[Relz] Kyoma's Journal Mod

Post » Fri May 27, 2011 2:31 pm

And that means I can now finally make this mod Pluggy-optional.

On behalf of the (few?) people unable to use Pluggy without extreme instability (for whatever reason): WEEEPEEE !!! Thanks, great news !
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Music Show
 
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Post » Fri May 27, 2011 4:28 pm

Hurrah ! :celebrate: 3 cheers.
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Elizabeth Davis
 
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Post » Fri May 27, 2011 9:07 am

I've just within the last couple of months reinstalled Oblivion on Vista 64 in my pc. At 220 mods I remembered I hadn't tested KJM (v3.2.1) yet. So, I did & found I couldn't write to a journal. I can open a journal, I can create more journals, I can even create a book with a unique name - I just can't write to any of them. I hear the little activation sound when I click on 'write', but nothing happens thereafter. This is with: Vista64, directx10, obse 16 & the original pluggy v122 (I'm not having any crashing w/interiors in this config). I deactivated/reactivated via omod, but no difference. The only difference in this config verses my XP setup is I am using cobl 167, could the guide books be causing a problem, though I see no one else has posted with issue? Ideas? TIA.
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Cayal
 
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Post » Fri May 27, 2011 5:27 pm

Excellent, thank you kyoma? Are you still going to include your readme within the journal or will you put it in Wrye's guidebook?

Will probably use COBL's excellent guidebook option. Although I can make it a dual system, if you ain't got COBL you'll get a seperate readme book. :)

Offer still stands on beta'ing the manual for content. :)
And I haven't forgotten about it! In fact, if you have any ideas about the readme or ways to better explain things, you are welcome to change it and let me know. There won't be alot of fundemental differences with the next version, only that it'll be Pluggy-optional. Other than that things will work the same (from a user's point of view).

On behalf of the (few?) people unable to use Pluggy without extreme instability (for whatever reason): WEEEPEEE !!! Thanks, great news !

Hurrah ! :celebrate: 3 cheers.
Yeee from me toooo! :celebrate:

I've just within the last couple of months reinstalled Oblivion on Vista 64 in my pc. At 220 mods I remembered I hadn't tested KJM (v3.2.1) yet. So, I did & found I couldn't write to a journal. I can open a journal, I can create more journals, I can even create a book with a unique name - I just can't write to any of them. I hear the little activation sound when I click on 'write', but nothing happens thereafter. This is with: Vista64, directx10, obse 16 & the original pluggy v122 (I'm not having any crashing w/interiors in this config). I deactivated/reactivated via omod, but no difference. The only difference in this config verses my XP setup is I am using cobl 167, could the guide books be causing a problem, though I see no one else has posted with issue? Ideas? TIA.
Hmm strange (people that read my posts alot may notice that I often begin a post with those two words :P), there is one thing I can think of why it wouldn't open the text input. First thing would be that another mod (or somehow mine) had opened a text input menu without properly closing it. Thus when my mod tries to open it, nothing happens. I forgot to add some code that checks and reports when this happens so right now it would just stop.

A quick and dirty way to check and fix this would be to open the console and type "CloseTextInput". Doesn't really matter when you do it but to avoid any possible weirdness I'd say do it without any menu open. Then try to write in the books again.

Oh I just realised, if you were able to create a book and type a name there it's probably not caused by the above. :(

-kyoma
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Lucky Girl
 
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Post » Fri May 27, 2011 11:30 am

OK, solved the problem I mentioned above about not being able to write into a book. First, a little more background. I use a kensington expert 4-button trackball, plus I have the right & left button values switched. Also, kensigton decided not to update their mouse software for vista (wankers!), so I'm relying on vista to do the switch, nor can I use the rear buttons. Most of time this isn't a problem, however I have found in KJM that I have to use the actual left-click on 'write', 'done', & 'volume' for them to work. And, I have to use the assigned left-click (right-click for me) to get the 'exit' button to work, or to select KJM in the Oblivion inventory. Thus, a little peculiarity at that intersection of oblivion & vista in the twilight zone. Don't know if this is a 64-bit issue, I'll leave that to some other inquisitive soul to explore.
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Baby K(:
 
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Post » Fri May 27, 2011 4:48 pm

OK, solved the problem I mentioned above about not being able to write into a book. First, a little more background. I use a kensington expert 4-button trackball, plus I have the right & left button values switched. Also, kensigton decided not to update their mouse software for vista (wankers!), so I'm relying on vista to do the switch, nor can I use the rear buttons. Most of time this isn't a problem, however I have found in KJM that I have to use the actual left-click on 'write', 'done', & 'volume' for them to work. And, I have to use the assigned left-click (right-click for me) to get the 'exit' button to work, or to select KJM in the Oblivion inventory. Thus, a little peculiarity at that intersection of oblivion & vista in the twilight zone. Don't know if this is a 64-bit issue, I'll leave that to some other inquisitive soul to explore.

Hmmm I see. Well this happens because I have the check for the LMB hardwired in the script. Guess Oblivion gets a bit mixed up when you're using a super-mouse like that. I'll see if I can make the 'LMB' configurable, although I'm not sure Oblivion will even recognize the extra buttons on your mouse. :shrug:
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Terry
 
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Post » Fri May 27, 2011 9:28 am

Hmmm I see. Well this happens because I have the check for the LMB hardwired in the script. Guess Oblivion gets a bit mixed up when you're using a super-mouse like that. I'll see if I can make the 'LMB' configurable, although I'm not sure Oblivion will even recognize the extra buttons on your mouse. :shrug:


I'm not sure if a change is necessary, now that I know what I need to do at my end, I'm good with that. As to the other buttons, Vista doesn't recognize them on its own so I don't see how oblivion would. There is a work around involving x-mouse & intellipoint, but haven't checked it out yet. I mainly posted my finding in case there was anyone else with a setup like mine.

And just to be clear, all my buttons worked fine & the way I assigned them, in KMJ while running XP. The real issue to me is kensington not adapting their mouse software for vista.
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A Boy called Marilyn
 
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Post » Fri May 27, 2011 10:56 am

Goo to hear, so I take it this solved both problems you had?

After thinking it through I have come up with a good middle way. I'll add the option to dump any/all menu entries (aka entries in the menu journal) into one file, seperated with they associated dates. Then the user can still remove entries from that file before the whole thing is imported to a journal book. :)

Short example, the complete file could be something like:As you can see in this example the user might not want the 'spam entry'. So he just deletes it in the txt file before importing. Else he'll need to go in the book, find it, and manually delete it all ingame. Which is alot more trouble. :shrug:

Now it may seem a bit confusing but I think automating it more will reduce the flexibility of it. :)

Having DarnDarkUI doesn't matter (I got DarnUI myself and well, they're basically the same). Changing the font should work, but I'll admit there are a few quirks with it. Were you trying to change the font somewhere in the middle of the book (or rather, not at the beginning)? Cause then it could be something new.

But if you were trying to change the font at the very beginning of the text then that is one of the quirks I mentioned. Time for another example. :P

Whenever the book typing thing is opened, it always starts with
. This I cannot change. And any tag (<..blabla...>) is considered a character even though you can't see it except these first two. So this is the minimal position of the cursor.In order to allow the user to specify a different default font I place my own
line at the beginning and after typing I simply remove the hardcoded (and thus now double) tag. But here's where the quirkyness comes from. After I inserted my own tags, the minimal position is still the same. So you'll getAnd if you try to change the font it becomes.As you can see the default font tag is still last so that is the one that will be used for the text to come. A bit confusing I know, I'm not very good at explaining things.
Spoiler
If you're getting all of this then you're one heck of a user, maybe some sort of super-user :P


I'm making a quick work-around that should help prevent this quirk. :)


Dutchman is what I am. :D

P.S. Also, I think I'll add some example instructions for importing files. That will hopefully illustrate the raw information in the readme. :)

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Elizabeth Lysons
 
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Post » Fri May 27, 2011 4:55 am

Great idea, I used your Morrowind journal expansion and it was great, I tended to use it for a list of things to do and as such it was invaluable. Unfortunately, I've just downloaded your Journal Mod v 3..2.1 for oblivion, and it just will not work - I have OBSE v0016 (I think it's the same as your v16; anyway it's the latest version). The shortcut keys you mention do NOT work at all, and according to your readme, I should also be able to get into the system via the normal journal entry.

All of these I cannot do, and I am wondering if the system I have has anything to do with it. When I played Morrowind, I was using a 32 bit system, however, I am now using a 64 bit system - could that be the prblem - and if so, how do I fix it?
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Brandon Bernardi
 
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Post » Fri May 27, 2011 8:15 am

Just wondering if the Cobl Guidebook has been published ... or is it reserved for the OBSE17 gut-switch release ?
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Lalla Vu
 
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Post » Fri May 27, 2011 5:59 pm

News flash.

As some of you might be aware OBSE v17 beta2 has just been released. This means I can now work on making a Pluggy-optional Journal Mod. :) Ofcourse it will take some time and I can't make any promises on how much time, all I can say is rest assure, it will be done. :grad:
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Red Bevinz
 
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Post » Fri May 27, 2011 4:37 pm

OBSE 17 will integrate all the features Pluggy already has?
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Erika Ellsworth
 
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Post » Fri May 27, 2011 7:49 am

OBSE 17 will integrate all the features Pluggy already has?

All but the file handling features. Those will still require Pluggy. But there won't be a need for a seperate .esp. If you have Pluggy installed the file handling features are enabled, else they just won't work. :)
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Flutterby
 
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Post » Fri May 27, 2011 2:15 pm

Hi, awesome mod Kyoma - I'm astounded that a game like Oblivion doesn't have this in-built.

* If you remove this mod, all the journal books you created will still be there but they'll be empty. Re-enabling this mod won't bring back the text and any previous journal book cannot be written in. I hope that in the future I can make it so the text isn't lost upon removing this mod.


Does this mean Deactivate in OBMM will delete all journal text (menu and books)? Even if it is re-activated?

I ask this because I'd just like to start playing with this mod and maybe try some of the UI mods later on in the game, and since OBMM asked about UI mods when I first activated Kyoma's Journal Mod, I suspect that adding one later (UI mod) will mean needing to re-install the journal mod.

Am I worrying about nothing? :) Bit new to mods still, despite reading all the FAQs.
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Lou
 
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Post » Fri May 27, 2011 10:11 am

News flash.

As some of you might be aware OBSE v17 beta2 has just been released. This means I can now work on making a Pluggy-optional Journal Mod. :) Ofcourse it will take some time and I can't make any promises on how much time, all I can say is rest assure, it will be done. :grad:


Awesome, Kyoma!! I can't wait for that update ^_^
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luke trodden
 
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Post » Fri May 27, 2011 3:47 am

I downloaded this mod yesterday and I almost cried with joy when I got it to work. This is awesome and made wonders for my rp immersion! My mage has already written several pages of notes on her Daedric worship studies. :deal:
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jason worrell
 
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Post » Fri May 27, 2011 8:13 am

I downloaded this mod yesterday and I almost cried with joy when I got it to work. This is awesome and made wonders for my rp immersion! My mage has already written several pages of notes on her Daedric worship studies. :deal:


Yeah it's wonderful. I just use it to jot down a few things about events and people from my character's perspective. The best part of doing that is it slows down my experience of the game so I take everything in, savour it, and don't just race from one quest marker to the next without remembering a single name :D
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Dawn Farrell
 
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Post » Fri May 27, 2011 4:34 pm

Does this mean Deactivate in OBMM will delete all journal text (menu and books)? Even if it is re-activated?

I ask this because I'd just like to start playing with this mod and maybe try some of the UI mods later on in the game, and since OBMM asked about UI mods when I first activated Kyoma's Journal Mod, I suspect that adding one later (UI mod) will mean needing to re-install the journal mod.

Am I worrying about nothing? :) Bit new to mods still, despite reading all the FAQs.
That note only applies to loading a save without the mod and then re-saving. As long as the mod is still active when you actually load a save, everything is fine.
Awesome, Kyoma!! I can't wait for that update ^_^
Me neither. ^_^

I downloaded this mod yesterday and I almost cried with joy when I got it to work. This is awesome and made wonders for my rp immersion! My mage has already written several pages of notes on her Daedric worship studies. :deal:

Yeah it's wonderful. I just use it to jot down a few things about events and people from my character's perspective. The best part of doing that is it slows down my experience of the game so I take everything in, savour it, and don't just race from one quest marker to the next without remembering a single name :D
Hehe, glad you two like it and got it working. It seems that for every person that gets it to work, there is someone for whom it doesn't work. :(
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Taylah Haines
 
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Post » Fri May 27, 2011 3:16 am

Kyoma, I'd like to say thankyou for an excellent immersion mod firstly, but I am having a minor-major problem in between.

Could you please explain to me what is causing my Journal to only read 'NULL', also, when 'NULL' is only visible in my journal I cannot add or delete any text, nor create extra volumes. I managed to resolve it the first time by deactivating and activating the mod, then I luckily found a text file containing the information what I had wrote earlier before 'NULL' was displayed. I was able to import this information to a new Journal and discarded the old, now blank one.

It has happened again today, I think it may have to do with:

-The 130 other mods I have running, Your mod is set to run AFTER all of them.
-My use of the Incremental saver tool, which means my only method of saving is quicksaves and autosaves, every few seconds, using a hotkey.
-Or the fact that Pluggy was not installed until AFTER I installed your mod.

I have OBSE v17 (Latest BETA), with the latest version of Pluggy, and your mod's latest version; 2.3.1 If I recall correctly?

I installed this mod, along with Pluggy this morning.
I am running the mod as an OMOD with OBMM and using the Vanilla or Other book_menu .xml, as my DarkUI Darn did not work firstly.

With regards,
Rheims
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tannis
 
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Post » Fri May 27, 2011 4:42 pm

Kyoma, I'd like to say thankyou for an excellent immersion mod firstly, but I am having a minor-major problem in between.

Could you please explain to me what is causing my Journal to only read 'NULL', also, when 'NULL' is only visible in my journal I cannot add or delete any text, nor create extra volumes. I managed to resolve it the first time by deactivating and activating the mod, then I luckily found a text file containing the information what I had wrote earlier before 'NULL' was displayed. I was able to import this information to a new Journal and discarded the old, now blank one.

It has happened again today, I think it may have to do with:

-The 130 other mods I have running, Your mod is set to run AFTER all of them.
-My use of the Incremental saver tool, which means my only method of saving is quicksaves and autosaves, every few seconds, using a hotkey.
-Or the fact that Pluggy was not installed until AFTER I installed your mod.

I have OBSE v17 (Latest BETA), with the latest version of Pluggy, and your mod's latest version; 2.3.1 If I recall correctly?

I installed this mod, along with Pluggy this morning.
I am running the mod as an OMOD with OBMM and using the Vanilla or Other book_menu .xml, as my DarkUI Darn did not work firstly.

With regards,
Rheims
It's because of a change in how OBSE v17 handles empty strings. In previous versions an empty string would be just that, empty. But since v17 empty strings actually become NULL. Why it would prevent you from writing in that journal I do not know. I'll need to check a few things.

Oh and latest version is 3.2.1. :)
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Sophie Payne
 
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Post » Fri May 27, 2011 7:07 pm

It's because of a change in how OBSE v17 handles empty strings. In previous versions an empty string would be just that, empty. But since v17 empty strings actually become NULL. Why it would prevent you from writing in that journal I do not know. I'll need to check a few things.

Oh and latest version is 3.2.1. :)


Thankyou, I definately have 3.2.1, my apologies.

So OBSE is my problem, can I do anything to stop this happening? My journal isn't empty until I look a few hours later, maybe it even becomes empty with the Null sign earlier..
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Lil'.KiiDD
 
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Post » Fri May 27, 2011 5:19 am

hey kyoma!
remember a few months ago, i enquired about creating a mod that auto-populates the journal.
can this be done with pluggy's write-to-file functions?

i am thinking of creating an auto-journal mod that lists with a time-stamp:
1. when you leave a city,
2. when you enter a city,
3. when you enter a cave, ruin, inn, other landmark
4. how many and what type of (bandit, wolf, undead, etc...) encounters met between the cities
5. how many you killed (which is already in the stat list as a number that has no context)
6. how many lives you spared (e.g. with NPCs yield),
etc...

then the player would be able to edit that journal to fill-in-the blanks, so to speak.

do you think this is possible with pluggy?

thanks.
-kuertee!
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Richus Dude
 
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Post » Fri May 27, 2011 6:05 am

Intresting - I had been thinking about a statistics mod - your idea might be a great way to do that kuertee.
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Ludivine Dupuy
 
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Post » Fri May 27, 2011 7:58 am

Intresting - I had been thinking about a statistics mod - your idea might be a great way to do that kuertee.
great minds think alike!
my original thoughts (a couple of montsh ago when i enquired about it) was to track time.
that was when i first started dabbling with high outdoor timescales. (well before i actually tried it.)

but i already had my npcs yield mod active, and i wanted to track the number of npcs i spare the lives of.

now, with my more recent alternatives to death and reload, i've been wanting to track the number of times i have been saved from death.
because it was numerous.

but more importantly (and more recently),
i've been thinking of expanding the profession a player selects in Alternative start by ship mod.
e.g. if the player selects that they are an academic focused on "daedra studies" they'll need to actively seek out daedra information around cyrodill.
i was thinking of tracking these types of data with an auto-journal mod.

e.g: "8 june 480: entered oblivion, killed 3 flame atronachs, etc..."
"12 june 480: closed gate to oblivion."

that sort of info (time and events), the player is free from logging mundane data but has the context to add actual more story-driven detail.
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k a t e
 
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Post » Fri May 27, 2011 11:54 am

great minds think alike!
my original thoughts (a couple of montsh ago when i enquired about it) was to track time.
that was when i first started dabbling with high outdoor timescales. (well before i actually tried it.)

but i already had my npcs yield mod active, and i wanted to track the number of npcs i spare the lives of.

now, with my more recent alternatives to death and reload, i've been wanting to track the number of times i have been saved from death.
because it was numerous.

but more importantly (and more recently),
i've been thinking of expanding the profession a player selects in Alternative start by ship mod.
e.g. if the player selects that they are an academic focused on "daedra studies" they'll need to actively seek out daedra information around cyrodill.
i was thinking of tracking these types of data with an auto-journal mod.

e.g: "8 june 480: entered oblivion, killed 3 flame atronachs, etc..."
"12 june 480: closed gate to oblivion."

that sort of info (time and events), the player is free from logging mundane data but has the context to add actual more story-driven detail.



Great idea I would use it that's for sure
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Britney Lopez
 
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