A few fixes

Post » Wed Mar 30, 2011 5:11 am

there are just too many potential conflicts here for me to try deactivating mods one by one to see which is causing the specific glitches, so I am hoping you guys can help me.... again. I know I've asked a lot of questions already, but I really do appreciate all the help I've received so far.
So the bugs:
Tel Valus is installed, but no topics from the npcs. I can talk to them, and access services if they have them, but there are no topics. Didn't see anything about it in the readme and only found another person in the comments, no reply though.
I also have Bartholm, and when I buy a horse from there and leave the house, the horse is ready to go for me. That's great, but it spawned as the horse you get from Lucien Lachance.
There were a few other things as well. The Customisable hud components from kuertee added two green bars for hunger and thirst above my crosshair, incredibly annoying. I deleted the lines from the ini but I was wondering how I can fix it so that the bars are on the side somewhere, and the lines I added for vilja and neeshka did not show up, at all. Even though I directly copied the lines and checked the ids and took out the comments in the ini.

Also, I was wondering how I can add extra lines in for things like vampire hunger and current bounty if I accrue it. I successfully added the customised enemy health bar, the one that changes color, but the original is still there, slight annoyance.

Spoiler
;a few notes for editing this file:
;1. a HUD component is considered to be its text label, its image container and its bar container.
;2. please read the description of each of the property. their default values are always listed.
;3. you cannot set a string variable to an empty string: i.e.: "".
; however, setting it to "%e" will produce an empty string.
; for example: Set stringValue to "%e"
;4. you can use temporary variables to set-up the values.
; these are: stringValue, stringValue2, Value, and Value2.
; an example of this is how the paths for the images are formed with stringValue.
;5. the script line for the "set...to" command will fail if it is too long.
; for example, setting a path to a file in one line will fail: set kCHUDC.bar1 to "Textures\kuerteeCustomisableHUDComponents\bar_container.png"
; when required, form the value by using the standard CS formatting notations: http://cs.elderscrolls.com/constwiki/index.php/PrintToConsole
;6. the values of the HUD bars must be formed in one line of code.
;7. copy values from the file: "kuerteeCustomisableHUDComponents default.ini" to revert any changes.
;9. the font used cannot be changed in the current version.
; i don't exactly know if this property should contain the font name, the font file or the name of the font key in the Oblivion.ini file.
;
;valid values for show codes and format codes are listed below:
;http://cs.elderscrolls.com/constwiki/index.php/SetHudT
;Show Codes
;Add for combinations; i.e., GameMode+MenuMode is 11 (1 + 2 + 8)
;GameMode is assumed.
;0: Hidden
;1: GameMode only (all menus closed, console closed)
;2: MenuMode only (a menu open, console closed)
;4: Console only (from GameMode or MenuMode)
;8: Disable the "only" behaviour - this is necessary for any combination of GameMode, MenuMode, and console
;16: Always display under Oblivion menus and huds (i.e., compass)
;Format codes
;Add for combinations
;1: Displays the text on a single line, regardless of line breaks or carriage returns.
;2: Centers the text in the rectangle.
;4: Aligns the text to the left side of the rectangle.
;8: Aligns the text to the right side of the rectangle.
;16: Justifies the text to the top of the rectangle.
;32: Justifies the text to the bottom of the rectangle. It only works when combined with 1
;64: Justifies the text in the center of the rectangle. It only works on single lines.
;128: Lines are automatically broken between words when text reaches the end of a rectangle, thus adding an additional line

;==================================================
;GLOBAL settings
;==================================================
set kCHUDC.hudFont to sv_Construct "DarN Kingthings Petrock 14" ;default: "DarN Kingthings Petrock 14". font name of HUD text. currently not working.
set kCHUDC.fontHeight to 14 ;default: 14. font height of HUD text
set kCHUDC.fontWidth to 0 ;default: 0. font width. if set to 0, the text will take as much horizontal space it needs.
set kCHUDC.fontWeight to 0 ;default: 0. amount of bold
set kCHUDC.hudTItalic to 0 ;default: 0. if 1, the text is italicised.
set kCHUDC.hudTR to 255 ;default: 255. red component of the text.
set kCHUDC.hudTG to 255 ;default: 255. green component of the text.
set kCHUDC.hudTB to 255 ;default: 255. blue component of the text.
set kCHUDC.hudTFormat to 1 ;default: 1. format code. best kept at 1. see above for other codes.

;temp values:
set kCHUDC.stringValue to sv_Construct "Textures\kuerteeCustomisableHUDComponents\";temp string variable.

;==================================================
;HUD 1
;==================================================
set kCHUDC.label1 to sv_Construct "TFE hunger" ;default: "TFE hunger". label of HUD component. if disabled (i.e. commented out), the label is not presented.
set kCHUDC.container1 to sv_Construct "%zcontainer.png" kCHUDC.stringValue ;default: "zbar_container.png". image file of HUD bar container.
set kCHUDC.bar1 to sv_Construct "%zblack.jpg" kCHUDC.stringValue ;default: "%zbar_orange.jpg". image file of HUD bar.
set kCHUDC.evaluateString1 to sv_Construct "tfeNeeds.hunger" ;default: "". evaluate string to use for the HUD value.
;it can do simple process: e.g.:"tfNeeds.hunger * GameHour".
;if this is set, quest1 and variableName1 are ignored.
set kCHUDC.maxValue1 to sv_Construct "12" ;default: 12. maximum value of bar.
;note that this is only used to scale the bar - not limit it.
;for example, the bar will overflow out of its container if the bar's scale is more than 1.
set kCHUDC.showValueInLabel1 to 0 ;default: 0. if 1, the value of the bar is shown numerically against the label.
set kCHUDC.showCode1 to 1 ;default: 1. show code.see above for other codes.
set kCHUDC.removeWhenZero1 to 1 ;default: 1. if 1, this HUD will be invisible when at 0%.
set kCHUDC.removeWhenFull1 to 0 ;default: 0. if 1, this HUD will be invisible when at 100%.
set kCHUDC.scale1 to 0.44 ;default: 0.44. the scale of the bar in relation to the pixel dimensions in the image file.
set kCHUDC.x1 to 15 ;default: 15. x and y location of the label.
set kCHUDC.y1 to 570 ;default: 600.
set kCHUDC.xContainer1 to 15 ;default: 15. x and y location of the bar container.
set kCHUDC.yContainer1 to kCHUDC.y1 + 15 ;default: 615.
set kCHUDC.xBar1 to kCHUDC.xContainer1 + 13 * kCHUDC.scale1 ;default: xContainer1 + 13 * scale1. x and y location of the bar
set kCHUDC.yBar1 to kCHUDC.yContainer1 + 1 * kCHUDC.scale1 ;default: yContainer1 + 1 * scale1.
set kCHUDC.xBar1 to Ceil kCHUDC.xBar1
set kCHUDC.yBar1 to Ceil kCHUDC.yBar1
set kCHUDC.opacity1 to 100 ;default: 100. valid values are 0 to 100.

;==================================================
;HUD 2
;==================================================
set kCHUDC.label2 to sv_Construct "TFE exhaustion"
set kCHUDC.container2 to sv_Construct "%zcontainer.png" kCHUDC.stringValue
set kCHUDC.bar2 to sv_Construct "%zblue.jpg" kCHUDC.stringValue
set kCHUDC.evaluateString2 to sv_Construct "tfeNeeds.exhaustion"
set kCHUDC.maxValue2 to sv_Construct "18"
set kCHUDC.showValueInLabel2 to 0
set kCHUDC.showCode2 to 1
set kCHUDC.removeWhenZero2 to 1
set kCHUDC.removeWhenFull2 to 0
set kCHUDC.scale2 to 0.44
set kCHUDC.x2 to 15
set kCHUDC.y2 to 600
set kCHUDC.xContainer2 to 15
set kCHUDC.yContainer2 to kCHUDC.y2 + 15
set kCHUDC.xBar2 to kCHUDC.xContainer2 + 13 * kCHUDC.scale2
set kCHUDC.yBar2 to kCHUDC.yContainer2 + 1 * kCHUDC.scale2
set kCHUDC.xBar2 to Ceil kCHUDC.xBar2
set kCHUDC.yBar2 to Ceil kCHUDC.yBar2
set kCHUDC.opacity2 to 100

;==================================================
;HUD 3
;==================================================
set kCHUDC.label3 to sv_Construct "nGCD level progress: "
set kCHUDC.container3 to sv_Construct "%zcontainer.png" kCHUDC.stringValue
set kCHUDC.bar3 to sv_Construct "%zbrown.jpg" kCHUDC.stringValue
set kCHUDC.evaluateString3 to sv_Construct "ngcdplayer.levelprogress * 100"
set kCHUDC.maxValue3 to sv_Construct "100"
set kCHUDC.showValueInLabel3 to 1
set kCHUDC.showCode3 to 1
set kCHUDC.removeWhenZero3 to 0
set kCHUDC.removeWhenFull3 to 0
set kCHUDC.scale3 to 0.44
set kCHUDC.x3 to 15
set kCHUDC.y3 to 630
set kCHUDC.xContainer3 to 15
set kCHUDC.yContainer3 to kCHUDC.y3 + 15
set kCHUDC.xBar3 to kCHUDC.xContainer3 + 13 * kCHUDC.scale3
set kCHUDC.yBar3 to kCHUDC.yContainer3 + 1 * kCHUDC.scale3
set kCHUDC.xBar3 to Ceil kCHUDC.xBar3
set kCHUDC.yBar3 to Ceil kCHUDC.yBar3
set kCHUDC.opacity3 to 100

;==================================================
;HUD 4
;==================================================
set kCHUDC.label4 to sv_Construct "Encumbrance: "
set kCHUDC.container4 to sv_Construct "%zcontainer.png" kCHUDC.stringValue
set kCHUDC.bar4 to sv_Construct "%zgreen.jpg" kCHUDC.stringValue
set kCHUDC.evaluateString4 to sv_Construct "Player.GetActorValue Encumbrance"
set kCHUDC.maxValue4 to sv_Construct "Player.GetBaseActorValue Encumbrance"
set kCHUDC.showValueInLabel4 to 1
set kCHUDC.showCode4 to 1
set kCHUDC.removeWhenZero4 to 0
set kCHUDC.removeWhenFull4 to 0
set kCHUDC.scale4 to 0.44
set kCHUDC.x4 to 15
set kCHUDC.y4 to 660
set kCHUDC.xContainer4 to 15
set kCHUDC.yContainer4 to kCHUDC.y4 + 15
set kCHUDC.xBar4 to kCHUDC.xContainer4 + 13 * kCHUDC.scale4
set kCHUDC.yBar4 to kCHUDC.yContainer4 + 1 * kCHUDC.scale4
set kCHUDC.xBar4 to Ceil kCHUDC.xBar4
set kCHUDC.yBar4 to Ceil kCHUDC.yBar4
set kCHUDC.opacity4 to 100

;==================================================
;HUD 5
;==================================================
set kCHUDC.label5 to sv_Construct "Game hour: "
set kCHUDC.container5 to sv_Construct "%zcontainer.png" kCHUDC.stringValue
set kCHUDC.bar5 to sv_Construct "%zorange.jpg" kCHUDC.stringValue
set kCHUDC.evaluateString5 to sv_Construct "GameHour"
set kCHUDC.maxValue5 to sv_Construct "24"
set kCHUDC.showValueInLabel5 to 1
set kCHUDC.showCode5 to 1
set kCHUDC.removeWhenZero5 to 0
set kCHUDC.removeWhenFull5 to 0
set kCHUDC.scale5 to 0.44
set kCHUDC.x5 to 15
set kCHUDC.y5 to 690
set kCHUDC.xContainer5 to 15
set kCHUDC.yContainer5 to kCHUDC.y5 + 15
set kCHUDC.xBar5 to kCHUDC.xContainer5 + 13 * kCHUDC.scale5
set kCHUDC.yBar5 to kCHUDC.yContainer5 + 1 * kCHUDC.scale5
set kCHUDC.xBar5 to Ceil kCHUDC.xBar5
set kCHUDC.yBar5 to Ceil kCHUDC.yBar5
set kCHUDC.opacity5 to 100

;==================================================
;HUD 6
;==================================================
set kCHUDC.label6 to sv_Construct "Game date: "
set kCHUDC.container6 to sv_Construct "%zcontainer.png" kCHUDC.stringValue
set kCHUDC.bar6 to sv_Construct "%zpurple.jpg" kCHUDC.stringValue
set kCHUDC.evaluateString6 to sv_Construct "GameDay + GameMonth * 30.416"
set kCHUDC.maxValue6 to sv_Construct "365"
set kCHUDC.showValueInLabel6 to 1
set kCHUDC.showCode6 to 1
set kCHUDC.removeWhenZero6 to 0
set kCHUDC.removeWhenFull6 to 0
set kCHUDC.scale6 to 0.44
set kCHUDC.x6 to 15
set kCHUDC.y6 to 720
set kCHUDC.xContainer6 to 15
set kCHUDC.yContainer6 to kCHUDC.y6 + 15
set kCHUDC.xBar6 to kCHUDC.xContainer6 + 13 * kCHUDC.scale6
set kCHUDC.yBar6 to kCHUDC.yContainer6 + 1 * kCHUDC.scale6
set kCHUDC.xBar6 to Ceil kCHUDC.xBar6
set kCHUDC.yBar6 to Ceil kCHUDC.yBar6
set kCHUDC.opacity6 to 100


EDIT: The main reason why I have not started modding for Oblivion yet (even though I started from day 1 of Morrowind), is because I am not that great anymore with scripts or coding. I need to get my edge back, but for the time being I don't have the time or patience to work it out. Hopefully over this summer once work settles down I will be able to give back to you guys with a mod. Hopefully :)
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Wed Mar 30, 2011 10:36 am

that's weird that it showed where the crosshair is at - in the middle of the screen?

let me try to help in regards to positioning these things.
general help only, however. i won't be able to help you add NEW bars.
(sorry. i don't have a PC anymore and so don't have the game any more.)

anyway, to position the 1st bar and label, you'll need to change the properties named "x1" and "y1".
those are the screen coordinates for the bars.
i'm surprise that those bars are appearing at your crosshair.
their values, 15 and 570, tell me that they should at the left edge of the screen and near the bottom of an 800-high display.

for the 2nd bar and label, change the properties named "x2" and "y2".
and for the 3rd, "x3" and "y3". and so on.

i hope this helps in positioning these bars.

as an aside, theNiceOne has a new mod that doesn't use pluggy.
you may wish to look at that instead.
sorry, i don't have links to it.

search these forums for theNiceOne.

good luck!
User avatar
Sara Johanna Scenariste
 
Posts: 3381
Joined: Tue Mar 13, 2007 8:24 pm


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