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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!

Vorians

Project Lead
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Everything posted by Vorians

  1. Unique Landscapes

    Some screenshots for Corbolo River: Drakelowe from afar | The riverbank | Crayfish bay | more can be found on A .'s WIP thread on La Confrérie des Traducteurs
  2. Unique Landscapes

    Time for some Unique Landscapes bad news/good news. Firstly, sadly we are considering Niben Wetlands as abandoned now. It has been ten months since Ynguatep last communicated with us, and she has not visited Nexus in all that time. If anything changes around this, we'll let you know. But the good news is: we have a NEW Unique Landscapes being worked on! A0CdT is already hard at work on a landscape mod and we are proud to say that his work will be one of the next Unique Landscapes. Better known as A. in the French modding scene, A. is a site administrator at La Confrérie des Traducteurs, where, in addition to French mods, many English mods have been translated into French. Screenshots will come shortly (along with an update for the cell grid map for works in progress), but for now, already at around 65% completed, this is what A. is creating: Unique Landscapes: CORBOLO RIVER Completely remodels the banks of the Corbolo River from the Fort Cedrian bridge to the Reed River and in particular Drakelowe. It is around Drakelowe that the mod is focussed, out of the desire to make the place less accessible in the heart of the Nibenay Basin, closer to what could be a refuge for witches hunted over the years by the Cyrodiil vampire clans - less visible, more autonomous, and especially more mysterious. The old magic of the guardians still frightens the unwelcome, but for how long? Used once to reach the eastern mountains, an old trade route linking Fort Cedrian to the Crayfish Cave runs beside the river along its southern shore. With the Imperial troops repatriated to the centre of the Empire, the road was gradually abandoned by travellers and merchants. Time and goblin incursions have done their work and as in many places throughout the empire, the decline is being felt. The road becomes a bushy path, the fords have been erased by the floods and the old outpost probably only shelters brambles.
  3. Help needed to customize Firefox

    So that's what happened. I reset Firefox and that allowed me to reinstall all my addons again. Only one of my two computers was affected however.
  4. Elder Scrolls: Blades Early Access

    It's almost as if they make games for profit.
  5. Oblivion - Steam version

    I don't get it, what's annoying? The GUI is no different than it ever was, just some changes in options for the context menus plus some new buttons along the top. And as was pointed out in that thread, tips are optional and can be disabled permanently. They also don't cover anything up like you describe, as they only appear while the program is loading so you cannot do anything until loading has finished, and the Messages log displayed while loading is viewable once it has finished loading.
  6. Oblivion - Steam version

    Wrye Bash discourages use of the CBash option. It is labelled as BETA (which will put many people off) and when first selected it displays a box titled "Warning", which says that it is still in beta, and that if you have any problems then use the non-CBash build function instead, which again will put people off. The last I read about the CBash function (years ago) was that no one working on Wrye Bash had any idea how to program the CBash function and so it wasn't being worked on and hadn't been for quite some time. Unless things have changed since I read that, it's been stuck in beta with no updates for around a decade. CBash worked well enough back when I was trying to play Oblivion, I consider it perfectly safe to use, it just might not get everything quite right - but then you could say the same about PBash or any other merging process. Those errors are nothing to do with the bashing process (P or C). As 1Mac said, it's due to duplicate Form IDs in the Elsweyr ESP. A patch would fix that in-game, but probably wouldn't help any type of merging tool since it would likely still pick up the duplicates before registering that a patch has overriden the duplicate IDs with new ones. Tidiest resolution would be to fix the ESP, and that will take very little time based on the quoted error, since it only listed six duplicates.
  7. EngineBugFixes and multiple worldspace mods

    The issue which Arthmoor refers to I have experienced several times in the past, before CSE was released. Back when it was necessary to ESMify an ESP, to enable editing another ESP dependant on that ESP, if you then forgot to ESPify it again before loading the game, you'd experience this. I've never seen a released mod cause this however, it's only ever been my own forgetfulness.
  8. EngineBugFixes and multiple worldspace mods

    Well my interpretation is the same as yours, but really you just need to go ask him to clarify!
  9. EngineBugFixes and multiple worldspace mods

    No, I think from the full quote that the fix is indeed supposed to be for in-game play, visiting a mod-added worldspace where the ESM is not in the 01 slot (Gecko's fix is to inject a whole load of the records so the game is tricked into thinking they're part of Oblivion.esm if I remember correctly). See at the very end, in Remarks it says that this does not help where one master edits another master's worldspace, which sounds like the different thing Arthmoor was referring to, where an ESM editing another ESM's worldspace wipes out all non-persistent cells and their content.
  10. Oblivion Crash on Load

    WAT? Are you sure you meant to say that? That's a really bad idea, don't do it.
  11. Oblivion Crash on Load

    Been a long time since I played, so cannot remember exactly, but I think it creates a folder "DistantLOD" in the Data folder, and fills it with hundreds of very small files (these tell the game what objects are meant to be visible when distant). Once you have fixed the save game problem, then definitely use TES4LODGen, but for now, you should leave it alone and focus on fixing that problem. Because Terrorix has a save game problem, and needs to get that fixed before trying to add more game changes. Making suggestions to improve the game can wait until after that problem is fixed, otherwise it's just confusing matters - you gave the impression that TES4LODGen would assist with the problem, when in fact it is completely unrelated.
  12. Oblivion Crash on Load

    Well first, stop adding new things like TES4LODGen. When you have a problem, you need to fix it before adding in more stuff, in case the new stuff adds new problems and you don't even spot them because they're hidden by the first problem. So remove TES4LODGen and the files it generated. Start a new test character and see whether the problem occurs for their saves too. Start disabling mods one at a time to see if the problem goes away. If removing a mod does fix the problem, start restoring the OTHER mods you had disabled (but not the one whose removal fixed the problem) to see if you remain problem-free. If you do, then you can take a closer look at the disabled mod which was causing the problem.
  13. Oblivion Crash on Load

    This is correct, but more so. Always quit to desktop and relaunch the game to load a save once you have previously loaded a save, Oblivion suffers from an engine bug where it fails to clear the cache when loading reloading, resulting in some data from the previous gameplay bleeding into your load, which breaks scripts and quests and more. So since your problem appears to be that you cannot reload without quitting to desktop, all should be good if you always quit to desktop before reloading a save.
  14. The most Restless Night of Sleep Ever!

    A DVD bought retail with data on it is chemically treated after burning so it is very unlikely to fail. A DVD burnt on someone's personal PC tends (in my experience) to last about two years before starting to suffer errors and lost data. It should be noted that "for life" (e.g. having a lifetime guarantee) typically refers to the life of the item. So technically, everything you buy is good for life (barring accidents or murder [such as being smashed by a person intentionally]) - then the item dies.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. (De)Motivational... and Funny Stuff (NSFW)

    Must be old age and forgetfulness.
  21. Feedback thread

    Because TAL is out of disk space. Andalay is working on it.
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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