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Posted

 

You should be able to setup the standalone version of Wrye Bash 295.5; Wrye Bash 295.5 - Standalone Executable.7z

 

Partial Readme

 

 

If you're using the Standalone version, the only thing you need to install manually is the MSVC++ 2008 redistributable at http://www.microsoft.com/downloads/en/confirmation.aspx?familyid=ba9257ca-337f-4b40-8c14-157cfdffee4e&displaylang=en

 

 

 

If that Microsoft link does not work for MSVC++ 2008 redistributable, just do a Google search for it.

 

For Intermediate and Advanced Users

Where others have had issue in the past is with the installer version, as it requires specific Python dependencies be installed or already present from a prior Python install, AND those dependencies are Python version specific. You can have multiple versions of Python installed and the recommended install location is directly off of root; C:\

 

 

 

I also use version Wrye Bash 304.3 - Standalone Executable.7z for the face import/export feature, which is broken in Wrye Bash 295.5. Fore this all you need to do is download the 7z archive and unpack it to a location of your choice. I have it in a Tools folder on another drive and made a link to it from my desktop.

 

Regarding your issue with a MOD no longer working, that did previously, it may be too many scripts running and not enough resources to successfully run everything. Or it may be script conflicts. There was a tool that movomo posted back a couple or few months that can show you what is running during game time and which are the resource hogs. You may also want to look into that, as it may help to identify your specific issue of this MOD not running. I think the post was in Oblivion Technical.

 

All links are working, thanks Varenne! ^^

I remember having a similar problem with an overhaul mod and a mod that added clothes to a specific shop, but I remembered how the shop system works and I tcl'd under the map and found 3 chests, 1 being the special enchanted item that a lot of vendors carry, the other being the normal shop that the overhaul changed, and the last containing the modded items. I don't know if this would work for you but try opening the console and tcl yourself under the map. (The chests are usually floating somewhere under the map)

 

Well I don't know if it will work for me, I'm looking for spells... not some objects contained in a chest... but thanks, I'll look at it, just in case! :)

 

 

 

Oh..That's right..Stupid me XD

Posted

The Bashed Patch configuration sections mainly related to Spells are Spells, Scripts and Graphics. They conciliate different definitions of the same spells (overhauls, for example, very often change their magicka cost, pricing, visual effects, spell icons et cetera). I'm not sure how this would help your case, since these spells appear to be new, unique spells added to the game and not overrides of vanilla ones.

Another possibility (other than what varenne suggested, too many scripts running) is that your mod have some 'hidden' master that you had in your load order in the past, and now is missing. Multiple summons are usually forbidden in game. In a bare OOO/FCOM setup, for instance, you can summon exactly 1 minion for each school of magic (1 daedroth or skeleton for Conjuration, 1 Golem for Alteration and 1 Beast for Restoration - the latter is the reward for completing the quest "Shadows in a struggle for power").

 

EDIT

By the way, I have read the posts in the discussion thread, there are several complaints from ppl who have the same problem as you. And the author said in the description he/she's not going to release updates. :(

Still, you had the mod working in the past... and you stated you've been running a new game (which is one of the solutions suggested). *Puzzled*

 

Hovever, this is how you can fix things manually.

You can use the CS to identify and take note of the EditorIDs of the missing spells. Just replace the initial '00' with the exadecimal code given by the modindex (the number that reflects the position of the mod in your load order). The starting value is '00' which is assigned to Oblivion.esm

 

For each spell, use the console as follows:

 

player.addspell <editor ID here, with modindex>

(without "<" ">")

 

I don't see it as a cheat, Edgar would give you the spells for free in any case.

Posted

The Bashed Patch configuration sections mainly related to Spells are Spells, Scripts and Graphics. They conciliate different definitions of the same spells (overhauls, for example, very often change their magicka cost, pricing, visual effects, spell icons et cetera). I'm not sure how this would help your case, since these spells appear to be new, unique spells added to the game and not overrides of vanilla ones.

Another possibility (other than what varenne suggested, too many scripts running) is that your mod have some 'hidden' master that you had in your load order in the past, and now is missing. Multiple summons are usually forbidden in game. In a bare OOO/FCOM setup, for instance, you can summon exactly 1 minion for each school of magic (1 daedroth or skeleton for Conjuration, 1 Golem for Alteration and 1 Beast for Restoration - the latter is the reward for completing the quest "Shadows in a struggle for power").

 

EDIT

By the way, I have read the posts in the discussion thread, there are several complaints from ppl who have the same problem as you. And the author said in the description he/she's not going to release updates. :(

Still, you had the mod working in the past... and you stated you've been running a new game (which is one of the solutions suggested). *Puzzled*

 

Hovever, this is how you can fix things manually.

You can use the CS to identify and take note of the EditorIDs of the missing spells. Just replace the initial '00' with the exadecimal code given by the modindex (the number that reflects the position of the mod in your load order). The starting value is '00' which is assigned to Oblivion.esm

 

For each spell, use the console as follows:

 

player.addspell <editor ID here, with modindex>

(without "<" ">")

 

I don't see it as a cheat, Edgar would give you the spells for free in any case.

 

If I remember my old games when using those spells, there were no limitation number for those summons, you can cast the spell several times and create each time new npcs (maybe because they are not followers, just spawned creatures/npcs), so I could create battles as I wish! :P (they became followers only with MCS)

 

I'll try some of the ideas you (all) gived to me (when I'll have time), and let you know if it worked!

Thanks all! ;)

 

edit: I could try to merge this mod with an other, editing edgard's list too... or creating a new mod, adding them dirrectly to the player's inventory... but I'll need to learn how do do first! lol!

I'll try to check all of this when my job let me the time to do it...

Posted

Well, QuiteTheTail's last idea worked, so the spells are still working... the problem is adding them to the game (without using console).

I'll seek this way, to see if I can do it myself... I have no idea how to do but I'll try ^^

Posted

Maybe it didn't work because the Mod is so dirty. Epic Summons Mod

Script IDs with same names ( duplicate )

4 or 5 scripts are set as Object scripts instead of Magic effect scripts.

And one wrong script; a elseif instead of if

 

And no bug but bad: all summon scripts use the "place at me " command

WARNING: Overuse of the placeatme command may result in savegame bloating, which can lead to savegame corruption.

http://www.uesp.net/wiki/Oblivion:Console

 

The Placeatme command is a very dangerous command to use unless you know what you are doing. It allows you to place thousands, millions or billions of items in to a game and depending on the game settings, the game will not track them but will remember them because they where scripted in to the game. Slowly as you place more and more items, you bloat the players saved game, eventually corrupting it and breaking it.

http://www.theengineeringguild.co.uk/elder-scrolls-modding-guides/46-oblivion-placeatme-tutorial-for-oblivion

 

Or use the "moveto Player" command.

 

--------------------------------------------------

Here the esp without  Edgar.

If you start the game the 7 spells are add in the Player inventory.

Scripts cleaned ;  no duplicates and all set as Magic effect scripts.

 

BUT still the place at me command.

 

EpicHordeSummons.7z

 

Edit: you should make a clean save before you activate the new esp.

delete the old esp, start game and save, quit game, install and activate the new esp, start game and you get all 7 spells.

 

 

 

Posted

Maybe it didn't work because the Mod is so dirty. Epic Summons Mod

Script IDs with same names ( duplicate )

4 or 5 scripts are set as Object scripts instead of Magic effect scripts.

And one wrong script; a elseif instead of if

 

And no bug but bad: all summon scripts use the "place at me " command

WARNING: Overuse of the placeatme command may result in savegame bloating, which can lead to savegame corruption.

http://www.uesp.net/wiki/Oblivion:Console

 

The Placeatme command is a very dangerous command to use unless you know what you are doing. It allows you to place thousands, millions or billions of items in to a game and depending on the game settings, the game will not track them but will remember them because they where scripted in to the game. Slowly as you place more and more items, you bloat the players saved game, eventually corrupting it and breaking it.

http://www.theengineeringguild.co.uk/elder-scrolls-modding-guides/46-oblivion-placeatme-tutorial-for-oblivion

 

Or use the "moveto Player" command.

 

--------------------------------------------------

Here the esp without  Edgar.

If you start the game the 7 spells are add in the Player inventory.

Scripts cleaned ;  no duplicates and all set as Magic effect scripts.

 

BUT still the place at me command.

 

attachicon.gifEpicHordeSummons.7z

 

Edit: you should make a clean save before you activate the new esp.

delete the old esp, start game and save, quit game, install and activate the new esp, start game and you get all 7 spells.

 

Wow! Thanks Fejeena! That's more than I expected!

:D

 

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