Nepro Posted October 8, 2013 Posted October 8, 2013 The excellent mod I use has one problem - spamming message boxes. set LPUSfEGlShowMessages to 0 I tried to type this in order to stop the spamming message boxes that pop up because of armor based on non-standard slots. Non-stnadard slots armor will generate warning like this: I copied and pasted mod readme below in spoiler: Plugin: Unarmored Skill for EveryoneAuthor: Low PostVersion: 3.0.4__________________________________________________________________________________________1. Description2. Installation / Uninstallation2.a.1) Installation2.a.2) Update from GalerionTrueUnarmored 2.0.12.a.3) Update from a previous version of Unarmored Skill for Everyone2. Uninstallation3. "Technical" information & useful console commands3.a) Display of additional Information3.b.1) Maximum Defense Bonus3.b.2) Comparison chart3.b.3) Reducing the Defense Bonus3.b.4) Messages about changes of the real Defense Bonus3.c) Starting Value of the Unarmored Skill3.d) Training of the Unarmored Skill3.e) Maximum Skill Level3.f) Lights able to be turned on or off4. Known Bugs & Issues5. Known Incompatibilities6. Hosting Information7. Contact8. Credits9. Used Tools & Resources10. Changelog+-----------------------------------------------------------------------------------+¦ ATTENTION: ¦¦ This is a revision of GalerionTrueUnarmored by Galerion. ¦¦ Unfortunately, I wasn't able to make contact with him and the ReadMe doesn't say ¦¦ anything about such cases. ¦¦ Therefore, I don't have the permission to release this Plugin. ¦¦Although, I don't want to deprive the community of this Plugin. I put this warning ¦¦ at the top of the ReadMe, so everyone who doesn't want to use a revision released ¦¦ without written permission can forgo this Plugin. ¦+-----------------------------------------------------------------------------------+==============1. Description==============This Plugin is an enhancement/revision of GalerionTrueUnarmored 2.0.1:It adds an "Unarmored skill" to the game.This causes players to get a defense bonus even without wearing an armor so that magiacianswho prefer using robes have a chance, too. The defense bonus depends on you current UnarmoredSkill, but also from the armor you're wearing. Certainly, you only get a bonus for theunarmored parts of your body. Certainly, the unarmored defense bonus will never be the same as the best one you get froman armor. You can find a comparison chart under point 3. It's assumed that you get themaximum bonus possible (which means you wear no/the complete armor).Compared to the original version, I changed the following things:- I used OBSE-commands for a better imitation of a "real" skill:* It's possible to use the unarmored skill as a major skill.You can either replace one of the default major skills, or use it as anadditional major skill.* The Unarmored skill now has a governing attribute: agility* Skill improvement only if neither heavy, nor light armor has been improved(only when the body, not the armor, was hit)* Using a true exponential function* Percentual damage to the unarmored-bonus by means of equipped pieces of armor* The skill level used by the calculations is influence by luck and fatigue.- Including trainer for the Unarmored skill* Training the Unarmored skill used Training sessions, just like a normalskill does.* The first trainer lives in Anvil and leaves his home for 2 hours every dayto take a walk.* All new dialogs are non-vocal. I suggest to use Universal Silent Voice:http://www.tesnexus.com/downloads/file.php?id=16622- Displaying the skill level* X-Skills is used if it has been installed.* Otherwise a faction is used.- Reducing the time to check wether the player has been hitThe time between two updates can be chanded discretionary.Use the following console command:set LPUSfEGlfDelayTime to xx is the time between two Updates in seconds.Standard: 0.5 (GalerionTrueUnarmored: 1.0)- NPC get the unarmored skill, too (won't be trained)That's the main reason I made this Plugin, because I thought itwas unfair that only the Player got an unarmored skill. Because this component causes CTDs for some players you can disable it usingthe following console command:set LPUSfEGlbEnableNPC to 0ATTENTION:This PI REQUIRES OBSE v0018 (or higher)!================================2. Installation / Uninstallation================================2.a.1) Installation-------------------Install OBSE v0018 (or higher).Copy/Move the 'Unarmored Skill for Everyone.esp' into your '...\Oblivion\Data'-folder andactivate the *.esp in the OblivionLauncher.As long as this plugin is active always start Oblivion with the 'obse_loader.exe'.2.a.2) Update from GalerionTrueUnarmored 2.0.1----------------------------------------------Follow the instructions at 2.a.1Start Oblivion with both, GalerionTrueUnarmored & Unarmored Skill for Everyone activated.Wait for the MessageBox informing you about the successful update and the Game quitting itself.Deactivate GalerionTrueUnarmored, start Oblivion & load the automatically created SaveGame.From now on everything should work like after a normal Installation.2.a.3) Update from a previous version of Unarmored Skill for Everyone---------------------------------------------------------------------Overwrite the old Version with the new one and start the Game.Wait until the Game quits automatically and use the automatically created SaveGame to continueplaying. Afterwards, everything should work without any problems.2. Uninstallation-------------------For a clean uninstallation, unfortunatly, it isn't enough to just deactivate the plugin. Thereason is that otherwise the player and all NPCs who've met him will keep the defense-bonus.Due to the mass of NPCs it isn't possible to fix this with a simple console command.Therefore, I included a possibility which should faciliate a clean uninstallation:Type the following command into your console (` or ~, left next to 1) while this plugin isstill active:set LPUSfEGlbUninstall to 1After this the defense-bonus will be removed from all NPCs and the player. Additionally, thegame will be saved (Uninstall Unarmored Skill for Everyone) and closed. Thereafter, you candeactivate & delete the *.esp without anything left into your savegame (Certainly you haveto continue playing with the automatically created SaveGame ).====================================================3. "Technical" information & useful console commands====================================================3.a) Display of additional Information--------------------------------------It's possible to display information about this PI in console. Therfore you have to usethe following console command:set LPUSfEGlibDebug to xThe following values (instead of x) should be interesting for the player:1: Displays information about the unarmored skill of the player2: Displays information about the unarmored skill of the NPC in the crosshair3: Displays information about the player and the NPC in teh crosshair.This way alway the last one updated is displayed.You have to bear in mind that the last two will use the complete console. This can causeMessages of other PIs not to be displayed.Note: from now on I'll use for the Debug-Test 1 (2) Player-Debug (NPC-Debug).3.b.1) Maximum Defense Bonus----------------------------The maximum defense bonus is calculated with the following fomulas:until Skill 25:Defense Bonus = 0Skill 25 --> Skill 100:Defense Bonus = 9/2000 * Skill^2Skill 100 --> Skill 200:Defense Bonus = 13/198000 * Skill^3 - 6487/198000 * Skill^2 + 2714/495 * Skill - 23395/99ab Skill 200:Defense Bonus = 500000/3 * Skill^-2 - 8500/3 * Skill^-1 + 85ATTENTION: you won't get any defense bonus with a skill below 253.b.2) Comparison chart------------------------------------------------------------------------------------------| Skill | Unarmored | Fur | Mithril | Glass | Iron | Ebony |Daedric || 20 | 0 | 5 | 12 | 21 | 14 | 25 | 32 || 30 | 4 | 9 | 14 | 23 | 20 | 30 | 34 || 40 | 7 | 10 | 16 | 29 | 22 | 33 | 41 || 50 | 11 | 12 | 20 | 31 | 24 | 40 | 45 || 60 | 16 | 12 | 21 | 33 | 25 | 42 | 52 || 70 | 22 | 13 | 24 | 38 | 30 | 45 | 54 || 80 | 29 | 14 | 24 | 41 | 32 | 50 | 61 || 90 | 36 | 14 | 26 | 43 | 34 | 53 | 64 || 99 | 44 | 14 | 26 | 43 | 34 | 54 | 66 || 100 | 50 | 30 | 48 | 73 | 40 | 60 | 72 || 200 | 75 | ? | ? | ? | ? | ? | ? |-------------------------------------------------------------------3.b.3) Reducing the Defense Bonus---------------------------------However, the value can still be reduced:* If you have a skill below 75 and carry more then half of your maximum encumbrancelimit (Encumbrance Limit at Player-Debug) your defense bonus will be reduced by x%of the maximum defense bonus, where x is how much percent you wear over the(Player-Debug) encumbrance limit.( ( Encumbrance - EncumbranceLimit ) / EncumbranceLimit )* If you have a skill below 50 and wear at leat one piece of armor you won't get anydefense bonus* If you have a skill below 100 and wear at least one piece of armor your defense bonuswill be reduced by 5% of the maximum defense bonus.* Additionally, the bonus will be reduced by n%;n is the correponding GemeSetting(s) 'iArmorDamageXXChance'All "DamagePercents" are combined to TotalDamagePercent (at Player-/NPC-Debug).So, if TotalDamagePercent >= 1 the Defense Bonus will be 0.3.b.4) Messages about changes of the real Defense Bonus-------------------------------------------------------After every change (defense bonus is (not) penalized) per default a Message informing youabout this incident is displayed. You can disable them using the following console command:set LPUSfEGlShowMessages to 03.c) Starting Value of the Unarmored Skill------------------------------------------The staring value of the unarmored skill will be calculated as followed:Every calculation of the start level begins with a value of 5.In addition 10% the average of the Acrobatic, Alchemy, Alteration, Athletics,HandToHand, Illusion, Mysticism, Restoration, Security and Sneak skill will be added.From this value 10% of the average of the Armorer, Blade, Blunt, Heavy Armor,Light Armor and Marksman skill will be substracted.If you chosed Magic as class Specialization the value will be increased by 5.Provided that you chose to use the unarmored skill as a major skill this value willbe increased by 20.If you want to change the skill of the player you can use the following console command:set LPUSfEGllPlayerSkill to x3.d) Training of the Unarmored Skill------------------------------------Something about the training of the unarmored skill:* Only works for the player• NPCs have a constant skill level which is calculated as follows:Primarily, the average of all (Vanilla-)Skills is calculated.To this value 10% of the average of the Acrobatic, Alchemy, Alteration,Athletics, HandToHand, Illusion, Mysticism, Restoration, Security andSneak skill is added.From this value 10% of the average of the Armorer, Blade, Blunt,Heavy Armor, Light Armor and Marksman skill is subracted.If the NPC has Magic as class Specialization the value is increased by 5.• An exception to this rule are the Trainers which a a static skill levelwhich was specified by me.* After the player has been in hurt during combat and neither light, nor heavy armorhas been trained the "Progress" will be increased by a certain value.You can change this value with the following console command:set LPUSfEGlSkillUseIncrement to xThe current value is displayed at Player-Debug in the console.* After Progress >= SkillNext a level up will follow and Skill Next will be newlycalculated (also happens after the calculation of the start skill). The calculation ofSkillNext will be the same like the one of a normal skill.3.e) Maximum Skill Level------------------------The maximum Skill level which can be reached is by default 100 (with OBSE_Elys_Uncapper 200,if activated in the *.ini). Beyond this there won't be any training. You can change thisvalue with the following console command:set LPUSfEGllMaximumSkillLevel to xUsing the console command mentioned above to change the skill level of the player it'spossible to reach a higher skill lever (which also has an effect), but this would be cheatingand that's just bad manners. 3.f) Lights able to be turned on or off---------------------------------------As some of you might have seen in my little Teaser-Video I implemented Lights which are ableto be turned on or off.A Light turned on can be turned off simply by activating it, or by using an Frost Damage- orResist Fire-Magic Effect.A Light turned off can be turned on by activating it with an equipped torch, or by using aFire Damage- or Light-Magic Effect.======================4. Known Bugs & Issues======================- The Trainers aren't fully integrated into the world of Tamriel, yet.- Some Lights keep their flames when they are turned off.- If your only equipped armor doesn't use a recognized slot no message is displayed when youunequip that armor.- My english isn't the best. ============================5. Known Incompatibilities============================- nGCD, OXP & other alternative levelling systems• Not fully incompatible, so they won't work together in any way. It's just the casethat the Unarmored skill isn't integrated in the new levelling system.• To come a bit closer to the Oblivion XP (OXP) levelling system it is advisable touse the following console command:set LPUSfEGlfSkillUseIncrement to 0It deactivates training through simple being-hit; training with trainers is stillpossible.I plan to create some compatibility based (optional) adjustment to the plugins mentionedabove (nGCD & OXP). When they are created depends on how much time I have andhow much time is required to create these adjustments.======================6. Hosting Information======================Due to this Plugin being a Open Beta-Version I expect more frequent Updates then a normalPlugin. Therefore, I do NOT allow to upload this Plugin anywhere else.Once I declare the beta phase as finished the rules I specified for my other plugins apply tothis one as well. Once things have progressed to that point, I'll specify them here, too.If I left Oblivion-Modding someday and you want to do something else then hosting* this Pluginask for a permission, first. If you can't get in contact with me (which means: no reply in a month or more using everyway to contact me mentioned below) you can do whatever you was, as long as you giveproper credits.*If you can't get in contact with me and the Plugin isn't available anymore, you're alsoallowed to upload it on your site. ==========7. Contact==========You can contact me (Low Post) via Private Message in one of the following forumsor by sending me a mail.Mail addressOfficial ES forumhttp://www.bethsoft.com/bgsforums/Multimediaxishttp://www.multimediaxis.net/index.phpElderScrollsGames.dehttp://www.elderscrollsgames.de/distribution/Newraven.nethttp://forum.newraven.net/World of Elder Scrollshttp://forum.worldofplayers.de/forum/index.phpScharesoft forumhttp://www.scharesoft.de/joomla/forum/index.php==========8. Credits==========Galerion for his "primal version" of this Plugin.The OBSE-Team for the creation of OBSE and for realising a lot of my requests.You all are just great. Keep up the good work. Elys for creating Pluggy.The guys from the CS-Wiki, who provide to (almost) every Script command a detailed Description.haama because he explained to me how the thing with the Update works.DWS, because he put my nose on the solution for the Slowdown with DarkUI'd DarN.Who would think that a Return in the Gamemode-Block helps against Slowdons in Menumode?Laulajatar, because he created the Icons and found another reason for the Slowdown withDarkUI'd DarN. Why causes a Variable as a float, but not as a long such problems when usedwith ModActorValue?And why was it a float at all? Satsuma, because he created Fenas Erelie's hut and everything around it.Puff for creating the invisible collision mesh I used for the Lights which are able to beturned on or off.Everyone who spends time writing tutorials.Everyone who deserves it, but I forgot to mention. =========================9. Used Tools & Resources=========================TES Construction Set:• http://theelderscrolls.info/?go=dlfile&fileid=158Oblivion Script Extender:• http://www.obse.silverlock.org/Pluggy:• http://karamail.nerim.net/elys/Pluggy/Wrye Bash:• http://wrye.ufrealms.net/#WryeBashOblivion Mod Manager:• http://timeslip.chorrol.com/obmm_download.htmlName Generator:• http://www.silgrad.com/oblivion/rangen/index.html• http://www.meisterdermagie.de/ngen/ngen.htmlInvisible Activator modders resource:• http://tesnexus.com/downloads/file.php?id=22549=============10. Changelog=============3.0.4: - Fixed a Bug in the OBSE-Version-Check.- No Skill-Reset with the Update-Save.3.0.3: - Fixed a Bug with the German SkillBook not working.- Fixed a Bug with Training-Conditions.- Fixed another source for a Menu-Slowdown with DarNified UI which didn't have anyeffect before. Now the Inventory is only forced to update when sth. has changed.- Generated PathGrids in the Worldspace around the Master trainer.3.0.2: - Increasing the required OBSE-Version to v0018- Removed dependency on Pluggy.- Fixed a Bug in Magic Effect-Scripts.- Fixed a Bug in Rename-Scripts.- Improved Formula for Calculation the NPC-Skill-Level.- Implemented the Quest for the Master Trainer.- Implemented ModPCMiscStat to show Skill Increases, Training Sessions andRead Skill Books (yes, I also implemented one) for the Unarmored Skill on thePlayers Statistics Page.- Optionally implemented Custom Spell Icons.- Optionally implemented X-Skills.- Added support for "Unarmored Base.esm".- Added support for "GlobalSettingsInterface.esm".2.4.0: - Fixed the last bit of incompatibility with DarkUI'd DarN (now for real).- Included Icons (Thanks to Laulajatar).- Faluel Donail, Akish & Fenas Erelie integrated into the world.* Currently without any schedule, they just stand there and do nothing.* The quest for the master trainer hasn't been implemented, too.Currently you can train with him without any quest.2.3.1: - Fixed the last bit of incompatibility with DarkUI'd DarN.- Fixed a Bug which caused the Game to terminate without saving while deinstallation.2.3.0: - If the defense bonus was penalized because of too much weight, but not longeraffected bye wearing some pieces of armor the wrong messages has been displayed.- Some little Tweaks in Sukchuk Dirr`tur's concealment- Fixed a Bug which disabled Training in the english Version.- Implemented the possibility to disable the Messages informing about a penalizeddefense bonus:set LPUSfEGlShowMessages to 0- Implemented the possibility to disable the NPC-Component of this Plugin:set LPUSFEGlEnableNPC to 0- Created compatibility to DarkUI'd DarN (hopefully).2.2.2: - Fixed the Calculation of TotalDamagePercentThanks to Scoopy for finding this Bug. 2.2.1: - Error Messages for Armor are only displayed if the only Slot they use doesn't havean "iArmorDamageXXChance"-GameSetting.• In Addition the Name & ID of the Actor wearing it is displayed, too.- Moving on to OBSE-Strings. Nevertheless, Pluggy is still required.(LC, GetFileSize, INIReadInt, Arrays)2.2.0: - Reduced Spam in Console produced by a massive usage of GetGameSetting.- Implemented Timer in Menumode, too.- Introduced Spells & Scroll to absorb/drain/fortify the unarmored skill.- Implemented Influence on the Skill by Luck & Fatigue.- Every Trainer now has a name - Changed the damage system a bit.2.1.1: - Fixed some Minor Bugs2.1.0: - Trainer for the Unarmored skill- Changing the calculation of the PlayerStartSkill2.0.0: - Increasing the required OBSE-Version to v0016- Implement a German Version(Is determinded by the file size of the Oblivion.esm)Changing possible with this console command:set LPUSfEGlQuest.Language to 0/1 ;English/German-Additional approaches to a real skill:* Affection the attibute bonus for Agility on LevelUp* Possibility to use the Unarmored skill as a major skill, either replacinga normal major skill, or as an additional major skill.Affecting the LevelUp count.* Changing the calculation of the PlayerStartSkill--> Increased similarity to vanilla-skillsretained calculation for NPCs--> otherwise, skill would be too low- Improved the method for checking equipped pieces of armor1.0.2: - Fixed a Bug which caused players without a specialization in magic to become amaster of the unarmored skill with the first strike on an unarmored part of the body.- Fixed a Bug which caused an uncloseable MessageBox to appear when someone equipped apiece of Armor using an unusual Slot1.0: - Initial Release (Open Beta) @web.de> Can someone test for me console command from mod Unarmored Skill for Everyone Version 3.04 Beta You can get the mod from here http://www.scharesoft.de/joomla/index.php?option=com_remository&Itemid=2%207&func=fileinfo&id=1655
beta000 Posted October 8, 2013 Posted October 8, 2013 It is a typo on the modders part, it should be set LPUSfEGlbShowMessages to 0.
Nepro Posted October 9, 2013 Author Posted October 9, 2013 Thanks it was a typo. But damn it, it doesn't stop message box spam.
beta000 Posted October 9, 2013 Posted October 9, 2013 Looking at the mod I don't see any easy way to turn off those messages. The only way I see turn off those messages is edit the mod itself. The changeis just removing the line bringing up the messageBox in the script LPUSfEFuncGetArmorWearingDamagePercent. The mod author did not expect rings,amulets and tails being used as armor.
Nepro Posted October 10, 2013 Author Posted October 10, 2013 scn LPUSfEFuncGetArmorWearingDamagePercent;Global: short LPUSfEGlGMSTiArmorDamageBootsChance;Global: short LPUSfEGlGMSTiArmorDamageCuirassChance;Global: short LPUSfEGlGMSTiArmorDamageGauntletsChance;Global: short LPUSfEGlGMSTiArmorDamageGreavesChance;Global: short LPUSfEGlGMSTiArmorDamageHelmChance;Global: short LPUSfEGlGMSTiArmorDamageShieldChanceint bExpressionint bSlotWarninglong lIndexlong lSkillref rCheckfloat fArmorWearingDamagePercentstring_var sTemparray_var aIteratorarray_var aResultBegin Function { lSkill, bSlotWarning }let aResult := ( ar_Construct StringMap )let aResult["ArmorWearingDamage"] := aResult["ArmorWearingDamagePercent"] := 0ForEach aIterator <- ( GetEquippedItems )let rCheck := ( aIterator["Value"] )if Eval ( !( IsArmor rCheck ) )Continueendiflet aResult["ArmorWearingDamage"] := ( ( lSkill < 50 ) + ( LPUSfEGlfArmorWearingDamage * ( lSkill < 100 ) ) )let bExpression := ( !( ( ( GetBipedSlotMask rCheck ) & 1 ) || ( ( GetBipedSlotMask rCheck ) & 2 ) || ( ( GetBipedSlotMask rCheck ) & 4 ) || ( ( GetBipedSlotMask rCheck ) & 8 ) || ( ( GetBipedSlotMask rCheck ) & 16 ) || ( ( GetBipedSlotMask rCheck ) & 32 ) || ( ( GetBipedSlotMask rCheck ) & 8192 ) || ( ( ( GetBipedSlotMask rCheck ) & 32768 ) && ( IsModLoaded "Female Helmet Replacer.esp" ) && ( GetIsSex Female ) ) ) )if ( bExpression )if Eval ( !sTemp )let sTemp := ( ASCIIToChar 2 ) + "LPUSfE:" + ( ASCIIToChar 3 ) + " " + ( GetName ) + " (" + ( GetFormIDString ) + ") uses at least one piece of armor which only uses Slots without %qiArmorDamageXXChance%q-GameSetting:"endiflet sTemp += "%r" + ( GetName rCheck ) + " (" + ( GetFormIDString rCheck ) + ") - SlotMask: " + ( ToString ( GetBipedSlotMask rCheck ) )endifif Eval ( ( GetBipedSlotMask rCheck ) & 1 ) || ( ( GetBipedSlotMask rCheck ) & 2 ) ;Head || Hairlet aResult["ArmorWearingDamagePercent"] += ( LPUSfEGlGMSTiArmorDamageHelmChance / 100 )endifif Eval ( ( GetBipedSlotMask rCheck ) & 4 ) ;Upper Bodylet aResult["ArmorWearingDamagePercent"] += ( LPUSfEGlGMSTiArmorDamageCuirassChance / 100 )endifif Eval ( ( GetBipedSlotMask rCheck ) & 8 ) ;Lower Bodylet aResult["ArmorWearingDamagePercent"] += ( LPUSfEGlGMSTiArmorDamageGreavesChance / 100 )endifif Eval ( ( GetBipedSlotMask rCheck ) & 16 ) ;Handslet aResult["ArmorWearingDamagePercent"] += ( LPUSfEGlGMSTiArmorDamageGauntletsChance / 100 )endifif Eval ( ( GetBipedSlotMask rCheck ) & 32 ) ;Feetlet aResult["ArmorWearingDamagePercent"] += ( LPUSfEGlGMSTiArmorDamageBootsChance / 100 )endifif Eval ( ( GetBipedSlotMask rCheck ) & 8192 ) && ( IsShieldOut ) ;Shieldlet aResult["ArmorWearingDamagePercent"] += ( LPUSfEGlGMSTiArmorDamageShieldChance / 100 )endiflet bExpression := ( ( GetBipedSlotMask rCheck ) & 32768 ) && ( IsModLoaded "Female Helmet Replacer.esp" ) && ( GetIsSex Female )if ( bExpression ) ;Taillet aResult["ArmorWearingDamagePercent"] += ( LPUSfEGlGMSTiArmorDamageHelmChance / 100 )endifLoopif Eval ( !bSlotWarning ) && ( aResult["SlotWarning"] := ( ( sv_Length sTemp ) > -1 ) )MessageBox $sTempPrint sTempendifsv_Destruct sTempSetFunctionValue aResultEnd I am script dumb. I pasted and copied entire script file named LPUSfEFuncGetArmorWearingDamagePercent. What should I remove/edit?
gregathit Posted October 10, 2013 Posted October 10, 2013 Try commenting out (insert a semi-colon in front of) the line near the bottom that says: MessageBox $sTemp Then you will need to recompile and save it. Make sure you use the Construction Set Extender with OBSE or it will attempt to pull in every damn script from Oblivion.esm.....which will probably just break things all to heck and gone.
Nepro Posted October 10, 2013 Author Posted October 10, 2013 Hell yeah! It works no more message box warning spam.
Nepro Posted October 11, 2013 Author Posted October 11, 2013 I've got another problem though it is minor. When I switch the spells the icon always stays the same which bothers me. Here is LPUSfEFuncSetSpellIcons script. I guess this one is responsible for overriding the icons. The icons in the inventory stay the same but the ones you see in the upper left corner - there is one spell icon for all the spells. scn LPUSfEFuncSetSpellIconslong lIndexref rCustomSpellIconsSetref rMagicEffectref rMagicItemref rScriptarray_var aIteratorarray_var aMagicItemsBegin Function { rCustomSpellIconsSet }let rScript := LPUSfEFuncSetSpellIconsif ( IsFormValid rCustomSpellIconsSet )PrintD ( ASCIIToChar 2 ) + "LPUSfE (" + ( GetFormIDString rScript ) + "):" + ( ASCIIToChar 3 ) + " Custom Spell Icons found."SetFunctionValue 1let aMagicItems := ( Call LPUSfEFuncGetAllMagicItems )PrintD ( ASCIIToChar 2 ) + "LPUSfE (" + ( GetFormIDString rScript ) + "):" + ( ASCIIToChar 3 ) + " Start, MagicEffectCount: " + ( ToString ( ar_Size aMagicItems ) )ForEach aIterator <- aMagicItemslet LPUSfEQuInitialization.rSpell := rMagicItem := ( aIterator["Value"] )PrintD ( ASCIIToChar 2 ) + "LPUSfE (" + ( GetFormIDString rScript ) + "):" + ( ASCIIToChar 3 ) + " MagicItem: " + ( GetName rMagicItem ) + " (" + ( GetFormIDString rMagicItem ) + ")"let lIndex := -1While ( ( lIndex += 1 ) < ( GetMagicItemEffectCount rMagicItem ) )if ( ( GetNthEffectItemScript rMagicItem, lIndex ) == LPUSfEMEAbsorbScript ) || ( ( GetNthEffectItemScript rMagicItem, lIndex ) == LPUSfEMEDrainScript ) || ( ( GetNthEffectItemScript rMagicItem, lIndex ) == LPUSfEMEFortifyScript )BreakendifLoopif ( lIndex == ( GetMagicItemEffectCount rMagicItem ) )PrintD ( ASCIIToChar 2 ) + "LPUSfE (" + ( GetFormIDString rScript ) + "):" + ( ASCIIToChar 3 ) + " MagicItem " + ( GetName rMagicItem ) + " (" + ( GetFormIDString rMagicItem ) + ") doesn't have an Unarmored ME-Script."Continueendifif ( ( GetNthEffectItemScript rMagicItem, lIndex ) == LPUSfEMEAbsorbScript )let rMagicEffect := ( MagicEffectFromChars ABSK )elseif ( ( GetNthEffectItemScript rMagicItem, lIndex ) == LPUSfEMEDrainScript )let rMagicEffect := ( MagicEffectFromChars DRSK )elseif ( ( GetNthEffectItemScript rMagicItem, lIndex ) == LPUSfEMEFortifyScript )let rMagicEffect := ( MagicEffectFromChars FOSK )endiflet LPUSfEQuInitialization.sTemp := ( GetIconPath rMagicEffect )PrintD ( ASCIIToChar 2 ) + "LPUSfE (" + ( GetFormIDString rScript ) + "):" + ( ASCIIToChar 3 ) + " IconPath: " + LPUSfEQuInitialization.sTemprCustomSpellIconsSet.RunScriptLine "let SpellRef := LPUSfEQuInitialization.rSpell", 1rCustomSpellIconsSet.RunScriptLine "let IconPath := LPUSfEQuInitialization.sTemp", 1rCustomSpellIconsSet.Activate2 Player, 1Loopsv_Destruct LPUSfEQuInitialization.sTempPrintD ( ASCIIToChar 2 ) + "LPUSfE (" + ( GetFormIDString rScript ) + "):" + ( ASCIIToChar 3 ) + " Finished, MagicEffectCount: " + ( ToString ( ar_Size aMagicItems ) )elsePrintD ( ASCIIToChar 2 ) + "LPUSfE (" + ( GetFormIDString rScript ) + "):" + ( ASCIIToChar 3 ) + " Custom Spell Icons not found."SetFunctionValue 0endifEnd
gregathit Posted October 11, 2013 Posted October 11, 2013 Spell icons are not normally set via scripts, but rather via the CS (much the same as you pick an icon for a clothing\armor). As you can see, there are no file paths in that script so there is nothing to change in it. You might try looking if there is a dll file that came with the plugin that has file paths or another script that has them. If you are not comfortable changing icons via the CS then you could try this mod: http://oblivion.nexusmods.com/mods/26196//? Not sure how well it works or if there are any issues with it, but it does allow you to set custom icons for spells "in game".
Nepro Posted October 12, 2013 Author Posted October 12, 2013 I didn't explain myself well enough. Unarmored Skill For Everyone replaces this icon (cold touch) for every icon there is. Before I activated the mod I could see each different icon for different spell in upper left corner when I pressed different hotkeys. Now the icon is the same. The icons in the inventory though are alright. Each spell has its own assigned icon like it suppose to be. The mod doesn't come with any dll files. The only files that come with are esp and bsa. I attached picture of the bsa files. I would list them but I am too lazy to type more.
gregathit Posted October 12, 2013 Posted October 12, 2013 You would need to either use the Plugin I linked you to to assign icons in game or you would need to open up the esp file and change the icon paths back to the original ones.
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