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Post by ghastley on May 28, 2020 14:32:50 GMT
The code for that is creepy. It's full of invisible headless dead sheep.
They're used as a location probe, moved to where the player and Vilja are, and a variable (belonging to the sheep) is set for a "location type". It may have been more than one variable, I don't recall all the details. Then if Vilja is due for a comment, the sheep's entrails are consulted to pick one. "Creepy" was generally undead-related, so I don't see why the house would trigger it.
I was trying to adapt it for a mod of my own with two companions, but it never fully worked.
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Post by ghastley on Mar 23, 2020 13:41:48 GMT
Removing mods is actually more likely to cause crashes, as scripts active in the save now don't have their targets, and null pointer problems are more likely.
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Post by ghastley on Aug 2, 2019 12:36:57 GMT
I realised that while Bandits and Marauders can be a nuisance they do offer a means of honing a character's fighting skills. And also you get loot from them. And at Fort Nikel and Rock Milk Cave, they do all the work for you, if you let them.
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Post by ghastley on Aug 1, 2019 16:51:35 GMT
I'm sure you've all struck this before......... A plainly lethal arrow wound on a NPC and it does nothing much at all despite that fact you've been sneaking and it's a 3X damage hit. If it's any consolation, Skyrim makes it worse: there's an upgrade in the Marksman skill tree that will paralyze your target when you hit them, ensuring that they don't die, even if it was a x15 sneak bonus with the best bow in the game and the most lethal arrows. The paralysing bonus takes precedence and ruins a perfectly good kill. I've always wanted my archers to have the assymetric bracers, with the protection on the inside of the left forarm, and the fingers of the right hand. They force the archer to be right-handed, so why not the equipment?
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Post by ghastley on Jul 19, 2019 17:48:33 GMT
And some of the Vampirella mods are mine. I've done one for Skyrim (published) and ones for Daggerfall, Morrowind and Oblivion (unpublished). If you're interested in the Oblivion one, I can't recall how close that is to being packaged for use, but it shouldn't take much effort.
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Post by ghastley on Jul 5, 2019 13:03:19 GMT
There are enough items (or you can make them) with reflect damage and reflect spell in Oblivion to make a character immune to enemies (except archers) so metal plate is certainly not the only option. One of my characters wore only sandals and jewels, and carried the Escutcheon of Chorrol without a weapon. She looked very vulnerable, but they couldn't touch her. I tried arming her with only non-lethal spells, such as paralysis, so that all damage would be self-inflicted, and it worked quite well in the end-game. The problem was getting her levels up to doing that as a pacifist (or passive-ist), but that's a fun challenge.
Most weapons depend on being the counter to specific defence. So the anti-tank rocket relies on the tank not being very good at dodging. And of course the tank was the answer to small arms fire, and so on. Rock, paper, scissors...
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Post by ghastley on Jul 1, 2019 14:14:32 GMT
KR has an uninstall quest you can run to restore the original. Did you run that, or just remove the mod?
You may be able to re-install, load a save with it, and then run the KRuninstall quest to remove it cleanly.
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Post by ghastley on Jun 28, 2019 14:19:49 GMT
I'd have to fire up Morrowind to check, but I recall all the "outlandish" fauna and flora being on Vvardenfell, and of course there IS a barrier keeping them there, which is full of slaughterfish to boot. I don't remember anything on Solstheim, and of course Tribunal is just the city, and all the strange creatures are fabricants.
However, the pack guar would surely have been brought along by merchants trading between regions, so I'm surprised that it doesn't appear in the other games.
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Post by ghastley on Jun 24, 2019 14:38:36 GMT
I've always thought that HDR stood for High-Density Randomization, as it just cause blur when I turn it on.
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Post by ghastley on Jun 24, 2019 14:37:06 GMT
When I was your age, I was already ten years older! One issue I recall from the gates was when I wanted to adjust the gate at Bravil, to fit in some aspects of this mod where you recruit a Dremora woman. Part of it was that I needed some part - and I can't remember if it was the tunnels or the tower - to be non-random, so I could substitute a modified instance of my own. I ended up creating a duplicate instance of the entire Oblivion world, as the only place I could get the random selection to go away was the Oblivion Gate itself, and then only because that Gate is already non-random and always leads to the same world (which is mine if you install the mod).
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Post by ghastley on Jun 21, 2019 16:14:53 GMT
Well, I still think the mod I want is not only possible but feasible; but only for people like me who do not want respawning gates (if the gate is going to respawn why bother "cleaning up" the landscape). From what I've seen and read of the game, this seems to be the process for one gate: 1 - gate exists but is covered, let's say by one large boulder 2 - when the game decides this gate should "appear", a script removes the boulder and spawns a handful of daedra nearby 3 - PC kills daedra, approaches gate, portal activates and places PC in Oblivion plane 4 - eventually PC takes sigil stone, which activates a script placing him/her back in Cyrodiil near the gate, which has simultaneously been replaced by a ruined gate with smoke effects and no portal5 - at some point the gate respawns via a script which replaces the ruined model and smoke with the normal model and portal I see two ways of accomplishing what I want: 1 - replace step five with a script that removes the smoke effects and replaces the original boulder (landscape is returned to original appearance and gate never respawns) or 2 - at step four, instead of replacing the gate with the demolished one just replace the boulder (PC returns from Obilivion to find landscape back to normal) I do not know if either option could be done with one script being fed the coordinates of each gate in turn, or if it would require a dedicated script for each gate; but since I'm only interested in having the minimum gates anyway it probably wouldn't make much difference (but admittedly i know nothing of scripting). If a dedicated script is required and someone wants all the gates to appear but never respawn this could involve quite a bit of repetitive scripting. I don't think any gate re-spawns, ever. There are 100 gates, and they don't spawn unless the player is near, and the concurrent gate count hasn't been exceeded. So your replacement of step 5 actually becomes the creation of a step 5, which could be a bit harder to do. It probably requires that the existing script not be stopped at the end of step 4. I believe all the gates (except maybe the special ones at the cities) use a common script, and all the enable/disable objects are linked to a marker for easy swapping. There would have to be a point at which gates revert, and that could be determined on a per-gate basis, or from a global such as the MQ end. The script on each gate would have to test that, so it needs to keep running after the destruction. Such a variable has to exist to stop the remaining gates from spawning after the MQ ends. It may just be a GetStage check on one of the MQxxx quests. Some gates destroyed structures other than boulders, so you need to decide if that structure should also restore - Wayshrines in a couple of cases, and I think one destroys a house. If there are a few non-reverting instances, that could make the script(s) a bit more complex, but not much. Returning to the original state is also a bit incorrect, in that the gate is not longer waiting to spawn. You've really got a visually identical final state, and so any triggers need to stay disabled etc. And if it were trivial, someone would already have done it. It's likely to be a lot of repetitive work updating 100 gate instances for their individual circumstances.
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Post by ghastley on Jun 12, 2019 14:07:51 GMT
It won't be specific to Constance, it will be an issue with the clothing itself.
Most mod clothing uses a set of fitted full-coverage meshes appropriate to the type of garment (pants, narrow skirt, full skirt etc.) and then has a partly-transparent texture, using an alpha map, to "cut away" parts. This relies on the game's rendering of the layers and sometimes breaks, e.g. when multiple alpha maps conflict. It's much more likely to fail the other way round, with a layer appearing opaque when it's not supposed to do so.
In this example, she's wearing a skirt that wraps all the way around her, with the sides set to fully transparent. The same material is disappearing from the top, so apparently she has more than one layer on the chest, and they're both using an alpha channel for transparency. All I can think of is that this happens when the "shirt" part occludes the "skirt" part and the rendering attempts to handle both transparent layers at once. However, it seems to manage that for the shirt at other times, so the fix won't be simple.
Is the skirt part semi-transparent at all? Sometimes a one-bit alpha map works (all parts are either fully transparent or fully opaque) where a multi-bit alpha map with more levels of transparency won't work.
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Post by ghastley on Mar 11, 2019 21:34:46 GMT
If size was everything ...
I tried riding my horse from one town the next in Daggerfall, and it took longer than crossing the entire map in later games. When you "fast" travel in that game it can take a month for some journeys. And each city had more population than the later games had in total.
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Post by ghastley on Mar 7, 2019 14:24:44 GMT
Obviously anything of mine you find at the Nexus, but the one I used were mainly extra content:
The Ayleid Steps - extra quests - I got it to test compatibility with mine, and kept it. One of my mods now has a step of its own. Shezrie's Towns and Villages - various packages of these, and some are "beyond borders", which leads to Valenwood Improved and Elsweyr Anequina - more land Open Cities Reborn - eliminate load screens going in/out. DarN UI with variants, and the coloured maps to improve the UI. I may have made my own maps for VI/EA expansion.
Plus a bunch of outfits, hairstyles etc.
If you are the DIY type, then also get the Construction Set Extender to make building mods a lot easier. When you hit mod incompatibilities, you can fix them, too.
I also run on a triple monitor set-up giving an effective 6000x1080 screen, so there were a few needed to get there.
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Post by ghastley on Jan 8, 2019 18:36:28 GMT
FWIW, I run both LE and SE. My twin GX680's will give me a 6000x1080 (three monitor) view with LE, but SE runs slow unless I reduce to the middle monitor only, as the extra effects take GPU power. CPU isn't an issue for either edition.
One reason for doing that is making mods. I build on LE, and then convert to SE, since it doesn't work the other way round. The upgrade process is pretty simple, too. That means I'm running LE more than SE, just because all the testing happens there. I do like the wide view. I run Oblivion and ESO on the triple setup, too.
As to restarting, (and assuming LE) I'd pick some mods you haven't tried, that make significant game changes, to avoid the repeat problem. And get an alternate start mod as a priority, as that cart ride is the worst part of boring.
Create a character that's out of your comfort zone, with limits on how they play. E.g. I tested my Conina the Hairdresser mod with a proper Rincewind, whose main response to danger is running away. And then again with a Nijel the Destroyer who would just block while Conina did the work. They were limited characters who didn't stay true to their initial objectives for long, but they ended up being fun to play.
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