Welcome Guest ( Log In | Register )

> TK's Mod Questions Thread, Got mod problems, or are you just lost with a tool?
Thomas Kaira
post Feb 8 2011, 06:45 AM
Post #1


Mouth
Group Icon
Joined: 10-December 10
From: Flyin', Flyin' in the sky!



First off, some useful links and utilities:

The Bethesda Oblivion Mods forum, this is where you'll want to go for all the latest news and updates on the mountains of unofficial content we all take for granted. If I don't have the answer you're looking for, chances are one of the many people here do.

Oblivion Mod Manager, I don't think I need to explain this one. wink.gif

Better Oblivion Sorting Software, this is a well maintained utility that reads the mods you have installed and suggests the best order to load them in to avoid the inevitable conflicts. This is another must-have.

Wrye Bash, the Swiss army knife of Oblivion modding, and I swear by it. It's intimidating at first, but surprisingly easy to use once you figure out how it works. Finally, Once you figure out BAIN, you will never need to worry about installation problems again.

Wrye Bash Pictorial Guide for Newbies, if you are just starting Bash, it can be very easy to get lost in how much it does. This will help you get on the right foot.

TES4Edit, a very important tool. Most of its features don't concern the end user, but its ability to clean up dirty and unneeded edits in a plugin is invaluable.

TES4Edit Cleaning Guide at the TESCS Wiki. It contains a comprehensive list of mods that need to be cleaned, mods that are already clean, and mods that should not be cleaned, as well as a comprehensive guide on how to actually do it.

So, it seems I have become "Mr. Modder" around these here parts, so I've decided to open this little thread if you have any questions for me. Questions about making modding easier for yourself, how to use a specific tool, if you've encountered a rather irksome problem and can't figure out what to do about it, or if you want to make your game perform a bit better. I will be the first to admit I'm not a professional modder, as I don't make my own mods. I do have the experience needed to maintain a heavy load order with minimal issues, as well as understanding a few advanced tricks to squeeze every last drop of performance out of the game, so I do know what I'm talking about. wink.gif

If anyone has any doubts, this is my load order:



So with that, ask away. smile.gif

This post has been edited by Thomas Kaira: Feb 8 2011, 06:46 AM


--------------------
Rarely is the question asked, is our children learning?
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
23 Pages V « < 21 22 23  
Reply to this topicStart new topic
Replies(440 - 446)
ghastley
post Oct 2 2020, 02:22 PM
Post #441


Councilor
Group Icon
Joined: 13-December 10



QUOTE(Renee @ Oct 2 2020, 08:49 AM) *


There is no SavedMinorCrimeCount in Fallout 3

SavedMinorCrimeCount would be a local variable, declared in your script. It would need to be the same type (Int, float) as the other one, so they can be compared properly.

I think you'd need to have this script run on each officer, as the crimes they consider are only the ones on their patch, so each officer is only aware of some of your crimes. And I'm getting all this from the GECK Wiki, not from personal experience, as I don't have any Fallout games.


--------------------
Mods for The Elder Scrolls single-player games, and I play ESO.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Renee
post Oct 2 2020, 02:47 PM
Post #442


Councilor
Group Icon
Joined: 19-March 13
From: Ellicott City, Maryland



I see. I'd declare this. So you're saying I would declare SavedCrimeCount like so?

Int SavedMinorCrimeCount
Int SavedMajorCrimeCount

???


--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
ghastley
post Oct 2 2020, 03:21 PM
Post #443


Councilor
Group Icon
Joined: 13-December 10



Yes, that's right. The GECK Wiki uses Actor.GetMinorCrimeCount etc. as the variables are kept for a specific character and your script would potentially have a copy for each officer that could consider the crime. At times, they could be different values for different NPC's but since we're just checking for a change, it doesn't matter if that specific one missed a couple. It gets re-sync'ed when the script sees the change happened.


--------------------
Mods for The Elder Scrolls single-player games, and I play ESO.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Renee
post Oct 2 2020, 03:41 PM
Post #444


Councilor
Group Icon
Joined: 19-March 13
From: Ellicott City, Maryland



Yes, you get it! I'm just trying to check for a change, not the previous value(s) which already were generated.

And that is also true about different values getting generated for different NPCs. One time my character entered Megaton and the arrest process began, which shouldn't have been happening because GetMinorCrimeCount is not supposed to kick in until it's >= 3.00. I checked a nearby NPC and the count was 2.00. After some time, I tried checking the officer herself. Voila, it was 4.00. Everything was working, I just didn't know different people "see" different crime counts.



--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Renee
post Oct 3 2020, 11:39 PM
Post #445


Councilor
Group Icon
Joined: 19-March 13
From: Ellicott City, Maryland



I could not get it to work, sorry. I think the problem is I don't know how to type what you were showing me, ghastly. I don't know where it should go in the script, and how it gets written. I'll just post the entire arrest part of the script.


scriptname aaaEnforcementOfficerScript

short Status

Begin GameMode

;------------------------------------------------------------

; This set of scripts handles the arrest process

If (Player.GetInWorldspace MegatonWorld == 1) && (Status == 0)
If (GetMinorCrimeCount >= 3) || (GetMajorCrimeCount >= 1)

Set Status to 1
aaaMegatonOfficerRef.AddScriptPackage aaaArrestPlayerPackage

EndIf
EndIf

End


.... So how do I write that Return script? Where would it go?


Never mind, I think I got a better solution.

This post has been edited by Renee: Oct 4 2020, 03:30 AM


--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Renee
post Nov 13 2020, 12:51 AM
Post #446


Councilor
Group Icon
Joined: 19-March 13
From: Ellicott City, Maryland



I think I am ready for Wrye Bash. I've never used it before, except for clearing the A-bomb. I've had WB for years now, just have never used its modding side. The thing is, there's so many pieces missing from my Oblivion over the years, creatures which once showed up in dungeons have been missing a long time, birds in the air, and so on. I never see rainbows (yet have something installed which should display them). I hope that Bash can restore these things.

I know how it works, sort of. Been using Wrye Smash for Skyrim for years. For Oblivion, it seems to be the same. We start by copying archives into the Installers page, right? But is there some thing else I should do first? Does it matter that I've already had mods and OMODs installed for years?

This post has been edited by Renee: Nov 13 2020, 12:58 AM


--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Renee
post Nov 19 2020, 01:59 PM
Post #447


Councilor
Group Icon
Joined: 19-March 13
From: Ellicott City, Maryland



QUOTE(Renee @ Nov 12 2020, 06:51 PM) *

I think I am ready for Wrye Bash. I've never used it before, except for clearing the A-bomb. I've had WB for years now, just have never used its modding side. The thing is, there's so many pieces missing from my Oblivion over the years, creatures which once showed up in dungeons have been missing a long time, birds in the air, and so on. I never see rainbows (yet have something installed which should display them). I hope that Bash can restore these things.

I know how it works, sort of. Been using Wrye Smash for Skyrim for years. For Oblivion, it seems to be the same. We start by copying archives into the Installers page, right? But is there some thing else I should do first? Does it matter that I've already had mods and OMODs installed for years?


Well let me answer your question, lost one. NO! No we don't need to prepare for Wrye Bash! Sorry it took so long to answer! Now begone!



--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

23 Pages V « < 21 22 23
Reply to this topicStart new topic
6 User(s) are reading this topic (6 Guests and 0 Anonymous Users)
0 Members:

 

- Lo-Fi Version Time is now: 18th May 2024 - 05:50 AM