Oblivion WarCry

Post » Wed Sep 01, 2010 8:08 pm

For my FCOM install, If I am installing the latest Warcry BSA, and the Oblivion Warcry 1.09.esp files - do I need to have the earlier Warcry v 1.0, and v1.085b patches installed before these?


Exactly. The Oblivion WarCry Ev.bsa, Oblivion WarCry EV.esp 1.09 Update and FCOM_WarCry109 is all you need. No need for earlier patches/versions.
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Nancy RIP
 
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Post » Wed Sep 01, 2010 11:19 pm

Can't you ask L@zarus to add it to the opening post? Perhaps the bsa as well? It seems to very stable AFAIK.

Done.
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Stryke Force
 
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Post » Wed Sep 01, 2010 3:15 pm

I think there is a problem with the Flayer Knife. I found one on a "body" of a Flayer and could loot that, I could then equip it and got a BIG Flayer Knife :)

Some script changes are probably needed to make so you can't loot it from a body (or remove it from the body) OR be able to loot/pick up all Flayer Knives and make a check to disallow the player equipping it.
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Tina Tupou
 
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Post » Thu Sep 02, 2010 12:37 am

I think there is a problem with the Flayer Knife. I found one on a "body" of a Flayer and could loot that, I could then equip it and got a BIG Flayer Knife :)

Some script changes are probably needed to make so you can't loot it from a body (or remove it from the body) OR be able to loot/pick up all Flayer Knives and make a check to disallow the player equipping it.


It's actually FCOM_WarCry which makes the Flayer Knives lootable. That the knife is bigger when equipped by the player seems inescapable. showler found an issue with how its implemented - not sure what came out of it:

I did notice in my recent test that the Flayers' bodies could not be looted. This would mean that if they don't drop the knife, which happens reasonably often with enemies, then the knife can't be recovered because it is never out of their inventory.

Just had a quick look at this. The Boneflayer is scripted in Warcry to prevent you from activating it. Since the only things in it's inventory are the Flayer Knife and some bonemeal, and since FCOM now makes the knife useable, I can't see any reason for this anymore.

Unless the "begin onadd player" line in the Flayer knife script won't fire correctly if taken directly from the creature's inventory (CS wiki indicates it will work as intended) I think the script could be removed from the Boneflayers in FCOM so they can be looted properly.

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Jennifer Rose
 
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Post » Wed Sep 01, 2010 9:42 pm

http://img201.imageshack.us/img201/541/screenshot8w.jpg :)

I do get a msgbox "You can not use this weapon" when I try to pick up a Flayer Knife, but not when I looted the "body".
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Ana Torrecilla Cabeza
 
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Post » Wed Sep 01, 2010 6:29 pm

http://img201.imageshack.us/img201/541/screenshot8w.jpg :)

I do get a msgbox "You can not use this weapon" when I try to pick up a Flayer Knife, but not when I looted the "body".


OK, that's how big it "actually" is. FCOM_WarCry is supposed to 1. Make the lootable/usable and 2. Change the scale so it's like a dagger. Not sure what's up there. Are you using the FCOM_WarCry 109 update? Perhaps it's broken there somehow.
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ZANEY82
 
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Post » Wed Sep 01, 2010 6:38 pm

I am using the FCOM_WarCry 109 update.

I looked at it in TES4Edit. The "old" FCOM_Warcry (from ufcom dated 07-07-2010) has another version of the knife for the player (xx00081D FlayerKnifePC). It also have some script changes, that switch the knife when the player picks it up. Both are missing from the FCOM_Warcry 109 update.
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darnell waddington
 
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Post » Wed Sep 01, 2010 5:26 pm

I am using the FCOM_WarCry 109 update.

I looked at it in TES4Edit. The "old" FCOM_Warcry (from ufcom dated 07-07-2010) has another version of the knife for the player (xx00081D FlayerKnifePC). It also have some script changes, that switch the knife when the player picks it up. Both are missing from the FCOM_Warcry 109 update.


Something for Corepc to look into then. Thanks for reporting it!
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Bryanna Vacchiano
 
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Post » Wed Sep 01, 2010 6:34 pm

I am using the FCOM_WarCry 109 update.

I looked at it in TES4Edit. The "old" FCOM_Warcry (from ufcom dated 07-07-2010) has another version of the knife for the player (xx00081D FlayerKnifePC). It also have some script changes, that switch the knife when the player picks it up. Both are missing from the FCOM_Warcry 109 update.


That is because we merged those changes into Warcry EV 1.09 Update itself.

The old version would switch knife from warcry version to fcom version. New version does not. all FCOM Warcry changes is the reach value.

Script is just this for Flayer Knife.

scn 01FlayerBladeScript

begin onunequip
setscale 0.5
end
begin onactivate player
messagebox "You can not use this weapon."
end



We can totally prevent the item from being equipped by player by doing this to the script itself


begin onactivate player
messagebox "You can not use this weapon."
end

begin onequip player
messagebox "You can not use this weapon."
removeitem FlayerKnife 1
end


May need to add in a menu check has well if they happen to be in inventory let me run it by the scripters..
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Theodore Walling
 
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Post » Wed Sep 01, 2010 5:18 pm

Exactly. The Oblivion WarCry Ev.bsa, Oblivion WarCry EV.esp 1.09 Update and FCOM_WarCry109 is all you need. No need for earlier patches/versions.


Can you please confirm this? I ask as the first post on the UFCOM thread ( http://www.gamesas.com/index.php?/topic/1113274-relz-fcom-convergence-and-ufcom-65/ ) in the "Quick Start" section states both 1.085b and 1.09 patches are needed, thanks :)
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Amanda Leis
 
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Post » Wed Sep 01, 2010 5:19 pm

Can you please confirm this? I ask as the first post on the UFCOM thread ( http://www.gamesas.com/index.php?/topic/1113274-relz-fcom-convergence-and-ufcom-65/ ) in the "Quick Start" section states both 1.085b and 1.09 patches are needed, thanks :)


Yes, I can confirm it. You need only the BSA and the 1.09 version of the esp - plus FCOM WarCry 1.09. Should probably update the OP on that.
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butterfly
 
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Post » Wed Sep 01, 2010 1:55 pm

That is because we merged those changes into Warcry EV 1.09 Update itself.

The old version would switch knife from warcry version to fcom version. New version does not. all FCOM Warcry changes is the reach value.

Script is just this for Flayer Knife.


We can totally prevent the item from being equipped by player by doing this to the script itself


May need to add in a menu check has well if they happen to be in inventory let me run it by the scripters..

Wouldn't it be better to change it to the way the old FCOM_warcy did it, that is change it from a 2 handed scaled knife to a "smaller" single handed knife when the player picks it up. And then also add that change to when you loot the Boneflayer. Then there wouldn't be any pop-ups.
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IM NOT EASY
 
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Post » Wed Sep 01, 2010 10:44 am

New BSA is uploaded for testing

http://www.filefront.com/17597960/Oblivion-Warcry-EV-Opti.7z/

- PYFFI 2.1.6 has been performed on all of warcry meshes. The new version of PYFFI was able to fix vertex problem's which many of the armor's had.
- Size is slighty larger than the first bsa due to pyffi fixes once again.
- Textures have mip map's added to them has well where needed

PS: expect a Warcry EV update itself soon has well with these tweaks and fixes

Spoiler

Changed Rakanishu spell to be area affect centred on him, so that it hits everybody within 5 feet. Reduced the damage slightly to compensate.
Changed Rakanishu to be immune to shock (see above).
Removed Rakanishu spell from Horst of Might and Magic.
Created mini-me Lesser Rakanishu with weaker spell and no boss loot.
Created mini-me Lesser Bishibosh without summon, weapons, or boss loot. Basically just stands there throwing mini fireballs at you.
Changed all generic fallen, carver, devilkin, and dark shamans so summon standard zombie and have less powerful versions of shaman spells. Goblin shamans are now special again! Left Bishibosh alone, though.
Changed Colenzo the Annihilator (Dark uber shaman) to have more powerful versions of standard shaman spells.
Completely hacked the spawn chances of the fallen so that Fallen Shamans won't appear at all at level 1, and will only appear half as often at level 2. Bishibosh doesn't appear until level 6, and the other bosses (Pukerat and Bladeskin) don't appear until level 3. Rough spawn chance:

Level 1: 80% fallen, 20% lesser Bishibosh
Level 2: 70% fallen, 20% lesser Bishibosh, 10% fallen shaman
Level 3: 60% fallen, 20% fallen shaman, 10% lesser Bishibosh, 5% Pukerat, 5% Bladeskin
Level 6: 50% fallen, 15% fallen shaman, 10% lesser Bishibosh, 10% Pukerat, 10% Bladeskin, 5% Bishibosh
Revamped the carver, devilkin, and dark one lists in a similar manner. Lesser Rakanishu will start to appear at level 7, boss carvers (Gutshank & Rakanishu) at level 9, boss devilkin (Bongo) at level 13, boss dark ones (Shadowcrow & Snotspill) at level 17, and the aforementioned Colenzo at level 20



Enjoy
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Catherine Harte
 
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Post » Wed Sep 01, 2010 7:46 pm

Thank you, Corepc, and Merry Christmas! Ho! Ho! Ho!
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Poetic Vice
 
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Post » Wed Sep 01, 2010 11:19 am

Is there another link to download the OWC109 update? The 4Shared link keeps timing out on me. Dead or just me?
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Tikarma Vodicka-McPherson
 
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Post » Wed Sep 01, 2010 2:02 pm

Is there another link to download the OWC109 update? The 4Shared link keeps timing out on me. Dead or just me?


Something seems to be up with that particular upload. Guess Corepc has to check it up but meanwhile you can try this instead: http://www.4shared.com/file/h7YidszA/OblivionWarCry109.html.
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Everardo Montano
 
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Post » Wed Sep 01, 2010 2:54 pm

Something seems to be up with that particular upload. Guess Corepc has to check it up but meanwhile you can try this instead: http://www.4shared.com/file/h7YidszA/OblivionWarCry109.html.


Awesome. Thanks a bunch!
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joeK
 
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