[Relz] Kyoma's Journal Mod

Post » Fri May 27, 2011 7:32 pm

I mean the journal/book that you place in the inventory, if I understand your mod documentation correctly. I don't have one.

Oh like so, you mentioned when you first added the mod you didn't have Pluggy. Although it's strange the mod didn't initialize correctly after you installed Pluggy, it's not a big problem. Please try a clean save of the mod, this will help eliminate any problems created due to the late addition of Pluggy. :)
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Nick Tyler
 
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Post » Fri May 27, 2011 11:26 am

Oh like so, you mentioned when you first added the mod you didn't have Pluggy. Although it's strange the mod didn't initialize correctly after you installed Pluggy, it's not a big problem. Please try a clean save of the mod, this will help eliminate any problems created due to the late addition of Pluggy. :)


Do you mean, remove the mod, load my saved game, save it again, exit, reinstall the mod, and reload the game? If so, that's not working. I just tried it, and there's still no misc journal item.

Or do I misunderstand what you mean by "clean save of the mod?" Do you mean, clean save of my game?
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Janine Rose
 
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Post » Fri May 27, 2011 9:29 am

Do you mean, remove the mod, load my saved game, save it again, exit, reinstall the mod, and reload the game? If so, that's not working. I just tried it, and there's still no misc journal item.

Or do I misunderstand what you mean by "clean save of the mod?" Do you mean, clean save of my game?

Oh sorry, yes that's what I ment. Removing the mod, load save, re-save, re-add the mod and reload save.

You still didn't get the misc item? Now that is weird. Did you get a message saying the Journal Mod was installed or did that never showed up either?

[edit]
Could you check for a debug log located in "My Games\Oblivion\Pluggy\User Files". Look for a file called Journal Update Log.txt. Please post it here, if it's not present then that's a clue for me too.
[/edit]
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I love YOu
 
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Post » Fri May 27, 2011 1:01 pm

Problem's solved, and it's working just fine, now. :)

A couple of suggestions, if I may:

If it's possible--and I don't know that it is--it would be great to have the option to select a block of text, and hit a delete button. Barring that, to have a very speedy backspace, because the current one is extremely slow for erasing what you've written.

That noted, this mod's a dream. Thanks for it, and for your Spell Renamer, too!
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Claire Lynham
 
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Post » Fri May 27, 2011 11:03 am

Thank you for this. Finally being able to write down my characters' adventures to thumb through later (while inside the game) just rules. Now all the nifty mini-adventures I go on won't be forgotten hours down the road. Thanks again!
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Barbequtie
 
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Post » Fri May 27, 2011 8:12 am

http://www.gamespot.com/pages/unions/read_article.php?topic_id=26349919&union_id=11961 I know, I know, it's old; but still. ^_^

Problem's solved, and it's working just fine, now. :)

A couple of suggestions, if I may:

If it's possible--and I don't know that it is--it would be great to have the option to select a block of text, and hit a delete button. Barring that, to have a very speedy backspace, because the current one is extremely slow for erasing what you've written.

That noted, this mod's a dream. Thanks for it, and for your Spell Renamer, too!
Glad to hear it's working now. Unfortunately you cannot really select any text, the best I can do is add the option to Shift+Backspace/Delete to remove an entire sentence and maybe add a combo that removes a large amount of characters (a raw number so it won't remove an consistant amount of sentences).

Thank you for this. Finally being able to write down my characters' adventures to thumb through later (while inside the game) just rules. Now all the nifty mini-adventures I go on won't be forgotten hours down the road. Thanks again!
Thank you. :)
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Queen Bitch
 
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Post » Fri May 27, 2011 2:40 pm

All the strings/text/etc is saved in memory as soon as you press 'done'. But because this data exists in the memory it needs to be stored when the game closes. This is done by OBSE in .co-files to your saves. Unfortunately this means that things are only 'permanently' saved when you actually save to a game. It is beyond my control. The only thing I can suggest is having the auto-export feature on. That way, it will always export the latest version of whatever text you typed. Making it possible to import it again should you loose alot to a CTD.

As for clicking the next button, I planned on having that work (and function as a back button aswell). It was ment to work by detecting on which side of the screen your mouse was when you press it, but because the function used for this suffers from lag-issues it doesn't work. Or rather, it doesn't work reliably. So it ended up with the same purpose as in the very beginning, which is to display the current page/entry and if there's a next or previous.



a delayed thank-you, I've been off the forums for a few days. Well at least I know I'm not crazy now :)
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Queen Bitch
 
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Post » Fri May 27, 2011 2:47 pm

Hello Kyoma!

Thanks, your mod is great! If you can help me.. I've translated your mod into my language, for my own personal use. The translation is almost complete, but I'd like to know where to look for to translate the buttons like 'Write', 'Back', 'Done' into something else. There is a script that controls those buttons?

Congratulations for your work! As I said, this mod is one of the graeatest i've ever played.
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Lil'.KiiDD
 
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Post » Fri May 27, 2011 3:58 am

Hello Kyoma!

Thanks, your mod is great! If you can help me.. I've translated your mod into my language, for my own personal use. The translation is almost complete, but I'd like to know where to look for to translate the buttons like 'Write', 'Back', 'Done' into something else. There is a script that controls those buttons?

Congratulations for your work! As I said, this mod is one of the graeatest i've ever played.

Hello,

Interesting to see someone translated the mod, I didn't expect anybody else to understand the script layout. :lol: Anyhow, the place you're looking for is in an XML file. Specifically: menus\prefabs\journal\extra_buttons.xml. In that file you'll have the following:
......	<image name="_extra_button_done"><include src=http://forums.bethsoft.com/index.php?/topic/922284-relz-kyomas-journal-mod/"journal\button_short.xml"/>		<user0> Done </user0>......	<image name="_extra_button_write"><include src="journal\button_short.xml"/>		<user0> Write </user0>......	<image name="_extra_button_back"><include src="journal\button_short.xml"/>		<user0> Back </user0>......
Change the text in the user0 tags.

P.S. Are other people interested in any translations? If so, then I'll need to change things a bit to allow easier translation (aka, put all the text stuff into one script). It's on my To-Do list but not a big priority. :shrug:

-Kyoma
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Life long Observer
 
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Post » Fri May 27, 2011 8:20 am

Thank you for your support! My translation (in italian) is quite finished. Now I ask you permission to upload Kyoma's Journal Mod [ITA] on tesnexus. With proper credits, obviously.
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Lynette Wilson
 
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Post » Fri May 27, 2011 10:02 am

Thank you for your support! My translation (in italian) is quite finished. Now I ask you permission to upload Kyoma's Journal Mod [ITA] on tesnexus. With proper credits, obviously.

You can upload the translated version. All I ask (besides credits) is that you link to the original mod and state that it may not be the latest version.

But I should warn you, because of how the mod works, with each new version it would have to be completely translated again. Which is rather tendious if you ask me, my plan is (and I've moved it to the top of the list) to have all strings in one central script. Or rather, all the strings that are used, then if someone translates those strings and sends me the file/script, I can integrate it into the mod. Seems alot better than to have seperate translations and it won't have to be updated each time a new version arrives (well maybe if it has new strings but that's not likely to happen on a large scale).

At the moment I am testing the latest version, since I've added support for the percentage character (%) I'll need to make sure I didn't break anything. I can probably add the language thing before I release the new version but it'll take a bit longer then. The danger with not doing it right away is that it could lead to postponing it over and over and over, and that's not a good thing of me. :P

- kyoma
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Mashystar
 
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Post » Fri May 27, 2011 9:45 am

Of course, I understand, it's better to wait until the next release, when all the translatable text will be included into one single script (except xml files... but it's a minor issue, or not?). I hate to play Oblivion half in localized language and half in english. Italian localization is a shame, did you know? It seems like: let's google translate the entire text...
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Euan
 
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Post » Fri May 27, 2011 3:29 pm

Check out my translation at http://rapidshare.com/files/190002420/Kyoma_s_Journal_Mod.esp.html

Have you received it?
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barbara belmonte
 
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Post » Fri May 27, 2011 6:05 am

Of course, I understand, it's better to wait until the next release, when all the translatable text will be included into one single script (except xml files... but it's a minor issue, or not?). I hate to play Oblivion half in localized language and half in english. Italian localization is a shame, did you know? It seems like: let's google translate the entire text...

The XML strings can be changed so they are set by the scripts, and thus translating the at the same place as all other strings. Atleast, that's the plan. :)

Check out my translation at http://rapidshare.com/files/190002420/Kyoma_s_Journal_Mod.esp.html

Have you received it?

Thanks, will check it out. :)
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cosmo valerga
 
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Post » Fri May 27, 2011 8:39 am

Kyoma, are you aware of http://www.gamesas.com/bgsforums/index.php?showtopic=930549&hl=? It seems some functions in recent versions of Pluggy cause serious instabilities for some systems. Note the emphasis on "seems". As far as I'm concerned, all I know is my game was barely playable (CTD every 3-4 times I entered a new interior cell, pretty much), untill I deactivated your mod and deleted pluggy v122 :shrug: after that, all fine... I didn't notice this behaviour with previous versions of your mod, when I used older pluggies (v91 iirc). Something might be related to its HUD function?
Anyway... I hope someone will find out a solution, because I don't want to NOT use your awesome mod :'(
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Lisa
 
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Post » Fri May 27, 2011 4:41 am

Kyoma, are you aware of http://www.gamesas.com/bgsforums/index.php?showtopic=930549&hl=? It seems some functions in recent versions of Pluggy cause serious instabilities for some systems. Note the emphasis on "seems". As far as I'm concerned, all I know is my game was barely playable (CTD every 3-4 times I entered a new interior cell, pretty much), untill I deactivated your mod and deleted pluggy v122 :shrug: after that, all fine... I didn't notice this behaviour with previous versions of your mod, when I used older pluggies (v91 iirc). Something might be related to its HUD function?
Anyway... I hope someone will find out a solution, because I don't want to NOT use your awesome mod :'(

Yes I am aware of that thread. The journal mod doesn't use any of Pluggy's HUD functions, the CTD-on-transitions (that have been confirmed to be caused by Pluggy version 100+ for some people) happen even when no mod is active. It's not the actual functions that cause the CTD but more like the things that happen on the background as preperation for those functions (not the best of explainations, but it'll do). IIRC there was an unofficial update for Pluggy to version 123 that 'seems' to fix it for some people, I've tested it somewhat and it didn't break anything obvious. Best try it and see if it makes a difference.

General note: the next version is pretty much done, mostly bug fixes. But unfortunately my PC mainframe is fried so I won't be able to upload it for atleast a few days. :(
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Karl harris
 
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Post » Fri May 27, 2011 4:26 am

Hey! I have noticed a strange thing, maybe you want to know this... I have downloaded and installed http://tesnexus.com/downloads/file.php?id=3595 and +Menu Journal was acting really weird. It took the place in the same tile as some other item and even the separator's place. Other tokens (cobl options, keychain, stuff from MMM H&C) were normal. Journal book functioned normally.

Since I don't even use +Menu Journal, can I just dump it somewhere? Will everything be ok without it?

Edit: It seems that this icon overlaping thins is a wz_inventory bug, because my portable bedroll acted like that too...
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Ricky Meehan
 
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Post » Fri May 27, 2011 4:03 am

Yes I am aware of that thread. The journal mod doesn't use any of Pluggy's HUD functions, the CTD-on-transitions (that have been confirmed to be caused by Pluggy version 100+ for some people) happen even when no mod is active. It's not the actual functions that cause the CTD but more like the things that happen on the background as preperation for those functions (not the best of explainations, but it'll do). IIRC there was an unofficial update for Pluggy to version 123 that 'seems' to fix it for some people, I've tested it somewhat and it didn't break anything obvious. Best try it and see if it makes a difference.

Yeah, I just meant to attract your attention on the issue about pluggy itself. Unfortunately, that version 123 didn't change anything for me :( I'll just hope Elys (or someone) will find out a solution at some point...

unfortunately my PC mainframe is fried so I won't be able to upload it for atleast a few days. :([/size]

Ouch...
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Guy Pearce
 
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Post » Fri May 27, 2011 3:09 pm

I just tried your latest version and I'm still having problems with it. I just attempted to create a category called Training and I ended up with about 8 categories all called NULL. Please don't ask me to troubleshoot for you again since I just don't have the patience. I'm afraid your mod just doesn't want to work for me.
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Josh Lozier
 
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Post » Fri May 27, 2011 2:41 pm

I just tried your latest version and I'm still having problems with it. I just attempted to create a category called Training and I ended up with about 8 categories all called NULL. Please don't ask me to troubleshoot for you again since I just don't have the patience. I'm afraid your mod just doesn't want to work for me.

Sorry to hear that, I understand that you can't keep troubleshooting the mod. :( Still, I'll try to investigate the issue and maybe one day I can say "hey this caused it and now it's working correctly."

As an alternative I can recommend http://tesnexus.com/downloads/file.php?id=21365. Although it works very differently it has the same basic end result. :)
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Elizabeth Lysons
 
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Post » Fri May 27, 2011 4:41 am

Sorry to hear that, I understand that you can't keep troubleshooting the mod. :( Still, I'll try to investigate the issue and maybe one day I can say "hey this caused it and now it's working correctly."

As an alternative I can recommend http://tesnexus.com/downloads/file.php?id=21365. Although it works very differently it has the same basic end result. :)


Thanks for the link, I'll be sure to try it out. Just glancing at it though I'd probably prefer to use yours, if I could actually get it to work. I'm beginning to suspect it might be a problem with Pluggy I'm having. I just tried using Elys' Map Marker mod and I wasn't able to save any of the tags I placed except by using a menu save. Quicksave, Autosave and Streamsave all failed to keep the tags, so the first time my game crashes after an Autosave they'll all be gone. That mod also uses Pluggy so there might be some connection there. I just upgraded to 1.22 so it's not a version issue, and I also added OBSE 16 as well.
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Jacob Phillips
 
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Post » Fri May 27, 2011 1:12 pm

Kyoma, I'm using the omod versions of DarkUId DarNified, and your Journal mod. Recently I decided to remove Pluggy for the time being, and deactivate your mod--but if I try to do the latter, I can't get Oblivion to start. My screen goes blank for a few second, and then I'm back at the desktop.

Can you suggest any way to remove your Journal omod for the time being? Thanks. :)
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kiss my weasel
 
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Post » Fri May 27, 2011 9:16 am

Kyoma, I'm using the omod versions of DarkUId DarNified, and your Journal mod. Recently I decided to remove Pluggy for the time being, and deactivate your mod--but if I try to do the latter, I can't get Oblivion to start. My screen goes blank for a few second, and then I'm back at the desktop.

Can you suggest any way to remove your Journal omod for the time being? Thanks. :)

That's very weird. :huh: I see no reason why Oblivion wouldn't start without this mod. :wacko: Does the same thing happen when you manually uncheck the mod (as opposed to deactivating the entire OMOD)?

P.S. My pc is still broke and it's taking alot longer than expected for my new pc to arrive. So until then I won't be able to do some testing myself. :(
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Miss Hayley
 
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Post » Fri May 27, 2011 1:12 pm

That's very weird. :huh: I see no reason why Oblivion wouldn't start without this mod. :wacko: Does the same thing happen when you manually uncheck the mod (as opposed to deactivating the entire OMOD)?


If I just uncheck the ESP, the mod loads fine. But when I hit TAB to load my journal (as opposed to Kyoma's Journal), it's slowly fades in: I have to depress the TAB key two or three times to get it to show up. And within a minute or two, I get a CTD. Strange, I know, but there it is. I'd like to unload the omod version, for now, until this Pluggy issue is resolved, or until you prepare a non-Pluggy Journal mod.

If it helps any, I'm also running the omod version of DarkUId DarNified. I wonder whether there aren't issues of the interface's files not being properly replaced when your Journal mod is removed.

P.S. My pc is still broke and it's taking alot longer than expected for my new pc to arrive. So until then I won't be able to do some testing myself. :(


Sorry to hear that--for both our sakes.
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c.o.s.m.o
 
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Post » Fri May 27, 2011 8:25 am

If I just uncheck the ESP, the mod loads fine. But when I hit TAB to load my journal (as opposed to Kyoma's Journal), it's slowly fades in: I have to depress the TAB key two or three times to get it to show up. And within a minute or two, I get a CTD. Strange, I know, but there it is.
You mean your inventory/quest log/other menu? It's very strange indeed. With the esp unchecked my mod cannot do anything (as it's simply not loaded) and the XML files won't behave any different. Very strange indeed. :wacko: I'll need to think it through a bit.

If it helps any, I'm also running the omod version of DarkUId DarNified. I wonder whether there aren't issues of the interface's files not being properly replaced when your Journal mod is removed.

It shouldn't matter, the only xml/interface my Journal Mod touches is the one for books and scrolls. :shrug:
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Sylvia Luciani
 
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