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Zilav has released a new version with regular expression support for search and replace. He's asked me to check it out. Uploading here in case in anybody else wants to check it out. Sniff.zip
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[WIP] Argonia - The Black Marshes
AndalayBay replied to AndalayBay's topic in Argonia - The Black Marshes
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No idea, I don't there's any function in CS or E labelled as cloning, the closest would be duplicate.
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Yeah I had a bunch and lost them all when shadeMe switched to using the registry to record them. The latest nightly lost them again, but fortunately they were still in the registry so when I downgraded again, I got them back. Do you know what you have to do to get ?
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I had loads of them once, years ago. Then they reset. Then they kept resetting so I was getting the same easiest achievements over and over. I just ignore them completely now and wish there was an option to disable them.
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This retrieves a list of creatures along with several BFC details like attributes, health, magicka, fatigue and level. CODA(ListCreatures) var critter var editorID var firstChars var formIDString var fullName var baseRef var arAttributes var health var atkDmg var magicka var fatigue var arLevel var arAIStats begin ; creatures are 36 forEach critter <- GetDataHandlerFormList(36) EditorID = GetEditorID(critter) formIDString = FormatNumber("%08X", critter, 1) firstChars = StringSubStr(EditorID, 0, 2) if (StringCompare(firstChars, "BM", 1) == 0) baseRef = getFormByEditorID(EditorID) fullName = GetBFCFullName(baseRef) printC(EditorID//" | "//fullName) arAttributes = getBFCAttributes(baseRef) printC("Str "//$arAttributes[0]//" Int "//$arAttributes[1]//" Wil "//$arAttributes[2]//" Agi "//$arAttributes[3]//" Spd "//$arAttributes[4]//" End "//$arAttributes[5]//" Per "//$arAttributes[6]//" Luc "//$arAttributes[7]) health = getBFCHealth(baseRef) atkDmg = getBFCAttackDamage(baseRef) magicka = GetBFCActorBaseDataMagicka(baseRef) fatigue = GetBFCActorBaseDataFatigue(baseRef) arLevel = GetBFCActorBaseDataLevel(baseRef) printC("Health "//$health//" Magicka "//$magicka//" Fatigue "//$fatigue//" Attack Dmg "//$atkDmg//" Level/Offset "//$arLevel[0]//" Min "//$arLevel[1]//" Max "//$arLevel[2]) arAIStats = GetBFCAIFormAIStats(baseRef) printC("Aggression "//$arAIStats[0]//" Confidence "//$arAIStats[1]//" Energy "//$arAIStats[2]//" Resp "//$arAIStats[3]) endif loop end This script shows how to process the arrays returned by many BFC functions.
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I've been trying to get the achievements but have only managed about half of them, so I finally gave into temptation and grabbed the code from Github. Here are all the achievements: Now to figure out how to get more of those...
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[WIP] Argonia - The Black Marshes
AndalayBay replied to AndalayBay's topic in Argonia - The Black Marshes
End of summer already? Time for an update. In the process of editing some quests, I'm also working on the levelled lists. So in addition to the armour I listed above, we now have Marsh Chainmail and Sashed Armour. All the armour is available as loot, for NPCs to wear as part of their levelled lists and will be for sale at vendors. Earlier this year, I also added a bunch of clothing so we now have a complete set of lower, middle and upper class clothing. Once again it's in loot, on NPCs and available for sale. It makes it much easier when you have enough custom stuff so have your own LLs and don't need to use vanilla stuff. It's even better when you can delete all the LLs you don't need any more. Edit: we also have enchanted versions of our armour, just like vanilla. Marsh Chainmail Sashed (a heavy armour) Now to get back to testing the quest I just finished. -
Unfortunately you are correct. It launches the development environment. It looks like it was the same back in 2014 when we looked at this last and I had forgotten.
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I will likely reinstall it at some point in the future, perhaps after the modding has matured a bit and there have been a few stability patches for it. Right now, I've given up on it. Besides I HATE modding Unreal Engine!
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Ok, that's good. If you reinstall ORe, it would probably run ok. Something might have gotten corrupted and Steam would reset everything on reinstall. I'm just running OBSE and my tweaks mod at the moment, and it's running fine. For Oblivion, you should sort your load order with LOOT. You can run it right from Wrye Bash if you like. The most useful thing for Gecko at the moment is its reporting. You can generate lists and export them to spreadsheets. I've been using it to list all the clothing, armour and ingredients that I've been working on.
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I did uninstall Ob Remastered as it simply refused to run any more. It did read from my Oblivion archive which is installed and correctly listed the mods. I was going to get you a screenshot, but it now won't open at all from its desktop shortcut. *Edit* - I tell a lie, it was just being sneaky!
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Perfect! That's what we wanted to confirm. Thanks. What about Oblivion Remastered? It should look something like this, unless you've uninstalled ORe. It defaults to the first game listed. We'll add some highlighting so you know which game is selected in the next release.
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It did need the latest .net to be installed, but it offered a link and the install was painless.
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Great - thanks! Did it need to install other stuff? Did it detect your Oblivion Remastered installation as well? I'm sorry to hear of your loss. I'm here if you need an ear, or two.
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It works perfectly, it installed with no issues and has picked out my few mods on Oblivion. I would say that it is a successful test! Sorry it took me a while to get around to sorting this - things are a bit all over the place for me at the momant, both mentally and stuff going on around the house. Dealing with with grief and trying to get everything ready to have a new floor done! Hit me up if you want me to test again!
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Vorians successfully extracted some clothing meshes from ORe. Just for the heck of it, I applied my new textures to the ORe meshes. They really went nuts with the new Mania Finery. We have the textures too, so I could retexture them, but we're too busy with Black Marsh at the moment.
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Yeah it's free for poor sods like us. Once you develop a game that nets you your first million, you have to start paying the licensing fees. You might still need the Epic account for the plugins. I don't know anything about that.
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I wasn't aware UE could be installed without Epic Games Launcher.
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Yeah I used FModel to export the textures as PNG files. I couldn't figure out how to export the meshes. I got a few PSK/PSA files, but not the ones I wanted. Getting into that stuff would seriously derail the stuff I'm supposed to be working on! Why do you need Epic? We just grabbed UE. We have UE 5. I haven't played with it in a while. I'll have to install it again. It looks like it has an importer/exporter for 3DS Max. I guess that's the ActorX stuff you're referring to.
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Watch this youtube tutorial on meshes (it's long, you might want to skip forward sometimes). To edit the meshes, you need to extract them using FModel, set up with the USMAP file. Then install the latest version of Blender and the Unreal PSK/PSA plugin. This will allow you to import the meshes into Blender (I believe they have to be downscaled to 0.01 of their original size as Blender seems to like to gargantuise objects). Edit as desired, then export as FBX files (3DS Max supports FBX files if you prefer to import into Blender then export to FBX to edit in 3DS Max - I couldn't get ActorXImporter and ActorX plugins for 3DS Max to work properly... or was it only the ActorX plugin to convert back to PSKX files which didn't work, and is in fact not needed since UE handles that conversion? Perhaps ActorXImporter did work, I don't remember now). Install Epic Games Launcher which requires registering a free account, then from the Launcher install Unreal Engine v5.3.2. Refer to the previously linked tutorial for settings to adjust. FBX files can be dragged into Unreal Engine's content browser. Then I believe you add the textures into the content browser and link them to the materials (I haven't gotten around to textures yet), and finally there's a process described in the youtube tutorial to package the files up for use in-game. If you aren't replacing existing assets from the original game, then I presently do not know how to make them appear in-game, the tutorial is solely about replacing existing content. Textures extract as PNG, I believe the game uses PNG, so should be straight-forward. Sound files can be extracted as WAV files (double-click the uasset file listed in FModel which opens a preview window and plays the audio, then choose to save the file), but must be converted to WEM files for the game to use them. to convert to WEM, first register a free account on Audiokinetic, then log in to download Wwise. See this youtube tutorial for the conversion process. I have no idea how UE handles lip synch.
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I figured out how to extract resources from Oblivion Remastered. At this point, I don't know how to edit them and package them as a mod. I am using some of the textures as source files for patterns that I'll use in my retexturing work in Oblivion. They will be an outline that I'll use to draw the patterns in the textures. I think that to really mod ORe, I'll need to install and learn Unreal Engine. We were looking at it anyway for our game development work.
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Uploaded bug fix for previous version. Please grab this one.
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A new version of Gecko has been published. See the mod description page for details.
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Just install your mods with WB and it will manage everything. That includes texture replacers and anything else. If you uninstall a mod that overrides files from another, it will automatically reinstall the files from the mod that got overridden. If you install a new version of a mod, it will detect the change and highlight the archive. It will tell you to Anneal the mod. That updates the installation to reflect the changes. Have a look at the readme. They explain it better than I can.