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Showing content with the highest reputation on 07/30/2010 in all areas

  1. Amazing bird! And....for Horror movie buffs... You've probably seen it before but I just found it among my clutter of bit's and pieces I keep for no real reason. HORROR MOVIE SURVIVAL GUIDE * When it appears that you have killed the monster, *never* check to see if it's really dead. * If you find that your house is built upon or near a cemetery, was once a church that was used for black masses, had previous inhabitants who went mad or committed suicide or died in some horrible fashion, or had inhabitants who performed necrophilia or satanic practices in your house move away immediately. * Never read a book of demon summoning aloud, even as a joke. * Do not search the basement, especially if the power has just gone out. * If your children speak to you in Latin or any other language which they should not know, or if they speak to you using a voice which is other than their own, shoot them immediately. It will save you a lot of grief in the long run. NOTE: It will probably take several rounds to kill them, so be prepared. * When you have the benefit of numbers, *never* pair off and go it alone. * As a general rule, don't solve puzzles that open portals to Hell. * Never stand in, on, above, below, beside, or anywhere near a grave, tomb, crypt, mausoleum, or other house of the dead. * If you're searching for something which caused a noise and find out that it's just the cat, *leave the room immediately if you value your life.* * If appliances start operating by themselves, move out. * Do not take *anything* from the dead. * If you find a town which looks deserted, it's probably for a reason. Take the hint and stay away. * Don't fool with recombinant DNA technology unless you're sure you know what you are doing. * If you're running from the monster, expect to trip or fall down at least twice, more if you are of the female persuasion. Also note that, despite the fact that you are running and the monster is merely shambling along, it's still moving fast enough to catch up with you. * If your companions suddenly begin to exhibit uncharacteristic behavior such as hissing, fascination for blood, glowing eyes, increasing hairiness, and so on, get away from them as fast as possible. * Stay away from certain geographical locations, some of which are listed here: Amityville, Elm Street, Transylvania, Nilbog (God help you if you recognize this one), the Bermuda Triangle, or any small town in Maine. * If your car runs out of gas at night, do not go to the nearby deserted-looking house to phone for help. * Beware of strangers bearing tools such as chainsaws, staple guns, hedge trimmers, electric carving knives, combines, lawnmowers, butane torches, soldering irons, band saws, or any device made from deceased companions.
    1 point
  2. CHEYDINHAL PETSHOP DIALOGUE FIX EDIT: Please note as Arthmoor mentions below this doesn't work on an existing save with this mod having been active. I see this question asked a lot and it's rarely answered. I found this solution posted on a forum years ago, but I don't know when or where or who, so thanks to the poster for the solution. I've changed a few lines of the original text to correct some spelling and clarify a few things. The Cheydinhal Petshop mod accidentally changes the global setting for how long NPC speech is delayed before it plays. The default setting is 5 and it seems to have been changed to 35. Because of this it seems like the NPCs aren't speaking, although they continue on with their animations and other AI. There shouldn't be any reason for the change to Global settings and if so it should only be for the mod's own NPC's. So this is how to fix it. The issue here is there is no good way to remove a change made by a mod once it's already been done. If you delete it or revert it to the correct setting as though it had never happened the record is still there, you just can't see it any more. Plus, this adds another unwanted change to the mod. What you need to do is make the game IGNORE the change totally. It's very easy to do and doesn't require any advanced CS knowledge. SOLUTION 1. Load the Construction Set. Go to the File then Data menu. In the window that appears you will see a list of mods much the same as when you use the game launcher. Or if you have no other mods it will be Oblivion ESM and this mod you're wanting to fix. 2. Select the Cheydinhal Petshop.esp. You don't need to put a check in the box. Just highlight the name. Next, click the "Details" button at the bottom of the window, and wait a few seconds. 3. A new window will appear with the list of records and settings changed by the selected mod (in this case, Cheydinhal Petshop). Click the 'Type' column header at the top of the window twice to sort the records alphabetically by type to easily find the record you're looking for. 4. Scroll down until you can see the settings of type GMST. There are only two, and you can see in the EditorID column that one is sCantEquipGeneric (not the one we want to change), and the other is fAISpeechDefaultMult (this is the problem record). 5. Select the GMST record called fAISpeechDefaultMult so that it is highlighted in the window, and press the Delete button on your keyboard, above the arrow keys. You will get a message that "You have chosen to toggle ignore one or more records..." What that basically means is if you do this it will be as if the selected changed record does not exist (the game will completely ignore it). This is exactly what we want, so say OK. 6. Close the Details window, which will take you back to the Data files window, with the Cheydinhal Petshop esp still selected. Put an X in the check box next to it, then click the 'Set As Active File' button (to tell the CS that this is the file you want to edit), then OK to load it into the CS. 7. When the file is loaded, you don't need to do anything except SAVE the esp by going to File/save. You can then exit the CS. 8. After all that it would be a good idea to keep a backup of the fixed esp for future reference so you don't need to do it again at some point. I hope this is helpful in some way to anyone having NPC dialogue issues and they are using this mod.
    1 point
  3. I can't find the thread at BGS where this was discussed at length, but it was found that getting the ESP to remove that record will not fix the problem on any saves made after the change was introduced. Your fix will correct it from happening in a new game though. The problem is that the fAISpeechDefaultMult value gets recorded in the save game and there's no way to revoke it from the saved game since nobody has crafted a savegame editor.
    1 point
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