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      Orphan Attachments   07/31/2018

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Schtearn

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Posts posted by Schtearn


  1. Yes! Used Conscribe for years, and the current log here us beautiful!

    There's just one more mystery item remaining- it's relating to the Vilja mod- and another mod Sensual Walks for Female NPCs uninstalled way back when. By way of introduction to the next message, the latter mod had in its package a file 0FemaleVariableWalk_Vilja.kf:

    Quote

    [0047617D] [WARNING]   Failed to load animation file 'Characters\_Male\SpecialAnims\0FemaleVariableWalk_Vilja.kf' for Vilja (53000F05)

    Couldn't locate any info in the CS regarding the animation in the NPC record, and there's certainly no entry for it in the Idle Animations dialog.

    Spoiler

     

    ViljaCS.JPG.d0a0c9102ae70875411435c6cf70c31c.JPG


     

    The file is not included in the attached bsa either.

    Spoiler

    Viljabsa.JPG.f2974b4116540acd07587477d3c5580c.JPG

    But it is seen as a KFFZ (end of this) in the XEdit NPC record: 

    ViljaTesEdit.thumb.JPG.7f7d582c348b217d7d5f53a2cc519402.JPG

    Was it added there just in case Sensual Walks might be installed? Cool in any case. How did it get there is more the question, if the field was not edited directly in XEdit?

    Now we know why Conscribe is the modder's Message Logger of preference! :P

    As a matter of interest, the info regarding animation on the wiki is very old now. To get more of a feel, it may be worth looking at this tutorial, or even the older Russian one some time.


  2. 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:

    Quote

    bHookExtraDataListInitItem
    --------------------------
    Valid values: 0 (disabled) or 1 (enabled)

    'ExtraDataList' is a structure used for actors, object references, inventory items and cells.
    It can hold additional properties for the parent object, like ownership information, poison and charge,
    bounty, followers, and many more.
    The 'InitItem' function (among other things) checks its data for errors when the game is loaded and may produce
    warnings.
    Unfortunately, even though the function has a reference to its parent form, it does not include this information
    in the generated messages, leaving you in the dark about which form is responsible for the problem.
    With this patch owner form information is appended to the generated message.

    bHookLoadSpecialAnimsWarning
    ----------------------------
    Valid values: 0 (disabled) or 1 (enabled)

    Similar to 'bHookExtraDataListInitItem', this hook appends parent form information to warning messages which are
    generated when an actor has SpecialAnims defined in his/her Animations tab but the animation file cannot be found.

    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:

    Quote

    [00520B18] [WARNING]   Could not find previous idle (1800B98B) for IDLE Form 'MagesGuildSaluteNPC' (0006B589).

    And similarly from the CSE log:

    Quote

    [CS]    Could not find previous idle (0100B98B) for IDLE Form 'MagesGuildSaluteNPC' (0006B589).
    [CS]    Clothing 'DiseaseFixToken' needs to have biped slots selected in the editor.

    Referenced below:

    DlgTweaks.JPG.f15960551ed71bc104080051a28310df.JPG

    Record here:

    DLGTweaksGdSalute.JPG.467ce1728fe7d237bd69b83a024e2e00.JPG

    And in all its glory in the CS:

    DLGTweaksSalute.thumb.JPG.858c5bacf1e69aadf24221b814bf3bc3.JPG

    Requires more research!

    Edit: The file was there and extracted well enough. Deja Vu! A modder to the rescue:

    Quote

    any about cells containing inter-grid connections or missing previous idles are harmless.

    The final warning is from the Sounds of Cyrodiil:

    Quote

    2018/06/17 23:50:24  [004266ED] [WARNING]   Unable to find enable state parent 000664E9. Enable state parent data will be removed. Parent form is "" (12008B74).
    2018/06/17 23:50:24  [004266ED] [WARNING]   Unable to find enable state parent 00034100. Enable state parent data will be removed. Parent form is "" (12003A2B).

    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. :)


  3. 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:

    Quote

    2018/06/13 17:16:35  [0046F0AA] [WARNING]   Unable to find script (02000ED7) on owner object "EWSITimescaleQuest".

    Some other messages are as follows:

    Quote

    2018/06/13 17:16:57  [00460FB5] [WARNING]   Trying to put non-persistent reference in non-existent cell.
    2018/06/13 17:17:03  [005440A2] [WARNING]   Warning:  Unable to locate texture file: (null)
    2018/06/13 17:17:03  [005440A2] [WARNING]   Warning:  Unable to locate texture file: (null)

    2018/06/13 17:17:03  [004F3313] [ DEBUG ]   Expression Error: SYNTAX

    The source addresses are the only thing to go on, so if anyone gets those in a different context, please post! :)


  4. That might be it, thanks. :D

    The winning script is run from Francesco's Optional New Items Add-On.esm, and the record is there:

    FranAxe.thumb.JPG.541beeb4c37d4cea2de2c53cde20dbba.JPG

    The record is referenced in both scripts here-

    FranDiff.thumb.JPG.95b1fae1d8ed9096d9cace7a3b64c57b.JPG

    The (losing) Francesco's Leveled Creatures-Items Mod.esm has one ref more:

    FranDiff2.thumb.JPG.18f218d8c3a73a263836288a1df20b63.JPG

    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. :)


  5. Have some interesting messages to share from Message Logger:

    The first, and of most concern, are these from Frans:

    Quote

    2018/06/13 17:17:05  [0051714E] [WARNING]   Script 'FranLoot1Armor2Script', line 196: Function 'AddItem' requires a reference.
    2018/06/13 17:17:05  [0051714E] [WARNING]   Script 'FranLoot1BluntScript', line 313: Function 'AddItem' requires a reference.
    2018/06/13 17:17:05  [0051714E] [WARNING]   Script 'FranLoot1Armor2Script', line 196: Function 'AddItem' requires a reference.
    2018/06/13 17:17:05  [0051714E] [WARNING]   Script 'FranLoot1BluntScript', line 313: Function 'AddItem' requires a reference.
    2018/06/13 17:17:06  [0051714E] [WARNING]   Script 'FranLoot1Armor2Script', line 196: Function 'AddItem' requires a reference.
    2018/06/13 17:17:06  [0051714E] [WARNING]   Script 'FranLoot1BluntScript', line 313: Function 'AddItem' requires a reference.

    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 

    Quote

    FranLoot.SILoot to 0

    should be changed to 

    Quote

    Set FranLoot.SILoot to 0

    The script doesn't have any stages, but they are repeatable, set in FranLootSettingsScript as

    Spoiler

       set FranMenu.fQuestDelayTime to 0.05
       set FranLoot0Armor.fQuestDelayTime to 0.05
       set FranLoot0Weap.fQuestDelayTime to 0.05
       set FranLoot1Armor1.fQuestDelayTime to 0.05
       set FranLoot1Armor2.fQuestDelayTime to 0.05
       set FranLoot1Armor3.fQuestDelayTime to 0.05
       set FranLoot1Armor4.fQuestDelayTime to 0.05
       set FranLoot1Blade.fQuestDelayTime to 0.05
       set FranLoot1Blunt.fQuestDelayTime to 0.05
       set FranLoot1Missile.fQuestDelayTime to 0.05
       set FranLoot2Armor1.fQuestDelayTime to 0.05
       set FranLoot2Armor2.fQuestDelayTime to 0.05
       set FranLoot2Armor3.fQuestDelayTime to 0.05
       set FranLoot2Armor4.fQuestDelayTime to 0.05
       set FranLoot2Blade.fQuestDelayTime to 0.05
       set FranLoot2Blunt.fQuestDelayTime to 0.05
       set FranLoot2Missile.fQuestDelayTime to 0.05

    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:

    FranScpt.JPG.7fd2549f1772461855e322254c854af5.JPG

    The message is actually generated from this section:

    FranScpt1.JPG.2a3a52f13a1a323d4835c5508c9319b5.JPG

    One of the FranXXWeaps is missing- but there also might be a bug in the script itself (very unlikely)

    Here's the script:

    Spoiler

    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

       set ItemA to GetRandomPercent

       if WeapToAdd < 0
       set AddOnItem to 100 / FranLoot.AddOnWeapM
       else
       set AddOnItem to 100 / FranLoot.AddOnWeap
       endif

       if Mace1h == 1
       set Mace1h to 0
       if (FranLoot.AddOnItem == 1 && GetRandomPercent <= AddOnItem)
          if WeapToAdd > 0
          set Fran01Weap to FranLLA0AddOnWeapMace1h01
          set Fran03Weap to FranLLA0AddOnWeapMace1h02
          set Fran05Weap to FranLLA0AddOnWeapMace1h05
          set Fran07Weap to FranLLA0AddOnWeapMace1h07
          set Fran10Weap to FranLLA0AddOnWeapMace1h10
          set Fran13Weap to FranLLA0AddOnWeapMace1h13
          set Fran15Weap to FranLLA0AddOnWeapMace1h16
          set Fran20Weap to FranLLA0AddOnWeapMace1h20
          set Fran25Weap to FranLLA0AddOnWeapMace1h25
          else
          set Fran01Weap to FranLLA0AddOnWeapZMagicMace1h01
          set Fran03Weap to FranLLA0AddOnWeapZMagicMace1h02
          set Fran05Weap to FranLLA0AddOnWeapZMagicMace1h05
          set Fran07Weap to FranLLA0AddOnWeapZMagicMace1h07
          set Fran10Weap to FranLLA0AddOnWeapZMagicMace1h10
          set Fran13Weap to FranLLA0AddOnWeapZMagicMace1h13
          set Fran15Weap to FranLLA0AddOnWeapZMagicMace1h16
          set Fran20Weap to FranLLA0AddOnWeapZMagicMace1h20
          set Fran25Weap to FranLLA0AddOnWeapZMagicMace1h25
          endif
       else
          if WeapToAdd > 0 && SI == 0
          set Fran01Weap to WeapIronMace
          set Fran03Weap to WeapSteelMace
          set Fran05Weap to WeapSilverMace
          set Fran07Weap to WeapDwarvenMace
          set Fran10Weap to WeapElvenMace
          set Fran13Weap to WeapGlassMace
          set Fran15Weap to WeapEbonyMace
          set Fran20Weap to WeapDaedricMace
          set Fran25Weap to WeapDaedricMace
          elseif WeapToAdd > 0 && SI == 1
          set Fran01Weap to FranSELL00WeapDurIronMace
          set Fran03Weap to FranSELL00WeapDurSteelMace
          set Fran05Weap to FranSELL00WeapDurSilverMace
          set Fran07Weap to FranSELL00WeapDurDwarMace
          set Fran10Weap to FranSELL00WeapDurElvenMace
          set Fran13Weap to FranSELL00WeapDurGLassMace
          set Fran15Weap to FranSELL00WeapDurEbonyMace
          set Fran20Weap to FranSELL00WeapDurDaedricMace
          set Fran25Weap to FranSELL00WeapDurDaedricMace
          elseif SI == 0
          set Fran01Weap to FranLL00WeapMagicIronMace
          set Fran03Weap to FranLL00WeapMagicSteelMace
          set Fran05Weap to FranLL00WeapMagicSteelMace
          set Fran07Weap to FranLL00WeapMagicDwarMace
          set Fran10Weap to FranLL00WeapMagicElvenMace
          set Fran13Weap to FranLL00WeapMagicGlassMace
          set Fran15Weap to FranLL00WeapMagicEbonyMace
          set Fran20Weap to FranLL00WeapMagicDaedricMace
          set Fran25Weap to FranLL00WeapMagicDaedricMace
          elseif SI == 1
          set Fran01Weap to FranSELL00WeapMagicIronMace
          set Fran03Weap to FranSELL00WeapMagicSteelMace
          set Fran05Weap to FranSELL00WeapMagicSilverMace
          set Fran07Weap to FranSELL00WeapMagicDwarMace
          set Fran10Weap to FranSELL00WeapMagicElvenMace
          set Fran13Weap to FranSELL00WeapMagicGLassMace
          set Fran15Weap to FranSELL00WeapMagicEbonyMace
          set Fran20Weap to FranSELL00WeapMagicDaedricMace
          set Fran25Weap to FranSELL00WeapMagicDaedricMace
          endif
       endif

       elseif Mace2h == 1
       set Mace2h to 0
       if (FranLoot.AddOnItem == 1 && GetRandomPercent <= AddOnItem)
          if WeapToAdd > 0
          set Fran01Weap to FranLLA0AddOnWeapMace2h01
          set Fran03Weap to FranLLA0AddOnWeapMace2h02
          set Fran05Weap to FranLLA0AddOnWeapMace2h05
          set Fran07Weap to FranLLA0AddOnWeapMace2h07
          set Fran10Weap to FranLLA0AddOnWeapMace2h10
          set Fran13Weap to FranLLA0AddOnWeapMace2h13
          set Fran15Weap to FranLLA0AddOnWeapMace2h16
          set Fran20Weap to FranLLA0AddOnWeapMace2h20
          set Fran25Weap to FranLLA0AddOnWeapMace2h25
          else
          set Fran01Weap to FranLLA0AddOnWeapZMagicMace2h01
          set Fran03Weap to FranLLA0AddOnWeapZMagicMace2h02
          set Fran05Weap to FranLLA0AddOnWeapZMagicMace2h05
          set Fran07Weap to FranLLA0AddOnWeapZMagicMace2h07
          set Fran10Weap to FranLLA0AddOnWeapZMagicMace2h10
          set Fran13Weap to FranLLA0AddOnWeapZMagicMace2h13
          set Fran15Weap to FranLLA0AddOnWeapZMagicMace2h16
          set Fran20Weap to FranLLA0AddOnWeapZMagicMace2h20
          set Fran25Weap to FranLLA0AddOnWeapZMagicMace2h25
          endif
       else
          if WeapToAdd > 0 && SI == 0
          set Fran01Weap to WeapIronWarHammer
          set Fran03Weap to WeapSteelWarHammer
          set Fran05Weap to WeapSilverWarHammer
          set Fran07Weap to WeapDwarvenWarHammer
          set Fran10Weap to WeapElvenWarHammer
          set Fran13Weap to WeapGlassWarHammer
          set Fran15Weap to WeapEbonyWarHammer
          set Fran20Weap to WeapDaedricWarHammer
          set Fran25Weap to WeapDaedricWarHammer
          elseif WeapToAdd > 0 && SI == 1
          set Fran01Weap to FranSELL00WeapDurIronWarHam
          set Fran03Weap to FranSELL00WeapDurSteelWarHam
          set Fran05Weap to FranSELL00WeapDurSilverWarHam
          set Fran07Weap to FranSELL00WeapDurDwarWarHam
          set Fran10Weap to FranSELL00WeapDurElvenWarHam
          set Fran13Weap to FranSELL00WeapDurGLassWarHam
          set Fran15Weap to FranSELL00WeapDurEbonyWarHam
          set Fran20Weap to FranSELL00WeapDurDaedricWarHam
          set Fran25Weap to FranSELL00WeapDurDaedricWarHam
          elseif SI == 0
          set Fran01Weap to FranLL00WeapMagicIronWarHam
          set Fran03Weap to FranLL00WeapMagicSteelWarHam
          set Fran05Weap to FranLL00WeapMagicSteelWarHam
          set Fran07Weap to FranLL00WeapMagicDwarWarHam
          set Fran10Weap to FranLL00WeapMagicElvenWarHam
          set Fran13Weap to FranLL00WeapMagicGlassWarHam
          set Fran15Weap to FranLL00WeapMagicEbonyWarHam
          set Fran20Weap to FranLL00WeapMagicDaedricWarHam
          set Fran25Weap to FranLL00WeapMagicDaedricWarHam
          elseif SI == 1
          set Fran01Weap to FranSELL00WeapMagicIronWarHam
          set Fran03Weap to FranSELL00WeapMagicSteelWarHam
          set Fran05Weap to FranSELL00WeapMagicSilverWarHam
          set Fran07Weap to FranSELL00WeapMagicDwarWarHam
          set Fran10Weap to FranSELL00WeapMagicElvenWarHam
          set Fran13Weap to FranSELL00WeapMagicGLassWarHam
          set Fran15Weap to FranSELL00WeapMagicEbonyWarHam
          set Fran20Weap to FranSELL00WeapMagicDaedricWarHam
          set Fran25Weap to FranSELL00WeapMagicDaedricWarHam
          endif
       endif

       elseif Axe1h == 1
       set Axe1h to 0
       if (FranLoot.AddOnItem == 1 && GetRandomPercent <= AddOnItem)
          if WeapToAdd > 0
          set Fran01Weap to FranLLA0AddOnWeapAxe1h01
          set Fran03Weap to FranLLA0AddOnWeapAxe1h02
          set Fran05Weap to FranLLA0AddOnWeapAxe1h05
          set Fran07Weap to FranLLA0AddOnWeapAxe1h07
          set Fran10Weap to FranLLA0AddOnWeapAxe1h10
          set Fran13Weap to FranLLA0AddOnWeapAxe1h13
          set Fran15Weap to FranLLA0AddOnWeapAxe1h16
          set Fran20Weap to FranLLA0AddOnWeapAxe1h20
          set Fran25Weap to FranLLA0AddOnWeapAxe1h25
          else
          set Fran01Weap to FranLLA0AddOnWeapZMagicAxe1h01
          set Fran03Weap to FranLLA0AddOnWeapZMagicAxe1h02
          set Fran05Weap to FranLLA0AddOnWeapZMagicAxe1h05
          set Fran07Weap to FranLLA0AddOnWeapZMagicAxe1h07
          set Fran10Weap to FranLLA0AddOnWeapZMagicAxe1h10
          set Fran13Weap to FranLLA0AddOnWeapZMagicAxe1h13
          set Fran15Weap to FranLLA0AddOnWeapZMagicAxe1h16
          set Fran20Weap to FranLLA0AddOnWeapZMagicAxe1h20
          set Fran25Weap to FranLLA0AddOnWeapZMagicAxe1h25
          endif
       else
          if WeapToAdd > 0 && SI == 0
          set Fran01Weap to WeapIronWarAxe
          set Fran03Weap to WeapSteelWarAxe
          set Fran05Weap to WeapSilverWarAxe
          set Fran07Weap to WeapDwarvenWarAxe
          set Fran10Weap to WeapElvenWarAxe
          set Fran13Weap to WeapGlassWarAxe
          set Fran15Weap to WeapEbonyWarAxe
          set Fran20Weap to WeapDaedricWarAxe
          set Fran25Weap to WeapDaedricWarAxe
          elseif WeapToAdd > 0 && SI == 1
          set Fran01Weap to FranSELL00WeapDurIronWarAxe
          set Fran03Weap to FranSELL00WeapDurSteelWarAxe
          set Fran05Weap to FranSELL00WeapDurSilverWarAxe
          set Fran07Weap to FranSELL00WeapDurDwarWarAxe
          set Fran10Weap to FranSELL00WeapDurElvenWarAxe
          set Fran13Weap to FranSELL00WeapDurGLassWarAxe
          set Fran15Weap to FranSELL00WeapDurEbonyWarAxe
          set Fran20Weap to FranSELL00WeapDurDaedricWarAxe
          set Fran25Weap to FranSELL00WeapDurDaedricWarAxe
          elseif SI == 0
          set Fran01Weap to FranLL00WeapMagicIronWarAxe
          set Fran03Weap to FranLL00WeapMagicSteelWarAxe
          set Fran05Weap to FranLL00WeapMagicSteelWarAxe
          set Fran07Weap to FranLL00WeapMagicDwarWarAxe
          set Fran10Weap to FranLL00WeapMagicElvenWarAxe
          set Fran13Weap to FranLL00WeapMagicGlassWarAxe
          set Fran15Weap to FranLL00WeapMagicEbonyWarAxe
          set Fran20Weap to FranLL00WeapMagicDaedricWarAxe
          set Fran25Weap to FranLL00WeapMagicDaedricWarAxe
          elseif SI == 1
          set Fran01Weap to FranSELL00WeapMagicIronWarAxe
          set Fran03Weap to FranSELL00WeapMagicSteelWarAxe
          set Fran05Weap to FranSELL00WeapMagicSilverWarAxe
          set Fran07Weap to FranSELL00WeapMagicDwarWarAxe
          set Fran10Weap to FranSELL00WeapMagicElvenWarAxe
          set Fran13Weap to FranSELL00WeapMagicGLassWarAxe
          set Fran15Weap to FranSELL00WeapMagicEbonyWarAxe
          set Fran20Weap to FranSELL00WeapMagicDaedricWarAxe
          set Fran25Weap to FranSELL00WeapMagicDaedricWarAxe
          endif
       endif

       elseif Axe2h == 1
       set Axe2h to 0
       if (FranLoot.AddOnItem == 1 && GetRandomPercent <= AddOnItem)
          if WeapToAdd > 0
          set Fran01Weap to FranLLA0AddOnWeapAxe2h01
          set Fran03Weap to FranLLA0AddOnWeapAxe2h02
          set Fran05Weap to FranLLA0AddOnWeapAxe2h05
          set Fran07Weap to FranLLA0AddOnWeapAxe2h07
          set Fran10Weap to FranLLA0AddOnWeapAxe2h10
          set Fran13Weap to FranLLA0AddOnWeapAxe2h13
          set Fran15Weap to FranLLA0AddOnWeapAxe2h16
          set Fran20Weap to FranLLA0AddOnWeapAxe2h20
          set Fran25Weap to FranLLA0AddOnWeapAxe2h25
          else
          set Fran01Weap to FranLLA0AddOnWeapZMagicAxe2h01
          set Fran03Weap to FranLLA0AddOnWeapZMagicAxe2h02
          set Fran05Weap to FranLLA0AddOnWeapZMagicAxe2h05
          set Fran07Weap to FranLLA0AddOnWeapZMagicAxe2h07
          set Fran10Weap to FranLLA0AddOnWeapZMagicAxe2h10
          set Fran13Weap to FranLLA0AddOnWeapZMagicAxe2h13
          set Fran15Weap to FranLLA0AddOnWeapZMagicAxe2h16
          set Fran20Weap to FranLLA0AddOnWeapZMagicAxe2h20
          set Fran25Weap to FranLLA0AddOnWeapZMagicAxe2h25
          endif
       else
          if WeapToAdd > 0 && SI == 0
          set Fran01Weap to WeapIronBattleAxe
          set Fran03Weap to WeapSteelBattleAxe
          set Fran05Weap to WeapSilverBattleAxe
          set Fran07Weap to WeapDwarvenBattleAxe
          set Fran10Weap to WeapElvenBattleAxe
          set Fran13Weap to WeapGlassBattleAxe
          set Fran15Weap to WeapEbonyBattleAxe
          set Fran20Weap to WeapDaedricBattleAxe
          set Fran25Weap to WeapDaedricBattleAxe
          elseif WeapToAdd > 0 && SI == 1
          set Fran01Weap to FranSELL00WeapDurIronBattleAxe
          set Fran03Weap to FranSELL00WeapDurSteelBattleAxe
          set Fran05Weap to FranSELL00WeapDurSilverBattleAxe
          set Fran07Weap to FranSELL00WeapDurDwarBattleAxe
          set Fran10Weap to FranSELL00WeapDurElvenBattleAxe
          set Fran13Weap to FranSELL00WeapDurGLassBattleAxe
          set Fran15Weap to FranSELL00WeapDurEbonyBattleAxe
          set Fran20Weap to FranSELL00WeapDurDaedricBattleAxe
          set Fran25Weap to FranSELL00WeapDurDaedricBattleAxe
          elseif SI == 0
          set Fran01Weap to FranLL00WeapMagicIronBattleAxe
          set Fran03Weap to FranLL00WeapMagicSteelBattleAxe
          set Fran05Weap to FranLL00WeapMagicSteelBattleAxe
          set Fran07Weap to FranLL00WeapMagicDwarBattleAxe
          set Fran10Weap to FranLL00WeapMagicElvenBattleAxe
          set Fran13Weap to FranLL00WeapMagicGlassBattleAxe
          set Fran15Weap to FranLL00WeapMagicEbonyBattleAxe
          set Fran20Weap to FranLL00WeapMagicDaedricBattleAxe
          set Fran25Weap to FranLL00WeapMagicDaedricBattleAxe
          elseif SI == 1
          set Fran01Weap to FranSELL00WeapMagicIronBattleAxe
          set Fran03Weap to FranSELL00WeapMagicSteelBattleAxe
          set Fran05Weap to FranSELL00WeapMagicSilverBattleAxe
          set Fran07Weap to FranSELL00WeapMagicDwarBattleAxe
          set Fran10Weap to FranSELL00WeapMagicElvenBattleAxe
          set Fran13Weap to FranSELL00WeapMagicGLassBattleAxe
          set Fran15Weap to FranSELL00WeapMagicEbonyBattleAxe
          set Fran20Weap to FranSELL00WeapMagicDaedricBattleAxe
          set Fran25Weap to FranSELL00WeapMagicDaedricBattleAxe
          endif
       endif
       endif

    if WeapToAdd < 0
       set WeapToAdd to (WeapToAdd * -1)
    endif

    If WeapToAdd > 1
       If GetRandomPercent > 50
          set ItemB to 2
       else
          set ItemB to 3
       endif
       if WeapToAdd == 2 && (Level >= 30 && ItemA < (LootType/2))  
          set WeapToAdd to WeapToAdd - 1                                         
       elseif WeapToAdd == 3 && (level < 10 && ItemA < LootType) || (level >= 10 && level < 13 && ItemA < (LootType/1.5)) || (level   >= 13 && ItemA < (LootType/2))
          set WeapToAdd to WeapToAdd - (ItemB - 1)
       elseif WeapToAdd == 4 && (level < 13 && ItemA < LootType) || (level >= 13 && level < 16 && ItemA < (LootType/1.5)) || (level   >= 16 && ItemA < (LootType/2))   
          set WeapToAdd to WeapToAdd - ItemB
       elseif WeapToAdd == 5 && (level < 16 && ItemA < LootType) || (level >= 16 && level < 20 && ItemA < (LootType/1.5)) || (level   >= 20 && ItemA < (LootType/2))     
          set WeapToAdd to WeapToAdd - ItemB
       elseif WeapToAdd == 6 && (level < 20 && ItemA < LootType) || (level >= 20 && ItemA < (LootType/1.5))  
          set WeapToAdd to WeapToAdd - ItemB
       elseif WeapToAdd == 7 && (level < 25 && ItemA < LootType) || (level >= 25 && ItemA < (LootType/1.1)) 
          set WeapToAdd to WeapToAdd - ItemB
       elseif WeapToAdd >= 8 && (level < 35 && ItemA < LootType) || (level >= 35 && ItemA < (LootType/1.1))
          set WeapToAdd to WeapToAdd - ItemB
       endif
    endif

    if (WeapToAdd == 1)
       NPC.additem Fran01Weap, 1
    elseif (WeapToAdd == 2)
       NPC.additem Fran03Weap, 1    
    elseif (WeapToAdd == 3)
       NPC.additem Fran05Weap, 1    
    elseif (WeapToAdd == 4)
       NPC.additem Fran07Weap, 1 
    elseif (WeapToAdd == 5)
       NPC.additem Fran10Weap, 1  
    elseif (WeapToAdd == 6)
       NPC.additem Fran13Weap, 1  
    elseif (WeapToAdd == 7)
       NPC.additem Fran15Weap, 1
    elseif (WeapToAdd == 8)
       NPC.additem Fran20Weap, 1
    elseif (WeapToAdd == 9)
       NPC.additem Fran25Weap, 1
    endif
       set WeapToAdd to 0

       if NPC.IsActor == 1 
       set FranLoot2Blunt.NPC to NPC
       startquest FranLoot2Blunt
       endif

       stopquest FranLoot1Blunt
    end

    Thanks for any ideas.


  6. 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:

    Spoiler

    Opening this spoiler was a Violation of Terms!!! :blush:

     


  7. 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? :P

    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?


  8. Creative Lab forums have

    Quote

    been discontinued as there is very low participation of the forum...

    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. ;)


  9. 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.

    BTmod.jpg.d5af3b9407348b6589ddd9b1630efba6.jpg

    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. :)


  10. In hindsight, the BAIN wizards are in English as well. Which will pee them off even more. :P

    Another option is to use brackets "()" or better, this: "=>", ">>" or "==>".  "==>" "operator" would be understood in most character sets?


  11. On 6/5/2018 at 4:18 PM, Schtearn said:

    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.

    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:

    BTmod.jpg.624cd596bfdc35e8c734555c4744356d.jpg

    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:

    Quote

        <!-- Text -->
        <_s4fnrt> Next: </_s4fnrt>
        <!-- DEFAULT : <copy src="strings()" trait="_nextrank"/> -->

    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.

    BTmod.jpg.8bcc9091ae6ceaaded74da9b7aea08ed.jpg

    Back to stats.menu: So how do we assign some string constant to _s4fnrt?

    Quote

                <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>

    From the wiki something like this is supposed to work:

    Quote

                   <string> StringText </string>

    or

     <string> StringText <copy src="Imp_UI_Settings" trait="_s4fnrt"/> </string>

    Doing it like that completely barfs the display altogether. \:

    Edit3:

    Well, scrap that. It worked. Testing here is flawed somehow. :P

    BTmod.jpg.ade3d3facdbcf3d15265552d05d7a072.jpg

    The colours reverted- tomorrow I'll get the colours more like the picture above this one. :)


  12. 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!


  13. 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:

    stats_config.xml.thumb.jpg.cfdc29e1796b2b41b5f17f422b515324.jpg

    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:

    Spoiler
    Quote

                <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>
                <text name="stat_faction_item_next">
                    <depth> 1 </depth>
                    <visible> <copy src="Imp_UI_Settings" trait="_s4fnrv" /> </visible>
                    <string> <copy src="parent()" trait="user3"/> </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="stat_faction_item_next_label" trait="x"/>
                        <add src="stat_faction_item_next_label" trait="width"/>
                        <add src="Imp_UI_Settings" trait="_s4fnrs" />
                    </x>
                    <y> <copy src="Imp_UI_Settings" trait="_s4fnry" /> </y>
                </text>

     

    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.


  14. 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:

    FactvsnoFact.thumb.JPG.c2218974b1631ea7994fd0089e1d5c91.JPG

    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.

×