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Schtearn

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Everything posted by Schtearn

  1. Random Stuffz

    It's official: Gaming Disorder is real. Gaming Syndrome sounds better doesn't it? So if addicted to the SIMS: a SIMdrome! Huge elliptical galaxy in the making. Are dogs more "intelligent" than cats?
  2. Message Logger Messages

    Have some interesting messages to share from Message Logger: The first, and of most concern, are these from Frans: It's easy to suppress the message generation via the ini, but it would be nice to know why they are continually generated, as opposed to other messages which aren't. Player is in SI presently, and it's noted in Francesco's Creatures and Items.ini should be changed to The script doesn't have any stages, but they are repeatable, set in FranLootSettingsScript as Presumably script starts when the game loads the esp, but unable to ascertain if, when, or where the script is rerun. The blunt script begins thusly: scn FranLoot1BluntScript ref NPC short Level short WeapToAdd short AddOnItem short ItemA short ItemB short LootType Ref Fran01Weap Ref Fran03Weap Ref Fran05Weap Ref Fran07Weap Ref Fran10Weap Ref Fran13Weap Ref Fran15Weap Ref Fran20Weap Ref Fran25Weap float fQuestDelayTime short Mace1h short Mace2h short Axe1h short Axe2h short SI begin GameMode if GetQR FranLoot2Blunt == 1 return endif set fQuestDelayTime to 0.05 if FranLoot.Magic > 0 && GetRandomPercent <= FranLoot.Magic && WeapToAdd > 0 set WeapToAdd to (WeapToAdd * -1) elseif FranLoot.Magic < 0 && GetRandomPercent <= (FranLoot.Magic * -1) && WeapToAdd < 0 set WeapToAdd to (WeapToAdd * -1) endif WeapToAdd is a local variable, so befuddled as to why it is tested in the last lines of above. It's similarly defined in some other Frans scripts: The message is actually generated from this section: One of the FranXXWeaps is missing- but there also might be a bug in the script itself (very unlikely) Here's the script: Thanks for any ideas.
  3. Message Logger Messages

    The Nexus description is, at best, optimistic. All that can be done in the ini configuration file is to turn things off or on. And: Thus one path to debugging them will be paved with analyses of mod list/load order samples along with their corresponding Message Logger messages. Or just look for similar messages in the CSE log after loading the appropriate plugin. With Frans, the Francesco's Leveled Creatures-Items Mod.esm is definitely the master of the other two. And now, after rerunning BOSS and Bashed Patch, the errors are not generated anymore! No explanation for that at all. Sorry. Got one from Dialog Tweaks: And similarly from the CSE log: Referenced below: Record here: And in all its glory in the CS: Requires more research! Edit: The file was there and extracted well enough. Deja Vu! A modder to the rescue: The final warning is from the Sounds of Cyrodiil: Someone posted the same type of messages generated for Better Cities at this thread. Think the messages are harmless, but for the readers, @Vorians, your confirmation is required again. Thanks.
  4. Message Logger Messages

    Does the analysis show that there is something fundamentally flawed in the way the Frans esms function? The scripts run from Francesco's Optional New Items Add-On.esm operate on items belonging to the other esm. What's the solution? Inject the records from Francesco's Leveled Creatures-Items Mod.esm? Or better to combine the esms- which may end up requiring some refactoring? ... Got this one in the message log easily fixed, & reported to Enhanced Weathers: Some other messages are as follows: The source addresses are the only thing to go on, so if anyone gets those in a different context, please post!
  5. Message Logger Messages

    That might be it, thanks. The winning script is run from Francesco's Optional New Items Add-On.esm, and the record is there: The record is referenced in both scripts here- The (losing) Francesco's Leveled Creatures-Items Mod.esm has one ref more: In any case, it's difficult to see how the statement is ever reached when local variable SI is not set to anything. The two files are attached for perusal: Franscpt.7z ... See now that all Oblivion scripts can be rerun with Gamemode- (superseded in Skyrim). Using Fran 5b, for that BAIN wizard doesn't have EditIni, and yep the last line of Francesco's Creatures and Items.ini is wrong, although SILoot is set in one of the scripts to 2 if it was set to 0 initially, but it's unlikely. Might need a better BAIN wizard as well. Will update with results and more messages.
  6. The Elder Scrolls VI Announced

    Here it says: Government-like things- especially diplomacy. The source being this not-so-old anonymous text. It's possible that some emperors think they are the government. Would that make any difference?
  7. What are you listening to right now?

    Dug deep into the archives for Trenet's Que reste-t-il de nos amours? Written in 1943 later "anglicised" by Keely Smith in the year of this one's entry into this world: Instrumental variations: Liked these: Michael should have choreographed a dance routine for his brother's version: A much more "modern" but greyscale variation autour la Seine:
  8. In case you're around: Happy Birthday!
  9. NAFTA - The Battle Begins

    About as serious as any Bond movie:
  10. Welcome to TAL - Introduce Yourself!

    That site is very nice. A Guestbook! Even better!
  11. Welcome to TAL - Introduce Yourself!

    Hah! , yes the other (Lady) Selene is certainly a fan of Skyrim more than Oblivion- here is her avatar- thought she had another one somewhere which looked a bit more like yours- but then it could be another Selene altogether. VOT (funny one) Very Opulent Temple? Violent Outlandish Thug? Voluminous Old Threnody? Virility Over Tact? Answer's in the spoiler, but be careful:
  12. Welcome to TAL - Introduce Yourself!

    Cool site! Couldn't see anything there qualifying for a VOT- folks that delete stuff without issuing prior notice know very little about etiquette! Just curious: Are you the same as Lady Selene? The old Bethsoft forum avatar would have been more you- but the linked one? Edit: Cool music uploads! There was also some very good explore type instrumental stuff downloaded for Oblivion from somewhere. It's out there for sure- but where?
  13. [RELz] Arkshtrumz EV

    Fascinating! Here's the screenshot link for anyone wondering- but it's certainly an advantage to know Russian when watching the movies. :P
  14. Random Stuffz

    Ever tried a Pork Pie? The City and the City is quite well done-although they could have extended the episodes to allow for better immersion/understanding of the setting. ... Is the Mac dying?
  15. BTMod Customization

    Trying out the venerable BTmod's Status Display of Faction with Next Rank: Here how it looks for shortname Factions as per mod package: But in reality, it doesn't look like Beider ever tested it for, e.g. The Order of the Virtuous Blood. Oops! It may be fixable by changing "Next Rank:" to just "Next:" and moving it to the line below. It involves modifying something in the following (scratches head):
  16. BTMod Customization

    Hope it looks ok on higher resolutions.
  17. Random Stuffz

    Creative Lab forums have Well, there was a fairish throughput last time I looked. But over the years there were only two knowledgeable folks who actually answered all the queries. Seems like they wanted a change of scenery.
  18. BTMod Customization

    Almost got there, but for Murphy & Co. Oblivion's XML parser being a hybrid one, won't escape special characters as such. and just including a ">" as text bombs out the menu. So we are back to "Next:" for the time being. The right justification worked out, however. In any case it's no big deal, as these edits are overwritten by OXP and others- but the interesting task of writing an XML parser for Oblivion remains.
  19. BTMod Customization

    In hindsight, the BAIN wizards are in English as well. Which will pee them off even more. Another option is to use brackets "()" or better, this: "=>", ">>" or "==>". "==>" "operator" would be understood in most character sets?
  20. BTMod Customization

    Thanks. Going to try this option then- but even brackets might be too much, so the <text name="stat_faction_item_next_label"> block will be nuked (copied here in case we want it back: <text name="stat_faction_item_next_label"> <depth> 1 </depth> <visible> <copy src="Imp_UI_Settings" trait="_s4fnrv" /> </visible> <string> <copy src="Imp_UI_Settings" trait="_s4fnrt"/> </string> <justify> &left; </justify> <red> <copy src="Imp_UI_Settings" trait="_s4fnrr" /> </red> <green> <copy src="Imp_UI_Settings" trait="_s4fnrg" /> </green> <blue> <copy src="Imp_UI_Settings" trait="_s4fnrb" /> </blue> <alpha> <copy src="Imp_UI_Settings" trait="_s4fnra" /> </alpha> <font> <copy src="Imp_UI_Settings" trait="_s4fnrf" /> </font> <wrapwidth> 300 </wrapwidth> <clips> &true; </clips> <x> <copy src="Imp_UI_Settings" trait="_s4fnrx" /> </x> <y> <copy src="Imp_UI_Settings" trait="_s4fnry" /> </y> </text> The stat_faction_item_next will now have a different colour. Note its new x & y position. <!-- Red / Green / Blue / Alpha --> <_s4fnrr> 200 </_s4fnrr> <!-- DEFAULT : 117 red for receding into the future --> <_s4fnrg> 30 </_s4fnrg> <!-- DEFAULT : 59 --> <_s4fnrb> 20 </_s4fnrb> <!-- DEFAULT : 33 --> <_s4fnra> 255 </_s4fnra> <!-- DEFAULT : 255 --> <!-- X / Y Offset --> <_s4fnrx> 335 </_s4fnrx> <!-- DEFAULT : 155 Bring it back a bit from 350--> <_s4fnry> 39 </_s4fnry> <!-- DEFAULT : 39 --> This is probably the best shot as anything else without the new custom fonts is going to clutter it too much. Edit: Not too bad- but going back to X= 350 is better. And yes, there's room for brackets. Just include a text string block before and after. And the colour has to change- what do you think might be a better fit? Or even bring Next: back in. "Divine Crusader" is the rank with the most literals here, and will just fit- will have to check to see if there is any faction rank name with 16 or more characters in it. Edit2: Attempted to use the constant literal "Next:" in this line in the prefab: That's clearly not working, and having no effect in any case. _s4fnrt does not assume a string in that way. Looking at the Master Thie line in the following graphic, removing the Rank: portion from label will just work for 16 characters. Back to stats.menu: So how do we assign some string constant to _s4fnrt? From the wiki something like this is supposed to work: Doing it like that completely barfs the display altogether. \: Edit3: Well, scrap that. It worked. Testing here is flawed somehow. The colours reverted- tomorrow I'll get the colours more like the picture above this one.
  21. Oblivion Screenshot Thread

    After many years of use on this rig, Fraps (still functional- and thanks for the memories) is going, now replaced by the W10 XBOX app. With XBOX your capture folder is in the Videos folder and can't be changed (at least in the UI). Other than that, set up a shortcut in Start menu for obse-loader, and add it to to games in the XBOX app- Win + G for easy captures!
  22. BTMod Customization

    Thanks: Attempting to port it over to a BAIN as with the others. Yeah grab it! I'm working with the "fixed" version- first link on the first post on this thread. The stats-menu files are identical, the stats config prefabs (for default- no percentage next faction) only show one difference: The big worry is that most of those texture files referenced are not in the package. There are no subfolders in Shared, and no "Magic" subfolders. Here's the section in the menu file with the Next label: Figuring out where that links _s4fnrx in with the Next Rank at 350 as noted in the prefab above. Avoiding different fonts is preferable. So In a nutshell, bring the Next Rank (_s4fnrx) down to the next line, and changing it to just Next... with a colour change perhaps? Edit: Alternatively- omit the text "Next:" altogether, and just place brackets around the next rank field (on the second line) in a different colour. That should avoid most cases of truncation.
  23. BTMod Customization

    Ok, thanks- just want to know if there is any other way than a different font- like a different size of the current. I'm thinking of putting something like "Next: Rankname" on the second line- but in a much smaller size. Because it's Beider's mod, I didn't really wish to add in extra fonts to the package because of the extra leg work with inis & files etc. Still, if it's possible to have two fonts on the same line then your method is preferable. Might also sample DJ Cobb's Font Editor as well. The Menu Tester looks cool. Edit: For reference Beider has nicely commented in the prefab: BEIDER COMMENT This is for changing fonts and colors on the Faction page. You have three fonts/colors you can adjust here. To figure out fast and easy what a value is for just look at the tag, below is a list of what the start of the tags mean. The last letter is what it affects. r = Red, g = Green, b = Blue, f = font, a = Alpha, v = Visible, y = Y-axis, x = X-axis, etc.. WHAT START TAG --------------------------------- Header _s4h Faction Name _s4fa Faction Rank _s4fr Faction Next Rank _s4fnr --> <!-- Header settings --> <!-- Font / Red / Green / Blue / Alpha --> <_s4hf> 3 </_s4hf> <!-- DEFAULT : 3 --> <_s4hr> 51 </_s4hr> <!-- DEFAULT : 51 --> <_s4hg> 79 </_s4hg> <!-- DEFAULT : 79 --> <_s4hb> 142 </_s4hb> <!-- DEFAULT : 142 --> <_s4ha> 255 </_s4ha> <!-- DEFAULT : 255 --> <!-- Header Text Y Offset --> <_s4htoy> 0 </_s4htoy> <!-- DEFAULT : 0 --> <!-- Header Border Y Offset --> <_s4hboy> 0 </_s4hboy> <!-- DEFAULT : 0 --> <!-- Faction Name --> <!-- Font --> <_s4faf> 3 </_s4faf> <!-- DEFAULT : 3 --> <!-- Red / Green / Blue / Alpha --> <_s4far> 51 </_s4far> <!-- DEFAULT : 51 --> <_s4fag> 79 </_s4fag> <!-- DEFAULT : 79 --> <_s4fab> 142 </_s4fab> <!-- DEFAULT : 142 --> <_s4faa> 255 </_s4faa> <!-- DEFAULT : 255 --> <!-- X / Y --> <_s4fax> 155 </_s4fax> <!-- DEFAULT : 155 --> <_s4fay> 7 </_s4fay> <!-- DEFAULT : 7 --> <!-- Faction Rank --> <!-- Font --> <_s4frf> 3 </_s4frf> <!-- DEFAULT : 3 --> <!-- Red / Green / Blue / Alpha --> <_s4frr> 117 </_s4frr> <!-- DEFAULT : 117 --> <_s4frg> 59 </_s4frg> <!-- DEFAULT : 59 --> <_s4frb> 33 </_s4frb> <!-- DEFAULT : 33 --> <_s4fra> 255 </_s4fra> <!-- DEFAULT : 255 --> <!-- X / Y --> <_s4frx> 155 </_s4frx> <!-- DEFAULT : 155 --> <_s4fry> 39 </_s4fry> <!-- DEFAULT : 39 --> <!-- Next Faction Rank --> <!-- Next Rank Visible --> <_s4fnrv> &false; </_s4fnrv> <!-- DEFAULT : &false; --> <!-- Font --> <_s4fnrf> 3 </_s4fnrf> <!-- DEFAULT : 3 --> <!-- Text --> <_s4fnrt> <copy src="strings()" trait="_nextrank"/> </_s4fnrt> <!-- DEFAULT : <copy src="strings()" trait="_nextrank"/> --> <!-- Red / Green / Blue / Alpha --> <_s4fnrr> 117 </_s4fnrr> <!-- DEFAULT : 117 --> <_s4fnrg> 59 </_s4fnrg> <!-- DEFAULT : 59 --> <_s4fnrb> 33 </_s4fnrb> <!-- DEFAULT : 33 --> <_s4fnra> 255 </_s4fnra> <!-- DEFAULT : 255 --> <!-- X / Y Offset --> <_s4fnrx> 350 </_s4fnrx> <!-- DEFAULT : 155 --> <_s4fnry> 39 </_s4fnry> <!-- DEFAULT : 39 --> <!-- Spacing between text and rank --> <_s4fnrs> 10 </_s4fnrs> <!-- DEFAULT : 10 --> Here's also a prefab diff on the Next rank visible thing. The only differences are listed as follows: Given _s4fnrv is the reference, we take it _s4fnrx is its x offset. So the text begins at x= 350 and just spills over onto the next line? Ugh.
  24. BTMod Customization

    Thanks. Here's the file preview: Tried it out- and works -even in the BAIN. So that file is just what makes the text defined in stats-menu.xml visible. Here's the faction template from there: Dunno about that. Is that done in the template? Doesn't look like any linefeeds in there as such. Or stick in another line. What a mess! Else we retain "Next Rank", reducing its font, which might make it a bit yucky.
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