[Relz] Cobl No.15

Post » Sat Dec 25, 2010 8:41 am

lol, OOO, and MMM are at 99% I believe,

thanks haama!


and its not the tag, it was coding it to use stuff from masters that aren't in there... the cs just errors

edit: ack, read the link, messy.

I am looking at another way to script it, have parts of it answered in the obse topic, but my mind works a, b, f, e, c, d, z... wait, where did that come from, do over!

You are waiting for OOO and MMM to go out of beta? Huh? I think you are the only one. Most here have been using both since forever (rough estimate).

Yeah the CS and TES4edit may crash when trying to load - that is unless you have the masters all loaded too. I think Vacuity mentions this.

And yes that is what I meant by wishing the readme was updated. The real updated readme is accessible from Wrye Bash on bottom tool bar, but same format: non-prose bullet points that barely scratch the surface as to giving reasons and details.
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Neko Jenny
 
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Post » Sat Dec 25, 2010 3:31 pm

You are waiting for OOO and MMM to go out of beta? Huh? I think you are the only one. Most here have been using both since forever (rough estimate).

Yeah the CS and TES4edit may crash when trying to load - that is unless you have the masters all loaded too. I think Vacuity mentions this.

And yes that is what I meant by wishing the readme was updated. The real updated readme is accessible from Wrye Bash on bottom tool bar, but same format: non-prose bullet points that barely scratch the surface as to giving reasons and details.


my wish as well, and not waiting for beta, just for the next release of each, I asked for permission to use their stuff, but they asked for me to wait, I am respecting their wishes, and pounding my head like evryone else... figuratively speaking
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Kellymarie Heppell
 
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Post » Sat Dec 25, 2010 9:34 am

I buried this request in a post, so trying again:

Now that we have 4 kinds of each ore, I was wondering if any artist types want to take a crack at meshes/textures for each? Also, a clump of mud/dirt :evil:


Anybody want to give this try for Haama..We only need 4 simple model / texture for each Ore and a clump of dirt once again.
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GLOW...
 
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Post » Sat Dec 25, 2010 11:08 am

I have already PM'd him, but there won't be anything before next week or so.
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Stephy Beck
 
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Post » Sat Dec 25, 2010 3:32 pm

Before I forget for the nth*nth time - I really like in TesNexus that you can create separate threads, one for bugs, one for suggestions, etc. Unfortunately, no one uses them... maybe for the first week or so, but then they fall off forever like the "Diet Mello Yello" button at our local Wal-Mart.

So, I was thinking of splitting up the Cobl thread like so here. The main thread will be the Cobl thread. It will contain links to other Cobl threads and update information; that's it. If anyone else posts to the thread I'll go snow monkey on their fingers. That way the Cobl thread will be the same - forever and forever and forever, for realz... because it's enforced by snow monkeys. The other threads will separated into General/Requests, Bugs, and Races. and maybe others.

So, Will the mods ban me forever for this plan? Has it been tried before only to have the snow monkeys overwhelmed and gagging on fingers? Suggestions? Root Beer and Ice Cream? Barq's Red Cream Sode and Ice Cream!?!

[also, thanks again Washington!]
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Jenna Fields
 
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Post » Sat Dec 25, 2010 9:45 am

Good Luck with that plan, wanna wish you the best of luck... :foodndrink:
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Mistress trades Melissa
 
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Post » Sat Dec 25, 2010 10:24 pm

I hope this is the right forum to request help on a COBL bug.

After playing for some time in a game with COBL (130+ hours) the alchemical sorter script doesn't seem to be working properly anymore:
1. When I click 'Store Ingredients' only one ingredient from my inventory will get stored (however many units of it).
2. 'Retrieve Ingredients By Effect' only displays the 'mix now' and 'reset' options, not ingredient properties.

OBSE etc. has been installed and the alchemical sorter has worked flawlessly up till now.

Can anyone help?
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Brandi Norton
 
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Post » Sat Dec 25, 2010 11:50 pm

I hope this is the right forum to request help on a COBL bug.

After playing for some time in a game with COBL (130+ hours) the alchemical sorter script doesn't seem to be working properly anymore:
1. When I click 'Store Ingredients' only one ingredient from my inventory will get stored (however many units of it).
2. 'Retrieve Ingredients By Effect' only displays the 'mix now' and 'reset' options, not ingredient properties.

OBSE etc. has been installed and the alchemical sorter has worked flawlessly up till now.

Can anyone help?

Have you installed any new mods recently, especially Cobl mods?
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Sarah Kim
 
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Post » Sat Dec 25, 2010 9:21 am

Hi haama (or whoever's leading the Cobl team these days),

I've found a bug in cobEatQS that affects the "retrieve foods" function of the sorter scripts, as well as an extra endif that the editor let slip through at some time in the past.


;--Wait for player to close rDestelseif stage == 30	if menuMode != 1008		if mode == 0			set nextStage to 40		else ;--Just moving foods			set mode to 0			set nextStage to 0			rDest.removeAllItems rSource; need to add these two lines			cobEatTempRef.removeAllItems player ;--If player != rSource.			set cobSigCoblizeItems to oldCoblizeItems		endif	endif	return;--Calculate food eatenelseif stage == 40	set nextStage to 50	set timer to -4.0 ;--Longer time to get past menu blanking.	set frameTimer to -10	return; and remove this extraneous endif that the editor let slip through previously; endif


Without cobEatTempRef.removeAllItems player the player permanently loses any food he might already have on hand when using the retrieve foods function of the alchemy sorters. It also looks like Coblize Items gets turned off earlier in the script and never turned back on without set cobSigCoblizeItems to oldCoblizeItems, though I haven't verified this.

edit: By the way, good plan with the central Cobl thread depository thing, but I dunno if it'll work. :P
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chinadoll
 
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Post » Sat Dec 25, 2010 3:49 pm

> It also looks like Coblize Items gets turned off ...

This problem I had a few times, but I don't know if this is a script problem or something else.
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Riky Carrasco
 
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Post » Sat Dec 25, 2010 10:02 pm

I've found a bug in cobEatQS that affects the "retrieve foods" function of the sorter scripts, as well as an extra endif that the editor let slip through at some time in the past.

Thanks Tekuromoto. I've noticed a few other issues with EatQS, and I need to change it around a bit for MenuMode Alchemy Sorter use anyway. It will go under an overhaul.

edit: By the way, good plan with the central Cobl thread depository thing, but I dunno if it'll work. :P

Thanks - I'll give it a shot and cross my fingers. Hopefully with the smaller crowd it'll work out.
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Talitha Kukk
 
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Post » Sat Dec 25, 2010 3:00 pm

When I have COBL installed I will always crash if I try to save me changes in "showracemenu"...
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Dewayne Quattlebaum
 
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Post » Sat Dec 25, 2010 11:18 pm

When I have COBL installed I will always crash if I try to save me changes in "showracemenu"...

I probably won't be able to test this until next week, so suspicions - Cobl changes the global CharGen to 0 after you've set your class the first time. This prevents a number of other CTDs and AI problems caused by Alternative Start mods that skip past the sewer but don't update all the necessary variables. Try changing it to 1 first and then using showracemenu.
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Kat Stewart
 
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Post » Sat Dec 25, 2010 5:14 pm

Try changing it to 1 first and then using showracemenu.


How do I do that? I don't see "CharGen" as a global in CS
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James Shaw
 
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Post » Sat Dec 25, 2010 8:49 am

How do I do that? I don't see "CharGen" as a global in CS

Sorry, you're right, it's not a global but an internal variable. Anyway, you can change it with http://cs.elderscrolls.com/constwiki/index.php/SetInCharGen. Not sure if you can use it from the console.
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Nany Smith
 
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Post » Sat Dec 25, 2010 6:22 pm

What parts of this mod should I deactivate to get rid of Morrowind ingredients on sale?
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Charlotte X
 
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Post » Sun Dec 26, 2010 12:27 am

Anyone?
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Alyna
 
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Post » Sat Dec 25, 2010 2:06 pm

What parts of this mod should I deactivate to get rid of Morrowind ingredients on sale?

You need to deactivate Cobl Glue.esp, but I wouldn't really recommend it as most of Cobl's world changes are implemented via that plugin.

Could you explain which aspect of these ingredients being for sale you have an issue with? The quantities? The choice of vending locations? Their existence in Cyrodiil?

No need to bump, by the way. It doesn't make you popular.

Vac
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krystal sowten
 
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Post » Sat Dec 25, 2010 3:58 pm

Could you explain which aspect of these ingredients being for sale you have an issue with? The quantities? The choice of vending locations? Their existence in Cyrodiil?

The former and the latter. The quantities are in sharp contrast with the rest of stock, and on the whole I prefer the original assortment (that is, I find the new ingredients and their effects disbalancing alchemy-wise).
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Georgine Lee
 
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Post » Sat Dec 25, 2010 5:00 pm

The former and the latter. The quantities are in sharp contrast with the rest of stock, and on the whole I prefer the original assortment (that is, I find the new ingredients and their effects disbalancing alchemy-wise).

The former is being worked on: one of the (many) things being changed for the next version is the quantity of ingredients being sold at vendors. The latter? Well, you could just ignore them or use the CS or TES4Edit to remove them chests from your copy of Cobl Glue.

Vac
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joseluis perez
 
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Post » Sat Dec 25, 2010 12:33 pm

Just curious - what does a COBL grinder do, and how do I use it in the first place?

I placed a falwed opal in a Mage's guild grinder, fully expecting some opal dust (from MMM) to come out, but it made noises, flashed, and no change happened to my flawed opal. So how does it work?
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Laura-Lee Gerwing
 
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Post » Sat Dec 25, 2010 10:54 pm

Just curious - what does a COBL grinder do, and how do I use it in the first place?

I placed a falwed opal in a Mage's guild grinder, fully expecting some opal dust (from MMM) to come out, but it made noises, flashed, and no change happened to my flawed opal. So how does it work?

It's not for gems, it's for bones. You put one or more bones in it (any type of bone), and it will grind them to bonedust.

Eloise
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Kate Murrell
 
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Post » Sat Dec 25, 2010 10:03 am

from MMM

Actually, it does work for gems too, but the Cobl ones only (at this point).

Vac
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tegan fiamengo
 
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Post » Sat Dec 25, 2010 10:58 am

I've just disspointedly discovered this doesn't include Morrowind's ABCs for Barbarians. Next release please?

Anyway, apart from that shocking exclusion, awesome all round. I love the MW drinks.
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Annick Charron
 
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Post » Sat Dec 25, 2010 8:57 pm

I'm using Cobl w/Cobl_Cosmetics_Res_01 and I'm trying to install mods which require BP.
Is there a mod which complements the Cobl_Cosmetics_Res_01, such that when the two mods are loaded gives the result of the BP requirement?
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Naomi Ward
 
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