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RomanR

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Everything posted by RomanR

  1. It seems there are mismatched conditions. If I understand it right, this spell adds another ability while active? It can be also done without OBSE, like this way: scn PowerZZZ2 float fCTime ref self short added begin scripteffectstart set self to getself set added to 0 end begin scripteffectupdate set fCTime to GameHour if self != 0 if fCTime >= 11.0 && fCTime <= 13.0 if self.IsSpellTarget zzzPower1Ability == 0 self.addspell zzzPower1Ability set added to 1 else Message "You already have this power." endif else Message "Not now. Only at noon-ish!" endif endif end begin scripteffectfinish if added != 0 self.removespell zzzPower1Ability set added to 0 endif end
  2. Most modders avoid them because introducing new globals doesn't bring much benefits over quest or persistent objects variables. If you don't plan to use your mod as a master for others, new defined globals aren't accessible for other mods normaly. Global names are also all together in one list in Construction Set, they are of numeric type only and there are claims that they are much slower to access than other types (quest or script variables). So modders choose method which AndalayBay already mentioned - to define static quest (which doesn't need to be running even) with variables only to serve as a shared databank among all parts as the best.
  3. I finished it playing older 1.2 version many, many years ago. If things didn't change in 1.22, I remember this effect being part of a disease. So casting Cure Disease or drinking a potion should work, if this mod is active. The effect itself was custom shader, propably played through PlayMagicShaderVisuals command.
  4. OBSE command SetName will do it nicely. Just remember that name change will run on base object and is not saved, so it's not persistent through restarts.
  5. For spells use GetSelf, as Activate command doesn't take caster by itself: ref me begin ScriptEffectStart set me to GetSelf if me != 0 USUniversalStashChest.Activate me me.AddItem USUniversalStashScroll 1 endif End
  6. Depends in what regard. In original Oblivion the load order is from top to bottom and although I'm not owner of Remastered, it would be strange if things changed. That also means that last mod loaded wins in regard of editing records - if mods are editing same thing, the last one will overwrite all edits the others would make and only the last change will remain. That's why mod managers often offered some conflict detection tools. However, sometimes these conflicting records were made on purpose, mostly in mods which serves as fix or patch, so mindlessly cleaning them will bring more harm than good.
  7. The only thing that I suspect is Oblivion Stutter Remover. Generaly use of Oblivion Stutter Remover is not recommended on Windows newer than 7, as it was made for XP era mostly. If you still want it, disable all advanced features. I use version 4.1.37 and my main section of ini is like this: Master = { _comment = You can turn on or off each distinct feature from here. bManageFPS = 1 bHookCriticalSections = 0 bHookHashtables = 0 bReplaceHeap = 1 (I have good experience replacing it with algorithm 1, but I run Oblivion on Win7 and it needs to install external libraries as ComponentDLLs) bReplaceGetTickCount = 1 (it helps me with third person view) bLogToConsole = 0 bFastExit = 1 (in my case Oblivion doesn't crash when exiting to Win anymore) bExtraProfiling = 0 bFlushLog = 1 iSchedulingResolution = 0 bReplaceRandom = 0 bExperimentalStuff = 0 iMainHookPoint = 1 } My FPS management section: FPS_Management = { _comment =Absent a good reason otherwise, bInject_iFPSClamp=1, fMaximumFPS= 30 to 85 (or 0), fMinimumFPS= 10 to 20, iFPS_Report_Period = 2000 to 60000, fExtraSleepPercent = 0.0 to 0.2 bInject_iFPSClamp = 1 fMaximumFPS = 61 (I run Oblivion at 60Hz V-Synced) fMinimumFPS = 10 iFPS_Report_Period = 0 (set to 0 to not flood log with report messages) fExtraSleepPercent =0.01 } My Heap settings section: Heap = { _comment =This section is disabled by default - see Master/bReplaceHeap _comment =I recommend enabling it however. _comment = Heap replacement can produce MAJOR improvements in performance on Oblivion at a significant cost in stability _comment = It crashes instantly on Fallout3 last I remember checking _comment = It seems to work on Fallout: New Vegas ? _comment = Algorithms: 1=FastMM4, 2=Microsoft (slow on XP), 3=SimpleHeap1, 4=TBBMalloc, 5=ThreadHeap2, 6=ThreadHeap3, 8=tcmalloc _comment = Algorithms numbers 1, 4, and 8 require external DLL files in the Data/OBSE/Plugins/ComponentDLLs folder _comment = Size is in units of megabytes, and only effects algorithms 3, 5, and 6 (other algorithms dynamically determine their own size) iHeapAlgorithm = 1 bEnableProfiling = 0 iHeapSize = 512 bEnableMessages = 0 bZeroAllocations = 0 } If these parts are containing some diffrently named records, you're propably not using 4.1.37 and I would recommend to uninstall it completely. Other OBSE plugins like Engine Bug Fixes, Blue's Engine Fixes, and AveSithis Engine Fixes can greatly improve stability of Oblivion (in case of Engine Bug Fixes you'll need propably to switch off OBSE related fixes if you're using xOBSE). Unlike others I don't recommend to make Oblivion executable large address aware using 4GB patch or other means.
  8. Use GetGameLoaded to reset DoOnceApprentice flag: Short DoOnceApprentice Begin Gamemode if GetGameLoaded set DoOnceApprentice to 0 endif If GetIsPlayerBirthsign BirthSignApprentice && DoOnceApprentice == 0 ModPCSpellEffectiveness 0.1 Set DoOnceApprentice to 1 Endif End
  9. @AndalayBay's comparison to BASIC is quite fitting. There are different commands and functions, also it uses classic structural programming and by itself is much simplier than Papyrus - there are no advanced things like string variables, fields or loops (which are added by OBSE). However getting a class is very simple using GetIsClass (for NPCs) or GetPCIsClass (obviously for player only): ... if GetPCIsClass Bard != 0 ;you can ommit != 0 if looking for TRUE .... endif
  10. Wayward Realms doesn't seem bad, but such big world raises question about how interestingly will be filled. Will be there enough interesting things to do, rewards to find and lore to visit such world? TES 1 and 2 was too interesting games to at least try, but I unstalled Daggerfall in the end. I think that Oblivion Remaster is a good choice to show things of the past, yet to not overhelm new players with weird old school rules and to not drow them in too big world without meaning. I quite worry about quality of new games of Elder Scrolls series, now with Starfield not fullfiling the hopes for interesting game and as some key developers and people left Bethesda. We are in times there it's not enough to make open world game just because, there must be something worthy to visit it. Athough Unreal Engine is a top one, I don't like it much. Even in back times I found it quite resource hungry and games made with it not much stable.
  11. I believe yes, to some extend at least. But as you pointed out, this is not a game targeted as next-gen unlike the original being at its time created for high-end PC and consoles which even didn't exist yet (XBox 360 and Playstation 3). Oh yes, I still have an issue of Level magazine from February 2005 in which this game was first previewed, full of wonders about its graphics and info about revolutionary Radiant AI which promises to make NPCs behave realistic and not be driven by scripts or hard-coded behavior. Today its features looking obsolete, but back then the HW was struggling enough to just run it smoothly (on XBox or Playstation mostly at 30FPS in interiors, but outside 20FPS or below was quite normal, my PC was barely capable to run it). In my eyes a remaster is a good-bye dedicated to fans of Oblivion who play it even after these years and I too wonder if someone will dedicate same effort and time in modding it as for original. Will be an effort there to solve problems and things once solved in original again for remaster? Time will tell if we will see such time consuming projects like Engine Bug Fixes or Unofficial Oblivion Patch(es), Open Cities and various famed overhauls ported to remaster too.
  12. In fact that stone pedestal isn't part of any Oblivion Gate, it's a pedestal as a part of smithy. You'll see it if you visit smithy in Anvil Castle for example, that curved stone thingy on which the anvil rests. Same for references (placed objects) StoneWallStone01-05 mentioned, they aren't part of any mod. The only suspicious lines are with script errors, talking about mod with $0D (so 13th) load order. However, as they're warnings, it can be that they aren't exact culprit. Still, any script error can add part to instability, so for tests it would wise to disable this mod. For further diagnostic I would try to use Crash Logger Improved or original version.
  13. Although I can't dismiss a possibility of mod doing this, I rather suspect some graphics OBSE plugin like Oblivion Reloaded (there's some forks like Lite or E3) or tools like ENB or Reshade, if you use any. Mainly their combinations together can result in graphical glitches if not configured properly. Does problem disappear efter disabling mods?
  14. If properly flagged, you will not even see such mods. Even if you're registered, such option is off by default, you must switch it on by yourself. And if despite this you meet such mod, you can report it. There's nothing to worry about I think.
  15. Maybe they just want something what was available for years? But they must wait a little longer for someone with qualities of Robert or AlienSlof. This is simply an over-sensitive reaction. What exactly will change if you install one of such body replacers? I dare to say that practicaly nothing. Except two times when you will see a naked body (poor Jeelius at Lake Arrius caverns and yourself when entering Henatier's dream - even journal says you're naked) there will be no other without your doing (I wonder if these parts got some changes in remaster). So without installing additional mods you can see someone naked only on these occasions: 1. Yourself, if you decide to undress yourself completely. 2. If you loot someone of everything (well, if you're so desparate to take even 1G worth trousers...). Besides I think these "sexualy problematic players" will propably visit other sites rather than Nexus to download explicit sex mods, like LoversLab.
  16. Maybe. I thought about using IsSpellTarget too, but in the end checking value of flag variables is the quickest.
  17. Do you know the basic work with Construction Set? I made such scripts yesterday and tested them to work. If you can't, I can upload completed and tested esp, if you are interested. As for scripts... First one is main quest script. Quest was named RomRBowStaffFirstPerson and was given priority 100. Define quest and make this script first, however at this stage comment both SetEventHandler commands, as handler scripts aren't made yet and to avoid error messages while saving. Now you can make handler scripts: Both handlers make needed checks and they set switch quest variable to 1, if conditions were met. Switching to first person straight in them will create a glitch, so I was forced to use external means. After saving them (quest was already defined, so you shouldn't meet any error message) open a quest script again and uncomment both SetEventHandler commands and save it (as now both handler script are created, saving shouldn't give any error message). Now all that remains is to save plugin and activate it. Note: These scripts are using general means, so you don't need to load any master file before creating this small mod. As a result a created esp will be masterless too.
  18. I don't remeber any, but with OBSE it shouldn't be so hard to make one. Using events like OnAttack and OnBowAttack would be ideal for this.
  19. Or similarly: scn PTRacebuffscript float fQuestDelayTime short argoSpellAdded short wElfSpellAdded short init begin gamemode ;init if init == 0 set argoSpellAdded to 0 set wElfSpellAdded to 0 set fQuestDelayTime to 1 set init to 1 endif ;is player an Argonian and is swimming? if player.GetIsRace Argonian if player.IsSwimming if argoSpellAdded == 0 player.AddSpell PTAbArgonianSwimBuff set argoSpellAdded to 1 endif else if argoSpellAdded != 0 player.RemoveSpell PTAbArgonianSwimBuff set argoSpellAdded to 0 endif endif else ;if ability was added accidentaly if argoSpellAdded != 0 player.RemoveSpell PTAbArgonianSwimBuff set argoSpellAdded to 0 endif endif ;now elf part if player.GetIsRace WoodElf if player.IsSneaking if wElfSpellAdded == 0 player.AddSpell PTAbRaceWoodElfStalking set wElfSpellAdded to 1 endif else if wElfSpellAdded != 0 player.RemoveSpell PTAbRaceWoodElfStalking set wElfSpellAdded to 0 endif endif else if wElfSpellAdded != 0 player.RemoveSpell PTAbRaceWoodElfStalking set wElfSpellAdded to 0 endif endif end Added parts which removes buffs if accidentaly added to wrong races. With OBSE you can use HasSpell function too.
  20. After some playing with Goblin Warlods I only found too much variables to be involved to be sure of anything. It seems I lessened their attack ratio with Aggression and Confidence lowered (in AI package part), but I never was able to make them flee for example, even with Fleeing Disabled ticked off and Confidendence 0.
  21. It can. For 3D a sound must be mono (for things like blocking sounds for example). Stereo sounds and the ones which do you want to not be affected by distance have 2D flag ticked. For better uderstanding Sound window you can look on this UESP page. Edit: Sometimes a volume can be affected by settings of your sound driver or codecs (if you use any).
  22. I never worked with Blockhead, but I was able to make this working example. It consist of four scripts: Some last notices: Override handler doesn't checks if NPC is a creature. As docs only speaks of NPCs, I'm assuming a plugin does this check before triggering an event. Blockheads docs are quite silent about when you need to unregister override handler (if it's ever need). But as old handler stops working after entering new game session (new game or load) and I need to register new again, I'm assuming that the old one will be unregistered automaticaly, as in case after game load there's practicaly no way to pass right handler ID afterwards anyway. I also noticed that Blockhead always pass higher handler ID then before after registering (unregistering old handler by hand had no effect), but maybe it's normal.
  23. Unfortunately I too must I admit defeat. No matter what I tried the Oblivion simply ignored any edits I made when loading middle-game save. Double-checked that references I tried aren't marked as peristent (mauradeurs in Fort Wood Hand) too. Changing player's level didn't trigger re-evaluation too, it just spawned mauraders in same manner (changed their levels to near player's) as before when cell got reseted.
  24. Most cells have a (default is 72 game hours) time before they reset and as most spawned enemies aren't persistent, you must sleep or wait somewhere for 72 hours (best place is there you are alone, like your small house) to see if your changes were applied.
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