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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!

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Found 5 results

  1. OBSE: Using GetCurrentRegions?

    I've been trying to use GetCurrentRegions to allow the player to rename regions in-game, and it does return a list of proper Region FormIDs of the correct size, but GetName doesn't work. When called like (GetName region) it returns "<no name>", and when called like region.GetName, it says region is a null reference or base object. ToString returns "<no name>" as well, and HasName returns 0. So Regions don't have names in that sense, it seems. And there doesn't seem to be a single other function relating to regions besides the deprecated GetCurrentRegion, at least not any on the Construction Set Wiki. So I can't get any information dynamically from regions in game, nor modify them. Am I missing something, or is GetCurrentRegions actually useless for mod-added regions you don't know about in advance, and you can't actually change region names in-game at all? I mostly want to change the name that appears on the local map and load doors to that region (the only ways region map names matter), but I still need to know the name anyway to know if I need to change it. Only other way I could imagine doing it is somehow grabbing the name from the U.I., and changing it the same way, using the OBSE U.I. functions, but then I'd also have to change what appears when you mouse over doors to the region, which I don't even know how I'd do, and all for a simple cosmetic change. I'm not going to even attempt to do that unless someone actually knows how I'd do it fairly easily.
  2. Just installed a new graphics card, and I'm getting some super weird behavior that I think is linked to OBSE. It's an Nvidia GTX 1080. Whenever I launch the CSE or Oblivion via OBSE, there is this crazy long lag while one or the other loads. It feels like anywhere from 10-30 seconds (haven't timed it). I can't switch over to any other apps. And if I move my mouse, it moves like molasses and it goes in weird directions that I can't control - as if a ghost had taken it over. Once CSE or Oblivion finally loads, everything goes back to normal. But it's insanely frustrating!! Anyone have any ideas?
  3. Ultimate Teleport Spell

    Version 20161218

    83 downloads

    Ultimate Teleport Spell (UTS) by avalon2260 version 20161218 Requirements OBSE v20+ Main Site Nexus ConScribe ConScribe AvalonCore 20151231+ TAL Nexus ConfigReader 20160524+ TAL Nexus Description The Ultimate Teleport Spell? This provides a number of teleport spells which can be configured to the user's liking. It really began as an experiment in reading config files (handled by ConfigReader, which was written for, and in conjunction with, UTS). Currently, the teleport locations are statically defined (but can be changed while the game is running by re-loading the config file). I plan to add a mark and recall version, if I ever get around to it. Features ======== - Unlike most other teleport spells, teleport locations are not hard-coded into the mod, but read from config files (uses a custom syntax), so you can teleport pretty much anywhere in any mod by adding some appropriate entries to the config file(s). - It is entirely scripted and independent of Oblivion.esm, so should work with total conversions etc. too (untested). One spell to rule them all! Just create new config files. - It supports an unlimited number of locations via an arbitrarily deep menu hierarchy. - Each menu can have any number of entries; if there are more than 9 entries, then the menu will use multiple pages (this could get a bit unwieldy though if you overdo it. - There are 6 built-in spells, though only the first one is used by the default config. Define menus for the others if you like. They are all functionally equivalent, so the main point of extra spells is to reduce menu depth. The spells are actually defined in a2core.esm, but they don't do anything without UTS. - You can also create more spells (as many as you want) in a 3rd party mod and define menus for them. The optional extra spells esp adds an additional 20 spells. - You can teleport to/through a door (if it's locked, you need the key), to any actor/reference, or to any arbitrary cell location (x,y,z coordinates). - The example config file has ~200-300 location entries. Shops, Inns, cities, vanilla houses, DLC houses, Daedric shrines, guild buildings, several mod locations, master trainers, etc. Add whatever you want. Remove whatever you don't. Conditions ========== You can specify conditions in order for a menu or location to be enabled. The current syntax supports several concurrent conditions: - map marker (visible/found). - quest (stage done, or 'completed'). - faction (player is a member of, or minimum faction rank). - true test (run via RunScriptLine, must evaluate to non-zero). - false test (run via RunScriptLine, must evaluate to zero). All tests must pass for the menu/location to be accessible. This means that if any conditions for a top level menu are not met, the spell will fail immediately. RunScriptLine tests must evaluate to a numeric value (short). You can specify a reference to run the true/false tests on. You can also substitute an arbitrary reference into the string (see the config file doc for details). The new (2016-05-22) lcond feature allows an entry/menu to have any number of conditions (previously only one of each type was possible). Most locations in the example config have various requirements (e.g. for player houses, naturally you need to buy the house before you can teleport there, and so on). Installation Copy the esp to the Data directory and the config files to Data/ConScribe Logs/Per-Mod. Put it anywhere, load order is irrelevant. If using the extra spells esp, this can load before or after UTS, it doesn't matter. Configuration See doc/uts_config_file.txt for details on configuration and the config file syntax. Legal The scripts in this mod are in the Public Domain. Whatever.
  4. [RELz] Ultimate Teleport Spell

    File Name: Ultimate Teleport Spell File Submitter: avalon2260 File Submitted: 09 Nov 2016 File Category: Miscellaneous Ultimate Teleport Spell (UTS) by avalon2260 version 20161218 Requirements OBSE v20+ Main Site Nexus ConScribe ConScribe AvalonCore 20151231+ TAL Nexus ConfigReader 20160524+ TAL Nexus Description The Ultimate Teleport Spell? This provides a number of teleport spells which can be configured to the user's liking. It really began as an experiment in reading config files (handled by ConfigReader, which was written for, and in conjunction with, UTS). Currently, the teleport locations are statically defined (but can be changed while the game is running by re-loading the config file). I plan to add a mark and recall version, if I ever get around to it. Features ======== - Unlike most other teleport spells, teleport locations are not hard-coded into the mod, but read from config files (uses a custom syntax), so you can teleport pretty much anywhere in any mod by adding some appropriate entries to the config file(s). - It is entirely scripted and independent of Oblivion.esm, so should work with total conversions etc. too (untested). One spell to rule them all! Just create new config files. - It supports an unlimited number of locations via an arbitrarily deep menu hierarchy. - Each menu can have any number of entries; if there are more than 9 entries, then the menu will use multiple pages (this could get a bit unwieldy though if you overdo it. - There are 6 built-in spells, though only the first one is used by the default config. Define menus for the others if you like. They are all functionally equivalent, so the main point of extra spells is to reduce menu depth. The spells are actually defined in a2core.esm, but they don't do anything without UTS. - You can also create more spells (as many as you want) in a 3rd party mod and define menus for them. The optional extra spells esp adds an additional 20 spells. - You can teleport to/through a door (if it's locked, you need the key), to any actor/reference, or to any arbitrary cell location (x,y,z coordinates). - The example config file has ~200-300 location entries. Shops, Inns, cities, vanilla houses, DLC houses, Daedric shrines, guild buildings, several mod locations, master trainers, etc. Add whatever you want. Remove whatever you don't. Conditions ========== You can specify conditions in order for a menu or location to be enabled. The current syntax supports several concurrent conditions: - map marker (visible/found). - quest (stage done, or 'completed'). - faction (player is a member of, or minimum faction rank). - true test (run via RunScriptLine, must evaluate to non-zero). - false test (run via RunScriptLine, must evaluate to zero). All tests must pass for the menu/location to be accessible. This means that if any conditions for a top level menu are not met, the spell will fail immediately. RunScriptLine tests must evaluate to a numeric value (short). You can specify a reference to run the true/false tests on. You can also substitute an arbitrary reference into the string (see the config file doc for details). The new (2016-05-22) lcond feature allows an entry/menu to have any number of conditions (previously only one of each type was possible). Most locations in the example config have various requirements (e.g. for player houses, naturally you need to buy the house before you can teleport there, and so on). Installation Copy the esp to the Data directory and the config files to Data/ConScribe Logs/Per-Mod. Put it anywhere, load order is irrelevant. If using the extra spells esp, this can load before or after UTS, it doesn't matter. Configuration See doc/uts_config_file.txt for details on configuration and the config file syntax. Legal The scripts in this mod are in the Public Domain. Whatever. Click here to download this file
  5. OBSE problems for a noob

    firstly, sorry of this is in the wrong place, im not sure where i should ask this. when i load a game (or start a new character) im getting the error message saying that OBSE is not detected. now im relatively new to oblivion modding, but i have definately installed OBSE as you can see in the included picture. i have also included by load order in case the issue is there, but it has been properly sorted with BOSS. i have probably just made some stupid mistake somewhere, but i cant seem to figure out what so any help would be appreciated. edit: apparently i buggered the screenshots, re-uploaded them properly edit2: fixed it, the problem was OBSE, not the XP mod, apparently the latest obse_loader.exe, which tells you to just launch through steam is borked. replaced it with an older version and everything now works fine.
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