsup: Link to comment Share on other sites More sharing options...
Smooth613 Posted November 29, 2010 Share Posted November 29, 2010 1. Common problem with Oblivion, modded or not. Use Fast Exit 2 to reduce or completely eliminate the issue. 2. Read the documentation included with mods you download. HUD Status Bars includes a HUD Status Bars User Guide which defines all possible commands to configure the bar(s) how and where you want them. This has nothing to do with Deadly Reflex 6. 3. Not sure. Link to comment Share on other sites More sharing options...
David Brasher Posted November 29, 2010 Share Posted November 29, 2010 3. It sounds like you have a mod which uses that cell for something else and messes up its original function. Alternately, you may have bad mesh replacement mods that replace the meshes of certain things like tables and floor architectural tiles with new versions that are broken and end up being invisible and without collision. Alternately, you may have a dirty mod somewhere which deletes certain tables and floor tile objects so they can not occur anywhere in the game. If there was such a mod and you deactivated it, the problem would go away immediately. Link to comment Share on other sites More sharing options...
Dustonimore Posted November 30, 2010 Author Share Posted November 30, 2010 1. Common problem with Oblivion, modded or not. Use Fast Exit 2 to reduce or completely eliminate the issue. 2. Read the documentation included with mods you download. HUD Status Bars includes a HUD Status Bars User Guide which defines all possible commands to configure the bar(s) how and where you want them. This has nothing to do with Deadly Reflex 6. 3. Not sure. I tried my best with the ini using the user guide (which doesn't really explain things at all), and it seems that the measurements are correct, yet it is still floating off to the side. Oh well, I guess it is ok for now... :tongue: Link to comment Share on other sites More sharing options...
Smooth613 Posted November 30, 2010 Share Posted November 30, 2010 I'm not sure why you say the User Guide doesn't explain anything. When in fact it explains everything. Below are some examples. tnoHSB.hud_x_adjust Additional horizontal positioning for this bar. 0=default pos. tnoHSB.hud_y_adjust Additional vertical positioning for this bar. 0=default pos. tnoHSB.hud_size Size of bar. Default = same size as health bar. tnoHSB.hud_x X position of bar. Default = same x pos as previous bar. tnoHSB.hud_y Y position of bar. Default = above previous bar. I mean all of those are explained well, right? Size is well, the size. X and Y are just like any grid where X is horizontal and Y is vertical. Another snip from the size section ==== Values to use for hud_size HUDdefault Same size as standard bars HUDweaponWidth Scaled down to make width the same as the weapon icon HUDmagicWidth Scaled down to make width the same as the magic icon HUDcompassWidth Scaled to make width the same as the compass 0-1000 Scale in percent of normal size. 100 will be the same size as standard bars. Again, that's pretty straight forward. Not sure how it could be explained any better. Finally one more snip. A little longer so I'll put spoiler tags. ==== Values to use for hud_x HUDdefault, HUDprevBar or no value: Same x pos as previous bar (or standard bars for first bar) HUDbars Same x pos as standard bars HUDbarsLeft To the left of standard bars HUDbarsRight To the righ of standard bars HUDprevBarLeft To the left of the previous defined bar HUDprevBarRight To the right of the previous defined bar HUDweaponLeft To the left of the weapon icon HUDweaponRight To the right of the weapon icon HUDweaponCenter Centered relative to the weapon icon HUDmagicLeft To the left of the magic icon HUDmagicRight To the right of the magic icon HUDmagicCenter Centered relative to the magic icon HUDcompassLeft To the left of the compass HUDcompassRight To the right of the compass HUDcompassCenter Centered relative to the compass 0-100 An absolute position relative to the screen. 0 is left, 50 centered and 100 right. Fractions can be used. Again, as clear as a bell as to what each setting does. Also there is a section for the Y values of course. HudbarsLeft is well, left. Right is right. Above is above. I'm not sure how this can be confusing? If you can think of another way to explain it please share. Or if you still cannot understand this please state exactly what you don't understand and I'll try to help. I'll be honest though, I'd probably just be repeating what the User Guide says. There are many more settings and then you can get into a more complex combination of settings but for the general user and basic features the guide covers everything and then some. Link to comment Share on other sites More sharing options...
Dustonimore Posted November 30, 2010 Author Share Posted November 30, 2010 Ok, the Fast Exit 2 plugin is not functioning properly for me. I have the correct obse installed, and I installed fast exit according to the exact instructions. any advice? Link to comment Share on other sites More sharing options...
Dustonimore Posted November 30, 2010 Author Share Posted November 30, 2010 (edited) I'm not sure why you say the User Guide doesn't explain anything. When in fact it explains everything. Below are some examples. tnoHSB.hud_x_adjust Additional horizontal positioning for this bar. 0=default pos. tnoHSB.hud_y_adjust Additional vertical positioning for this bar. 0=default pos. tnoHSB.hud_size Size of bar. Default = same size as health bar. tnoHSB.hud_x X position of bar. Default = same x pos as previous bar. tnoHSB.hud_y Y position of bar. Default = above previous bar. I mean all of those are explained well, right? Size is well, the size. X and Y are just like any grid where X is horizontal and Y is vertical. Another snip from the size section ==== Values to use for hud_size HUDdefault Same size as standard bars HUDweaponWidth Scaled down to make width the same as the weapon icon HUDmagicWidth Scaled down to make width the same as the magic icon HUDcompassWidth Scaled to make width the same as the compass 0-1000 Scale in percent of normal size. 100 will be the same size as standard bars. Again, that's pretty straight forward. Not sure how it could be explained any better. Finally one more snip. A little longer so I'll put spoiler tags. ==== Values to use for hud_x HUDdefault, HUDprevBar or no value: Same x pos as previous bar (or standard bars for first bar) HUDbars Same x pos as standard bars HUDbarsLeft To the left of standard bars HUDbarsRight To the righ of standard bars HUDprevBarLeft To the left of the previous defined bar HUDprevBarRight To the right of the previous defined bar HUDweaponLeft To the left of the weapon icon HUDweaponRight To the right of the weapon icon HUDweaponCenter Centered relative to the weapon icon HUDmagicLeft To the left of the magic icon HUDmagicRight To the right of the magic icon HUDmagicCenter Centered relative to the magic icon HUDcompassLeft To the left of the compass HUDcompassRight To the right of the compass HUDcompassCenter Centered relative to the compass 0-100 An absolute position relative to the screen. 0 is left, 50 centered and 100 right. Fractions can be used. Again, as clear as a bell as to what each setting does. Also there is a section for the Y values of course. HudbarsLeft is well, left. Right is right. Above is above. I'm not sure how this can be confusing? If you can think of another way to explain it please share. Or if you still cannot understand this please state exactly what you don't understand and I'll try to help. I'll be honest though, I'd probably just be repeating what the User Guide says. There are many more settings and then you can get into a more complex combination of settings but for the general user and basic features the guide covers everything and then some. I get how you can say "it is obvious what each tags mean" - - well yeah. the thing is, when I try to change the settings (as said before), the bar either disappears or moves way out of proportion. I already stated that I followed the instructions with no luck :wallbash: ; even when the measurements should have been correct... Also it says "0=default posistion" so where do I actually insert a 1, or a 2 persay? AH I"M SOO CONFUSED~~ o_O Edit: Ok, I'm pretty sure I'm entering these codes wrong. I go into the ini of the HUD bars for DR and I do what it says in the top section about copy and pasting with no luck... wow I feel stupid... Edited November 30, 2010 by Dustonimore Link to comment Share on other sites More sharing options...
Smooth613 Posted November 30, 2010 Share Posted November 30, 2010 (edited) Okay lets look at one of the pre-set bar that comes in the HUD Status Bars.ini. Looking over examples and experimenting is really all you can do until you grasp the basic understanding of how it works. Then you move on to more complicated things. So lets do that, look at some examples and talk about them. ;==================== Status Bar 0 ; ==== Display current charge of equipped weapon. Hide bar if you don't have an enchanted weapon equipped. set tnoHSB.hud_color to sv_Construct "HUDcolorPurple*(tnoHSB.max>0)" ; 8 (purple) if the player has an enchanted weapon equipped. 0 (bar is hidden), if not. set tnoHSB.hud_val to sv_Construct "GetEquippedCurrentCharge 16" ; Set val to current charge of player's equipped weapon set tnoHSB.hud_max to sv_Construct "GetObjectCharge hud_weapon" ; Get object charge (max charge) of the current equipped weapon set tnoHSB.hud_x to HUDweaponCenter ; Centered relative to weapon icon set tnoHSB.hud_y to HUDweaponAbove ; Right above weapon icon set tnoHSB.hud_size to HUDweaponWidth ; Same width as weapon icon SetStage tnoHSB 10 ; Init status bar 0 This displays the charge of the current weapon. For now lets focus on positioning, which seems to be your main complaint at the moment. Notice in the above example the X value is set to "HUDweaponCenter" This means this will align the bar with the weapon icon, centered, not to either side.Now look at the Y value and notice it is set to "HUDweaponAbove" This means the bar is going to be above the weapon icon. So with the two above settings the position of the new HUD Status Bar 0 is Above and Centered in relation to the Weapon Icon. Now if you want to move this position you can change the values. Instead of "HUDweaponCenter" you could use "HUDweaponRight" to move it to the right of course. You can also manually enter coordinates as actual numbers. Look below. ;==================== Status Bar 0 ; ==== Display current charge of equipped weapon. Hide bar if you don't have an enchanted weapon equipped. set tnoHSB.hud_color to sv_Construct "HUDcolorPurple*(tnoHSB.max>0)" ; 8 (purple) if the player has an enchanted weapon equipped. 0 (bar is hidden), if not. set tnoHSB.hud_val to sv_Construct "GetEquippedCurrentCharge 16" ; Set val to current charge of player's equipped weapon set tnoHSB.hud_max to sv_Construct "GetObjectCharge hud_weapon" ; Get object charge (max charge) of the current equipped weapon set tnoHSB.hud_x to 50 ; Centered relative to weapon icon set tnoHSB.hud_y to 48 ; Right above weapon icon set tnoHSB.hud_size to HUDweaponWidth ; Same width as weapon icon SetStage tnoHSB 10 ; Init status bar 0 Notice I changed the X and Y values to 50 and 48 respectively. 50 is the middle of the screen. So with the new settings the bar is relocated to The middle of the screen on the X axis and slightly above middle on the Y axis. This result is slightly above your crosshair, or reticle. Now if I change the Y value and increase the number to 52 the bar moves location to below the reticle. Lets look at another example where this is used for identifying Safe or Unsafe containers. Bars are not used but instead Text is displayed. Notice the X and Y values, which place this in the center just below the reticle. In this example a modifier key, "Q" is required to be pressed for the information to show up. The information will show "Safe" below my reticle if the container is a safe storage. ;==================== Status Bar 14 ; ==== Safe Container set tnoHSB.hud_color to sv_Construct "tnoHSB.val" ; Enables the bar when val is 1 (true) set tnoHSB.hud_ref to sv_Construct "GetCrosshairRef" set tnoHSB.hud_val to sv_Construct "IsContainer && GetContainerRespawns==0 && IsKeyPressed3 16" ; Requires modifier key to be pressed "Q" (16) (default 42 SHIFT) set tnoHSB.hud_max to sv_Construct "1" set tnoHSB.hud_x to 50 ; Center of screen set tnoHSB.hud_y to 52 ; Puts the bar just below the crosshair set tnoHSB.hud_name to sv_Construct "Safe" set tnoHSB.hud_textColor to sv_Construct "HUDcolorGreen" set tnoHSB.hud_textPos_x to HUDtxtCenter set tnoHSB.hud_textPos_y to HUDtxtNoBar SetStage tnoHSB 10 ; Init Status Bar 14 I have another status bar just like the above that shows "Unsafe" when "Q" is pressed on a container that is respawning, therefor Unsafe to store items in. Those are some "real" examples of just a few of the bars, or text, that I use. You just plug the numbers in the X and Y values to move the bars around. Or use the predefined "Above", "Below", "Center", etc to position the bars where you want them. Below is a screen of my current HUD. Notice the 5 addition Equipment Health bars to the far right, and the Real Sleep Extended bar below the compass. Then I have two additional Bars above the standard bars. Also notice the clock set to the lower right of the Compass. I also have a few that pop up under certain conditions. Like when I'm in combat the enemies name and level shows above the compass. When I point at a container and use the modifier key it tells me below the reticle whether it's Safe or Unsafe storage. All of these are defined by HUD Status Bars.ini. Many of them are examples located in the INI included in the archive. I simply adjusted the X and Y coordinates to place them where I wanted them. http://img710.imageshack.us/img710/9770/screenshot22ev.jpg Edited November 30, 2010 by Smooth613 Link to comment Share on other sites More sharing options...
Dustonimore Posted November 30, 2010 Author Share Posted November 30, 2010 (edited) I got the positioning to work!! -- but only when editing the example ini the DR supplied. I get placement of bars, colors, etc but not how to add a new bar to the ini of the HUD status bars. Also, the bars that are labeled 1 - 5 look exactly like the working momentum bar in the other ini I have, but none of them appear. For example: ; =================== Status Bar 1; Display current Encumbrance. Bar is full when you carry nothing. Color is orange, but changes to red when you carry more than 40% of capacity. No text set tnoHSB.hud_color to sv_Construct "7+3*(tnoHSB.frac<0.4)" ; Yellow (7) color, but orange (10) if less than 40% filled. set tnoHSB.hud_val to sv_Construct "GetAV Encumbrance" ; Player is default reference when hud_ref is not defined. set tnoHSB.hud_min to sv_Construct "(GetBaseAV Encumbrance) - 4" ; Bar is at min (empty) when current encumbrance = maximum encumbrance set tnoHSB.hud_max to sv_Construct "0" ; Bar is at max (full) when current encumrance = 0 set tnoHSB.hud_x to HUDbars ; Same x pos as standard bars set tnoHSB.hud_y to HUDbarsAbove ; Right above standard bars ; Size not given = HUDdefault = standard bar size set tnoHSB.hud_name to sv_Construct "Enc: " ; Static text. Remove this and the two next lines if you don't want the text set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color" ; Color matches bar color set tnoHSB.hud_textDisplay to HUDtxtValueOfMax ; Display as value of max A bar like that won't appear. I don't care about the location of this bar (cause it is a test), I just want it to work. Where is there a value I can type in to activate this bar as well as the others? Edit: You said "I simply changed to location of the example bar to where I wanted it" -- that's where I want it; the way it is yet it doesn't appear... Also, there are bars labeled 1-4 that are pre-made. I tried adding a new bar (the DR momentum bar by pasting from the other ini) but it doesn't work. A example bar that does nothing appears in game when I try to activate something. ... and sorry but I'm still having issues with Fast Exit 2 not working... I installed it word for word, and have the correct obse installed but the problem persists. Thanks again for taking your time with me. Edited November 30, 2010 by Dustonimore Link to comment Share on other sites More sharing options...
Smooth613 Posted December 1, 2010 Share Posted December 1, 2010 About the status bars... I don't see the line that activates the bar listed. SetStage tnoHSB 10 ; Init status bar 1 You need that to be the last line for every bar you have, or it's not going to show up. That line "initializes" the bar, hence the ; Init status bar 1 description. The full code for the included Encumbrance bar is as follows and works "out of the box", meaning when you install the mod properly. ; =================== Status Bar 1 ; Display current Encumbrance. Bar is full when you carry nothing. Color is orange, but changes to red when you carry more than 40% of capacity. No text set tnoHSB.hud_color to sv_Construct "7+3*(tnoHSB.frac<0.4)" ; Yellow (7) color, but orange (10) if less than 40% filled. set tnoHSB.hud_val to sv_Construct "GetAV Encumbrance" ; Player is default reference when hud_ref is not defined. set tnoHSB.hud_min to sv_Construct "(GetBaseAV Encumbrance) - 4" ; Bar is at min (empty) when current encumbrance = maximum encumbrance set tnoHSB.hud_max to sv_Construct "0" ; Bar is at max (full) when current encumrance = 0 set tnoHSB.hud_x to HUDbars ; Same x pos as standard bars set tnoHSB.hud_y to HUDbarsAbove ; Right above standard bars ; Size not given = HUDdefault = standard bar size set tnoHSB.hud_name to sv_Construct "Enc: " ; Static text. Remove this and the two next lines if you don't want the text set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color" ; Color matches bar color set tnoHSB.hud_textDisplay to HUDtxtValueOfMax ; Display as value of max SetStage tnoHSB 10 ; Init status bar 1 That matches what you posted except for the final line that actually initializes (activates) the bar. The first 5 Bars (0-4) included in the HUD Status Bars.ini work "out of the box" when you install the mod, HUD Status Bars, without requiring any modification. If not you are doing something wrong with the installation. I suggest you reinstall the mod correctly if that's the case. About your issue with Fast Exit 2, unfortunately I have nothing to offer. If it's properly installed it should work. Installation is as simple as placing the .dll in the Oblivion\Data\OBSE\plugins folder. Link to comment Share on other sites More sharing options...
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