Search found 139 matches

by Jemolk
17 Jan 2019, 03:02
Forum: Feature Requests and Suggestions
Topic: feature request finding mod conflict (multiple mod changing same object ID)
Replies: 15
Views: 635

Re: feature request finding mod conflict (multiple mod changing same object ID)

At present, to determine that, you have to load each and every file individually in an editor and see if it changes any of the small handful of relevant records. esmtool can list records from a given file with a given name. esmtool dump -n <record name> file_to_test.esp If you have a sane shell, it...
by Jemolk
17 Jan 2019, 02:53
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 30
Views: 5697

Re: Sotha Sil Expanded

The Watchmen are basically the guards of the Clockwork City, except they're supposed to incapacitate you very quickly and chuck you in prison rather than give you a few options including possibly fighting them, as I understand it.
by Jemolk
14 Jan 2019, 05:00
Forum: Feature Requests and Suggestions
Topic: feature request finding mod conflict (multiple mod changing same object ID)
Replies: 15
Views: 635

Re: feature request finding mod conflict (multiple mod changing same object ID)

Because you would see the output (theoretically in the order that the mods are loaded in) to see which mods are making changes to what entries - both which ones made changes, and which one was the last modification and hence the (theoretically) active one. While this then may report a massive bunch...
by Jemolk
14 Jan 2019, 04:50
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 30
Views: 5697

Re: Sotha Sil Expanded

I've just fixed the problem with GetStandingPC locally, collision map wasn't updated immediately upon a positioncell call if the cell hadn't changed so GetStandingPC returned 1 even though the player has already been teleported to the hall and doesn't stand on the scripted pipe anymore. So only the...
by Jemolk
11 Jan 2019, 07:40
Forum: Mod Compatibility
Topic: Illuminated Order
Replies: 7
Views: 229

Re: Illuminated Order

I guess that particular GHD bug could be solved by adding a script to every ash creature so it changes when you encounter them - compatibility be damned (I mean, that mod already has a lot of compatibility issues so eh). Not sure what illuminated order could do. Skip on making the clone look like y...
by Jemolk
10 Jan 2019, 21:47
Forum: Mod Compatibility
Topic: Illuminated Order
Replies: 7
Views: 229

Re: Illuminated Order

So I guess the question would be should the original command affect the base, and a new command affect the reference? This seems the most compatible way to do it, but I guess it runs the risk of making the console commands more destructive if you don't realise that's what you're doing. No more so t...
by Jemolk
10 Jan 2019, 00:33
Forum: Mod Compatibility
Topic: Illuminated Order
Replies: 7
Views: 229

Re: Illuminated Order

I don't think that the player's clone is some kind of an exception in Morrowind. Rather all instances of the same object are really clones of each other synchronized until the state of a specific instance changes in a... different way (like containers described here ), then it updates separately. Y...
by Jemolk
09 Jan 2019, 22:06
Forum: Mod Compatibility
Topic: Illuminated Order
Replies: 7
Views: 229

Illuminated Order

I went through and fixed the script errors in OpenCS, so the mod is mostly working. That is, until I hit the ritual to become a lich. Specifically, the test. Some fairly awkward things to note here -- first, the mod creates a clone of the player with all their gear, sets its fight value to 100, and ...
by Jemolk
08 Jan 2019, 01:15
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 30
Views: 5697

Re: Sotha Sil Expanded

sotha_pipefall is weird. Maybe Trainwiz can tell what it was supposed to do. I'm pretty sure I know what it's supposed to do, and why it doesn't. It's supposed to first run that last segment that isn't part of an if statement, which disables a rock in the area you're falling into, and either a pipe...
by Jemolk
07 Jan 2019, 19:50
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 30
Views: 5697

Re: Sotha Sil Expanded

You should be able to pass the Interiors of Illusion maze without issues when using the latest code now. And now Legs of Seht are also fixed. Excellent! Thanks again! SSE can now work in OpenMW! You do have to remove the "SayDone" condition from the Pocket Cabal's pocket_linecontrol script to make ...