Jump to content
  • Announcements

    • 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!

darkrumbleking

Members
  • Content count

    38
  • Joined

  • Last visited

  1. [RELz] DarkUI'd DarN BAIN

    Does this install the loading screen replacement like DarkUI'd Darn OMOD does? Neither of the previously existing BAIN versions included the red startup loading screen or its alpha'd daedric Oht overlay. I'd love to move all my UI mods completely to Wrye Bash but like Leonardo says, it's the only one I prefer to use OBMM, for this one reason.
  2. TWMP Elsweyr Valenwood Improved WIP

    Is there a region assigned for the cells in question? You may need to create one for Valenwood/Elsweyr. The CS Wiki talks about region pathgrid generation like it's possible. Interesting info on the discussion page as well. https://cs.elderscrolls.com/index.php?title=Regions There's great specifics on how this works on this Russian site as well http://tiarum.com/wiki/Oblivion_CS:Path_Grid_Generation Might take a while to generate the remainder of Valenwood, though
  3. OBSE Plugin / Array Processing C++ Expert Assistance Needed

    I thought since you're writing C++ you have a lot more power. Call the functions anyways, if you specify that they're from another namespace, so long as they're public and not private it should work right? If you didnt want to resolve the name every time maybe you'd write using ArrayVarMap::RemoveReference
  4. [Relz, WIP] Elsweyr Pelletine

    Envy said a while ago there was no plan to make Valenwood Improved compatible due to the incorrect placement of cities TWMP Valenwood is empty, but its landscape is actually compatible with Pelletine/Anequina. Link to the mod with the esps you need: https://www.nexusmods.com/oblivion/mods/38792/?
  5. OBSE Plugin / Array Processing C++ Expert Assistance Needed

    Also, maybe take a look at ArrayVarMap::RemoveReference and ArrayVarMap:GetKeyType. Those could be invaluable to your plugin. If this is running in the dll, it should iterate quicker than the oblivion script over your keys, even if it is stupidly analyzing all of them. It should return kDataType_Array once it hits on your subarray key, no? RemoveReference can simply take the ref id and referring mod index as args (double and uint8, respectively.) Wish I knew enough to write the code/pseudocode for you, but I'm retarded. Lol
  6. OBSE Plugin / Array Processing C++ Expert Assistance Needed

    In the obse example plugin, there is a function: Cmd_ExamplePlugin_MakeArray_Execute After creating a nested array in an array (which you're already doing anyways with your subarrays it seems), it prints the new array ID. Maybe you can use that pattern to get the array ID's for tiers 2-4.
  7. OBSE Plugin / Array Processing C++ Expert Assistance Needed

    Tried using Maps or Stringmaps (only difference is data type of the key; map=numeric keys)? http://obse.silverlock.org/obse_command_doc.html#Array_Variables Arrays according to the OBSE docs do not allow gaps. If you used ar_Erase on the element of an array, you would necessarily cause an index shift. "An Array behaves like arrays in most programming languages: the key is an unsigned integer starting at zero, and there are no gaps between elements. (In other words, if an element exists at indexes 1 and 3 then an element necessarily exists at 0 and 2)" The map type of array allows gaps, floating point keys, etc. I'm sure all the goodies you want are there without diving into the guts, so try constructing it like (array_var) ar_Construct arrayType:map
  8. [RELz] Dwemer Art: Desert Alik'r

    Thanks for the hard work. 100+ hours is a lot to bring a mod to English, and even more work to produce other patches. I would definitely be interested in your OCO/items patches.
  9. [RELz] Better Cities

    I found it in another mod.
  10. [RELz] Better Cities

    I went to Fort Supremacy and it has no walls but WTF. I even manually recopied all the mesh and textures to the game in the same order. resource - 6.0.7 - 6.0.8a. I wonder if it is attached to Leyawiin flooded because I decided on dry land this time.
  11. Reporting things to fix

    Finding floaters, missing, misaligned objects in the game for modders to investigate.
  12. [RELz] Elsweyr Anequina Integration Patch

    How about screenshots of the land tear and floating objects plus location as I found only a few semi-exposed trees in Rimmen.
  13. [WIPz] Unofficial Morrowind Patch

    I have created an Album with screenshots of out of place items/objects that I find in the game called Things to Fix. I will continue to add screenshots as I find them. Note: I am using UMP 1.66 on a fresh game. The screen capture I use is oCam from Ohsoft.net
×