Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

AndalayBay

Allies
  • Posts

    400
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by AndalayBay

  1. Load up Elys Universal Silent Voice - it's an OBSE plugin though, but it's the easiest way to slow down the subtitles. The other option is to record a silent mp3 for them, but that makes the mod quite a bit larger. Basically the game figures out how long to display the subtitles by the length of the voice file that goes with it. If there is no voice file, the subtitles zip by.
  2. Cool - I like the explanation of how to put it all into an action. I've used actions in the past when I was doing web development and they are super handy! Thanks Trollf.
  3. I'd love to see that Trollf. After spending hours doing icons for Imperial Furniture (including a bunch for your paintings ), anything to speed up the process is appreciated. I love IS's tutorials too! I just like to see alternatives and I don't think IS would mind seeing a way to trim a couple of steps off his process either.
  4. I've never tried applying a spell as an ability, so I can't say. I'm not simulating the poison damage. I'm monitoring the amount of damage done due to the poison by replacing the poisoned weapon with a weapon that has the poison as a scripted effect. This allows me to monitor the damage done by evaluating each stage of the scripted effect. So I can use the ScriptEffectStart, ScriptEffectUpdate and ScriptEffectFinish blocks to evaluate the damage and update the Miscellaneous stats (15 & 16) if necessary. Have a look at script effects and the functions I'm using in that code snippet above in the OBSE docs and the CS Wiki. I don't know if they have anything about any of this stuff here because it is all OBSE functions.
  5. Quite possible. My script is specific to poisons applied to weapons and it doesn't need to take every resistance into affect. Basically it compares the damage done to the NPC or creatures health and then forces the kill when the health drops below the damage done. If if the NPC has more resistance, there will be a bit less damage done, but I'm not matching on specific values, so it doesn't matter. It works very well and I've not had any reports of issues thus far... The creature might drop dead on its own and then I don't need to do anything. My script will detect the case where the creature drops dead but the miscellaneous stat didn't get updated, so the kill is forced so that the stat is updated and Oblivion XP will record the kill properly. Then Ob XP will record the points.
  6. Yeah, I discovered with lots of testing that the weaknesses are accounted for already Don't trust the CS Wiki or everything you read in the UESP. Most of it is pretty good, but it's hard to audit everything somebody writes, so you need to do your own testing. For example, somebody updated the CS Wiki today with something about the misc. stats that I find rather dubious. I plan to test it at some point to see if the person is correct. Basically in my poison script, I tracked the damage each round. I also evaluated the numbers returned with various functions. I found that the resistances definitely do have an effect. Here's a small snippet of the code: while ( j < getMagicItemEffectCount poisonRef ) ;initial damage equals spell magnitude ;if (ObXPMain.debugMode) ;let effectInt := getNthEffectItemCode poisonRef j ;let effectCode := getMagicEffectCharsC effectInt ;let dmg := getNthEffectItemMagnitude poisonRef j ;scribe "Effect: %z, Magnitude: %.4f" effectCode dmg ;endif ; sum up the damage from the health related effects only (damage health, drain health, fire damage, frost damage, shock damage) ; need to consider individual resistances before adding to total damage done. Negative resistance is a weakness, so the damage ; will be increased. if ( ( getNthEffectItemCode poisonRef j ) == ( getMECode DGHE ) ) let damageDone := damageDone + getNthEffectItemMagnitude poisonRef j elseif ( ( getNthEffectItemCode poisonRef j ) == ( getMECode DRHE ) ) let damageDone := damageDone + getNthEffectItemMagnitude poisonRef j elseif ( ( getNthEffectItemCode poisonRef j ) == ( getMECode FIDG ) ) let damageDone := damageDone + getNthEffectItemMagnitude poisonRef j * ( 100 - actor.getAV ResistFire ) / 100 elseif ( ( getNthEffectItemCode poisonRef j ) == ( getMECode FRDG ) ) let damageDone := damageDone + getNthEffectItemMagnitude poisonRef j * ( 100 - actor.getAV ResistFrost ) / 100 elseif ( ( getNthEffectItemCode poisonRef j ) == ( getMECode SHDG ) ) let damageDone := damageDone + getNthEffectItemMagnitude poisonRef j * ( 100 - actor.getAV ResistShock ) / 100 endif let j := j + 1 loop [/xml] This even has my debug code commented out Then a bit further on I have this: [xml] ;if (ObXPMain.debugMode) ;scribe "Total damage: %.4f" damageDone ;let resPoison := (100 - actor.getAV ResistPoison) / 100 ;scribe "Poison resistance: %.4f" resPoison ;endif ; defenses against poison damage include resist poison, and resist elemental effects, calculated above ; weakness to poison enhances damage let damageDone := damageDone * ( 100 - actor.getAV ResistPoison ) / 100 ;if (ObXPMain.debugMode) ;scribe "Net damage done: %.4f" damageDone ;let actorHealth := actor.getAV Health ;scribe "Health of target: %.4f" actorHealth ;let ckills := GetPCMiscStat 5 ;let pkills := GetPCMiscStat 6 ;scribe "Creature kills: %.4f, NPC kills: %.4f" ckills pkills ;endif This requires OBSE and Conscribe for the logging (scribe command), but I think you'll find the numbers interesting. Oh, and all that code is in a ScriptEffectStart block, but I imagine it would work in a Gamemode block too. Basically Oblivion XP replaces a poisoned weapon with an identical weapon with a ScriptEffect attached to it. It works really well, but is hard to describe. I should probably do a tutorial - in all my ample spare time. Hahahaha... There's a similar block of code in the ScriptEffectUpdate block because a poisoned weapon won't necessarily kill in one hit. Lastly there's a ScriptEffectFinish block to get the last remnants of damage and declare the target dead! That's not the entire script, obviously. I was just trying to show the calculation of the total damage due to poison. Edit: Oh, and the poisonRef in all that is a reference to the poisoned weapon with the script effect attached to it.
  7. Ok, I grabbed this. I'm not looking at it right now, but if I do start working on it, I'll post here. Willie, the link to the original Beth forums post doesn't work anymore.
  8. I'm afraid I don't understand what you are trying to do. I fixed the poison kill script for Oblivion XP and when I was working on that, I discovered weaknesses are taken into account already. There's no need to get weakness effects to trigger first - they do already. What are you trying to do?
  9. Those are nice! Wow, I never thought of clocks in some of those settings! I've had to put Imperial Furniture aside for now. I'm just too busy with my other mods right now. I do plan to get another update out before Skyrim, so I'd love to include one or two of these! Once I get the next update of Oblivion XP out of the way and the next phase of the other major mod I'm working on, I will have some cycles for testing or help with the development of this. That's probably a couple of months from now, realistically.
  10. Oh, yes, that one is definitely one of the best. My hubby and I watched it and were busting our guts out I don't like staged humour or most of the silly stuff on Youtube, but that one is a gem.
  11. Yeah, my courses in German probably taught me more on how to translate it into English than to actually speak it! Glad I could help.
  12. You could use Google translate on the readme. I have the Foxlingo plugin for Firefox and that has a mode in which you can just paste text in and get it translated. You can also use Leo to translate the last few words that Google couldn't handle. I ran the second part of the readme through Google translate and it got most of it. I'll think you'll get the gist of the instructions using that. I took a couple of courses to learn German, so if you're still having trouble, post again and I might be able to help. Basically I know just enough German to masacre it very well One thing I noticed is that the author that did the readme used some odd capitalization, so that is confusing Google a bit. Nouns in German are always capitalized, so if Google sees a capitalized word in the middle of the sentence, it will use the noun form. So "Hacken" means hoes, whereas "hacken" means to hack or chop. Putting words like that in Leo will give you both forms, so between the two, you should get a pretty good translation.
  13. Whoops! You're right! Ok, here's one of a small Walleye: Enough fishy pictures I'm the one who loves fishing - my husband actually hates it - those are the only two pictures where he's smiling.
  14. That isn't bad - I was expecting Grizzly Adams or something! Ok, this one's titled "Typical": The one on the right is Britannia (female) and the one on the left is Patton (male). Need I say more? And here's the big catch of the day by my husband: Believe it or not, that's actually a baby Walleye!
  15. As the article says, those are only approximations. You're better off using the trig functions supplied by OBSE.
  16. Yup, I got that too. At least it's just me that has to worry about the flag flipping. Now we're going to have an entire team (about 7 people) using CSE! I hope ShadeMe's ready...
  17. I understood that I wouldn't be able to turn it into an ESM because it makes changes to the existing stuff - it's not all new content. So with CSE, I know that the team would be able to create patches without have to mess about with flag flipping. So when I want to merge their work back in, I would convert the main plugin to an ESM (temporarily) and then use Gecko to merge to master? Edit: Tried this and it didn't quite work. I managed to get it working by flipping the flag on the "master" plugin to ESMify it with Wrye Bash. Then I used Gecko to Merge to Master. That seemed to work. If I converted the "master" plugin to be an ESM file, that didn't work because the patch was dependent on something with an ESP extension, not an ESM extension. Thanks, Arthmoor, I think I got it sorted... Now we'll see what happens.
  18. I've recently joined a team working on a large mod and I've been put in charge of the main plugin. I'm trying to figure out the best way to handle the changes from the other members. I can't turn the main plugin into a master because it has edits to the Tamriel worldspace and existing cells. If I simply flip the bit on the main plugin to temporarily make it a master, and have my team create patches (with the main plugin as master), will I be able to merge those patches back into the main plugin? They will be adding new content and modifying existing content. For example, they will be adding clutter to custom houses that are in the main plugin already.
  19. Yeah, I admit I'm kinda curious how it works as well. The game obviously generates the options that will yield positive reactions when you play the mini game. Maybe others will chip in with more info. Persuasion Overhaul gets rid of the mini game altogether, as I said before. So obviously you can replace the menu. The persuasion mini game is just a menu that gets displayed.
  20. I don't think so. I think Eric Parsons did something similar with his Persuasion Overhaul, but he basically got rid of the persuasion mini game. When you talk to an NPC with PO, it's just a regular dialog menu and you pick the options. He set it up so that certain NPC's will react differently to the responses based on their social standing, amongst other things. I suspect he just coded up all the parameters and some random number generation and manually altered the NPC's disposition accordingly.
  21. IS, I think you mixed up the Additional links under OBMM and Wrye Bash
  22. I did a quick scan and would like to mention another point I didn't see mentioned: create and stick to a backup routine, especially if you get into creating mods. I almost lost months of work last year. I say "almost"... No, actually I did lose months of work: I spent almost $3000 to a company to recover my hard drive after it suddenly failed. From what I've heard, as prices for hard drives have dropped, failures have increased. I guess they're so cheap to replace now nobody worries about warranties or lifespan. Anyway my drive was just barely out of warranty and the drive motor just died. We purchased a Network Access Storage system and are very pleased. Basically it's a gigantic hard drive that you back up you data to. Whether you go that route or just burn CD's for your important work, don't neglect doing backups.
  23. I think the problem is that the DDS plugin is a Windows executable, so I can't get it installed. I'm running Parallels now, so maybe I should try again... Parallels allows you to run Windows in a window under Mac OS. I have to admit I've only been picking at the tuts on TESA. I just haven't had time to go through them! I'm too busy modding So I'll have a look at your tut for GIMP!
  24. Argggh, this is torture. I've only got Photoshop for the Mac Great tutorial though - I'll have to see if I can adapt any of it for GIMP because I think this is the BEST explanation of normal maps that I've ever seen
×
×
  • Create New...