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    • AndalayBay

      Orphan Attachments   07/31/2018

      I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!

AndalayBay

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Everything posted by AndalayBay

  1. Daggerfall - The Western Kingdom (WIP)

    Regarding the issue with having to load Daggerfall.esm right after Oblivion - you need to move your worldspace. Your requirement is going to break peoples’ games and is not necessary. Use TES4Gecko to move your worldspace. It’s a set function in TES4Gecko. If you can’t find it, I’ll see if I can dig up the detailed instructions.
  2. Northern UI Feedback

    Yes, I use Elven. I looked at the maps for Roads of Cyrodiil, but they aren't the same size and I have no idea how to line them up, so I just edited the DM ini. Since ROC is a replacement for Roads & Bridges and West Roads, you just need to copy those settings and copy the map textures, renaming them as needed.
  3. Northern UI Feedback

    I finally got the empty indicator for the containers. It appears it will only show if the container is empty when the cell is first loaded. Vacuity checks the status on a regular script cycle, so a container will show as empty as soon as you've emptied it. This is handy when you're raiding a bunch of containers. I still don't get it for all containers, even if the cell is loaded for the first time. I also got the stack handling to work. It would be nice if that carried over to bartering. If you press Shift when bartering with a merchant with TQP, the entire stack will be sold without a prompt. Similarly if you hold Ctrl, a single item will be sold without a prompt. That part is working. I'd prefer to avoid the prompt when selling a stack as well. Enhanced Economy seems to be working just fine, for the features I have enabled. I went through the local prices dialogue and that worked fine. You can ask vendors what will give the best and worst prices in each city - that's called local prices. Dynamic Map is also working. I see the Open Cities Reborn map along with the zoom features.
  4. Kitties!!

    Older Brits are like that. They just love the attention and will purr away. One time when I took one of my old Brits, Britannia, to the vet, she was purring while the vet was trying to listen to her heart. The vet had to put a dab of alcohol on her nose to make her stop purring. Just a minute ago, I heard the fans in my computer really ramp up and I was wondering what was making them run so hard. One of the kittens was sleeping on the radiator!!!
  5. Kitties!!

    I've seen that before. Any lovin' is good lovin'! Most of mine wouldn't tolerate the indignity.
  6. Northern UI Feedback

    Actually Pluggy might have been the culprit, or at least a contributing factor. I still crash on occasion, but it seems to be less often. I finally had to remove NUI and revert to Darnified UI because I needed the raised spellmaking and enchanting limits from Supreme Magicka. David hasn’t gotten Dynamic Map working 100% yet either. There are some mods that don’t have a plugin, so the map changes are in the Dynamic Map ini as textures which DM then applies to the world map. That part doesn’t work yet. I use Arthmoor’s Roads of Cyrodiil and that’s a combination of a couple of old mods, so there isn’t a single texture for the world map, so I had to define the textures in the DM ini.
  7. Another option is to compare the plugins with TES4Edit, as I explain in my guide here. Note that there is a new version of TES4Edit that was just released and it has tons of changes, so you'll see some differences. I haven't validated my guides against the new version yet.
  8. Pascal and Ada Sleeping

    Pascal and Ada Sleeping View File Not for inclusion in the collage. This is a cute pic of Pascal and Ada sleeping together. Could you fix up the background? Then I'll trim it up and put it up in the site gallery. Submitter AndalayBay Submitted 12/05/2018 Category Staff  
  9. Pascal Sleeping

    Pascal Sleeping View File This is Pascal when he was a kitten sleeping in a really weird position. Submitter AndalayBay Submitted 12/05/2018 Category Staff  
  10. Kitten Pictures

    Kitten Pictures View File Variety of kitten pictures. Submitter AndalayBay Submitted 12/05/2018 Category Staff  
  11. TES4LODGEN-Noob needs help

    Are you sure it's just the LOD? What about the castle itself? I recommend sorting your load order with BOSS and then build a Bashed Patch. Then you can regenerate the LOD with TES4LODGen. I also recommend regenerating the landscape LOD with TES4LL. For TES4LL, just pick one of the batch files that you think will match the power of your computer. Perhaps start with midres, or highres if you've got a pretty good rig.
  12. Northern UI Feedback

    From what I can tell, it's vanilla. When I switched back to the vanilla UI, I could see my horse's health and it was very low. I think you can see enemy health with vanilla too. I have a mod that makes the health bar coloured and it works for enemies and companions, even though it's called Coloured Enemy Health. I suspect that it just changes the colour of the vanilla health reticle, whether it's an enemy or not. It's not just my horse, I will see the health of any companions I have as well, like when I'm working with various NPC's on quests. I don't use companion mods; these are the various temporary companions you'll get as you play through the various faction and main quests in the game.
  13. Northern UI Feedback

    It turns out the previous crash was just a random crash for some reason. However I just confirmed that your crosshair doesn't display anything when my horse died from a very minor attack. Obviously he was seriously wounded and I had no way of knowing. Personally, I think your UI should be compatible with all these mods that offer these features by virtue of sticking to the vanilla structure. The playthrough I've been using for NUI has become my main game and I need these features, so I'm going to remove NUI and revert to another UI. I hope I've given you enough feedback to fix up NUI as you see fit. If you need a quick test of something, I might be able to clone another game instance and install NUI in that.
  14. Northern UI Feedback

    Finally! A crash with some information. I don't think it's anything to do with NUI. I suspect it's due to some fancy icons for some alchemy equipment. Anyway if you could have a look and give me some pointers, I'd appreciate it. First the Windows error: Description: Stopped working Problem signature: Problem Event Name: APPCRASH Application Name: Oblivion.exe Application Version: 1.2.0.416 Application Timestamp: 462392c7 Fault Module Name: Oblivion.exe Fault Module Version: 1.2.0.416 Fault Module Timestamp: 462392c7 Exception Code: c0000409 Exception Offset: 005b7372 OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 4105 Read our privacy statement online: http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409 If the online privacy statement is not available, please read our privacy statement offline: C:\Windows\system32\en-US\erofflps.txt Now the contents from your crash logger: CobbCrashLogger.log
  15. MysteriousDoor2.jpg

    From the album Andalay's Stuff

  16. MysteriousDoor1.jpg

    From the album Andalay's Stuff

  17. Northern UI Feedback

    Does your crosshair show companion health? My horse has gotten attacked several times, but the crosshair never changes, so I'm wondering if it's just a case he's not taking any damage or if the crosshair doesn't change.
  18. Northern UI Feedback

    I finally found a game instance where I could easily enchant an item or create a spell to show you the raised limits. Note that the area limit has been raised to 300 as well, although I'm not showing that in these shots. Enchanting Menu: Spellmaking Menu: I took a look at your menus, but you're not explicitly setting the width like the other UI's, so I'm not sure what to change.
  19. Northern UI Feedback

    I can confirm that your fixes to the alchemy menu are working. There is a minor oddity with the alchemy and the repair menu though. Both menus gray out items in the list when they shouldn't be. You can ignore it and click on the item anyway and it will still let you select it or repair it. The alchemy menu only does it when you're selecting an unrelated item. Then you get the warning about it being a wasted ingredient. However the new matching ingredients do correctly highlight with potential selections, so that's fine. With the repair menu, it will do it randomly.
  20. [RELz] DarNified UI BAIN

    DarNified UI BAIN View File This is my BAIN package with a wizard script for DarNified UI. You can install manually or use the wizard. See the DarNified BAIN readme file in the package (Core/Docs) for details. The readme has the links for Trollf's loading screens. The loading screens themselves are not included in the package. Submitter AndalayBay Submitted 11/22/2018 Category Miscellaneous  
  21. Northern UI Feedback

    Here's the DM map showing the extra roads and bridges: Those are just a few of the roads and bridges. I didn't circle all of them. The key is that these changes are not based on a plugin. They are DDS files that modify the base map directly.
  22. Northern UI Feedback

    First, my apologies. I didn't realize you had found a way to incorporate Display Stats into your menus. I compared TNO's menu to yours and yours didn't have the extra elements, so I didn't think it would work. The order is different, but all the stats are there. Do we still need to have TNO's Display Stats? If so, then your compatibility section needs to tell people to install Display Stats FIRST, pick the vanilla sub-package and then install NUI afterwards. I strongly suggest you package up a readme with your mod with these instructions because people don't always read the description, at least not in full. This is not the norm for installing these mods, so a readme might help a bit. I know. NorthernUI parses that INI file, reads its contents, and writes overlays to the world map. I tested it with Castle Dunkelore and that worked. You say Roads and Trails and Roads of Cyrodiil aren't working? Do you know if this problem is specific to them, or are there other mods not showing up properly? The rest are fine. It's just the ones that are trying to inject the textures into the base map. I missed the screenshot of this issue earlier: That doesn't help much so I'll grab a screenshot from my other game instance and will post it separately. I can't switch until I've finished posting. When clicking on an existing map marker -- "the menu?" What menu? Here are the MMO menus. First showing the icon choices when you press the marker key: Then the naming menu, with its wonky non-existent text box: The new marker showing on the world map: If you ctrl+left click on an existing map marker, you'll see this menu: If you ctrl+click on your custom map marker, you'll see this menu: If you choose to delete your marker, you'll get this confirmation menu: To answer your question: the MMO customization menu. Sorry for my vagueness. Please explain? I'm not familiar with these mods. I don't play this game casually anymore. I'm primarily a Skyrim guy, but these days, I barely even play that casually because I spend so much time making stuff for it. I'm not sure how to explain it. If you grab Supreme Magicka, the custom menus are included for Vanilla. The SM version of the menus has extra stuff that the other UI mods don't need because they have parameterized everything. The Darnified menus only need to have the enchantmentsetting_config.xml menu modified. enchantmentsetting_config.xml Basically it looks like SM increases the limits by a factor of three. It's unfortunate that you chose a different path than vanilla for your basic menu elements. As you said, you didn't realize there were this many mods that overrode the menus. There are probably many more. I honestly don't know what to suggest at this point. If you restructured your menus, then you'd obviously have a better chance of working with many more mods. However most of the old Oblivion players have moved on and it's hard to say how many new players even know about these mods. I suggest waiting for feedback from other players before deciding on drastic changes. I really like your UI and I'd like to continue using it. Perhaps you could tell me what to do for the fixes I'd like and I can customize NUI for my play-through. However I don't think modifying your DLL is feasible. I'm not a C++ programmer and don't have the setup to compile it. I'm using VS, but it's for C# and it's the latest version. I will try to contact TNO, but even if he responds, I'm not sure I can modify his mods!
  23. Northern UI Feedback

    Ok, first I’ll grab some screenshots of the MMO stuff so you can see what I mean. If we do the fixes as patches, we don’t need to worry about permissions. I can try contacting TNO anyway. I don’t think I can overhaul his mods because even though I consider myself an excellent Legacy scripter (yes Oblivion’s scripting language has a name :P) his scripts are super complicated, perhaps overly so. To be fair, his mods were created before MenuQue offered all the features it offers now. I think he used templates so extensively because that was the only option at the time. You have to let Display Stats replace your menu because your menu doesn’t have all the lines it needs. I checked. TNO added almost a dozen extra elements to display all the stats. I’ll take a closer look at your post in a bit.
  24. Northern UI Feedback

    I corrected some details in my previous post. One more compatibility issue is Supreme Magicka's raised limits. I think that if you do create compatible menus for these mods, you release them as separate patch files. That way people can download NUI as is and then download the separate patch files if needed. I don't think you should package NUI as a BAIN package with all the patches included because that would mess up Wrye Bash's override functionality. The normal installation procedure for mods like this is: Install UI. Install mods that override UI elements, like Oblivion XP. Install patches that fix compatibility issues with the two mods. I can help with the patches. I just haven't figured out your menu structure in terms of the location of all the elements and the user traits you need for your menus.
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