[Relz] Cobl No.16

Post » Wed Mar 30, 2011 12:20 am

@dreamer2008: I don't think it's turning itself off - if it was, you wouldn't be able to see the option... OK, let's take a look at the other mods. Open everything up with Tes4Edit and check:
  • Select Cobl->Quests->cobSpellDelMonitor and then the "Referenced By" tab. See if another mod references it, other than Cobl.
  • Look at the Cobl->Scripts->cobSpellDel... scripts (4 of them) and look at the background, behind the text. If it's anything other than white, then another mod is overwriting them. If so, select the "cobSpellDelMonitorQS" script. You'll see several columns in the right-hand window, with the mod name above them. See which mods are making the change.
  • There's yet a third technique to reference the quest, but I'm not sure how to check for it. Try opening up all of them in the CS (and stand back, it may explode), then choose Edit->Find Text and look for "5AAA". (Modders, I'm thinking of OBSE's GetFormFromMod, if you have another technique.)


@anithinks: Cool, will add it in the next version.
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Jerry Cox
 
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Post » Wed Mar 30, 2011 2:51 pm

@dreamer2008: I don't think it's turning itself off - if it was, you wouldn't be able to see the option... OK, let's take a look at the other mods. Open everything up with Tes4Edit and check:
  • Select Cobl->Quests->cobSpellDelMonitor and then the "Referenced By" tab. See if another mod references it, other than Cobl.
  • Look at the Cobl->Scripts->cobSpellDel... scripts (4 of them) and look at the background, behind the text. If it's anything other than white, then another mod is overwriting them. If so, select the "cobSpellDelMonitorQS" script. You'll see several columns in the right-hand window, with the mod name above them. See which mods are making the change.
  • There's yet a third technique to reference the quest, but I'm not sure how to check for it. Try opening up all of them in the CS (and stand back, it may explode), then choose Edit->Find Text and look for "5AAA". (Modders, I'm thinking of OBSE's GetFormFromMod, if you have another technique.)


I want to mention first that I have close to zero experience in debugging using tes4edit and the CS so everything is kinda new to me concerning using these tools. For example I used Tes4Edit only to do some basic esp cleaning of some mods.

So, when I started tes4edit I selected all esm's and esp's, then all groups of mods, and when I got to Cobl->Quests->cobSpellDelMonitor I didn't see any "referenced by" tab
At Cobl->Scripts->cobSpellDel scripts I found all 4 but they were white and I didn't see any name of any mod. In "cobSpellDelMonitorQS" script I see in the references section this:
Spoiler
cobSpellDelVersionControlFAR [REFR:06005AB1] (places cobSpellDelVersionControlFA "Spell Delete Version Control" [ACTI:06005AB0] in GRUP Cell Persistent Children of cobAlsTestCell "COBL Alchemy Test" [CELL:06006CF3])
Player [00000014]
CobGenRefreshSpellMenuFAR [REFR:06005AA6] (places CobGenRefreshSpellMenuFA "Refresh Spell Menu" [ACTI:06005AA5] in GRUP Cell Persistent Children of cobGenCell [CELL:060015F3])
2
3
cobGenActRef [ACHR:06000FC6] (places cobGenActBase "(COBL) You shouldn't see me" [NPC_:0600081E] in GRUP Cell Persistent Children of cobGenCell [CELL:060015F3])
cobSpellDelMonitor [QUST:06005AAA]
DefaultPlayerSpell "Heal Minor Wounds" [SPEL:00000136]
cobSpellDelLostEffects "(COBL) Deleted/Lost Effects" [SPEL:06003398]

When I tried to load all mods with CS I encountered a problem, it said there was a missing master file, francesco new creatures and it closed itself automatically.
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Mimi BC
 
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Post » Wed Mar 30, 2011 12:08 pm

Does Cobl_Glue.esp really need cleaning? Elvallie pointed out that it's on the http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide#Quick_List_of_What_.26_What_Not_to_Clean. Just seems unlikely to me.
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Robert Jr
 
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Post » Wed Mar 30, 2011 8:22 am

Does Cobl_Glue.esp really need cleaning? Elvallie pointed out that it's on the http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide#Quick_List_of_What_.26_What_Not_to_Clean. Just seems unlikely to me.

TES4Edit does find 14 "Undelete and Disable Reference" fixes. Nothing major by the looks of it though.
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chloe hampson
 
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Post » Wed Mar 30, 2011 11:19 am

Ya know, I've been holding out on Cobl for a little while since I wasn't quite sure what it did, but now that the description seems to have been updated...*instant download* Wow! tons of cool stuff to add to my game :)
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Jah Allen
 
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Post » Wed Mar 30, 2011 3:50 am

Is there something special I need to do to make sure custom races get recognized for Cobl's Power Exhaustion feature? I downloaded the Moonshadow Elves mod and edited their abilities a bit (gave them a couple greater powers), but they still have the vanilla Great Power/Lesser Power distinction.

Edit: Ah, I need to manually change them to lesser powers and add the Power Exhaustion script to them. So then, the next question is, how do I do that? Can I just make Cobl a master for the Moonshadow esp and add the appropriate script to their racial abilities in TES4Edit?

Edit Edit: Apparently not, since Race Balancing Project's Greater Powers were recognized (or, at least, got the + in front of them). Hmm...
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Budgie
 
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Post » Wed Mar 30, 2011 10:22 am

Does Cobl_Glue.esp really need cleaning?
Just seems unlikely to me.



TES4Edit does find 14 "Undelete and Disable Reference" fixes. Nothing major by the looks of it though.


Guess I missed a few , I cleaned it back in the 1.62 and 1.72 Version. See Cobl.html in docs Version History..Does not state that I cleaned it but it was performed..

I can ensure you the 1.73 Cobl Glue is 100% Clean and so is Cobl SI has well..
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Soku Nyorah
 
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Post » Wed Mar 30, 2011 1:45 pm

Guess I missed a few , I cleaned it back in the 1.62 and 1.72 Version. See Cobl.html in docs Version History..Does not state that I cleaned it but it was performed..

I can ensure you the 1.73 Cobl Glue is 100% Clean and so is Cobl SI has well..

http://www.gamesas.com/index.php?/topic/1059126-relz-cobl-no15/page__view__findpost__p__15878398 (it's a link, and we really need to release before we end up fixing everything twice :P)


Oh, and I need to mention - dreamer2008 and Ayleid_People: I've hit a wall on the bugs, asked on the CS board and no one's seen those before. I'll try to play-test them, but haven't been able to and probably won't be able to for a while (RL calls). Dwip - I have a solution, just need to write it out and think up how best to let your mod temporarily use it. I think I'll write a patch that you can put in your mod that will inject the records into Cobl Main, and then the next version comes out they'll be mirrors of each other (haven't tested this, though :whistling: ). The plan - add two more pieces of "Static Apparati": the modder-adding-thingamajig and the Footlocker. The MAT will be a disabled container - just add apparati to it, and when the player uses the Static Apparati the items will be removed to the player and, if better, used for the Sapp set. The Footlocker will be a(n enabled) container where old apparati will be dumped (instead of onto the player). Also, I'll add a new faction/ownership to make the Sapps completely disabled.
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J.P loves
 
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Post » Wed Mar 30, 2011 5:08 am

http://www.gamesas.com/index.php?/topic/1059126-relz-cobl-no15/page__view__findpost__p__15878398 (it's a link, and we really need to release before we end up fixing everything twice :P)


With both of Us Checking these stuff is bound to happen with you or me fixing it once and other comes by and correct it once again. Luckly you did the 1.73 Cleanup and I just checked it to make sure. Have not done any changes to it.

I need to check the Luggage Placement to make sure all those that reported issue with odd placement are right once again. Let me dig back through thread for that and add to my list to check.
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Krista Belle Davis
 
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Post » Wed Mar 30, 2011 12:38 am

Dwip - I have a solution, just need to write it out and think up how best to let your mod temporarily use it.


Thanks for this. Sounds great. That said, depending on what your timeframe for 1.73's release is, I can probably wait - there's a fair bit of stuff to accomplish for my next patch, so if you're going to release the new version in the next, say, couple three weeks, I'm sure I can just wait for it, and no need to go through a bunch of trouble on my behalf.
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Tania Bunic
 
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Post » Wed Mar 30, 2011 8:05 am

Related to my earlier question, is there a tutorial anywhere for how to add varying-length COBL Exhaustion to Greater Powers? I'd like to add (say) 2 seconds to one and 5 seconds to another instead of the base 7 seconds that the COBL Exhaustion module does by itself.

Never mind, figured it out. I need to create a new *.csv file in the Bash Patches subdirectory and put the data there.

Edit: Hmm...that didn't work. I made a copy of Assorted_Exhaust.csv to get the headers right. Here's how I formatted the text:

Spoiler
Mod Name	ObjectIndex	Editor Id	LevelMoonshadow Elves – NoSc.esp	0x00F03B	zzMoonshadowParalyze	2Moonshadow Elves – NoSc.esp	0x00F03A	zzMoonshadowInvisible	5


Did I make a mistake? It's not showing up in the Bashed Patch, unlike the other edited powers.

Edit: Never mind, figured out the problem. The powers were defined in Race Balancing Project's esp for some reason.
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CSar L
 
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Post » Wed Mar 30, 2011 10:18 am

Hey!
since OBME for OBSE arose a great tool in the topic
http://www.gamesas.com/index.php?/topic/1116501-relz-oblivion-magic-extender-v10/
appeared an idea to make a standarized resource library with common custom spell effects

I think, as COBL states for COmmon OBLivion, that common library of spell effects would nice fit as part of COBL... am I right?
of course most of work would be done by people there, but some help also would be apreciated.

The Event would be nice as COBL hasn't got lately visible changes/updates (although there may be some invisible for ordinary users, who look this thread)

I always loved COBL and appreciated all updates

PS: some of the effects would be remake of those from morrowind (as levitate) so it would be nice if some COBL magic ingredients would use it as it would be part of COBL (non obse users would still have old effects), also it would be good way for promote OBME as it looks great work

OBME states for OBLIVION MAGIC EXTENDER and it's OBSE plugin (yes, plugin, not a mod esp), and has an option to disable most of it through Globals in Oblivion, so i fits concept used by COBL to make availible only that what would interest user (one of not able to disable directly is when mod using OBME sets icons for spells/effects it access, and others as such, so if something isn't accessible with globals/script commands it hapens only due custom mods(esp/esm) which player wouldn't use if he dislikes the content, so it's okay)
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lisa nuttall
 
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Post » Wed Mar 30, 2011 3:05 pm

I haven't had a chance to check out jRoush's plugins and mods yet. They look like good stuff.

I had planned on adding the Detect spells into Cobl, but to be honest they would be a bit messy... and wouldn't have the icon... and would need to be specific script effects rather than unique effects... I think they would fit better if they were offered directly from OBME. When I get more time for coding, and if no one else has picked up on it, I'll shoot jRoush a PM and ask if I can make a module for OBME.

[err... wait...] Did I misread what you were asking for? Did you want OBME included in COBL?
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jessica breen
 
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Post » Wed Mar 30, 2011 5:15 am

Did I misread what you were asking for? Did you want OBME included in COBL?


That's what I read. I thought you've a rule that it doesn't require OBSE though, as it's a resource. :shrug:
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josie treuberg
 
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Post » Wed Mar 30, 2011 5:17 am

Is there some way to get the fish drops from the http://www.tesnexus.com/downloads/file.php?id=7857 (also here as http://www.tesnexus.com/downloads/file.php?id=30260 re-released) which is included in a merged omod, Fishing in Cyrodiil mod with bug fixes on the same page as Fish, listed as food for the Cobl dinner plate?

As it stands now, you can only use them as alchemy ingredients.
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Add Me
 
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Post » Wed Mar 30, 2011 2:39 pm

That's what I read. I thought you've a rule that it doesn't require OBSE though, as it's a resource. :shrug:

That Cobl doesn't require OBSE, but some parts of it still would. For detect spells, there's no way to offer it without OBSE. And I'd add them to the Morrowind ingredients only if the player has OBSE.

I haven't had a chance to look through the thread yet, so I can't comment too much further than that.
Is there some way to get the fish drops from the http://www.tesnexus.com/downloads/file.php?id=7857 (also here as http://www.tesnexus.com/downloads/file.php?id=30260 re-released) which is included in a merged omod, Fishing in Cyrodiil mod with bug fixes on the same page as Fish, listed as food for the Cobl dinner plate?

As it stands now, you can only use them as alchemy ingredients.

I believe so... IIRC it's a matter of adding a quest that runs with the Eat stuff. I'd need to look at it again, if it's not already at UESP.
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anna ley
 
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Post » Wed Mar 30, 2011 7:51 am

That Cobl doesn't require OBSE, but some parts of it still would. For detect spells, there's no way to offer it without OBSE. And I'd add them to the Morrowind ingredients only if the player has OBSE.

I haven't had a chance to look through the thread yet, so I can't comment too much further than that.

I believe so... IIRC it's a matter of adding a quest that runs with the Eat stuff. I'd need to look at it again, if it's not already at UESP.



I have no mod skills; just a player. This mod would be so much better if all that fish could be used as food too. I don't know what the status of that author is.
I left a comment last week on the file thread but I have come to expect most of those Nexus threads to not be replied to.
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Katie Pollard
 
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Post » Wed Mar 30, 2011 1:01 am

I have no mod skills; just a player. This mod would be so much better if all that fish could be used as food too. I don't know what the status of that author is.
I left a comment last week on the file thread but I have come to expect most of those Nexus threads to not be replied to.

That method would need to be done by the modder, with a Cobl version of the mod.

I vaguely remember a newer method... maybe with Bash and leveled lists... but I can't remember the particulars at the moment and, unfortunately, this is going to have to go to the bottom of the to-do list. (I still need to finish up Alpha versions of Glue, Tweaks, and each patch and work a bit on Pluggy.)
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Bloomer
 
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Post » Wed Mar 30, 2011 1:57 am

Is there some way to get the fish drops from the http://www.tesnexus.com/downloads/file.php?id=7857 (also here as http://www.tesnexus.com/downloads/file.php?id=30260 re-released) which is included in a merged omod, Fishing in Cyrodiil mod with bug fixes on the same page as Fish, listed as food for the Cobl dinner plate?

As it stands now, you can only use them as alchemy ingredients.
http://www.gamesas.com/index.php?/topic/1114939-fish-in-alive-waters-or-all-waters-not-food/: until I get all the necessary masters for the Cobl plugin that manages this, I can't do it just yet. The mod maker could do it him/herself using the scripted approach, of course.

Vac
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Jason White
 
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Post » Wed Mar 30, 2011 10:09 am

Hi, i'm just wondering whether Cobl silent equip misc.esp causes picking up all items to have no sound effect? although it says that it removes the "you cannot equip this item" popup from trying to equip misc items, i've been having the problem that picking up any items/weapons have no sound effect.
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Angel Torres
 
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Post » Wed Mar 30, 2011 12:05 am

[err... wait...] Did I misread what you were asking for? Did you want OBME included in COBL?

No, I mean the OBSE part of COBL could have OBME-dependant resources.
OBME allows custom icons on spell and many optional patches on spelleffects, and some new effecttypes creating, plus much more

OBME works adding records invisible to Oblivion Engine and uses them when the plugin is loaded through OBSE
so there's options to: disable OBME dependent resources when not running OBSE, EITHER leave it in OBME-dependent form making it working but without some features, OR provide new content in COBL.esm and prepare glue plugin for OBSE/OBME spells

Note that most low dependant spell(effect)s would work almost same without OBSE (low-dependant: icon added, binded custom shader, changed name of anything non able to rename without OBME)
of course hard dependant spell(effect)s would work not as intended without OBME, but it doesn't hurt to have not used OBME dependent records in esm or esp
also it doesn't hurt if some OBME dependent resources used ingame and use workarounds to work without obse

and Inclusion of OBME plugin is really up to you, as COBL still comes without OBSE library bundled, so ones which download OBSE, also can download OBME (of course it would be easier for users to be bundled - but its not high demand) - just leave a notice "If you use OBSE use OBME plugin as well"
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Neil
 
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Post » Wed Mar 30, 2011 4:35 am

In 5 days it will be a year since Cobl was last updated! :poke:
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Eoh
 
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Post » Wed Mar 30, 2011 2:46 pm

In 5 days it will be a year since Cobl was last updated! :poke:

I am quite immune to guilt trips...
However, if you feel up to some house work it would speed things along :P
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Avril Louise
 
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Post » Wed Mar 30, 2011 1:28 pm

..What does Guilt mean again?
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candice keenan
 
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Post » Wed Mar 30, 2011 8:29 am

Don't know if i should ask in this thread or not but, If I wanted to upgrade Shadowcrest Vineyard, Millstone Farm and Clamshell Cottage to the Cobl versions will it reset everything I've done quest wise with them or will I be ok?
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Kathryn Medows
 
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