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Post by ghastley on Apr 13, 2017 21:16:16 GMT
That all implies that the icons are vanilla ones re-used, and the forms refer to the ones in the bsa's. I don't see how those could be bad. What do they look like when you change the texture size setting? Presumably Darkness Glass uses the standard glass icons.
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Post by ghastley on Apr 13, 2017 17:47:54 GMT
If anyone wants to be an alpha-tester (I can't call it beta until I add in a bit of dialog to point the player at their shipwreck) - you can download the first cut here and read the documentation here. And on the topic of dialog, is there a way to add a local rumour that doesn't get overridden by "Solstheim"? Once I turn on that esm, nobody wants to talk about anything else.
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Post by ghastley on Apr 13, 2017 17:10:47 GMT
Oblivion has Menus, Menus80 and Menus50 folders, and the screen size (and possibly some other settings) determine which is used. You may have forced it to use a different set. Copying files between those folders could fix the problem, or make it worse.
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Post by ghastley on Apr 7, 2017 13:35:40 GMT
I noticed the other day that Diablita was not walking any more, just warping closer if the player character got too far ahead. I discovered that she was carrying 1777 Daedric pitchforks, and 397 Dwemer ones, because of a typo in her level-up script, that switches up her weapons according to player level. I'd made a small tweak to the levels at which this happened, but managed to screw up the entire logic at the same time.
I hope I can change her voice without doing the same. Angeline uses a Breton voice, and Diablita currently High Elf, which sound too similar. I'll switch Diablita to Wood Elf, which should be more distinctive.
They've accompanied a mage, an archer, and an Orc axe murderer and behaved well enough in support of each of those characters so far. I may add a bit of dialog to help find them at the beginning, and then they'll be ready to go.
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Post by ghastley on Mar 30, 2017 16:58:31 GMT
Yes, in Oblivion, the item in your inventory is another instance of the item (same base form id, new ref id).
You can use the GetBaseObject function (I may have the name wrong, so look it up) to find out what you need in the addItem call. I.e. click on the item to make it current, use GetBaseWhatever to display the formID of that item, and addItem to give yourself another copy of the same thing.
And just a small correction to Sniffles' reply. Each time you start, you get different Ref ID's. The Form Id's are fixed, recorded in the esp's. The first byte can change with load order, but the other three don't. A RefID is created when an item is instanced, which can be placing a copy in the Construction Kit/Set or by in-game addItem requests. Clicking anything in the console gets the RefID - the one for that specific instance, not the item in general.
Form = blueprint, if that analogy helps.
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Post by ghastley on Mar 22, 2017 23:11:03 GMT
I think that floor is the same one used by UESP wiki for their images of weapons, so I've tried making my own for the documentation of the mod.
Steel, Dwemer, and Daedric. I'd considered making others, but that was enough for the purpose. I'm trying tweak the levels she gets them at, so the player isn't tempted to provide a "better" weapon they found.
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Post by ghastley on Mar 22, 2017 0:05:47 GMT
Some screenshots: Angeline and Diablita with each of her pitchforks \ They both have rigged hair now. Getting Diablita's hair/ears/horns combo into a single texture was a bit of a squeeze, but it wouldn't work until I did that. Diablita is also the safe-for-work variant, using a regular Robert's body. She also comes without the underwear, in a version that would not fit them.
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Post by ghastley on Mar 7, 2017 18:51:41 GMT
Diablita on Solstheim as the player character found herself needing Hand-to-hand for one quest, and now I'm starting to wonder if that's a useful skill for companions (as the ultimate safety net if their weapons wear out, run out of ammo etc.) Does anyone have an opinion on companions using H2H?
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Post by ghastley on Mar 6, 2017 15:46:04 GMT
I found another one-handed spear mod that really just added a script to copies of the long spears to swap Spear/Long Blade skills while they're in use. No new models, just an esp. Using a Short Spear raises the Spear skill, but also Strength (as it's accumulating as Long Blade) rather than Endurance, and the overall Level depends on Long Blade being a Major/Minor, rather than Spear. I haven't found a way around that.
Since I'd made all the new models and needed the script I've just merged the two - leaving out the random loot changes, as I only need it for the one character to play with. And since the pitchforks are log spears, this has no effect on the primary mod, anyway.
Diablita and Angeline now both have skinned hair, but Diablita has decided she'd go off to play Bloodmoon, and my modding time has lost out to playing. That could give rise to some more pitchfork variants, such as a Stahlrim one. I'm still working on ways to keep their outfits constant, which should be viable with the Unarmoured skill, but it's hard for the player to see the benefits of not giving them armour pieces, as there's no feedback on their AR.
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Post by ghastley on Mar 2, 2017 16:01:40 GMT
Still fiddling around with this, even if I am going off on various tangential mini-projects. I rebuilt Diablita's body using Robert's instead of BB, as that makes it easier to offer a PG13 version as well as an R. One of the skinned hair models suits Angeline without further work, but I'm trying variations for Diablita that keep breaking when I add her horns, so there's a lot of "one step forward, another step back" involved. And I can't stop tweaking the pitchforks - meshes, stats etc.
One of my test characters for the companions wanted to use spear and shield together, so I went off making one-handed short spears for her. They apparently have to be defined as Long Blades to get the right animation, which then increments the "wrong" skill, but I can't see any way to change that (yet?). That could be a separate mod later.
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Post by ghastley on Mar 2, 2017 15:36:18 GMT
Debauchery is OK. You need exercise, after all. Just cut back on the revelry.
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Post by ghastley on Feb 24, 2017 16:51:42 GMT
if you have Runar's RefID, you can check with GetDead using the console. A quest arrow pointing at a location where there is no character usually means they died and were cleaned up.
Cant answer about the possibility of replacement, as that would depend a lot on the scripting. Placing a new one would generate a new RefID, and that might not work. Resurrecting the dead has problems, too.
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Post by ghastley on Feb 14, 2017 14:08:24 GMT
This "little" project is starting to snowball. Both have longish hair, that could usefully be skinned, so it doesn't clip into their backs when they move their heads. I found MacKom's skinned hair on the Nexus, and started to investigate how it works. The first step has been to get the ears back into the hair mesh on another sample, and now I know how, I'm converting theirs.
But I'll soon have a number of longer skinned hairstyles, with ears, that may be worth publishing as a separate mod. Getting permissions from the creators of the un-skinned hair I'm converting may take some time, too.
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Post by ghastley on Feb 6, 2017 15:52:55 GMT
The grumpy 3 code does have a "one time move", and sometimes it works. However, something in the underlying Bethesda path following makes NPC prefer to stop in locations that block the player. I frequently find that asking one of them to move results in one step back, then back to the same spot. If I'm not fast enough, I have to ask again. However, I'm getting more adept at leading them around the interiors to no-blocking locations before I stop.
I'd really like something for the non-follower NPC's, but that's out-of-scope.
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Post by ghastley on Jan 30, 2017 14:47:31 GMT
I just had to take a step backward. Both companions were using the same script, as their basic following and levelling processes were the same, but when I wanted to add in some "if this is Angeline, do this" code, I discovered that there was no way to identify them, and they needed separate scripts to do so.
Of course, once they're in the game, which script they use is fixed, even though the content of that script can change. So I've had to start a new game to test with separate scripts.
The reason for doing this was my first attempt at replacing Diablita's spear as she levels. I have three spears - steel (silver), dwarven (enchanted), and daedric (enchanted), and need to determine the criteria for getting a new one. I can base it on level or skill, which shouldn't differ much. However, this being Morrowind, with placed loot, I can find better, if I've played before and know where to look. Not having her grab a glass halberd before she gets a dwarven pitchfork could be tricky.
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