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Post by edwardsmd on Sept 6, 2014 2:03:06 GMT
I was messing around with a mod my son had found, and noticed something odd in the CS. When I bring up the Find menu item, nothing happens. I should get a window to search with, but get nothing. I suspect my install may be corrupt, though all else works normal. When I started the MW CS, it worked fine as expected. Since its been a while since I messed with the OB CS, thought I'd ask if I'm most likely correct, or if I'm just missing something.
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Post by Wolf on Sept 6, 2014 9:50:00 GMT
The "Find" menu command doesn't work, but you might try "Find Text" instead.
"Find text" gets you all objects, spells, sounds and whatever including the texts of topics etc., in short: Everything.
Happy modding
Wolf
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Post by Emma on Sept 6, 2014 15:36:53 GMT
I'm so glad to hear that you have picked up the oblivion CS! Be very welcome to ask if you have questions. I know it's not that easy to find a link to the Oblivon CS Wiki nowadays, so here it is: cs.elderscrolls.com/index.php?title=Main_PageThere are some significant differences compared to the MW CS, and these can be quite infuryating at start; things that really should work doesn't work. But on the other hand, there are so many new functionalities. Maybe the Oblivion CS is my favorite; Skyrim does allow a lot of new things, but it takes so much more time to do anything at all in the ck.
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Post by edwardsmd on Sept 6, 2014 16:32:29 GMT
Find doesn't work? How odd. Thanks guys!
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Post by edwardsmd on Sept 6, 2014 22:15:14 GMT
Ok, next question. Trying to find an object. The original modder placed it in a cell. Used Find Text, and it found the object (a shield). I want to find the reference in whatever cell he put it in. Unfortunately, he didn't just drop it in a cell, he put it in a container. ChestVenderSmithArmor01 to be exact, so no cells show up as modified, thus cannot find it. I'd like to know if you can search for a reference. Second question; I decided to modify the shield a little, then hit Save. When I went to exit I was asked if I wanted to Save my changes. I clicked Yes, and then Exit. I was again asked if I wanted to save my changes, and repeat ad infinitum. Why won't it save when I click on it? Is there something about saving I need to know (as in, 'do this' before you save)? Since it's not my mod, merely one I am modifying, am I allowed to make changes? I didn't see a way to save the file under a new name (thus my version), is there no Save As option? A little perplexed, and curious. But mostly perplexed.
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Post by Emma on Sept 6, 2014 23:14:37 GMT
You could right-click on the container and use "Info" to see in which cells the container is placed. If the container is distributed through a script,then you will find it in the scripts section of "Find Text"
I'm puzzled about the part that you couldn't save your file. Did you try to save it before you exited (the disc icon)? Did you remember to set the file as active file when you loaded it? If you didn't set it as active file, you have to use Save As and give it a new name.
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Post by edwardsmd on Sept 7, 2014 17:04:46 GMT
I tried Find Text for object, 'ChestVendorSmithHeavyArmorI01' but nothing shows up under info, just the object under the Object, etc tab.
I tried to change data to the shield item, and then save. Nope. The mod is set to active, so not sure what I'm doing 'wrong'. The object lists a '1' under the User column. Could that have something to do with it? Since I have no idea what that refers to.
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Post by edwardsmd on Sept 7, 2014 17:22:07 GMT
Ok. I opened the CS and made a new object (sword) and dropped it in the world (Chorrol Stables, same cell as previously). It saved fine, no problems. I used Find Text, and it found the object, but again, no cells or anything listed under Infos. Otherwise, the mod seems fine. I think the other mod I was working on has problems. I did notice a bunch of errors when I loaded the CS, and it simply will not allow any changes, of any sort, to be saved. I opened the Details list when the mod is selected, but could not even delete anything listed (though don't know if that's normal for this CS or not).
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Post by Wolf on Sept 7, 2014 19:23:05 GMT
You can't delete objects from the detail list. If you want to delete an object, right-click on it and select "Delete". The object will be marked with a *D* as deleted. But it will be still there until you load your mod again.
If your right-click on an object and you select "Use Info" it actually show you in window where this item is in use. If an object is in use it will be marked with an asterisk *.
If you want, you could attach the esp file to your post and we can have a look at it.
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Post by edwardsmd on Sept 7, 2014 21:31:04 GMT
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Post by Wolf on Sept 7, 2014 23:34:30 GMT
The detail list has no special functions. It just lists the changes and additions that have been made in the plugin file. I'll have a look at the esp file tomorrow. It's a bit late here.
But I'm not sure whether I understood correctly what you wanted to change in the mod. If you want to make an addition to this mod, this would require a patch, because officially we are not supposed to change an existing mod and publish it. But one can always make a patch dependent on the parent mod.
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Post by edwardsmd on Sept 8, 2014 4:39:47 GMT
Can't change a mod? Granted, I would never even consider modifying someone else's mod, and then release it. But I see no reason to not alter a mod for my own purposes, or in this case, my son's. Or do you mean to say the CS won't let you alter a mod you did not initially create? If this is the case, it would explain things. If not, I'm curious as to what is up with this mod. I just don't know enough about how the OB CS works.
Note: I got tired of messing with it. I simply created my own mod, made new objects, added the .nif, .dds, etc files, set the stats, and dropped desired items in the world for my son to find. Piece of cake. So don't feel obligated to follow up on this. My interest is merely piqued (and I want to understand the OB CS better).
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Post by Wolf on Sept 8, 2014 6:33:55 GMT
Of course you can do and change everything for your own personal use. And the CS allows you to change any mod that wasn't created by yourself. Great that it worked with creating new objects by using the meshes and textures. About this Zelda OoT Equipment mod: You are right, the Data Detail list doesn't help much. But if you know that this mod is placing weapons somewhere into the Oblivion world you should call up the "Weapon" object list. Then just scroll down until you see weapon objects that are marked with and asterisk (*) in the "Users" column. These are objects which have been changed or added by the mod. Good mods make it easier to find their objects by adding letters or numbers in front of the ID, like AA or ZZ. AA puts the objects on the top of the list and ZZ at the very end, so that they are easier accessible. For example: AAAMasterSword. Or if you know from the readme that there is a "Master Sword" somewhere, use "Find Text" and enter "Master Sword". In the "Objects, etc" tab of the search window you'll get the object "WEAP Form 'MasterSword' (01000ED5)". Then look for the ID "MasterSword" in the weapon object list. Right-click on the object and select "Use Info". This will tell you that you'll find 1 sword in the Interior cell ICTempleDistrictTempleOfTheOne. Double click on the cell entry of the Use Info window and after a short while it will show you the cell in the Render Window. Press "A" and you have a better lighting of the cell. The sword is directly in front of you sticking in a stone like Excalibur. Now right click on the weapon "KokiriSword" directly above the Master Sword and select "Use Info". Now you get the information that this weapon is used by the container type "ZeldaKokiriSwordChest". Open the "Container" object list, click on one random object and start typing "ze..." and it will take you directly to the "ZeldaKokiriSwordChest". Right-click on this container and select "Use Info". The info tells you that this container is located in an obviously modded interior cell called "ZeldaOOTModForestCave". Double-click on this entry and it'll take you directly into this cave with the chest in front of you. Double-click on the chest and click on "Edit Base" in the Reference Window. Now you can see the contents of the chest and it contains 1 KokiriSword. To find most stuff that this mod has done use the "Find Text" function again and just type "Zelda" as you know that this is the most probable name the author of this mod would use for the object IDs. In the "Object, etc" tab of the window you will get now the entire set of "Zelda" items. If you did changes and the CS refuses to save your work, most often there are still Dialog Boxes open in the background which you can't see. If you choose from the View menu "Open Windows" you get the still active windows displayed. Click on "Close All" and you should be able to save your work. And I don't feel "obligated". I just like being of assistance. Most of these CS tweaks I learned from Emma.
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Post by edwardsmd on Sept 9, 2014 1:58:59 GMT
I finally figured out the 'right click select Use Info' option to find a reference for an object. I know the MW CS extremely well, but not the OB CS. I don't know if you get the same, but I get many errors when I try to load the mod. Plus, I noticed the mod author made many changes to the mod for no apparent reason. Bad form (IMO). I just needed to know if the mod was a problem with certain issues, or my lack of knowledge. Seems to be a combo of both. One note: After playing with the CS some more I notice that when the 'Zelda-OoT-Equipment-Mod' is loaded, the CS acts as if there are open windows, even though there are not. Clicking on Open Windows none are displayed, and thus none to close. But again, the CS acts as if there are open windows. Very odd. Not sure if anyone gets this same result or not. If not, it may be just me (and a bad download).
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Post by Wolf on Sept 9, 2014 6:40:33 GMT
By the way, which CS are you using? Version 1.0 or version 1.2.404? Perhaps this could matter. I would try a new download and install.
And make sure you are running the Oblivion update 1.2.04.16. I don't know whether this could have any effect on the CS, but better be safe.
It's just that there seems something to be wrong with program because I don't get these issues with not being able to save. I'm sorry.
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