[Relz] Kyoma's Mod Collection thread #1

Post » Wed Mar 30, 2011 3:37 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.
Strange, I can't find anything that might explain this. From what I can tell it should work. Could you try using the vanilla version to see if that one does work? If it still won't work then I'm a bit puzzled aswell... :mellow:

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).
For the MiniMap you can safely add that one line, the readme should have a bit of instructions if you need help with it, the TESNexus page has an image that shows it aswell. You can probably do the same with the Journal Mod

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.
I don't have any specific ideas but the fact that both mods seem to cause similar problems for you leads me to believe that there is an underlying cause. But what that might be I have no idea. :unsure:

-kyoma
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Devils Cheek
 
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Post » Wed Mar 30, 2011 1:42 pm

Progress on the Journal/Minimap front...

I'm beginning to suspect that I am running into my first problem with Windows 7 file security system. So, here's the background: I have been working on an all-Bain install of @120 mods, centered around FCOM and Tejon, plus a half a dozen large quest mods. Got all that installed just fine; Bain is great. Then, I had some difficulties installing the loading screens portion of DarkUI'dDarn. So much so that I broke my winning streak and used the OMOD installer version. No problems at all. (Then I had a misadventure with Kuertee's Customisable HUD, which turned out to be entirely my own fault. Kuertee kindly set me straight, so I got a Bain installation of that mod working, too.)

Now, I cannot get a Bain installation of Journal and Minimap to work. I tried everything we just talked about to no avail. So, I tried an Omod installation of Journal. Flawless! Works like a charm!

I examine the relevant Data/ folders and files to see what is so different, and... in short, for whatever reason, OBMM running an OMOD installation script seems to have permissions regarding the menu folders that Bain does not. When I manually- or Bain-install xml files, they remain unused by the game.

So, I need to do two things:
Learn more about Windows 7 security and permissions (it's not like I know nothing, but there's clearly something I am missing.)
Learn how to write an OMOD install-script for Minimap, so I can install and run it. (Just creating an OMOD without the script and manually configuring the OMOD doesn't seem to work).

I tell you, this is why I love this game.

gothemasticator
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Dina Boudreau
 
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Post » Wed Mar 30, 2011 6:17 am

....
That is......typical (lack of better expression :P). And strange ofcourse. The fact that a BAIN install didn't work might make sense, but even a manual install of the xml files failed?? Now that's just weird. :blink: Anyway, it's good you found the cause of your problems, I'll keep it in mind for when others experience similar problems.

P.S. The adding of to your existing hud_main_menu.xml file didn't work either?
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K J S
 
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Post » Wed Mar 30, 2011 10:03 am

P.S. The adding of to your existing hud_main_menu.xml file didn't work either?

Ah, you know what? Once I figured out the permissions problem, I skipped that trial and went straight to Omod for the Journal. But since Minimap is still not working (without an Omod script), perhaps I'll still give it a try. I'll let you know the results.

gothemasticator

EDIT: Hurray! Editing the existing xml file manually worked. Minimap initialized. Minimap appeared! Minimap is happy.

gtm
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Yama Pi
 
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Post » Wed Mar 30, 2011 11:57 am

Maybe you could upload to PES too? I've been trying to download your pocket alchemy sorter from TESN with no success..
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Mrs Pooh
 
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Post » Wed Mar 30, 2011 7:18 am

Well, reinstall COBL and the alchemy pocket still won't sort by effect on anything!? I'm still using it, though... any other suggestions? Funny thing is, Alchemy Bag (right name?, another author) does work when finding by effect, so... I've run out of ideas (what few I've got). Thanks for the previous replies...
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Matt Terry
 
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Post » Tue Mar 29, 2011 11:46 pm

Ah, you know what? Once I figured out the permissions problem, I skipped that trial and went straight to Omod for the Journal. But since Minimap is still not working (without an Omod script), perhaps I'll still give it a try. I'll let you know the results.

gothemasticator

EDIT: Hurray! Editing the existing xml file manually worked. Minimap initialized. Minimap appeared! Minimap is happy.

gtm
Thank [insert random deity] it worked. I was beginning to get desperate. Let me know when you run into any issues (or if everything is working perfectly ofcourse :P).

Maybe you could upload to PES too? I've been trying to download your pocket alchemy sorter from TESN with no success..
I kinda hate PES, their uploading methode is just too time consuming and awkward. But I'll look for an alternative download site, maybe TESAllience, that one seems pretty popular these days.

Well, reinstall COBL and the alchemy pocket still won't sort by effect on anything!? I'm still using it, though... any other suggestions? Funny thing is, Alchemy Bag (right name?, another author) does work when finding by effect, so... I've run out of ideas (what few I've got). Thanks for the previous replies...
Strange, did you try using a sorted inside a vanilla house to see if those did work? If so, then the problem lies either with my mod or with a small change in COBL that made my mod no longer work. I'm testing things out myself right now. I assume you got the latest COBL? Btw, I think you ment the http://www.tesnexus.com/downloads/file.php?id=8366, which uses its own scripting, not that of COBL so that's why it does work.

-kyoma
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Kat Lehmann
 
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Post » Wed Mar 30, 2011 1:19 am

Just for future reference on my Journal/Minimap :) SOLVED :) problem:

  • The root of my problem was that I didn't have OBMM running as an administrator. For whatever reason, this means files I installed as omods had a different set of permissions than EVERYTHING else in my data folder.
  • Since I couldn't figure out a BAIN installation of DarkUI'dDarn, I installed it as an omod. This meant that certain xml files needing to be overwritten by Journal and Minimap had this different set of permissions.
  • Replacing those xml files by hand or using BAIN was resulting in the game not loading those files (and I can't tell you how many times I checked and double-checked and checked again to make sure I had replaced the correct file and that I had renamed it correctly!).
  • However, installing the omod version of Journal worked without a hitch!
  • And, a BAIN installation of Minimap worked - but I omitted the hud xml and instead edited the existing one (the one installed with DarkUI as an omod) manually.
  • For the record, I'm running Windows 7 RC build 7100. This is the first problem I have had regarding the permissions/security system.


Phew! (Mean as it sounds, I kinda hope someone else has the exact same problem someday so that they can find this info helpful! :biglaugh: )

And, Kyoma, I'm very happy with both mods! I can now write myself notes (I'm terrible with names and never remember who I am supposed to go see.). And the minimap is so configurable that I have it set up just the way I like! Thanks.

gothemasticator
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danni Marchant
 
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Post » Wed Mar 30, 2011 3:35 pm

I kinda hate PES, their uploading methode is just too time consuming and awkward. But I'll look for an alternative download site, maybe TESAllience, that one seems pretty popular these days.


I understand what you mean, but PES is the most reliable site.
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Len swann
 
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Post » Wed Mar 30, 2011 4:34 am

Great stuff. I`ll d\led your updated jounal. thankyou.

I don`t understand your focus on shrine Mod. What do you mean it makes me look at it? I look at it whenever I want. Is this a 3rd person thing? I only play in 1st.
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victoria johnstone
 
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Post » Wed Mar 30, 2011 5:14 am

Thank [insert random deity] it worked. I was beginning to get desperate. Let me know when you run into any issues (or if everything is working perfectly ofcourse :P).

I kinda hate PES, their uploading methode is just too time consuming and awkward. But I'll look for an alternative download site, maybe TESAllience, that one seems pretty popular these days.

Strange, did you try using a sorted inside a vanilla house to see if those did work? If so, then the problem lies either with my mod or with a small change in COBL that made my mod no longer work. I'm testing things out myself right now. I assume you got the latest COBL? Btw, I think you ment the http://www.tesnexus.com/downloads/file.php?id=8366, which uses its own scripting, not that of COBL so that's why it does work.

-kyoma


yea!!!! No more worries now!! When I upgraded to the newest COBL (1.72) everything is working!! Fantastic mod.... don't know how, but it works! Thanks
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lucile
 
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Post » Wed Mar 30, 2011 12:54 pm

Argg!!!! It stopped working!?! I'm going to go through and see what mods I've added since it last worked and see which one is causing the problem (if that is the reason)... BTW, is there a console command that will, I don't know, reinitialize the mod? Or restart it? I'll try anything at this point, the Alchemy Pocket is amazing and sooooo easy to work!! Thanks.
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mollypop
 
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Post » Wed Mar 30, 2011 2:32 pm

Updated Skeleton Key Revised which was long overdue. I should have released it months ago. :P

Version 2.0

You can now choose a what kind of behaviour you want for the Skeleton Key. Do you want it to be unbreakable? Or give you a security bonus or no bonus at all? You can change which mode to use by opening the console and typing this line: "set SKRMode to x". Where x is the number of the mode you want from the following choices.
-1: Unbreakable Skeleton Key, Fortify Security 40pts (ability) 0: Fake Skeleton Key, Fortify Security 40pts (ability) 1: Unbreakable Skeleton Key, Fortify Security 40pts for 5 seconds On Self (lesser power) 2: Unbreakable Skeleton Key, No Security Bonus 3: Fake Skeleton Key, Fortify Security 40pts for 5 seconds On Self (lesser power)


Argg!!!! It stopped working!?! I'm going to go through and see what mods I've added since it last worked and see which one is causing the problem (if that is the reason)... BTW, is there a console command that will, I don't know, reinitialize the mod? Or restart it? I'll try anything at this point, the Alchemy Pocket is amazing and sooooo easy to work!! Thanks.
Do you mean the Retrieve by Effect option stopped working again or did the whole mod stop working (e.g. no menu appears at all when you activate/equip it)? And do the sorters in the vanilla houses still work like they should or are they broken aswell?

Also, did you activate the Alchemy Pocket in the gameworld (dropping it and then activating it) or did you equip it in your inventory menu? If it's the latter, could you try dropping it and activating it and see if the problem remains.

-kyoma
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Amanda Furtado
 
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Post » Wed Mar 30, 2011 5:28 am

Do you mean the Retrieve by Effect option stopped working again or did the whole mod stop working (e.g. no menu appears at all when you activate/equip it)? And do the sorters in the vanilla houses still work like they should or are they broken aswell?

Also, did you activate the Alchemy Pocket in the gameworld (dropping it and then activating it) or did you equip it in your inventory menu? If it's the latter, could you try dropping it and activating it and see if the problem remains.

-kyoma
[/quote]

That's what I get for not investigating my mods before I post... it turned out that a "no havoc, no sound, light" mod was conflicting with your mod... now that its gone, everything works fine...including the house sorters... Thanks for putting up with me!! (yes, it was the retrieve by effects that wasn't working...)
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Juanita Hernandez
 
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Post » Wed Mar 30, 2011 6:00 am

Another long-overdue update, this time fully powered by the latest technology OBSE has to offer! :)

QZ Easy Menu v1.0
  • Rewrote the script, ini and readme to a more familiar format on my end.
  • Renamed the EscapeKey to ExitKey to avoid possible confusion with the actual Escape key on the keyboard (mostly on my end :P).
  • Replaced the Ctrl+ExitKey options with a new seperate (configurable) key.
  • Fixed the ExitKey not working in some parts of the initial CharGen (mostly Class and Birthsign selection).
  • Made the exit of a messagebox a bit smarter than just pressing the first button.
  • Now numberic keys feature works with the NumPad keys aswell as the normal number keys.
  • Extended the numberic keys feature to work with topics aswell. And added optional prefixing to easily see which key links to which topic.
  • The Journal Quick Keys now work to switch between pages instead of just opening and closing.

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Emily abigail Villarreal
 
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Post » Wed Mar 30, 2011 11:27 am

I was under the impression you were going to add the 'A takes all' function as in Fallout3?

Will have to get around to this one tomorrow - lot of updates today. need to test some stuff.
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Samantha hulme
 
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Post » Wed Mar 30, 2011 8:48 am

Hi kyoma, I have one question, and one incompatibility to discuss regarding the QZ Easy Menu mod.

Both are about the Haggle functionality, where your script checks if the OK button is visible, and if so clicks on it. First the question: The button doesn't have any visibility trait, so I was under the impression that setting it invisible was impossible, and that checking for that trait would not return true either. But I assume your function works, so there must be something I don't know here. While I wrote this, it occured to me that the button includes "button_short.xml", which may have a visibility trait (I cannot check now) - is that it?

Then the incompatibility: The new Immersive Haggling feature of Enhanced Economy performs some mumbo-jumbo with the Haggle OK button:
1: It disables the Activate key (left click) whenever the mouse hovers over the button.
2: If the player clicks on the button with the now-disabled key, EE updates a counter and the simulates a click
3: If this counter reaches a maxValue (default 5), EE will now either simulate a click on the cancel button instead, or edit the merchant's disposition before simulating the OK click.

Now, all of this will be bypassed by your mod, but I hope we can do something to make them compatible. First, if it is really possible to make the button invisible, I can do so when the button is supposed to be disabled by EE (I now simulate a cancel click when the OK button is clicked). If it cannot be set to invisible, I could set a special variable defined in QZ Easy Menu, and then QZ Easy Menu could check to see if this is set, and then click on the cancel button instead of the OK button. This variable should be reset whenever the Haggle Menu was closed, so that EE would have to set it each time the Haggle menu is opened, e.g.:
RunScriptLine "Set EasyMenu.iDisableHaggleButton to 1".

Secondly, when the button is enabled, EE needs to know when it is clicked. This could likewise be handled by QZ Easy Menu setting a variable defined in EE whenever you simulate an OK click on the haggle button. E.g:
RunScriptLine "Set tnoEEM.haggleButtonClicked to 1".

What do you think?
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Your Mum
 
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Post » Wed Mar 30, 2011 10:01 am

NiceOne-

Considring I use both and am trying to minimize headaches right now ...
Which should load first?
What functions should I just turn off in EE? Is it just the new Haggle functions?

thanks
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Barbequtie
 
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Post » Wed Mar 30, 2011 2:05 am

NiceOne-

Considring I use both and am trying to minimize headaches right now ...
Which should load first?
What functions should I just turn off in EE? Is it just the new Haggle functions?

thanks
From what I can tell the only real conflict comes when you use the ExitKey to close the Haggle Menu. As long as you don't do that it shouldn't cause problems.

TheNiceOne: Will reply later on, out of time right now. Short version, yes it would need a little bit of an adjustment but that's not a problem. I'll look into it when I get back. :)

Ok, I'm back. Um lets see. B)

Both are about the Haggle functionality, where your script checks if the OK button is visible, and if so clicks on it. First the question: The button doesn't have any visibility trait, so I was under the impression that setting it invisible was impossible, and that checking for that trait would not return true either. But I assume your function works, so there must be something I don't know here. While I wrote this, it occured to me that the button includes "button_short.xml", which may have a visibility trait (I cannot check now) - is that it?
Correct, the "button_short.xml" has a visible trait which is inherited from the user1 trait (which in turn is set by the code).

Then the incompatibility: The new Immersive Haggling feature of Enhanced Economy performs some mumbo-jumbo with the Haggle OK button:
1: It disables the Activate key (left click) whenever the mouse hovers over the button.
2: If the player clicks on the button with the now-disabled key, EE updates a counter and the simulates a click
3: If this counter reaches a maxValue (default 5), EE will now either simulate a click on the cancel button instead, or edit the merchant's disposition before simulating the OK click.

Now, all of this will be bypassed by your mod, but I hope we can do something to make them compatible. First, if it is really possible to make the button invisible, I can do so when the button is supposed to be disabled by EE (I now simulate a cancel click when the OK button is clicked). If it cannot be set to invisible, I could set a special variable defined in QZ Easy Menu, and then QZ Easy Menu could check to see if this is set, and then click on the cancel button instead of the OK button. This variable should be reset whenever the Haggle Menu was closed, so that EE would have to set it each time the Haggle menu is opened, e.g.:
RunScriptLine "Set EasyMenu.iDisableHaggleButton to 1".
Apart from hiding the button (which you can now do) I think the best approach is indeed to add a variable EE can set. My question for you then, should I just reset that variable when the haggle menu is closed or do you want complete control over it? Either is fine with me but I'll need to know it. :)

Secondly, when the button is enabled, EE needs to know when it is clicked. This could likewise be handled by QZ Easy Menu setting a variable defined in EE whenever you simulate an OK click on the haggle button. E.g:
RunScriptLine "Set tnoEEM.haggleButtonClicked to 1".
No problemo. I assume this exact line/variable is ok to use? Should I leave the closing of the haggle menu to EE or is that not nessecary? As in, setting the EE variable instead of clicking the Ok button and let you (EE) close the haggle menu. Dunno if you need to do certain things before it is actually closed. :unsure:

What do you think?
I haven't read up (yet) on EE's Immersive Haggle so I may have misinterpreted some things. ;)

-kyoma
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Gill Mackin
 
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Post » Wed Mar 30, 2011 1:39 pm

From what I can tell the only real conflict comes when you use the ExitKey to close the Haggle Menu. As long as you don't do that it shouldn't cause problems.
Correct :)

Correct, the "button_short.xml" has a visible trait which is inherited from the user1 trait (which in turn is set by the code).
Thanks. In that case I will change it to become invisible instead, and then you can just forget the variable that prevents the shortcut key (since you already check that the button is visible).

No problemo. I assume this exact line/variable is ok to use? Should I leave the closing of the haggle menu to EE or is that not nessecary? As in, setting the EE variable instead of clicking the Ok button and let you (EE) close the haggle menu. Dunno if you need to do certain things before it is actually closed. :unsure:
You can use that line, or rather I think I want "haggleButtonClicked" changed to "haggleOkClicked". I will then add that variable and the check in EE's next version, but there's no harm in having such a line even if EE is not installed. But go ahead and close the haggle menu as normal. I this situation (when the button is visible/enabled), I only need the information that it is clicked. What I do is to increment a counter, and if it passes a maxValue, I reduce the merchant's disposition, and those two things can just as well be done just after as just before closing the haggle menu as just before. That is simpler for you as well, since the only special code you will need is that one RunScriptLine call.

I will then change my code to just set this variable from the haggle menu when the button is clicked, and check for the variable in the Barter MenuMode, so that the exact same code is run at the exact same situation regardless of whether your mod closed the menu or not.

I haven't read up (yet) on EE's Immersive Haggle so I may have misinterpreted some things. ;)

No, you got it right :)
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Destinyscharm
 
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Post » Wed Mar 30, 2011 3:02 pm

Correct :)

Thanks. In that case I will change it to become invisible instead, and then you can just forget the variable that prevents the shortcut key (since you already check that the button is visible).

You can use that line, or rather I think I want "haggleButtonClicked" changed to "haggleOkClicked". I will then add that variable and the check in EE's next version, but there's no harm in having such a line even if EE is not installed. But go ahead and close the haggle menu as normal. I this situation (when the button is visible/enabled), I only need the information that it is clicked. What I do is to increment a counter, and if it passes a maxValue, I reduce the merchant's disposition, and those two things can just as well be done just after as just before closing the haggle menu as just before. That is simpler for you as well, since the only special code you will need is that one RunScriptLine call.

I will then change my code to just set this variable from the haggle menu when the button is clicked, and check for the variable in the Barter MenuMode, so that the exact same code is run at the exact same situation regardless of whether your mod closed the menu or not.


No, you got it right :)
It shall be done! :) I had thought that you needed to read some values from the haggle slider before it's closed.

QZ Easy Menu v1.01
  • Added a line to communicate with Enhanced Economy and its Immersive Haggle feature.

There better not be more stuff for today. :nono: Having two updates to the same mod in one day is not something I do every day. Imagine how that would be like, either all my mods are really buggy or I mod really fast. :P

-kyoma
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Matt Gammond
 
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Post » Wed Mar 30, 2011 1:33 am

Brilliant :thumbsup: I take heart in your daring :P

Now then, I want you to believe in yourself, add support for the "Unloaded masters in save file" messagebox and release another version right away.
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Carolyne Bolt
 
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Post » Wed Mar 30, 2011 10:09 am

Brilliant :thumbsup: I take heart in your daring :P

Now then, I want you to believe in yourself, add support for the "Unloaded masters in save file" messagebox and release another version right away.
Actually there's already a way to do that by changing the bDisableWarning=1 under Messages in the Oblivion ini. It implies that all warnings are disabled but I'm not sure how many there are besides the "Missing Content" one. :shrug:
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Mark Churchman
 
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Post » Wed Mar 30, 2011 2:51 am

Actually there's already a way to do that by changing the bDisableWarning=1 under Messages in the Oblivion ini. It implies that all warnings are disabled but I'm not sure how many there are besides the "Missing Content" one. :shrug:
:bowdown:
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steve brewin
 
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Post » Tue Mar 29, 2011 11:56 pm

New mod is up: http://www.tesnexus.com/downloads/file.php?id=28432. See OP or TESNexus for more info. Not gonna re-invent the wheel for this post. :P Oh wait, I already said that multiple times. :P
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Rowena
 
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