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AndalayBay

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Everything posted by AndalayBay

  1. Perhaps you could ask everyone to delete their old statuses... I cleaned mine out a while ago... Rather extreme perhaps. Would going through and removing all the emotes help? We've got a test setup too, but it's hard to test load related issues in a test setup.
  2. Ah, that's where it came from. When I saw the emotes here I was thinking of turning it on for ModCraft but hadn't gotten around to investigating it yet. Just like with Oblivion mods: user beware!
  3. It's not a mod in the sense we think of. Basically DarkRider turned on emotes for the status comments and that feature didn't work out so well. IP Board will be removing it in the next release. Now I'm glad I didn't turn it on at ModCraft :grin: I did get some SQL errors at one point.
  4. Thanks IS. I had heard this was possible, but couldn't find it...
  5. I would like the PC to be able to talk to various NPC's while sitting around a table. Is there a way to increase the activation distance on an NPC? The player will select each NPC in turn, but I would like to be able to do that while everybody is seated, including the PC.
  6. Did you ask the AN guys about setweather? I would think setweather would be the way to go, realizing that there will be a transition time. You might even need to detect if the player is using AN, and if so, you select one of their weathers. Now the detection of AN being present makes your mod dependent on OBSE, but that's the way I would be inclined to go. I would just use SetWeather and accept the transition time in any event. It would be less jarring. I'd also have a look at vanilla scripts and see what they do when a gate is closed because really, that's what you're doing. Sorry I haven't read the previous posts, so I don't know what you've done so far. Edit: I just took a quick look at the vanilla scripts and I don't understand why you are messing with the weather at all...
  7. No, you were right - I got the syntax wrong I edited my post so poor Vyper doesn't get more confused!
  8. Yeah, I normally use ScriptEffectElapsedSeconds, but I wasn't sure if he had a magic effect or not. I admit I didn't look up to see if ScriptEffect could be used for non-magic effects. I've only used it for magic effects, so I use ScriptEffectElapsedSeconds.
  9. Vyper, you've got those condition blocks backwards. You've got >= 1, which will always be true. If you timer is 5, for example, then it's greater than 1, isn't it? So the first block will always be true. ScripteffectStart only runs once. You need to update your timer in ScriptEffectUpdate. EDIT: Also, as Willie points out, you need to use ScriptEffectElapsedSeconds, so you'll have to change your ScriptEffectStart block too. So your ScriptEffectUpdate block would be: Begin ScriptEffectUpdate set Timer to Timer - ScriptEffectElapsedSeconds If Timer >= 5 ForceWeather Clear MessageBox "Weather Clear" ElseIf Timer >= 4 ForceWeather OblivionStormTamriel MessageBox "Weather Oblivion" ElseIf Timer >= 3 ForceWeather Clear MessageBox "Weather Clear" ElseIf Timer >= 2 ForceWeather OblivionStormTamriel MessageBox "Weather Oblivion" ElseIf Timer >= 1 ForceWeather Clear MessageBox "Weather Clear" ElseIf Timer < 1 SetWeather Clear MessageBox "Weather set to clear" Endif End
  10. Vyper, Would you mind touching base with the All Natural guys? The reason I ask is because there are a number of us who have been complaining about Oblivion weather being stuck and Wrinkly and company have been scratching their heads over the issue. I'm using your gate closer mod - does the current version affect the duration of Oblivion weather? Even if it doesn't, perhaps talking to the AN guys will give you some ideas on how to fix your water issue. I believe AN uses force weather, but I'm not entirely sure.
  11. In terms of reducing the poly count on collision meshes for architecture, we did the same thing. Originally our modeller simply created a "standard" mesh, which had a high number of vertices in the roof. We decided that a much simpler collision mesh would work just fine for the roof. It reduced the total poly count by almost half.
  12. That is cool! Just tried that with a large interior area and that looks really neat. Makes it super dark though... Guess black has a tendency to do that
  13. Yeah, you're a spring chicken compared to Willie and me Welcome to TESA and have a cookie
  14. Aha! Secrets revealed. I wondered how you guys managed it.
  15. A thank you too! This confirms my suspicions. I've been using a couple of real light sources for ambience, but using fake lights with light objects for the rest. With a couple of real light sources you can see and hear the flicker, but with the rest being fake, you get the performance.
  16. I didn't take actual FPS measurements, but the stutter was really noticeable. After testing I went back to a previous saved game and things returned to normal. I still had some stuff in the great hall, but during testing it was filled with statues and furniture. I also don't get a lot of complaints (about IFR) from players. I've just had one or two admit that they noticed an effect after cluttering their houses with a lot of stuff. I do think you have to clutter a cell by quite a bit, but it's hard to quantify.
  17. That would be great! Thanks! I'll send you a pm with the mesh and textures. You could download IFR - link is in my sig, but all the resources are in the BSA, so that would be a bit of a pain. I was able to see the change when I did the last update to IFR. Basically I was using Battlehorn Castle as my testing area, so I would buy all the items I had added and place them in the main hall. Since I was running back and forth and adding more and more clutter, I could see the impact on the frames. There are a couple of NPC's there, but they would come and go. Basically it was a fairly good environment for seeing the impact. I had purchased all of Loth's weapon racks and filled them. I also had a bunch of statues, rugs, tapestries... But it seemed to be the ship, miniature lighthouse (yes I have one of those too ) and miniature priory chapel that really seemed to affect the performance. Now in my new game, I've just got a few pieces of furniture and the ship in the IC shack and that's fine. So yeah, it appears it's important to test your house in-game as you add clutter and see how it's doing.
  18. Over cluttering an interior will impart a performance hit though. I always mix real lights and fake lights to try to keep things runnng smoothly. The problem is determining what over cluttering means. I've seen some good examples of this though. I'll have players who use my Imperial Furniture Renovated mod to clutter their homes. At first everything is great. Then they'll report that they're starting to see a performance hit. Basically they've added too much clutter. Ultimately they put up with it or move some items to another location. One thing that was fairly easy to test is the miniature ship I created as a clutter item. It has a huge number of vertices because ships in the game are comprised of separate meshes. I combined all the meshes into a single mesh. I created a custom collision that wasn't too bad on the polly count, but I don't have the modelling skills to fix the mesh of the ship properly. On it's own it's not a problem. But if you place that ship in a cell with a bunch of other clutter, you'll see the drop in FPS. I found I could see the hit when I had the ship and about 6 other statues, plus furniture in a cell. There were quite a few furniture pieces as well. So it's hard to quantify, but there is a hit if you manage to put enough stuff in a cell. And I've seen all this without any NPC's in the cell.
  19. Alright, how 'bout you just slap his hand away then...
  20. Actually Amadaun is really good at interior design. I've asked her to come up and do my house From the mod stand-point, we're redoing a number of areas. But we're making good progress.
  21. Yeah, there's a gap of as much as two weeks between some of the quests.
  22. AndalayBay

    Hi there

    Welcome to TESA!
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