[RELz]Custom Spell Icons

Post » Sat Feb 19, 2011 4:06 am

...or not. Unless I'm missing something, there doesn't seem to be a way to get a list of all the spells an actor has. You can get the leveled spells, and you can use HasSpell, but there's no GetNthSpell like there is for the player. Without the list of spells I can't properly set the icons in the merchant menu.


http://www.obse.silverlock.org/obse_command_doc.html#GetSpells should work, too. :)


Will try the new Version later on.
Edit:
Bug fixed, spell doesn't change anymore. :)
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Kellymarie Heppell
 
Posts: 3456
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Post » Sat Feb 19, 2011 3:30 am

Hey stattis,
Thanks for the mod it's just what I need with all the script effect spells in my spell book. :)
For some reason after I installed this mod 2 mods changed icons?? Only in my spell book menu not in first-person view.

spell 1: LAME's summon claymore switched icon from a sword to a drain icon (the Power has drain Endurance in it) .
spell 2: Birthsign power from RBP: Invisibility (with chameleon) switched to chameleon icon.

It seems like the sort of thing that would happen if the magic effect's cost were raised, but I don't see your mod doing this.

I tested the mod and it worked perfectly except for those 2 spells that has changed icons (in the spell book menu menu). Any help is appreciated.



EDIT: While I'm at it: Could you include a check for COBL within the required esp instead of using an extra esp slot for COBL users? I don't know how it works but I know that the mod 'Choices & Consequences' uses this method.
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sarah
 
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Post » Sat Feb 19, 2011 12:38 pm

The two incorrect icons you're seeing are probably a rounding error. There's a fairly complicated formula to determine the most expensive effect of a spell (http://cs.elderscrolls.com/constwiki/index.php/Category:Spell_Cost) and if two effects are very close to the same cost, the limitations of a float may end up giving you the wrong result. I'm not sure what I can do to fix it :sad:

The fix for you is easy - just set the icons back to the one you want.

The next update will be released after OBSE v18 comes out of beta and won't need the extra esp to use the Cobl option. Until then you can merge the extra cobl .esp into your bashed patch so it doesn't take up a load order slot.
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Talitha Kukk
 
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Post » Sat Feb 19, 2011 12:14 pm

OK, I see. Or I guess I can just edit the spell making one effect a little stronger so the "real" effect icon shows.
Thanks stattis.

EDIT: btw there should be no problem with uninstallation right? I don't need to reset icons before uninstallation in the future?
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Tom
 
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Post » Sat Feb 19, 2011 8:01 am

Mercer, can you give me the exact names of the spells (and the mod they come from) whose icons were incorrect? The info will help me squash that bug :)

No problem with uninstall, all icons will be restored to normal if the mod is removed.
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natalie mccormick
 
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Post » Sat Feb 19, 2011 2:04 pm

Alright.

Summon Sword: Greater Power, Racial: Redguard. From L.A.M.E using the esp called bgBalancingEVLAMEGlue.esp

I've edited the spell to this:
Bound Order Claymore 120s
Silence 60s
Drain Endurance 5, 60s


Invisibility: Greater Power, Birthsign: Shadow. From RBP (Race Balancing Project).
I've edited this spell too. Now it's:

Invisibility 90s
Chameleon 20%, 90s
Fortify Sneak 20, 90s


Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Cobl Main.esm  [Version 1.71]04  Armamentarium.esm  [Version 1.3]05  Artifacts.esm06  Mart's Monster Mod.esm  [Version 3.7b1]07  Wondrous Items.esm08  EnhancedWeather.esm  [Version 1.3.6]09  HorseCombatMaster.esm0A  Unofficial Oblivion Patch.esp  [Version 3.2.0]0B  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0C  DLCShiveringIsles.esp0D  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0E  MRP - Loading area.esp++  [GFX]_Initial_Glow-all.esp0F  Let There Be Darkness - Cyrodiil + SI.esp10  Ownership.esp++  MyPrices.esp++  Francesco's Optional Vendor Tweaks.esp11  Francesco's Optional Leveled Quests.esp12  Francesco's Optional Files 2.esp13  Francesco's Optional Leveled Arena.esp14  FranTweak.esp15  FranOBSEConfig.esp  [Version 0.5]16  AmbientTownSounds.esp17  moDem's City Life.esp18  Shadowcrest_Vineyard_COBL.esp19  treasure maps captus demus.esp1A  Enhanced Vegetation [150%].esp1B  Natural_Habitat_by_Max_Tael.esp1C  EnhancedWeather.esp  [Version 1.3.5]1D  mz_Shields.esp1E  Apachii_Heroes_Store.esp1F  Wood Bows and Leather Armors.esp20  Andragorn_Weapons_Armors.esp21  JQ-Amulets.esp22  RealSwords - Breton LO-NPC.esp23  RealSwords - Nord LO-NPC SI.esp24  MyTweaks3.esp25  RealisticForceMedium.esp**  Darkgreen Glass Armour.esp26  Rainbows.esp27  Dungeon Actors Have Torches 1.6 DT.esp28  LevelerCheat.esp29  Deadlier Traps.esp++  Visually Enchanted Frost 2.esp++  Visually Enchanted Fire 3.esp++  Visually Enchanted Shock 1.esp2A  GuildOwnership1.2.esp2B  Choices and Consequences.esp2C  FightersGuildContracts.esp2D  StealthOverhaul.esp2E  Pitchable_Tent.esp  [Version 1.0]2F  Adventures Gear.esp30  Pitcher Plant.esp31  Alchemy Pocket.esp  [Version 1.1]32  actors_in_charge.esp33  P1DseeYouSleep.esp34  Thingamajigs Broken Armor DD Edit.esp35  kuerteeNoLootingDuringCombat.esp36  ReneersGoldMod.esp37  Mimics!.esp38  Mart's Monster Mod for Fran.esp  [Version 3.7b1]39  Mart's Monster Mod - Fran's leveled quests.esp  [Version 3.7b1]3A  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b1]3B  Mart's Monster Mod - Durzog Addon.esp  [Version 0.10]++  Mart's Monster Mod - Diverse Creature Skins.esp  [Version 3.5.5b4]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]3C  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b1]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]++  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b1]3D  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b1]++  Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp  [Version 3.7b1]3E  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]3F  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b2]40  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]41  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b1]42  Choices and Consequences - MMM.esp  [Version 0.2]43  PersuasionOverhaul.esp  [Version 1.4]++  PersuasionOverhaul_MMM.esp  [Version 1.2]44  ArmamentariumArtifacts.esp  [Version 1.3]++  ArmamentariumLL.esp  [Version 1.3]++  ArmamentariumLLVendors.esp  [Version 1.3]++  ArmamentariumTweaks.esp45  Gift of Kynareth.esp46  Adonnays Classical Weaponry.esp47  Kragenir's Death Quest.esp48  Nords With Beards.esp49  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]4A  bgBalancingEVCore.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalBetterRedguards.esp**  bgBalancingEVOptionalNPCDiversity, Beautification Better Redguards.esp  [Version 10.0EV-D]4B  Potable Pastiche.esp4C  Happyhannah's Wines.esp  [Version 1.1]++  Better Wine SI.esp4D  Wondrous Items.obse.esp4E  Crowded Roads Revisited.esp  [Version 1.1]4F  Cliff_Roleplayingcharacter.esp  [Version 2.1]50  S.P.A.M.esp51  marksman_challenge.esp52  TryBeforeYouBuy.esp53  Combat Fumbling.esp  [Version -03]54  DropLitTorchOBSE.esp  [Version 2.1]55  DD_ProximitySneakPenalty.esp56  SM Hand Combat.esp  [Version 1.0]57  SM Security.esp  [Version 1.1]58  DS Storage Sacks.esp  [Version 1.21]59  Progress.esp  [Version 1.03]5A  ReneerNPCNameMod.esp5B  300_Lore_Dialogue_Updated.esp5C  KDQ - Rural Line Additions.esp5D  Kyoma's Spell Renamer.esp  [Version 2.0.4]5E  AudaciousMagery.esp5F  DS Summon Luggage.esp60  MidasSpells.esp61  MidasTweaks.esp++  Better Scrolls.esp62  bgMagicEV.esp  [Version 1.7EV]63  bgMagicEVAddEnVar.esp  [Version 1.68EV]64  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]65  bgMagicEVPaperChase.esp  [Version 1.68EV]66  SupremeMagicka.esp  [Version 0.88d]67  SM_ShiveringIsles.esp  [Version 0.86]++  SM_MMM.esp  [Version 0.82]++  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]68  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]69  Pestilent Afflictions.esp6A  bgIntegrationEV.esp  [Version 0.96]6B  DS Time Manager.esp  [Version 1.1]6C  sr_super_hotkeys.esp6D  kuerteeBattleFatigueAndInjuries.esp6E  kuerteeEatAndSleep.esp6F  SM Encumbrance and Fatigue.esp  [Version 2.5]70  Duke Patrick's Lockpick challange Manual.esp  [Version 2]71  Cobl Glue.esp  [Version 1.69]72  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]73  Salmo the Baker, Cobl.esp  [Version 3.08]++  MMM-Cobl.esp  [Version 1.69]++  Cobl IngredientsTweaks.esp74  Bashed Patch, 0.esp75  Deadly Reflex - Timed Block + Higher Damage.esp76  DeadlyReflex - Combat Moves.esp


Let me know if you need more info or if you want me to test a new version :)
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Oceavision
 
Posts: 3414
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Post » Sat Feb 19, 2011 2:46 am

Duke Patrick's Lockpick challange Manual.esp [Version 2]


wow that is an old mod...
That was my 3rd mod I made when I first stared modding Oblivion.

Do you really still use that mod?
I thought there were a lot of other more up to date mods for lock picking.

But I am flattered that you are using it.
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Benji
 
Posts: 3447
Joined: Tue May 15, 2007 11:58 pm

Post » Sat Feb 19, 2011 4:50 am

Well I found the bug and it's not a rounding error. The effect cost formula on the wiki:

Effect Factor = Base Cost * fMagicDurMagBaseCostMult
Magnitude Factor = Magnitude ^ fMagicCostScale
Duration Factor = Duration (minimum of 1)
Area Factor = Area * fMagicAreaBaseCostMult (minimum of 1)
Range Factor = if Target, fMagicRangeTargetCostMult; else, 1
Unscaled Effect Cost = Effect Factor * Magnitude Factor *
Duration Factor * Area Factor * Range Factor (minimum 1)


It seems whoever wrote this forgot to include that Magnitude Factor also has a minimum of 1. Without that, any effect with 0 magnitude (like invisibility) will give the incorrect cost.
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Anna Beattie
 
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Joined: Sat Nov 11, 2006 4:59 am

Post » Sat Feb 19, 2011 9:21 am

Duke Patrick's Lockpick challange Manual.esp [Version 2]


wow that is an old mod...
That was my 3rd mod I made when I first stared modding Oblivion.

Do you really still use that mod?
I thought there were a lot of other more up to date mods for lock picking.

But I am flattered that you are using it.


Hey Duke,
Off course I'm still using your lockpick challenge mod. :D I've never had it out of my LO since sticking it in there. It works very well and forces you to consider when to open a chest. For instance sometimes I there will be several enemies close by a chest adn even if I sneak up close to the chest I'm still not home free.
Together with SM Security and kuerteeNoLootingDuringCombat the "sneaking and looting" part of my game is perfect. :)


Stattis,
So the only way around the problem is to manually change the icon using your mod then?
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Baby K(:
 
Posts: 3395
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Post » Sat Feb 19, 2011 1:42 pm

Stattis,
So the only way around the problem is to manually change the icon using your mod then?


It's fixed in the new version, but until I release it, yes. I've decided not to wait for OBSE v18 to come out of beta so you can expect it in the next day or two.
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Chris BEvan
 
Posts: 3359
Joined: Mon Jul 02, 2007 4:40 pm

Post » Sat Feb 19, 2011 6:57 am

Hi there and many thanks for this wonderful Idea :)

Actually I cannot use your mod, for some strange reason I get an instant CTD whenever I load a game with your mod :( I've got OBSE v 18 and here's my L/O, any suggestion?

00  Oblivion.esm01  EnhancedWeatherSIOnly.esm  [Version 1.0.7]02  All Natural Base.esm  [Version 0.9.6]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.71]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b1]08  CyrodiilUpgradeResourcePack.esm09  TamrielTravellers.esm  [Version 1.39c]0A  FCOM_Convergence.esm  [Version 0.9.9a7]0B  Armamentarium.esm  [Version 1.2.2]0C  Kvatch Rebuilt.esm0D  AFC v2 Core.esm0E  Progress.esm  [Version 2.0]0F  HorseCombatMaster.esm10  Unofficial Oblivion Patch.esp  [Version 3.2.0]11  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]12  Oblivion Citadel Door Fix.esp13  DLCShiveringIsles.esp14  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]15  Oblivion.esp16  Francesco's Optional Chance of Stronger Bosses.esp17  Francesco's Optional Chance of Stronger Enemies.esp18  Francesco's Optional Chance of More Enemies.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]19  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1A  EnhancedWeatherSIOnly.esp  [Version 1.0.5]1B  All Natural.esp  [Version 0.9.6]1C  All Natural - EW + NW + AWS.esp  [Version 0.9.6]1D  phinix-waterfix.esp++  Symphony of Violence.esp1E  300_Lore Dialogue.esp1F  AliveWaters.esp20  AliveWaters - Koi Addon.esp21  AliveWaters - Slaughterfish Addon.esp22  Ayleid Loot EXtension.esp23  AFC v2 Combat Moves.esp24  AFC v2 Damage Text.esp25  AFC v2 Gauntlet Weaponry.esp26  AFC v2 Locational Damage.esp27  AFC v2 Tempfix.esp++  Item interchange - Extraction.esp  [Version 0.76]28  Mage_Guild_Teleport.esp29  Oblivion Cats v0.2b.esp2A  Redecoration.esp2B  Living Economy - SI.esp2C  Living Economy - Items.esp2D  Cutthroat Merchants.esp2E  GoldAdjustment.esp  [Version 1.13.1]2F  moDem's City Life.esp30  Choices and Consequences.esp31  Landmarks.esp32  Guild Map Markers.esp33  HotkeyCasting.esp34  Lem - Hotkey Cyclers.esp35  MaleBodyReplacerV4.esp36  ArmamentariumArmor.esp37  ArmamentariumKatanas.esp38  ArmamentariumVendors.esp39  ArmamentariumStaffs.esp3A  PersuasionOverhaul.esp  [Version 1.4]3B  XSPipeMod.esp  [Version 1.2]3C  Thieves Arsenal.esp++  Slof's Horses Essential.esp3D  MD Saddlebags v3.0.esp3E  MELF_HorseSanity.esp3F  ExnemRuneskulls.esp++  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]40  Slof's Oblivion Robe Trader.esp41  Cobl Glue.esp  [Version 1.69]42  Cobl Si.esp  [Version 1.63]43  OOO 1.32-Cobl.esp  [Version 1.69]++  FCOM_Cobl.esp  [Version 0.9.9]++  Cobl Tweaks.esp  [Version 1.44]44  Bob's Armory Oblivion.esp45  FCOM_BobsArmory.esp  [Version 0.9.9]46  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]47  Oblivion WarCry EV.esp48  FCOM_WarCry.esp  [Version 0.9.9]49  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]4A  Choices and Consequences - OOO.esp  [Version 0.2]4B  ArmamentariumArtifacts.esp  [Version 1.2.2]++  ArmamentariumLLArmaVendor.esp4C  OBSE-Storms & Sound SI.esp4D  FCOM_Convergence.esp  [Version 0.9.9]4E  Choices and Consequences - MMM.esp  [Version 0.2]4F  FCOM_RealSwords.esp  [Version 0.9.9]50  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]51  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b1]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b1]52  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b1]53  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]54  Mart's Monster Mod - Foxes.esp  [Version 3.7b1]55  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]56  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b1]57  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b1]58  FarmAnimalsofCyrodiil.esp  [Version 1.31]59  Mart's Monster Mod - Durzog Addon.esp  [Version 0.10]++  TamrielTravellerAdvScript.esp  [Version 1.39c]5A  TamrielTravellers4OOO.esp  [Version 1.39c]5B  TamrielTravellersItemsnpc.esp  [Version 1.39c]5C  TamrielTravellersItemsCobl.esp  [Version 1.39c]5D  TamrielTravellersItemsVendor.esp  [Version 1.39c]5E  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]5F  FCOM_MoreRandomItems.esp  [Version 0.9.9]60  Mart's Monster Mod - Shivering Isles.esp  [Version 0.18]++  ArmamentariumLL4OOO.esp++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]++  Fransfemale.esp61  SSEE-OOO.esp++  MMM-Cobl.esp  [Version 1.69]62  Enhanced Quest Roleplaying.esp63  Enhanced Quest Roleplaying - OOO.esp64  Enhanced Quest Roleplaying - FCOM.esp65  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp66  Kvatch Rebuilt - Leveled Guards - FCOM.esp67  TheElderCouncil.esp68  TheElderCouncil_TempleOfTheOne.esp69  VaultsofCyrodiil.esp6A  24HrArenaAliveV2Towers.esp6B  24HrArenaAliveLow.esp6C  The Lost Spires.esp6D  Mighty Umbra.esp6E  Blood&Mud.esp6F  Lost Paladins of the Divines.esp70  Origin of the Mages Guild.esp  [Version 5.1]71  TheNecromancer.esp72  Mart's Monster Mod - City Defences.esp  [Version 3.7b1]++  FCOM_MightyUmbra.esp  [Version 0.9.9]73  FCOM_Blood&Mud.esp  [Version 0.9.9]74  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]75  FCOM_OMGSRT.esp  [Version 0.9.9]76  road+bridges.esp  [Version 4.4]77  Oblivion Gate Map Marker Remover.esp  [Version 1.1.0]78  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  FewerOBGates.esp79  Mimics!.esp7A  Music Controller.esp7B  Salmo the Baker, Cobl.esp  [Version 3.08]7C  Enhanced Vegetation [125%].esp7D  Toggleable Quantity Prompt.esp  [Version 3.1.1]7E  Alternative Start by Robert Evrae.esp7F  RealisticForceMedium.esp80  RealisticMagicForceMedium.esp81  Power Exhaustion.esp  [Version -01]82  SupremeMagicka.esp  [Version 0.89]83  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp84  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]85  MidasSpells.esp86  Midas OscuroGems.esp87  Syc_AtHomeAlchemy.esp88  Enchantment Enhanced.esp89  attack and hide harder v2.1.esp8A  DD_ProximitySneakPenalty.esp8B  SM Bounty.esp  [Version 1.05]8C  ProgressGSD.esp  [Version 1.1]8D  ProgressMBSP.esp  [Version 1.0]8E  ProgressSBSP.esp  [Version 1.0]8F  Legendary Abilities-Fortify Health MOJ.esp90  Grandmaster of Alchemy.esp91  S.P.A.M. 100+.esp92  S.P.A.M. option - Restore Spec.esp93  S.P.A.M. option - Restore Fav.esp94  immersive_caves_manual.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.76]95  Cobl Races.esp  [Version 1.52]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]++  Cobl Races - Balanced.esp  [Version 1.52]96  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]97  Cobl Silent Equip Misc.esp  [Version 01]98  HorseCommandsSI.esp99  CleanQuitAlternative.esp9A  Bashed Patch, 0.esp9B  Duke Patricks - Friendship Ring For Companion Detection.esp9C  Duke Patricks - Near Miss Magic And Arrow Shots Alert The Target.esp9D  Duke Patricks - Hydration and Water Harvesting.esp9E  Duke Patricks Momentum Damage Bonus Light.esp9F  Duke Patricks - Fresh Kills Now Alert The NPCs.espA0  Duke Patricks - BASIC Script Effect Silencer.espA1  Deadly Reflex 5 - Timed Block with no damage or durability changes.espA2  DeadlyReflex 5 - Combat Moves.espA3  SM_DeadlyReflex.esp  [Version 0.86]A4  Streamline 3.1.esp**  All Natural - Indoor Weather Filter For Mods.esp



Again, many thanks, the Idea is good even if I do not manage to use it myself!

Ps: I tried both reordering with BOSS and placing your mod as the last one, both esm and esp, also I tried with or without COBL support and the fixed Esm, same results all the time :)
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chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Sat Feb 19, 2011 3:10 am

A CTD on loading usually means you have a missing master. Are you sure that you activated the .esm before starting the game?
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Maddy Paul
 
Posts: 3430
Joined: Wed Feb 14, 2007 4:20 pm

Post » Sat Feb 19, 2011 8:04 am

Yes, I'm quite sure! Also a missing esm usually means a crash upon starting oblivion, not on load, nonetheless I gave it another shot double checking in Wrye Bash, the esm is there!


Edit: Mmh quite strange, I just noticed that the crash upon load only happens with my already existing characters. If I try starting a new game, or activating your mod with a newly created character (about 1 hour of gameplay) everything is smooth! I'm really puzzled now!
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Ashley Tamen
 
Posts: 3477
Joined: Sun Apr 08, 2007 6:17 am

Post » Sat Feb 19, 2011 2:24 am

Update v2.1
changes:
- Bug fix for 0 magnitude effects.
- Can no longer set an invalid icon.
- Custom icons show in spell purchase menu.
- Removed unnecessary removal spell.
- Fixed error with fQuestDelayTime that caused slow icon setting.
- Changed key press detection to OnKeyDown; codes in .ini changed accordingly.
- Eliminated need for extra .esp for Cobl options.
- Made 23 unused icons from Oblivion textures available as custom icons.
- Made it much easier for modders to add custom icons to their own mods. Using the power of OBSE v18, you don't need the .esm as a master and it only requires a 2 line script.
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Sheila Reyes
 
Posts: 3386
Joined: Thu Dec 28, 2006 7:40 am

Post » Sat Feb 19, 2011 8:33 am

Awesome update, stattis. :goodjob: Thank you.
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Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Sat Feb 19, 2011 7:14 am

Excellent work, I can't wait to see the big spell-adding mods using this so we finally get some proper icons.

Well I found the bug and it's not a rounding error. The effect cost formula on the wiki:

It seems whoever wrote this forgot to include that Magnitude Factor also has a minimum of 1. Without that, any effect with 0 magnitude (like invisibility) will give the incorrect cost.

Can I ask a small favor? Could you please just fix errors like that when you come across them? The Wiki doesn't get to be accurate unless people actually fix things. It's not at all difficult to do.
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Natalie Taylor
 
Posts: 3301
Joined: Mon Sep 11, 2006 7:54 pm

Post » Sat Feb 19, 2011 4:12 am

Wow, some of these hidden vanilla icons are pretty cool! Nice discovery. :)

I found a small problem with the options menu and adding the Additional Icon Items. Where they are not added if you already added the normal Icon Items. Easy fix in the code, just a wrong variable.
		elseif (button == 1)	;add/remove additional icon items			   Set numItems to (GetNumLevItems aaCSIAddItemIconList)			   Set count to 0			   while (count < numItems)					Set iconItem to (GetNthLevItem count aaCSIAddItemIconList)					if (effectIconsAdded)		;;this should probably be "if (addEffectIconsAdded)" instead						 Player.RemoveItemNS iconItem 1					else						 Player.AddItemNS iconItem 1					endif					Set count to (count + 1)			   loop			   Set count to 0			   if (addEffectIconsAdded)					Set addEffectIconsAdded to 0			   else					Set addEffectIconsAdded to 1			   endif
Other than that, lovely mod. Makes me regret I never continued with my project so long ago. Awell, as long as there is a way to give spells unique icons. :D

-kyoma
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He got the
 
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Post » Sat Feb 19, 2011 1:30 pm

Well I don't want to sound like a bummer about this but from the perspective of a mod user having both an esm and an esp (2 mod slots) just to change spell icons (neat as they are) seems wasteful of mod slot space.

What if this were integrated into COBL or some other project - then maybe, but at pushing 252 mod slots right now (and many mergers) I just can't see biting on this.

Great idea though.
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Eddie Howe
 
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Post » Sat Feb 19, 2011 7:32 am

Well I don't want to sound like a bummer about this but from the perspective of a mod user having both an esm and an esp (2 mod slots) just to change spell icons (neat as they are) seems wasteful of mod slot space.

What if this were integrated into COBL or some other project - then maybe, but at pushing 252 mod slots right now (and many mergers) I just can't see biting on this.

Great idea though.
Integrating it into COBL would be a nice idea, although merging the esm and the esp is good too. That's atleast one slot less to worry about. :shrug:

Another suggestion, how about using a system similar to COBL's options container for use with the many Icon Items. Where you can open up the container (either through the spell or hotkey) and see all those items, and assuming a spell was already chosen, then all you need to do is pick whatever item you want. It would avoid the cluttering/lag of adding/removing the Icon Items each time you wanna change a spell icon. Or if it's ok for me to make an addon, I'll do it myself. :)
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Lindsay Dunn
 
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Post » Sat Feb 19, 2011 12:21 am

My hope while making this mod wasn't for people to just use it as an icon setter, but for other mods to include (optionally, of course) new icons for their own spells. That's why the core functionality is in a .esm, so it can be used as a library mod of sorts. I see the functions provided by the .esp (setting icons from your inventory, making new icons available) as something separate and not necessarily desirable for all users. The stuff is does can be a bit intrusive... it uses key assignments, adds an options menu, spell, etc.

If you're looking to save on load order slots the .esp can be safely merged into the .esm or any other mod. I can upload a merged version if anybody is interested. Of course integrating it into Cobl would be ideal, though I'm not sure that this is the type of thing that goes into it. I remember reading somewhere that the makers of Cobl avoid using OBSE.

@kyoma
Thanks for finding the error. That's what I get for using similar variable names :rolleyes:
The reason icon items are dropped into your inventory is that using a container is very clumsy. In the container menu you can't see which spell you have selected and you can't change spells. So if you want to set the icon of more than one spell, you have open and close the container repeatedly, with the lag of 180+ items every time. Though it couldn't hurt to include the container option as well.
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Cagla Cali
 
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Post » Fri Feb 18, 2011 9:42 pm

Update 2.2 1/3/2010
- Changed names of icon items for better inventory ordering.
- Fixed bug with adding/removing icon items.
- Added string cleanup where appropriate. Not sure if it was causing any problems, but better safe than sorry.
- Moved .ini file for easier BAIN installation.
- Merged CustomSpellIcons.esp into the master file to free up load order spot.
- Set Icon spell is hidden by default.

Those of you updating will need to make a clean save or you lose your options token.
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Katie Pollard
 
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Post » Sat Feb 19, 2011 1:39 pm

Thank you very much for the update stattis to this extremely handy mod.
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how solid
 
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Post » Sat Feb 19, 2011 3:54 am

As mentioned in the OBSE-thread I have some trouble using this mod (Version 2.2):

Sometimes when an Icon is replaced (or was replaced and isn't anymore) my fps go down to a rate where playing isn't fun anymore.
If that happens my characters is always walking left. If I press the key for running she's still walking left; if I add forward/backward-key, the animation will change to running forward/backward, but still moves with walking-speed (and always a little bit to the left). Pressing the key to move to the right doesn't have any effect then.
Once I could stop this "incident" by using a GetQuestRunning in the console.

Very strange, I know.

Load order with the least mods where it appeared:
Aktive Moddateien:00  Oblivion.esm01  CustomSpellIcons.esm02  DLCShiveringIsles.esp==  Offizielle Plugins03  DLCBattlehornCastle.esp04  DLCFrostcrag.esp05  DLCHorseArmor.esp06  DLCMehrunesRazor.esp07  DLCOrrery.esp08  DLCSpellTomes.esp09  DLCThievesDen.esp0A  DLCVileLair.esp0B  Knights.esp==  Wrye Bash0C  Bashed Patch, [Bethesda].esp





Second problem:
When I change an Icon via Script it is only displayed correctly in the current spell-part of the UI, not the Inventory.

[Update while writing]After some further testing this doesn't seem to occur anymore. Maybe I just was impatient again. ;)[/Update while writing]


Third problem:
Spell Icons show fine in the spell purchase menu, but only until you buy a spell.
Afterwards, they all have the normal Icon again.


Fourth problem:
Two Screenshots: http://www.npshare.de/files/56c40366/CSI0.jpg http://www.npshare.de/files/3364d802/CSI.jpg
I think both times the current spell Icon (the one you can also see in Gamemode) is the correct one.

Fivth problem (may be expected & wanted behaviour):
If you reset the Icon for a Script defined Spell Icon it changes back to normal after sth. like a second (may be less, don't know for sure).
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Shianne Donato
 
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Post » Fri Feb 18, 2011 11:12 pm

Update:
2.3 5/10/2010
- Fixed a bug where newly added spells didn't show a custom icon in the magic menu.
- Added a bunch of new additional icons. Many thanks to albertovizoso for making new icons and to gdarknight for allowing his icons to be used as a resource.


Thanks for the detailed bug reports, they made finding and fixing the problem easy :thumbsup:

Issues 2, 3, 4, and Candlemaster's problem detailed in the OBSE thread should be fixed.

Sometimes when an Icon is replaced (or was replaced and isn't anymore) my fps go down to a rate where playing isn't fun anymore.
If that happens my characters is always walking left. If I press the key for running she's still walking left; if I add forward/backward-key, the animation will change to running forward/backward, but still moves with walking-speed (and always a little bit to the left). Pressing the key to move to the right doesn't have any effect then.
Once I could stop this "incident" by using a GetQuestRunning in the console.


Perhaps this is related to the two keys that CSI uses for setting/removing an icon. What quest did you check with GetQuestRunning?

Fivth problem (may be expected & wanted behaviour):
If you reset the Icon for a Script defined Spell Icon it changes back to normal after sth. like a second (may be less, don't know for sure).


I'm not quite sure what you mean by this, but the latest version may fix it too. Let me know.
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Louise Dennis
 
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Post » Sat Feb 19, 2011 5:17 am

Update:
2.3 5/10/2010
- Fixed a bug where newly added spells didn't show a custom icon in the magic menu.
- Added a bunch of new additional icons. Many thanks to albertovizoso for making new icons and to gdarknight for allowing his icons to be used as a resource.


Thanks for the detailed bug reports, they made finding and fixing the problem easy :thumbsup:

Issues 2, 3, 4, and Candlemaster's problem detailed in the OBSE thread should be fixed.


Thanks for the update. :)

Perhaps this is related to the two keys that CSI uses for setting/removing an icon. What quest did you check with GetQuestRunning?


A self created one called Quest (standard name if I just want to test one thing and that's it). Owning mod is not in the LO, because the bug also occured if it was deactivated.
May also be related to my keyboard (didn't much testing without CSI), but atm I only saw it with CSI enabled.

I'm not quite sure what you mean by this, but the latest version may fix it too. Let me know.


Icon changes back from Script Effect to the one specified in the Script.
If it isn't this should be expected behaviour; just doesn't fit my testing purpose. ;)

Will do some further testing.




LP
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Emmanuel Morales
 
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