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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. Northern UI Compatibility

    Here's what I came up with for the placeholder. What do you think? The forums aren't doing a good job of resizing that image. It looks crisper than that. Also, the image is still too big. I set _allowStretch to false, but I guess there's still a zoom factor. I don't think the image needs to fill that spot.
  2. Northern UI Compatibility

    I’ll be working with DavidJCobb on making Oblivion XP compatible with his new UI, called Northern UI. Here are some notes for David: Oblivion XP replaces the vanilla player levelling system with a D & D style system. This means that players don’t advance their skills and attributes from use. Rather they earn experience points from game activities. Once they have accumulated enough points, they will gain a level. When they gain a level, they can level up by sleeping or by pressing a button on the character stats menu, which will open the level-up window (menu). The level-up menu allows the player to spend points to increase their attributes and skills. Here’s the level-up menu for DarNified UI: We need to modify these menus for Oblivion XP: hud_main_menu.xml stats_menu.xml levelup_menu.xml levelup_config.xml levelup_av_template.xml ? I'm hoping we won't have to modify levelup_av_template.xml. See my comments a few posts down where I post the code snippets. We can upload images to the Collective project album and files to the Collective project download category. I’ll get into the specifics of what needs to change for each menu and some code snippets that show how Oblivion XP interacts with the menus in the next post.
  3. Northern UI Compatibility

    I know what the mouseover script does, but I missed the part about you wanting the values written to the menu's root tile. Initially I tried setting the String trait as you indicated here and that didn't work at all. We need to make sure the code continues to work for those using a mouse. We also need to make sure we don't break the other UI's. If you're using the keyboard or gamepad, what would trigger the mouseover function? The mouseover function is the event handler for the OnMouseover event. Is that a function of your DLL? If user6 and user7 aren't used, then yes, it would be better to use those. I guess I'll have to use the canCreate boolean because user8 won't exist in the other UI's. I'll get complaints if I have Ob XP writing errors to the console. Here's the new script if you'd like to install the CSE and give it a try yourself: scn ObXPUILevelUpMouseoverFn ; Parameters short menuType string_var pathName short buttonId ; Locals long actorVal string_var picture string_var descr string_var sName Begin Function { menuType, pathName, buttonId } ; Safety check if ( menuType != 1027 ) return endif let descr := tile_GetString "%z\_descript", pathName, 1027 let sName := tile_GetString "%z\_name", pathName, 1027 if ( tile_HasTrait "%z\_smallpicture", pathName, 1027 ) ; top-level template let actorVal := tile_GetFloat "%z\_actorVal", pathName, 1027 let picture := tile_GetString "%z\_smallpicture", pathName, 1027 elseif ( buttonId == 100 || buttonId == 110 ) ; _plusImg or _minImg let actorVal := tile_GetFloat "%z\...\_actorVal", pathName, 1027 let picture := tile_GetString "%z\...\_smallpicture", pathName, 1027 else let picture := "Bla" let actorVal := -1 endif ; reset pictures tile_SetString "levelup_background\OXP_attributes\OXP_attribute_picture\filename|Bla", 1027 tile_SetString "levelup_background\OXP_skills\OXP_skill_picture\filename|Bla", 1027 ; write current values to user traits for Northern UI tile_SetFloat "\user6", 1027, actorVal tile_SetString "\user7|%z", descr, 1027 tile_SetString "\user8|%z", sName, 1027, true if ( actorVal >= 0 && actorVal < 8 ) tile_SetString "levelup_background\OXP_attributes\OXP_attribute_picture\filename|%z", picture, 1027 elseif ( actorVal >= 11 && actorVal < 33 ) tile_SetString "levelup_background\OXP_skills\OXP_skill_picture\filename|%z", picture, 1027 endif sv_Destruct pathName, picture, descr, sName End I haven't tested that yet, so it may not work. I'm hoping that you'll only expect the user traits to have real values when the actor value isn't -1. And yes, the damned editors and other forum bits are all kinds of busted. This is IPS 4 and it sucks. We will be switching to other forum software, if I ever get time to finish my evaluations.
  4. Northern UI Compatibility

    Pretty much. It doesn't make sense to me, but I thought that's what you wanted. If I set the String attribute, it didn't work. I had to let the menu do its thing with the active() call.
  5. Northern UI Compatibility

    I can do the scripting, I'm just not following what you're trying to do. Is user6 used by all UI's? Is it always the description? In the mouseover function, the actor value is _actorVal. The local variable is set to -1 when the mouse isn't passing over an attribute or skill. So you're saying you want the -1 to be applied to the menu? User7 seems to be a scroll bar, which doesn't make any sense to me. If you want the actor value to be set to -1 in the menu, then I would be inclined to do it this way: tile_setFloat "%z\_actorVal", pathName, 1027, -1 I don't know what the "canCreate" boolean is for. Do you? If you're sure that user6 is the description and user7 is the actor value, then I can certainly switch to using them. For the record, here are some values for pathName: pathname: levelup_background pathname: bottom_bar\controls\levelup_exit_button pathname: levelup_background\OXP_attributes\OXP_attributes_pane\OXP_AV3 pathname: levelup_background\OXP_attributes\OXP_attributes_pane\OXP_AV2 pathname: levelup_background\OXP_attributes\OXP_attributes_pane\OXP_AV1 pathname: levelup_background\OXP_attributes\OXP_attributes_pane\OXP_AV0 pathname: levelup_background\OXP_attributes\OXP_attributes_pane\OXP_AV1 pathname: levelup_background\OXP_attributes\OXP_attributes_pane\OXP_AV1\enumpicker\_plusImg pathname: levelup_background\OXP_skills\OXP_skills_pane\OXP_combatskills\OXP_AV15 pathname: levelup_background\OXP_skills\OXP_skills_pane\OXP_combatskills\OXP_AV16 pathname: levelup_background\OXP_skills\OXP_skills_pane\OXP_combatskills\OXP_AV15 pathname: levelup_background\OXP_skills\OXP_skills_pane\OXP_combatskills\OXP_AV16 pathname: levelup_background\OXP_skills\OXP_skills_pane\OXP_combatskills\OXP_AV18 I really wish the syntax was consistent for those tile_xxx functions.
  6. Northern UI Compatibility

    Here's the new plugin. It seems to work with the other UI's, but I haven't tested all of them yet. If it works with one, it should work with them all. Could you upload your new levelup menu? I've got a placeholder image that I'd like to play with and I don't feel like figuring out how to get it coded up.
  7. ObXP

    ObXP View File ObXP plugin with mouseover changes. Submitter AndalayBay Submitted 10/22/2018 Category The Collective  
  8. Northern UI Compatibility

    Got it! This turned out to be tricky. Setting the string value caused a conflict between the mouseover code in the plugin versus the active() call in the menu. As you moved the mouse around, you'd get overlapping descriptions due to the difference in timing. The solution was to set the actual trait and let the menu code continue to set the string. I decided not to mess with the skills or attributes sub-title on the description. Can we remove that? The skill or attribute should be highlighted so people will know whether it's a skill or attribute description. Trust me, they'll know anyway. Here's the new mouseover function code: scn ObXPUILevelUpMouseoverFn ; Parameters short menuType string_var pathName short buttonId ; Locals long actorVal string_var picture string_var descr Begin Function { menuType, pathName, buttonId } ; Safety check if ( menuType != 1027 ) return endif if ( tile_HasTrait "%z\_smallpicture", pathName, 1027 ) ; top-level template let actorVal := tile_GetFloat "%z\_actorVal", pathName, 1027 let picture := tile_GetString "%z\_smallpicture", pathName, 1027 let descr := tile_GetString "%z\_descript", pathName, 1027 elseif ( buttonId == 100 || buttonId == 110 ) ; _plusImg or _minImg let actorVal := tile_GetFloat "%z\...\_actorVal", pathName, 1027 let picture := tile_GetString "%z\...\_smallpicture", pathName, 1027 let descr := tile_GetString "%z\_descript", pathName, 1027 else let picture := "Bla" let actorVal := -1 let descr := "" endif ; reset pictures tile_SetString "levelup_background\OXP_attributes\OXP_attribute_picture\filename|Bla", 1027 tile_SetString "levelup_background\OXP_skills\OXP_skill_picture\filename|Bla", 1027 if ( actorVal >= 0 && actorVal < 8 ) tile_SetString "levelup_background\OXP_attributes\OXP_attribute_picture\filename|%z", picture, 1027 tile_SetString "%z\_descript|%z", pathName, descr, 1027 elseif ( actorVal >= 11 && actorVal < 33 ) tile_SetString "levelup_background\OXP_skills\OXP_skill_picture\filename|%z", picture, 1027 tile_SetString "%z\_descript|%z", pathName, descr, 1027 endif sv_Destruct pathName, picture, descr End This was a function that Kyoma wrote after he switched to the new syntax. I was hoping that he allowed for more than one parameter and indeed he did. I'll do a bit more tidying up and then will post a new plugin.
  9. Craftybits 0.812 Bug Reports

    Odd. It sounds like it's hit or miss. What's the intelligence of the NPC's involved? It's a stretch, but I remember that the Gamebryo engine had some surprising features, even to Bethesda, so it might be worth checking out.
  10. Craftybits 0.812 Bug Reports

    A find package is used to find an object. The object has to be persistent. If you want the NPC to activate an activator, I don’t think a find package will work. I took a look at the various package types and I’m not sure what would get an NPC to activate an activator. That has to be doable though. I would look at the various activators in the game, do a text search for the editor ID and see if I could find one that’s the object of an AI package. If you can’t find one, then another option would be to use a marker in a trigger zone. Give the NPC a travel package to the marker, which would set off the trigger zone. Then have the trigger zone set off your activator. Yeah, that’s ugly. Hopefully there is a package that would get an NPC to activate an activator. Actually you could probably just get the NPC to travel to the activator. Put a trigger zone around your activator and it would trigger your activator. It doesn’t look like a travel package to an activator would get an NPC to activate it, but it’s worth a try.
  11. Craftybits 0.812 Bug Reports

    I haven’t been following your discussion, but I’d like to give you guys a caution based on your last post, @HoundAkragth. NPC’s can’t access a container with a script unless your mod requires OBSE 21+. I believe that shadeMe was able to fix the bug with OBSE. We discovered the bug when we had eat packages for the NPC’s in Dark Brotherhood Chronicles that included the NPC getting something to eat from a container. If you need NPC’s to access containers, then giving them an eat package with no food in their inventory is an easy way to test the fix. Combine that with low responsibility and an aggression of 20 and fights will break out.
  12. Northern UI Compatibility

    Ok, I’ll take a look.
  13. Northern UI Compatibility

    Yeah let me take a look. One thing we need to keep in mind are the translations. I don’t think I have a line for “Skills” or “Attributes” as a single word, so we should probably remove that. I’ll take a look at the placeholder image as well. I won’t be back to modding until later tonight though. I’m UTC - 4, btw. Do we need to remove the active() calls from the menus then?
  14. Northern UI Compatibility

    Ok, so what would I need to do via script? As I said before, there’s actually only one level-up menu for all the other UI’s. I just had to change the levelup_config xml to set the sizes, fonts and colours. So yeah if I don’t have to detect NUI, I can take a look. I’m just not clear on what I’d need to do.
  15. Northern UI Compatibility

    Would having the placeholder image help with the problem? As I said, I didn't even know keyboard navigation was an option. I really don't think anyone will use it. Could you set the focus to the Strength attribute? You might have to also set the image and description to Strength as well. I don't know what to do about the mouse pointer though. I'm hesitant to handle this script-side because the other UI's don't have this issue. I'd have to detect that it's Northern UI and have custom code for it. In terms of the placeholder image, that's the idea, but I think it should be a bit smaller and fainter. It really dominates the menu.
  16. Northern UI Compatibility

    First, that's super! Second, I really never thought about the empty space. We could use the Oblivion XP icon. I'm good enough at Photoshop to make it semi-transparent or faded, but it might be more work than it's worth. People aren't in the level-up menu all that long. They are bumping up their stats and moving on. I've never had anyone comment on the empty spot.
  17. Bethesda.net Discussion

    I find the thing bloody difficult to use! At least with Steam I can keep it in permanent off-line mode. Mind you, my new keyboard isn't any better. I have to log in to its stupid utility too. At least I can keep it off-line, although I wonder if it is really off-line.
  18. Northern UI Compatibility

    I'm special. That's great news. I had to restructure the BAIN package, so I've been testing it with each UI to make sure I got everything.
  19. Bethesda.net Discussion

    Yeah totally useless.
  20. [WIP] Dark Brotherhood Chronicles: Consequences

    The project has been on hold for the past couple of years as we had major house renovations done. I'm finally back to playing and modding. I actually just fixed a major bug in DBC (Awakening). When I get back to DBC full-time, I need to review all the work done with regards to voice acting. I know we still have a couple of roles that need filling, so you might be able to help us. Do you have any samples of your work?
  21. Dark Brotherhood Chronicles: Consequences Introduction Once upon a time, our name was whispered in the dark corners of the deepest caves and feared in the highest towers. Once upon a time, we bore the blood of emperors on our hands. Once upon a time, we were mystery, and secret, and the greatest in the Empire would gather our rituals to be allowed to grovel at our feet. Once upon a time, we scorned Mephala Herself, stole Her treasures, and found a master far beyond what She ever was. But now... Whether you've decided to restore the Dark Brotherhood or bring about its sundering, your work has only just begun. You have made your choices. Now it is time to face the Consequences. Consequences is the second instalment in the Dark Brotherhood Chronicles. It will feature two complete quest lines, along with a series of side quests for each side. Description The Dark Brotherhood Chronicles is a large quest mod that continues and expands the story of the Dark Brotherhood in Oblivion. The project was started in late 2006 or early 2007 - we're not really sure. With some early background and advice from Emil, the Bethesda employee who conceived and developed the Dark Brotherhood, the original team started writing a story that was meant to span three separate chapters, which they didn't name. Amadaun joined the team and after a couple of team changes and rewrites, we settled on the story that was released as Awakening, the first chapter. We had a rough outline for the second and third chapters, but nothing concrete. We wanted to release Awakening before Bethesda released their fifth game, Skyrim, but we failed to meet that deadline, instead releasing Awakening in late November 2011. It was well received and we earned the Nexus File of the Month award for December 2011. However Awakening has one major flaw which has frustrated many a player ever since: it ends in a cliffhanger. One person who complained about Awakening's story was a forum member named Cray. He took the time to join the community site that now hosts the Dark Brotherhood Chronicles and wrote a two-page long critique. I was impressed with what I read, despite its length, so I challenged him to put his words into action and help us with Consequences. He took up the challenge and now he, Amadaun and I have teamed up to flesh out the story for Consequences. We are also planning the story for the third chapter, which we hope to develop for Skyrim. It will be called Transgressions. Cray and Amadaun are both lore nerds and excellent writers, so our aim is to provide a rich story that does justice to both sides. If you don't know what I mean by "sides", then you will need to play through Awakening. Consequences will bring both sides together in one dramatic ending. This time the story will end... until Skyrim 200 years later. Progress The plot is settled, the NPCs are almost wholly written up, it's just time to write quests, think of rewards and get to work on the mechanical side. We are still tossing around ideas for side quests as well. Plot: 95% Quest Writing: 0% NPC Conceptualization: 90% NPC Implementation: 10% Landscaping: 0% Modelling: 0% Dungeons - Level Design: 0% Dungeons - Cluttering: 30% Buildings - Level Design: 0% Buildings - Cluttering: 0% Quest Coding: 0% Testing: 0% We may not need any new landscaping, dungeons or buildings. We have plans to repurpose some buildings from Awakening. Dungeon cluttering includes the clean-up of existing locations and quite a bit of that has been done already. We'll have a better idea of what we need once we start writing the quests. The Dark Brotherhood Chronicles is hosted here on The Assimilation Lab. You can follow our progress and check out our concept art and screenshots. Current Team Amadaun - Team Lead, Writing, Modelling, Texturing, Level Design AndalayBay - Team Lead, Scripting, Quest Building, Level Design, Sound Engineering, Site Administration Cray - Team Lead, Writing, Lore Advisor, Critic Vincent - Level Design, Modelling 'Drea - Writing, Quest ideas, Critiquing Sunseahl - Writing, Critiquing Credits I must repeat the credits from Awakening since we are building off that body of work: Bethesda for creating Oblivion shadeMe for the CSE and Conscribe scruggsywuggsy the ferret for OBSE mr_siika for the Sanctum meshes Helborne for the Chitin armour and weapons Xiamara for the chair and sofa meshes Gildur and Demonmaster for the Anima Cyrodiili tileset Meo for the ceremonial dagger mesh Ren for the blindfold mesh Phoenix Amon for some of the book covers Emillia for various meshes and textures InsanitySorrow for various meshes and textures Qarl for his spider web meshes and textures TheTalkieToaster for the Spider Draedra NPC elveon, Malo, mikal33 and AlienSlof for the spider resources LHammonds, Sita and Jerros for the Paladin armour Klaus for his UI topic fixes fg109 (RandomNoob) for his help with scripting and quest building Unofficial TESA Clutterer's Guild for various meshes PrettyMurky - XML, Scripting Rahvin - Writing theinfamouskat (thechickwhopwn3dyou) - Writing Thomas Kaira - Interiors Ysne58 - beta testing Xae (Xaeaix) - soundtrack, sound engineering Elec0 - Modelling, Beta Testing Koniption - Modelling, Texturing Lareneg - Writing, Beta Testing omeletted - Texturing, Beta Testing Silver - Modelling Siulil - Beta Testing 'Drea - Writing, Beta Testing, Voice Acting for Awakening Morrigain - Writing saebel - Critique and assistance in rewriting a couple of quests, Voice Acting for Awakening Ibsen's Ghost - Voice Acting for Awakening Mick Mize - Voice Acting for Awakening
  22. [RELz] DarkUI'd DarN BAIN

    DarkUI'd DarN BAIN View File This is my BAIN package with a wizard script for DarkUI'd DarN. You can install manually or use the wizard. See the readme file in the package for details. Submitter AndalayBay Submitted 10/16/2018 Category Miscellaneous  
  23. [RELz] DarkUI'd DarN BAIN

    I just attached a screenshot of the package list to the file entry.
  24. [RELz] DarkUI'd DarN BAIN

    Yes. You can pick which loading screens you'd like to use.
  25. Unofficial Morrowind Patch The Unofficial Morrowind Patch aims to fix the bugs in Morrowind, Tribunal and Bloodmoon that Bethesda never fixed. We intend to create a single patch that will incorporate the various patches and fixes that have been released in the past so that no additional fixes to vanilla Morrowind are needed - one patch to fix them all. We will continue to develop our patch to fix the bugs that are still oustanding after the other fixes have been merged. This will be a bug fix patch. It will not include enhancements, tweaks or subjective changes. Our fixes will be based on evidence we can find in the game files and will also fix game-breaking bugs. All those changes will be documented and the documentation will be easily accessible so that any user can see the rationale for the fix. We're looking at using one of the patch mods as a base and merging the fixes from other patches like the Morrowind Patch Project and ThePal's Unofficial Morrowind Patch. We will set the version of our first release at a higher number than the other major unofficial patches to demonstrate that it is a new update to the old patches. If you'd like to submit a fix without joining the team, you can upload your patch to our File Contributions area. You have to be a member of The Assimilation Lab to do that though. Team: AndalayBay Skrawafunda Amenophis Arthmoor Dragon32 Fritz Greatness7 HedgeHog12 Jac Midgetalien qqqbbb Reizeron Project Forums: You can follow our progress in this forum. We'll post announcements once we're ready for beta testers and bug submissions. Credits Thanks to Leonardo for getting this project organized and getting us all going! More to come!
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