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      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!

Milotek

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About Milotek

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    Krill

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    Arizona, USA
  1. Poison Kill Script Discussion

    I use BAIN for my installs/uninstalls. But if it were the menus, wouldn't all my saves CTD? As I stated, only some CTD and in no particular order. For example, save 498-500 CTD, 496-497 don't CTD. 491-495 CTD, and so on. Some saves are minutes apart where one CTDs and the other doesn't. Some saves are indoors other outdoors. All the saves I had before I installed OBXP work just fine after the uninstall. Anyway, I am not really looking for solutions, I just found the situation interesting. I wouldn't doubt if it was some weird conflict with one of the mods or just Oblivion being Oblivion!!!
  2. Poison Kill Script Discussion

    I figured you understood I just wanted to make it clear for both of us. My ini file at that time wasn't altered, but I just recently changed it to slow leveling and while doing my new uninstall/reinstall tests I forgot to make my ini changes. I then ran a save that was real close to leveling and my XP points were nowhere near the point of leveling. Then I remembered what you said and realized that while my XP was the same the amount needed for leveling had increased. If you hadn't mentioned it, I probably would have freaked out and posted that something was broken!!! Anyway, I just finished my testing and guess what, I was wrong. After uninstalling OBXP everything was fine. Skills and Attributes where the same as they were with OBXP installed. Some of my Skill progresses were at unusually high percentages. But not a big deal. As I used those skill those percentages worked themselves out. I have no idea what I original saw or thought, and have no excuse or theory as to what happened in my head or in reality!!!! Either way I was just plain wrong. I do have one issue to report. Some of my saves now CTD when loading them with OBXP removed. I get to the loading screen and when the progress bar starts moving, CTD. There is no pattern as to which ones CTD, its a mix. Some old saves crash while other old ones work fine. Same goes for newer ones. I have two saves that are just about half hour apart in the same dungeon and one works and the other CTDs. When I reinstall OBXP, the saves work just fine. I can't even begin to understand whats going on. I just wanted to bring it to your attention. As strange as this may sound to you coming from me, I'm not that concerned about it.
  3. Poison Kill Script Discussion

    I am not sure but maybe you are misunderstanding what I am saying. All I was doing was uninstalling OBXP from my game. That's where things got messed up. If I uninstall and then reinstall OBXP everything works fine. I'm going to get you some screen shots of what Is going on. Current load order using BOSS: • 00 Oblivion.esm [CRC: 2FF840C5] • 01 Francesco's Leveled Creatures-Items Mod.esm [CRC: 4CC0CFD7] • 02 Francesco's Optional New Items Add-On.esm [CRC: 754C4DFF] • 03 Oscuro's_Oblivion_Overhaul.esm [CRC: 40BB6CDE] • 04 Mart's Monster Mod.esm [CRC: FA08DE55] • 05 FCOM_Convergence.esm [CRC: 235A3B01] • 06 Unofficial Oblivion Patch.esp [CRC: 64BCA292] • 07 UOPS Additional Changes.esp [CRC: F222ED75] • 08 DLCShiveringIsles.esp [CRC: 2BB84977] • 09 Unofficial Shivering Isles Patch.esp [CRC: D5E25D6F] • ++ USIPS Additional Changes.esp [CRC: D01D3257] • 0A Francesco's Creatures and Items Resources.esp [CRC: 7B1A49B1] • 0B Francesco's Optional Chance of Stronger Bosses.esp [CRC: 19C52F4F] • 0C Francesco's Optional Chance of Stronger Enemies.esp [CRC: 69CDAE26] • 0D Francesco's Optional Chance of More Enemies.esp [CRC: E02591A7] • 0E Francesco's Optional Leveled Guards.esp [CRC: 4B2B4B48] • ++ Francesco's Dark Seducer Weapons Patch.esp [CRC: 39CA83B1] • ++ FCOM_Francescos.esp [CRC: A763E334] • ++ FCOM_FrancescosItemsAddOn.esp [CRC: C8E156A2] • 0F FCOM_FrancescosNamedBosses.esp [CRC: 4B999582] • ++ RedBag - Fog.esp [CRC: 694FDFF4] • 10 IWR - Windows Lights Shutters - Optimised.esp [CRC: 3B43DAFA] • 11 ChaseCameraMod.esp [CRC: C99150E1] • 12 Maigrets Gnoll Archer.esp [CRC: 809EA864] • 13 My Dog Rosie.esp [CRC: C04CC359] • 14 Enhanced Economy.esp [CRC: 67026148] • 15 Display Stats.esp [CRC: D0E2047B] • 16 Synchronized Date and Time.esp [CRC: 18248606] • 17 Bob's Armory Oblivion.esp [CRC: 916B1A2C] • 18 FCOM_BobsArmory.esp [CRC: FE176DB2] • 19 Oblivion WarCry EV.esp [CRC: 8F9765A5] • 1A FCOM_WarCry.esp [CRC: C03178D5] • 1B Oscuro's_Oblivion_Overhaul.esp [CRC: B266D9AC] • • • OMOBS_SI.esp [CRC: 6F998DD2] • 1C FCOM_Convergence.esp [CRC: 5C891563] • ++ FCOM_EntropicOrderHardcore.esp [CRC: 8E79E203] • 1D FCOM_RealSwords.esp [CRC: 132E57BE] • 1E Mart's Monster Mod - More Wilderness Life.esp [CRC: FEA2D531] • ++ FCOM_SaferRoads.esp [CRC: A90C5DFC] • ++ FCOM_LessRats.esp [CRC: 2B2CA06F] • 1F Mart's Monster Mod - Extra Wounding.esp [CRC: D8C0168F] • ++ Mart's Monster Mod - Looting NPCs & Creatures.esp [CRC: 0674FBEA] • ++ Mart's Monster Mod - Less Reavers.esp [CRC: CC3F03C7] • 20 Mart's Monster Mod - Hunting & Crafting.esp [CRC: 45BC8F76] • 21 Mart's Monster Mod - Farm Animals.esp [CRC: 7AD3E3A9] • • • FCOM_Archery.esp [CRC: 779D0F82] • 22 Geomancy & Gem Dust OOO.esp [CRC: CDE74EF2] • 23 Mart's Monster Mod - City Defences.esp [CRC: 758B61E2] • 24 Roads of Cyrodiil.esp [CRC: A31E133F] • 25 Ingredient Storage Shelves.esp [CRC: A1F4B115] • 26 RefScope.esp [CRC: 09E4EE27] • 27 SM Combat Hide.esp [CRC: 1E0914D2] • 28 SM Bounty.esp [CRC: F8E0F54F] • 29 Oblivion XP.esp [CRC: 63013A80] • 2A _Ren_BeautyPack_onlyhairs.esp [CRC: 921473E5] • • • ROC Standard Road Record.esp [CRC: 553B24AD] • 2B Bashed Patch, 0.esp [CRC: 33A9942A]
  4. Testing Thread for Version 4.3.2

    1. Works fine 2. I don't use OBMM 3. Works fine 4. Works fine 8. I can't use SDR 9. I can't use SDR On test 6 and 7, I am offering more information to help testers recreate the issues. Also, both these apply to NPCs as well as creatures. 6. The poisons must be active in the victim at time of death. Poisons that have run there course will not make the issue happen. Long lasting poisons increases the likely-hood of poisons being active at time of death. 7. The victim you kill must be 1 weapon blow from death when you kill the victim with a poisoned weapon. Any victim can create the issue not just weak ones. I spent the weekend testing these 2 issues thoroughly. I had no issues with these in over 20 hours of play testing.
  5. Poison Kill Script Discussion

    I didn't mean to offend you at all. I just waned to make you aware of what happened to me. I jumped the gun about the comment about ruining the game on uninstall. I should have just made you aware of what happened and left it at that. Please forgive me. When I made my clean save it was from an unmodified version of OBXP. I have never even made a save with a version that I modified. It didn't reset me to level 1 but to the level I was at when I installed OBXP. Only the skills and attributes were set to level 1 values. My skill progresses were like 600%. Some higher some lower, I didn't pay that much attention. I will look into it and see if I did something wrong. I don't plan on removing OBXP from my game, I like it too much.
  6. Poison Kill Script Discussion

    Well it is an issue for me. I going to do a clean save and see what happens. I did the clean save and nothing changed. Player works in your old code, but not in my new code. One thing I a little concerned about when I did my clean save, is how removing OBXP messed with the game. It returned all my stats to Level 1 values. You really should warn people that removing OBXP from your game if you no longer want to use it will pretty much ruin it or require you to use console commands to fix things. What do you really expect people to do if they no longer want to use your mod?
  7. Poison Kill Script Discussion

    Wow you two have been busy. I have been dying over here waiting for you two to finish so I can see the code. I will download your new version and run all my standard tests. I still have 4 more issues to discuss. One is super easy to fix. Two might be impossible to fix. The last is just something that you might want to know about but everything still works just not like you think. This last one gave me an idea how to simplify the poison script. So far it is working. One strange thing that is happening is in the Finished Block you call the OnDeath handler with the code: call OBXPfnOnDeath actor, player But when I use that same line in my new code it doesn't work. It fails the "IF" that gives the XP. In my code I have to use: call OBXPfnOnDeath actor, playerRef In your code, even though you pass it the 'Player' 00000014 the function OBXPfnOnDeath sees it as "PlayerRef" 00000007 so everything works as that is what the "IF" statement wants, "PlayerRef" 00000007. In my code it when I pass 'Player' 00000014 it sees it as 'Player' 00000014 and fails as the "IF" statement checks against "PlayerRef" 00000007. I have read that "Player" can sometimes return the same formID as "PlayerRef". I just find it odd it works in your code and not mine when all I did was copy your code and paste it into a new script. Makes me think your script is cached or something like that. The if statement in question is: if ( killer == playerRef ) || ( companionKill == 1 ) I would either change your code to "PlayerRef" iin the Finished Block or change the "IF" statement to: if ( killer == playerRef ) || ( killer == player ) || ( companionKill == 1 ) This would make sure it works no matter which one is passed.
  8. Poison Kill Script Discussion

    Actually there are multiple ways to make it happen but the way I described it was just the easiest.
  9. Poison Kill Script Discussion

    I have been wanting to try user-defined event. I may do some testing to see if I can get them to work in general. Good luck sorting things out.
  10. Poison Kill Script Discussion

    Creating a simultaneous kill is easy. I explained it in that same post. Once you sort out the SDR thing you can try it out.
  11. Poison Kill Script Discussion

    AndalayBay, remember the Finished Block doesn't care about the type of poison that made the kill. It will give credit for any poison as long as it meets the other conditions. But yes the stacked poison is working. The Simultaneous Kill I explained page one still exists. Here is a quote from the post: In a nutshell, if you have an enemy that is one one conventional weapon blow from death and poison your weapon for the final blow. you will get two OPXP kill messages along with the associated XP. The easiest way to test this is to find a creature, such as a mud crab, that you can kill in one conventional weapon strike and poison the weapon and strike the creature. But I do have a fix for it. That is what we were discussing before you found out things weren't working for you. Also the first log I posted showed that issue. Nothing that you post to the Conscribe log shows it though.
  12. Poison Kill Script Discussion

    I shot an arrow with one health poison and waited for it to die. New Poison: [FF127E64 _Damage Health] Cloned: [FF131893 _Damage Health] Poison Applied: FF127E64 _Damage Health Num Effects: 1 Effect: DGHE, Magnitude: 7.0000 Total damage: 7.0000 Poison resistance: 1.0000 Net damage done: 7.0000 Health of target: 62.0070 Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGHE, Magnitude = 7.0000 Total damage: 7.0000 Poison resistance: 1.0000 Net damage done: 7.0000 Health of target: 55.1609 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGHE, Magnitude = 7.0000 Total damage: 7.0000 Poison resistance: 1.0000 Net damage done: 7.0000 Health of target: 48.2730 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGHE, Magnitude = 7.0000 Total damage: 7.0000 Poison resistance: 1.0000 Net damage done: 7.0000 Health of target: 41.3779 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGHE, Magnitude = 7.0000 Total damage: 7.0000 Poison resistance: 1.0000 Net damage done: 7.0000 Health of target: 34.3778 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGHE, Magnitude = 7.0000 Total damage: 7.0000 Poison resistance: 1.0000 Net damage done: 7.0000 Health of target: 27.3777 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGHE, Magnitude = 7.0000 Total damage: 7.0000 Poison resistance: 1.0000 Net damage done: 7.0000 Health of target: 20.4897 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGHE, Magnitude = 7.0000 Total damage: 7.0000 Poison resistance: 1.0000 Net damage done: 7.0000 Health of target: 13.5946 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGHE, Magnitude = 7.0000 Total damage: 7.0000 Poison resistance: 1.0000 Net damage done: 7.0000 Health of target: 6.5945 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 After kill, update cycle: Creature kills: 873.0000, NPC kills: 223.0000
  13. Poison Kill Script Discussion

    Yes I do alchemy all the times. As I stated in other posts, the issue with stacked poison can happen with any poison. I just used Fatigue as it won't kill the actor before I want it to. I could used a Health one with the same results. I will do one with health poisons.
  14. Poison Kill Script Discussion

    I poisoned a frost imp 3 times with Fatigue poisons by arrow and then killed it with the 4th arrow(no poison). I would have gotten three XP messages and points but with the fix we put in it only gave one. New Poison: [FF0FBB2D _Damage Fatigue] Cloned: [FF131893 _Damage Fatigue] Poison Applied: FF0FBB2D _Damage Fatigue Num Effects: 1 Effect: DGFA, Magnitude: 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 57.5803 Creature kills: 872.0000, NPC kills: 223.0000 New Poison: [FF0FBB2D _Damage Fatigue] Cloned: [FF1318BB _Damage Fatigue] Effect Update: Effect = DGFA, Magnitude = 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 57.5803 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGFA, Magnitude = 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 57.5803 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGFA, Magnitude = 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 57.5803 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Poison Applied: FF0FBB2D _Damage Fatigue Num Effects: 1 Effect: DGFA, Magnitude: 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 37.5355 Creature kills: 872.0000, NPC kills: 223.0000 New Poison: [FF0FBB2D _Damage Fatigue] Cloned: [FF1318BD _Damage Fatigue] Effect Update: Effect = DGFA, Magnitude = 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 37.5355 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGFA, Magnitude = 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 37.5355 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGFA, Magnitude = 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 37.5355 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGFA, Magnitude = 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 37.5355 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGFA, Magnitude = 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 37.5355 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGFA, Magnitude = 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 37.5355 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Poison Applied: FF0FBB2D _Damage Fatigue Num Effects: 1 Effect: DGFA, Magnitude: 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 17.4962 Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGFA, Magnitude = 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 17.4962 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGFA, Magnitude = 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 17.4962 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGFA, Magnitude = 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 17.4962 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGFA, Magnitude = 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 17.4962 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGFA, Magnitude = 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 17.4962 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGFA, Magnitude = 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 17.4962 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGFA, Magnitude = 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 17.4962 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGFA, Magnitude = 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 17.4962 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 Effect Update: Effect = DGFA, Magnitude = 10.0000 Total damage: 0.0000 Poison resistance: 1.0000 Net damage done: 0.0000 Health of target: 17.4962 Before kill: Creature kills: 872.0000, NPC kills: 223.0000 After kill, finish cycle: Creature kills: 873.0000, NPC kills: 223.0000 After kill, finish cycle: Creature kills: 873.0000, NPC kills: 223.0000 After kill, finish cycle: Creature kills: 873.0000, NPC kills: 223.0000
  15. Poison Kill Script Discussion

    There are certain times where XP needs to be given without really capturing the kill.
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