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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!


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Vorians last won the day on January 1

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  1. A guard NPC must be male (unless dependent on another mod which overrides some of the game's hardcoding using magic and OBSE), and must be Imperial (unless dependent on another mod or unless your mod edits the vanilla guard dialogue to remove the race condition check). Set their Class as Guard and the game will automatically assign the default guard dialogue to them.
  2. Question for people with math skills

    Personally, when I am struggling to make sense of another modders' work and I need to understand it, I just tear it to pieces. As in, I strip out all the content I fully understand so that it doesn't get in the way and confuse me, leaving just the part that I don't understand. Then I start disabling bits of it to see what the results are. Whatever breaks, and how it breaks as a result of that disabled bit, helps to understand what that disabled bit does.
  3. Question for people with math skills

    Every mesh has a pivot point, the "centre" however it does not have to be in the actual centre of the object. In the CSE, if you were to place an object at coordinates 0,0,0 in an interior cell, the actual part of that object at 0,0,0 is the pivot point for that mesh. Sometimes a mesh is intended to be connected to another mesh (such as a grand door frame being separate but designed specifically for use with a single building mesh) - in that example the building mesh may have its pivot point in the centre of the object, however the door frame mesh has its pivot point in the exact same place as the building mesh, relative to its intended placement, instead of being in its centre. An actual Oblivion example I know off the top of my head would be the Imperial City building blocks. Each district contains four blocks of buildings, and each block is made up of four objects. But the pivot point for each of those objects is centred on the pavement mesh which they are all meant to fit into in specific slots. In the CSE's Render window, the pivot point is displayed as a yellow 3D cross or target when an object is selected - and when you select any placed object, press "C" to centre view on it, and zoom in, you will zoom toward that pivot point. Usage of the words "mesh" and "object" are getting a bit muddled I know, but effectively they mean the same thing here. The updated version of Reneer's mod which was deleted from Nexus has altered scripting doesn't it? So if Andalay is intending to help by referencing the existing code, she will need a copy of the updated mod. I also thought about CSE's CODA instead (no clue how to use it so don't know if it's even possible) however the drawback would be that you'd end up with a perfect result for a vanilla game, but it would not take into account mod-altered exteriors - I first took an interest in regards to Better Cities back when the update was released, which of course has massive alterations to the city exteriors - for the interiors actually included in the Reneer mod, it accounted for BC's changes, so I was impressed with that.
  4. Question for people with math skills

    In Oblivion, the majority of buildings (not dungeons and caves) have a single exterior mesh and a single interior mesh, and typically they match quite well (except that the interiors tend to be ever so slightly larger in scale). Any other meshes making up the building exterior are just clutter, not part of the building at all really. Wouldn't the MODB field of the base object help? Assuming OBSE scripting can reference that data of course. Speaking of the previous release which was deleted from Nexus, the assets from Reneer's original were very low detail, and should be relatively easy to recreate from scratch. If memory serves me correctly, I think TESAnnwyn can create single cell meshes, and I know CSE can create single cell textures of varying resolutions. Whether it is possible to batch-generate an entire worldspace of single cell meshes and single cell textures is another question, but if so, then the person you're collaborating with could re-release with their own assets.
  5. Question for people with math skills

    I'm not good at maths, but wouldn't you take the XYZ + rotation of the exterior building mesh, correlate with the XYZ + rotation of the interior building mesh, and then once you have matching values for what is effectively the same "object", work out what overlaps the exterior and so exclude from the interior? If you're planning on releasing, did you get permission from Reneer? Someone already released a fixed and script-optimised update to this mod back in August 2018 but it was deleted by Nexus moderators due to not having permission to use the assets from the original in their updated version. I took a look at the scripts in both versions but when my ears started to bleed I lost interest.
  6. (De)Motivational... and Funny Stuff (NSFW)

    Must be old age and forgetfulness.
  7. Feedback thread

    Because TAL is out of disk space. Andalay is working on it.
  8. Dragon Captions cannot grant permission even for the version they briefly had permission to work on, as Giskard revoked that permission after they released. Arenthia was designed by Giskard before Dragon Captions team even formed.
  9. Wrong people. TEC is Giskard's, not Dragon Captions'. He gave them permission to release an update of the mod and then removed permission after, so Dragon Captions are not in a position to answer a request for permission.
  10. Move Elsweyr Anequina to Seperate Worldspace??

    Use TES4Edit. This is all going from memory - I have actually done this, but it was about ten years ago, so I may forget something or make mistakes. There also may now be some TES4Edit scripts to do some or all of this for you, those didn't exist ten years ago, I recall there's at least one which relates to moving content around in a worldspace, but I don't recall if it moved the content from one worldspace to another, or just relocated the content within a worldspace (I think it relocated within a worldspace, displacing the object locations perfectly across the map, and I don't think it handled land and pathgrid records - I believe I used that script for a proof of concept that mod content can be placed perfectly in a 2x scale worldspace, retaining their 1x scale placement, but displaced to the new cell coordinates for the original location in a 2x scale world). Change the Form ID of the Tamriel worldspace record to a new ID. You're done! Okay so there's some tidy-up to do, but that's really all it takes. Once the worldspace record has a different Form ID, you now have a separate worldspace. All subrecords are automatically in the separate worldspace too - but some of these are vanilla cell records from where the mod overlaps with cells from the vanilla game. You now do one of two things: either strip out/delete those vanilla records (because they're beyond the border you intend to place to prevent moving beyond the edge of your new worldspace and they're also out of sight) or change their Form IDs too, so that they are no longer vanilla cells. If you keep the cells and change their Form IDs, then you'll also need to change the Form IDs of any vanilla records contained within those cells. If Elsweyr edits the vanilla road record, you'll need to change its Form ID as well, also any edited vanilla persistent objects (and the persistent cell record) you wish to retain in the new worldspace - might need to get technical with anything referencing those to ensure that referencing records continue to reference the correct version after (either the vanilla in the Tamriel worldspace, or your duplicated version in the new worldspace). Worldspace record will now want to be given a new name instead of Tamriel. Any vanilla cell records duplicated which have custom cell names will also need renaming (or the CSE will just append DUPLICATE000). Any duplicated placed objects with Editor IDs will again need renaming. Now, one thing this does not allow for, but which you can prepare to resolve before everything else I've just described, is any unedited vanilla cells which you DO want to have in the new worldspace. Easy to handle, simply find each cell in Oblivion.esm, and copy as override all the non-persistent placed objects into the ESP. Persistent objects are a bit more fiddly as you'll have to track those down individually in the Persistent cell record.
  11. Move Elsweyr Anequina to Seperate Worldspace??

    As Leo said, permission required (unless you're thinking of doing it only for your personal use), but in answer to your question, yes it would be quite possible. Fairly easy in fact, if my rusty modding memory isn't fooling me.
  12. Sid Meier's Civilization Discussion

    Is that all they've done for an update to Civ 5? How pointless. All the launcher is needed for is to launch the game (and really, what's the point in a launcher, a simple shortcut to the game is more efficient), and the old launcher already launches the game, so there's nothing to improve upon.
  13. Bethesda.net Discussion

    So for us it's opposites with Steam and Beth Launcher. I have Steam launch on Windows start, meaning I never need to wait if I want to run any of the many games (plus old CK) I have on Steam, but Beth Launcher offers only one single thing, which is installing the CK, so for me there's no point in it existing. You must have Skyrim on Steam, so you'd need it running to play the game, but perhaps otherwise have no further use for Steam other than to play Skyrim and to launch old CK. However That doesn't actually make the Beth Launcher useful to you either, it's simply that it doesn't require Steam. You'd be just as comfortable if the Beth Launcher didn't exist and the SE CK was a downloadable installer from their website instead.
  14. Bethesda.net Discussion

    That doesn't make any sense. You find the Beth Launcher conevnient because you don't need to run it every time, so you're not using it, thus it serves no purpose and is not convenient. It's bloatware, installed just to enable installing the CK, when the CK could just as easily have been installed through other methods which all players of Skyrim SE are guaranteed to have. Skyrim SE is a Steam-only title, so all players have Steam. All Beth needed was to provide a direct download link like for Oblivion's Construction Set, or put it into Steam like the CK for Skyrim LE. Preferably both so that people who like to keep Steam open all the time can be happy and people who hate Steam can be happy too. EDIT And I don't know what this fight with Steam might be for CK for SLE? The old CK ran smoothly for me every time I launched it, just like the game.
  15. Bethesda.net Discussion

    Ah, Beth grumbling. I'm annoyed as for the first time I had need of the CK for Skyrim SE, and couldn't find it anywhere in Steam. Finally found I had to download a completely pointless program called Bethesda Launcher just to install the CK for SE. Totally inefficient and nothing on Beth site that I found even reveals this, I had to google and read a few result pages to find it. Then uninstall the Beth Loader again afterwards as its only purpose was done.