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shadeMe

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Posts posted by shadeMe

  1. However, I'm thinking about adding onto the OBGE code a little to make it easier to work with these. The Sin City one is pretty simple, though.

    Was planning to do the same. Was looking into MGE's DX wrapper to see if I can port the depth buffer's definitions.
  2. Try just trueBloom.fx?

    I'm not sure, but what limits does it have? Is there are particular dir? I'll look through the OBGE code for it...

    Whoops, my bad. Nothing wrong with the name. The shader isn't loading properly for some reason.
  3. Ah. That would explain it. I assume you can fix that, but does it work after that?

    I'm not sure... I just did a quick edit with Notepad++, couldn't compile. I can take care of that later tonight. I'll leave those flags in for you and get another version up by tomorrow.

    nah ... seems like the loadShader command doesn't like the naming convention used by your FX file. I'll mess around and see if I can figure out something.
  4. I took it out because OBGE doesn't have the special flags I added to MGE, nor does it have the memory map to find those. Depth, inside/outside, and underwater stuff don't work with OBGE. Same with HDR.

    The int/ext/uw flags aren't an issue. I can (been doing just that) use OBGE's setShaderXXX and CS' isUnderwater/isInInterior functions to simulate those flags.

    I'll play with it more, make sure it compiles and works.

    Are you sure it's being turned on via OBSE and enabled and what-not? I don't know how that all works, but I'll take a look at it. I don't have the Oblivion CS, though.

    Yeah. There's a chance that the shader didn't compile ( OBGE does that at runtime, IIRC ). I don't think it throws any exceptions when shaders don't compile. I'll look into the source code and make sure.
  5. Complete ReadMe :thumbup:

    Vector 0.2 Feature Shortlist

    • Disease Progression
    • Transfer Vectors :-
      • Rummaging through long dead corpses
      • Sleeping on diseased beds
      • Close contact between PCs and NPCs ( in and out of dialog )
      • Infecting an arrow or knife with some of your own infected blood
      • Visiting certain cell types ( like sewers )
      • Wind

      [*]Support :-

      • New diseases
      • NPCs selling diseases
    • Visuals/Immersion :-
      • Indication of a successful transfer through a ...
        • Message
        • Sound
        • Visual effect

        [*]Diseased actors ...

        • Drink cure disease potions
        • Develop a resistance to diseases
        • Showing off odd colors and move slowly
        • Hallucinate (attacking non existent enemies and such)
      • Reactions ...
        • Well NPCs keep away from the diseased ones
        • If highly diseased, guards euthanise

    Stuff that's Done

    • Rewritten from scratch:
      • Unified infection system
        • Replaces vanilla disease infection system
        • Supports multiple diseases on actors
        • Surpasses the Carnot engine in efficiency
        • Improved compatibility across mods

      [*]Additions/Changes :

      • Universal Disease Progression for both the player and actors
      • Indications on successful disease transfers
      • Diseased actors ...
        • Drink cure disease potions

  6. Vector

    Bringing the Ecosystem of the Dark Ages to Tamriel

    version 0.1

    Requires Oblivion Script Extender

    Download : TESNexus | PES | ModDB

    Description

    A great poet once said 'Bring it out, Sir, or in my passion, I shall kill everyone by giving them Syphilis'. While we cannot be sure as to what happened in the 30 minutes that followed, we can deduce one striking fact - He had never played Oblivion. If he had, he would have made a threat far worse for this is what he would have found - In Oblivion, the player is a selfish prat who doesn't transmit diseases but only receives them and tracks the number caught.

    With the dawn of a new age, Vector goes forth into uncharted territories and aims to provide a reasonably easy way to carry out poor Byron's obscene threat.

    Vector lets you - the player - infect the denizens of Tamriel with the diseases you carry around so proudly. Let the heavens and romance mod makers tremble, for Vector opens new horizons in PC-NPC-Creature interaction.

    Fine Print

    Vector is more of an infection engine than anything else. It allows seamless disease transfer between the player, NPCs and creatures that blends in with the vanilla disease transfer system. For instance; you infect a NPC with Helljoint, the NPC comes in close contact with another and infects [the other], you cure yourself of Helljoint, you buy food from the second infected NPC and infect yourself again.

    Transfer types are mainly of 3 types:

    • PC to Actor
    • Actor to Actor
    • Actor to PC

    Each type has a number of methods:
    • PC to Actor
      • Infection from melee attacks
      • Infection from selling contaminated goods (goods sold when you are infected)
        • Contaminable goods only include potions and ingredients

        [*]Infection from a failed pickpocket attempt

        • Only while pick pocketing sharp objects like weapons and ammo
      • Infection by feeding as a vampire

      [*]Actor to Actor

      • Infection from melee attacks
      • Infection from close contact
    • Actor to PC ( only for Vector-transferred diseases )
      • Infection from melee attacks
      • Infection from buying contaminated goods

    All methods follow a single formula – The same as the vanilla disease transfer formula. Base chance is calculated using the former and a modifier is applied. The modifier depends upon the transfer method. For instance, melee attack infections depend upon the weapon used and its appropriate skill level. Feeding depends upon your level of vampirism.

    Infected actors progress through 3 stages of infection. These are the only ways of detecting if the actor is diseased. Time that must pass before each stage's completion can be configured in the INI file.

    • Stage 1 – The actor will occasionally clutch his tummy and make sickly noises ( like coughing and sniffing )
    • Stage 2 – Same as above, only its more pronounced and symptoms show often
    • Stage 3 – Same as the above. The actor, at times, swoons under the strain and loses consciousness for awhile. His weakness will show

    Stages 1 and 2 don't apply for creatures. But they do faint once they each stage three. Note that these stages are mostly cosmetic at the moment and the disease doesn't really progress in magnitude.

    Infected actors eventually get well over time or if they cure themselves of their disease ( using a cure disease potion, visiting the chapel ).

    PS: Support for 'companion' mods is yet to be implemented …



    Compatibility

    This mod is, and should be, compatible with all other mods except those that add the ability to transfer diseases like Vector does ( to my knowledge, there isn't any ). Minor incompatibilities with:
    • Mods that remove the barter confirmation message box
    • Mods like QZ Easy Menus and Menu Escape that fake mouse button presses

    These incompatibilities only affect the Barter (Sell/Buy) infection method. Disabling that particular method will remove them.

    Credits

    Special thanks to :

    • Ian Patterson, Stephen Abel and Paul Connelly (The OBSE Team) – For keeping up the Oblivion Modding spirit and providing the modding community with TES4 Oblivion's Elixir of Immortality
    • LHammonds – For his Readme generator
    • tejon – For his help with the formula and ideas
    • greenwarden – For being such an asset to the mod's development and testing

    The Entire Community around the TES Construction Set Wiki – For making such an exhaustive resource catering to ES Modding.

    The Folks at the Construction Set Forums – For all their help, rum and fish.

    The Rest of the Modding Community – For the inspiration I needed to start modding and all the wonderful mods which I use.

    Bethesda – For providing a great game, with enough flaws to keep us busy.

    Change Log

    0.1 - Initial Release

    Lastly, I'm looking for ideas to improve the mod. Any help from that quarter would be much appreciated .

  7. There are a few issues, particularly the HDR code, that will kill it in OBGE.

    Why is the underwater handling code gone ? It doesn't seem to use the depthframe.

    Edit: Ok. Try this:

    http://www.mediafire.com/?trdtlnk5qnq

    It's not as fancy but might work with OBGE. If it doesn't (or doesn't compile, I don't have MGE on this comp) I'll take a look at it again later.

    Still no difference.
  8. I've been looking through the OBGE source, and I think I've figured it out. There are only one or two minor edits that will be needed for it to work with that.

    The three main things (rcpres, thisframe, and lastpass) are all provided. ATM, that's all trueBloom needs to function (it works better with more, but will work fine here). If someone could tell if it's inside, or use an OBSE script to provide that to the shader (so it can use different brightnesses inside and outside), that would give about all the functions of the real (MGE) one.

    I'll convert it to how I think it should be and post another link, if you can test it with OBGE (I haven't gotten it set up yet).

    Will try it out. Thanks !
  9. Chances are, none. Depending on how OBGE works. If it's similar, and it should be (I'm pretty sure OBGE's a stripped version of MGE), then just making sure variable and texture names are the same and such.

    Could I get a copy of the FX file ? I'd like to see if I can do the port myself.
  10. This just takes the basics, really. Full-screen, multi-pass shaders.

    There's no real decoding of the renderer, it's just hooking it to do extra stuffs.

    But, I just downloaded the source. I'll look over it, might make some edits, and will report back when I have an idea. I don't have OBSE or OBGE, though, so I don't know if I'll be able to test. I can certainly convert the FX file, if you can test it once it's done.

    In addition, you'll have to turn off Oblivion's bloom, otherwise Bad Things will happen (superbright bloom).

    I guess I'll take a look at MGE's source then :yes: What sort of conversions does the effect file require ?
  11. It depends. If OBGE offers similar/same features as MGE, it'll be a breeze. If not, and I have to hack it into the SDPs, much harder, if impossible.

    Well, OBGE allows manipulation of an effect file's local variables/globals (built-in types, including vector and texture), applying full screen shaders and loading textures on the fly. [ Complete Function List ]. I believe TimeSlip wasn't able to decode the renderer beyond that.

    What's the verdict ? Would I be able to write a port ?

  12. In programming terms, it can read any Morrowind-ish encoded file (4-byte record, 4-byte length, 8-byte flags, 4-byte subrecord type, 4-byte sub len, n-byte sub data) and store it into a linked list, so you can iterate through the records, select by type if you wanted, and just go through a whole file (it takes a second or two to load Tribunal.esm, which is 10s of thousands of records) and do whatever you want with the data, in a simple format.

    In simpler terms, it simplifies loading of ES* files by programs. It handles all the reading and interpreting, and leaves your program with a nice neat list of records and their subrecords.

    Ah .. tesSnip-ish :P
  13. What obstacles would one face while trying to port the shader to Oblivion (considering it's possible with what OBGE offers) ?

    It looks bloody brilliant by the way :) Are the volumetric light rays implemented as a part of trueBloom ?

  14. In case this is still being watched, I finally got my ES* library updated and working. It can read any Morrowind file, and possibly Oblivion/FO3 files as well. A true installer (regardless of mod packaging) should be possible with it, as well as analyzing files. It's in C# at the moment, but that can be changed. If anyone wants the code, I'll send it on over. :)

    Beg pardon, but what does it do ?
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