[Relz] Kyoma's Mod Collection thread #1

Post » Wed Mar 30, 2011 6:35 am

I do believe pluggy was used for the arrays - OBSE v17 has native arrays, I believe, so one would think it could be ported - without file handling, I fear.
In either case, I find pluggy's intext crashes to be bearable. :S

EDIT: Slow typing me is slow typing :|
Still, good news :D
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Trey Johnson
 
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Post » Wed Mar 30, 2011 5:14 am

Not working on it atm, waiting for next OBSE beta. It'll have some core-differences that prevent me from starting the work right now. By that I mean, some things will be so different that there's little use to begin with the coding, I'll end up starting over again anyway. But it is still planned. :)


Thanks for the quick reply, and for the positive response. :)

I do believe pluggy was used for the arrays - OBSE v17 has native arrays, I believe, so one would think it could be ported - without file handling, I fear.
In either case, I find pluggy's intext crashes to be bearable. :S


I've got a game-stopper crash in exactly one area if I use Pluggy. Unfortunately, that area is my character's home. So for now, I'm watching the changes and improvements to Pluggy. Might give it a try again to see if 1.25 works--if only because of the Journal mod. I really want that one. :)
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BRAD MONTGOMERY
 
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Post » Wed Mar 30, 2011 11:55 am

Small bump for a newly released mod: http://www.tesnexus.com/downloads/file.php?id=24465. See OP or TESNexus for more info. Not gonna re-invent the wheel for this post. :P

-kyoma


THANK YOU, KYOMA!!!!!!!

I stumbled upon your mod just now and it sounds so darn cool. I don't understand why you don't make a bigger post about it. :)
You've added the non-cheat function to the sorter (so the ingredients weighs something) for which I'm extremely grateful. I've been looking for a mod that does something like that for ages.

Go Kyoma! :intergalactic:
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Betsy Humpledink
 
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Post » Wed Mar 30, 2011 1:37 pm

New mod is up: http://www.tesnexus.com/downloads/file.php?id=24751. See OP or TESNexus for more info. Not gonna re-invent the wheel for this post. :P Oh wait, I already said that. :P

-kyoma
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Alexander Lee
 
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Post » Wed Mar 30, 2011 5:40 am

Small bump for update to Alchemy Pocket. The distribution of the Alchemy Pocket to merchants wasn't working the way I had invisioned it so I switched back to just adding it to your inventory when the mod starts.
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Baby K(:
 
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Post » Wed Mar 30, 2011 8:21 am

any word on how that mini-map mods coming along? :hubbahubba:

love your mods btw.
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Jimmie Allen
 
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Post » Wed Mar 30, 2011 12:19 am

any word on how that mini-map mods coming along? :hubbahubba:

That's on standby for now, considering how everyone has fired him up with their responses to X-Skills :P
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Lakyn Ellery
 
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Post » Wed Mar 30, 2011 1:54 am

any word on how that mini-map mods coming along? :hubbahubba:

love your mods btw.

That's on standby for now, considering how everyone has fired him up with their responses to X-Skills :P
Yes it is on standby, but not only because of my other projects. One of the biggest reasons is that I ran into a slight (read very annoying) hickup with regards to how it worked.

Let me explain a bit how the MiniMap will work. The core system relies on a (console) function called OutputLocalMapPictures, when used, it dumps 25 .dds files in a 25-large-grid around the cell the player is in. It would only create a texture for a grid once but that still left alot of possible files. The first problem is ofcourse that I have no means to control/limit/cleanup these dumped files but I had an idea on how to minimize things a bit. What I had planned was making/uploading standard BSA packs with pre-generated .dds files for areas that are unlikely to be affected by mods (mostly interiors but realms like Oblivion would fall under that too). Then people would have the option of downloading such a pack to help avoid cluttering their disk with files and reduce the amount of files needed to be created.

So I already knew that this was a sacrifies people would have to make if they want a MiniMap with the current tools available. But then the hickup appeared. It seemed that the color of water on the dumped textures is influenced by time-of-day/weather/weather-type/and-more. So it would potentionally cause http://s98.photobucket.com/albums/l243/Kyoparadox/?action=view¤t=ScreenShot9-1.jpg between two minimap grids (don't mind the black line, that's unrelated debug stuff). I was able to find a decent workaround (forcing time/weather/and-such for one or two frames to a predefined layout to remove and difference in how the water would look) for this problem but that ment getting a brief flash whenever files were created for a cell with water. :shrug:

That's about the whole sad story. :(
-kyoma
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Vivien
 
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Post » Wed Mar 30, 2011 8:23 am

Someone should pick up on that 'trampling on the counter' mod. Sounds awesome
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stacy hamilton
 
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Post » Wed Mar 30, 2011 6:47 am

Let me explain a bit how the MiniMap will work. The core system relies on a (console) function called OutputLocalMapPictures, when used, it dumps 25 .dds files in a 25-large-grid around the cell the player is in. It would only create a texture for a grid once but that still left alot of possible files. The first problem is ofcourse that I have no means to control/limit/cleanup these dumped files but I had an idea on how to minimize things a bit. What I had planned was making/uploading standard BSA packs with pre-generated .dds files for areas that are unlikely to be affected by mods (mostly interiors but realms like Oblivion would fall under that too). Then people would have the option of downloading such a pack to help avoid cluttering their disk with files and reduce the amount of files needed to be created.

Well, you could easily write a batch script to do the clean up, like the one I wrote for NifScript. The mod user could run the script periodically to remove excess texture dumps.

So I already knew that this was a sacrifies people would have to make if they want a MiniMap with the current tools available. But then the hickup appeared. It seemed that the color of water on the dumped textures is influenced by time-of-day/weather/weather-type/and-more. So it would potentionally cause http://s98.photobucket.com/albums/l243/Kyoparadox/?action=view¤t=ScreenShot9-1.jpg between two minimap grids (don't mind the black line, that's unrelated debug stuff). I was able to find a decent workaround (forcing time/weather/and-such for one or two frames to a predefined layout to remove and difference in how the water would look) for this problem but that ment getting a brief flash whenever files were created for a cell with water. :shrug:

I've desperately been hoping scruggsy would create a workaround. You did ask, right ?
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Jesus Duran
 
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Post » Wed Mar 30, 2011 9:02 am

Well, you could easily write a batch script to do the clean up, like the one I wrote for NifScript. The mod user could run the script periodically to remove excess texture dumps.
Yea I know, I've been planning to do so. Still, it would mean creating/deleting alot of files, which isn't very good for disk fragmentation. :shrug:


I've desperately been hoping scruggsy would create a workaround. You did ask, right ?
Well, yes and no. Mostly because I don't really know what I should ask.
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Laura Mclean
 
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Post » Wed Mar 30, 2011 2:09 am

Another update for another mod: http://www.tesnexus.com/downloads/file.php?id=23690 :P
  • Rewrote the entire mod. Now it should no longer fail to detect you 'walking through' half the time or when you jump through the gate at a high point.
  • Added a OBSE version which does not edit any existing scripts, making it compatible with anything.

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Lovingly
 
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Post » Wed Mar 30, 2011 2:46 pm

New mod released/updated: http://www.tesnexus.com/downloads/file.php?id=22163. :)

Several additions to the DarNifiedUI (or DarkUI'd DarN) and thus it is required. The following components are available and can be used seperately from eachother:
- Sneak Icon Limiter. This puts a cap on the transparency of your sneak icon, making it harder (or even impossible) to see if you are detected or not. Exact value can ofcourse be configured

- Map Additions. Gives you the ability to create new mapmarker filters to be used in combination with Map Marker Overhaul. Also allows you to quickly see the names of all the mapmarkers with a simple toggle switch. Useful for when you are looking for a particular fort and you don't want to hover over each one by hand.

Version History
  • Version 2.1.0
    • Rewrote the entire mapmarker filtering system to reduce any potential lag when opening the map to almost zero.

  • Version 2.0.0
    • Renamed this mod to DarNifiedUI Additions to reflect the new (non-map) additions
    • Added a Sneak-Icon-Limiter, use it to limit the transparency of your sneak icon.
    • Expanded the Map Menu filters to allow more types (for use with Map Marker Overhaul).
    • Added an 'All' filter for the Map Markers to quickly hide all map marker types. Beats the heck out of going through all the filters one by one.
    • Now comes in a BAIN-ready archieve.

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clelia vega
 
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Post » Wed Mar 30, 2011 12:31 am

Awesome. I thought the lag was due to my system getting old :D
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Steven Nicholson
 
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Post » Wed Mar 30, 2011 4:44 am

I thought you have big 4? Where's Minimap - HUD Element?
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Peter P Canning
 
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Post » Wed Mar 30, 2011 2:23 pm

I thought you have big 4? Where's Minimap - HUD Element?
I still have to add it, been meaning to update the OP for a while now but never really wanted to put effort into it. :P
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darnell waddington
 
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Post » Wed Mar 30, 2011 8:07 am

- Map Additions. Gives you the ability to create new mapmarker filters to be used in combination with Map Marker Overhaul. Also allows you to quickly see the names of all the mapmarkers with a simple toggle switch. Useful for when you are looking for a particular fort and you don't want to hover over each one by hand.

Thanks for doing this, I have still not had time to install it, but I surely am going to. Just one note about using the mapmarker name toggle together with Map Marker Overhaul: If you have a current game where some markers have tags added and then load a savegame where those markers don't have any tag, there is no way for Map Marker Overhaul to detect this and remove the tag until you highlight the marker. I solve this in MMO by checking it at the moment you highlight it, and then remove the tag then, which means that the old, stray tag it is invisible for the player. But when toggling all names on, those markers will display the name with the tag, and as soon as you highlight it, the tag will disappear.

Not a big deal, and the only time this problem arises if you have a game running, with tags added to some markers and then loads a savegame without tags for some of those markers.
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saharen beauty
 
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Post » Wed Mar 30, 2011 6:14 am

Update to http://www.tesnexus.com/downloads/file.php?id=22163. :)

Version 2.2.0

There are a total of 40 possible filters you can create. Each filter has 4 properties that control how it functions and what kind of map markers are affected. Now you can specify that a filter should only appear inside SI or only outside SI. So no more Oblivion Gates and Ayleid Ruins filters when you're in the Shivering Isles! Ofcourse configurable if you don't like it. ;)

Here is a (short) description of each property:
_filterXtype = The map marker type that should be associated with this filter. See list below for numbers to choose from.

_filterXalt = Setting this to non-zero will associate this filter with another filter, the value determines which one. Meaning any map marker that would normally be controlled by this filter, will now be controlled by the other filter.

_filterXname = The name of the filter as is displayed in the Map Menu. Only applies if the filter is a new filter.

_filterXworld = When you want a filter to only appear inside the Shivering Isles or only outside of the Shivering Isles. Leave at 0 to always display filter, 1 for only inside SI and 2 for only outside SI.
	<_filter1name> Camps </_filter1name>	<_filter1type> 1 </_filter1type>	<_filter1alt> 0 </_filter1alt>	<_filter1world> 0 </_filter1world>
Default values are the same as standard DarNifiedUI map filters with the addition of the Wayshrines, Ayleid Wells and Magic Stones added by Map Marker Overhaul.

-kyoma
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Marine Arrègle
 
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Post » Wed Mar 30, 2011 4:04 am

Small bump for update to Alchemy Pocket. The distribution of the Alchemy Pocket to merchants wasn't working the way I had invisioned it so I switched back to just adding it to your inventory when the mod starts.



Help! Please, I have the alchemy pocket installed, and it correctly gethers up my alchemy, potions, and scrolls, but I can't get it to retrieve by effect on any of them! Can you offer any suggestions? I've got the correct or higher COBL and OBSE... thank you!!
-McFinnie
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meghan lock
 
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Post » Wed Mar 30, 2011 5:16 am

Help! Please, I have the alchemy pocket installed, and it correctly gethers up my alchemy, potions, and scrolls, but I can't get it to retrieve by effect on any of them! Can you offer any suggestions? I've got the correct or higher COBL and OBSE... thank you!!
-McFinnie

Switched to your storage mod (for each type) and to same problem... still handy to have, but would be nice for the "retrieve by effect, etc" to work! Thank you.
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Bryanna Vacchiano
 
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Post » Wed Mar 30, 2011 5:07 am

Help! Please, I have the alchemy pocket installed, and it correctly gethers up my alchemy, potions, and scrolls, but I can't get it to retrieve by effect on any of them! Can you offer any suggestions? I've got the correct or higher COBL and OBSE... thank you!!
-McFinnie
Strange, as soon as the menu is displayed everything is handled by COBL and not by my mod. Please try out the sorters in player houses to see if they suffer the same problem. If so, then it is caused by COBL not working correctly for you.

Switched to your storage mod (for each type) and to same problem... still handy to have, but would be nice for the "retrieve by effect, etc" to work! Thank you.
I think you're confusing it with http://www.tesnexus.com/downloads/file.php?id=25436 by Tekuromoto. That mod has seperate sorters for each type (potions, scrolls, ingredients). Atleast, I assume you ment that one cause I don't have a storage mod for each type. :shrug:

-kyoma
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daniel royle
 
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Post » Wed Mar 30, 2011 7:16 am

Strange, as soon as the menu is displayed everything is handled by COBL and not by my mod. Please try out the sorters in player houses to see if they suffer the same problem. If so, then it is caused by COBL not working correctly for you.

I think you're confusing it with http://www.tesnexus.com/downloads/file.php?id=25436 by Tekuromoto. That mod has seperate sorters for each type (potions, scrolls, ingredients). Atleast, I assume you ment that one cause I don't have a storage mod for each type. :shrug:

-kyoma

Oops, you're right, sorry, but if it matters, I want the Storage pocket to work, as it combines all three! I'll try checking COBL. And NO offence to Tekuromoto, his is wonderful too, just like the idea of them all working in one place...
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Queen of Spades
 
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Post » Wed Mar 30, 2011 7:04 am

Bug Report - QZ Menus needs to disable it's use of the space key in the race menu. Can't add a white space to the character name otherwise.
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Ezekiel Macallister
 
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Post » Wed Mar 30, 2011 8:07 am

Bug Report - QZ Menus needs to disable it's use of the space key in the race menu. Can't add a white space to the character name otherwise.
Actually I got a bit of detection for when you are typing, although I might have forgotten it for the race menu. And it has always been a bit quirky so I may just remove it all together. :shrug:
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Johanna Van Drunick
 
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Post » Wed Mar 30, 2011 5:45 am

I'm having a bit of trouble installing both the Journal and the Minimap, so I'll ask in this catch-all thread.

Journal - Everything actually works great except that when I open the journal-book I get the xml files not correct error message, so I can't write in the book.
-I am using DarkUI'dDarn1.6, so I renamed the appropriate file to book_menu.xml... so I'm puzzled.

Minimap - Seems to be the same problem. Renamed the appropriate hud main menu file and installed. But, as long as I have the replaced xml file, I end up with Vanilla HUD minus minimap and minus crosshairs/sneakhairs. Putting back the original file restores DarkUI's HUD, but, of course, no minimap.

I just now ran a difference scan on the Minimap xml versus the DarkUi'd xml and discovered only this difference: .

Would it be safe to say that I could edit the xml file manually to include this one line, rather than replacing the file with the one included in your mod? Or am I missing some other important difference in the two files? I'm tempted to try the same regarding the Journal files. It would certainly help me narrow down my list of suspects (suspects in the crime of conspiring to deprive me of your wonderful mods, that is).

Or do you have any other ideas off the top of your head as to what silly things I could have done/not done to mess up my installation? I can certainly provide more info as needed. Thanks.

gothemasticator
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Farrah Barry
 
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