[RELz] Shining Creatures

Post » Mon May 02, 2011 4:29 am

EDIT: Ninja'd by Arkgnt! XD

Though I thought I ought to mention that there will likely be a new version soon, with a "debug" mode which I have added to clear up any stray lights that are left over if they fail to get cleared up as they would normally (in very low FPS scenarios for example). Once Arkgnt has fully tested it, that is.

EDIT 2: We should probably think about making a version adding lights to more FCOM creatures that would look good with lights. This is a bit of a difficulty for me to make as I don't have FCOM, or any overhauls actually (mainly because I don't actually *play* oblivion any more, I just mod :facepalm: ). With the scripting out of the way, you could probably go about doing it with relative ease, Arkgnt?
User avatar
Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Mon May 02, 2011 4:20 am

EDIT: Ninja'd by Arkgnt! XD

Though I thought I ought to mention that there will likely be a new version soon, with a "debug" mode which I have added to clear up any stray lights that are left over if they fail to get cleared up as they would normally (in very low FPS scenarios for example). Once Arkgnt has fully tested it, that is.

EDIT 2: We should probably think about making a version adding lights to more FCOM creatures that would look good with lights. This is a bit of a difficulty for me to make as I don't have FCOM, or any overhauls actually (mainly because I don't actually *play* oblivion any more, I just mod :facepalm: ). With the scripting out of the way, you could probably go about doing it with relative ease, Arkgnt?


Updated version uploaded to both PES and TES. Hey, that was a splendid cooperation! Issue reported - fixed version uploaded. :goodjob:

Yes, I'm playing the game again and it's actually itching to add lights to some FCOM creatures, such as WarCry's Astral Lights and some of MMM's Golems etc. I'll have a lot of free time starting a week from now so I'll get on it then.

Also, you mentioned that we perhaps should switch to a single esp with ini configuration of which creatures that should be affected. Sounds neat. But have a nice vacation first!
User avatar
Bellismydesi
 
Posts: 3360
Joined: Sun Jun 18, 2006 7:25 am

Post » Sun May 01, 2011 5:37 pm

Haha, good teamwork! :icecream:

Brilliant, It'd be great to see more shining creatures. :)

When I get back I will take a look at setting up ini configuration, and I might even be able to build in some mod detection too, to reduce the need for compatibility patches. Both are things that I haven't done before and could do with learning :) Thanks! I shall enjoy it I think!
User avatar
kelly thomson
 
Posts: 3380
Joined: Thu Jun 22, 2006 12:18 pm

Post » Sun May 01, 2011 6:42 pm

Turned out I forgot about the modules so they were still dependent on SI. Reuploaded updates to PES and TES with dependencies removed from them as well. BTW, I'm removing Shining Creatures from PES as it just means more work updating it and no one seems to care about it there anyway.
User avatar
Doniesha World
 
Posts: 3437
Joined: Sun Jan 07, 2007 5:12 pm

Post » Mon May 02, 2011 5:00 am

Hmm, I had just (apparently) narrowed down a recurrent CTD to this mod, but I see I am running v1.1... I'll try updating and see if that fixes it. Great mod though. :)

Fingers crossed for the problems being fixed!

Vac
User avatar
Thema
 
Posts: 3461
Joined: Thu Sep 21, 2006 2:36 am

Post » Sun May 01, 2011 9:02 pm

Haha, I saw the title and thought it was the equivalent of Shiny Pokemon :P. Nice mod, I don't know how I haven't seen this before.
User avatar
naomi
 
Posts: 3400
Joined: Tue Jul 11, 2006 2:58 pm

Post » Mon May 02, 2011 1:24 am

Hmm, I had just (apparently) narrowed down a recurrent CTD to this mod, but I see I am running v1.1... I'll try updating and see if that fixes it. Great mod though. :)

Fingers crossed for the problems being fixed!

Vac


There are two issues reported at TES as well, both connected to rather odd CTD's:

jensern:

There is a delayed crash after killing two will-o-wisps. I have disabled all mods and found it was your shining mod (downloaded 16 august). The crash happends at 10.06PM (after the bells in the chapel).

I have knights of the nine, but disabling KOTN mod does not prevent crashing - so I do not think they are related. ...

As I said, the problems started after killing two shining will-o-wisps. I was using a conjured flame atronach in that battle.


rogerpenna:

Ok, believe it or not, this mod was causing a major crash at the end of the Knights of the Nine campaign.

I took some 4 hours to discover it. I disabled and enabled ALL my mods to discover which one was causing the crash.

But of course, the bread always falls with the butter in the bottom. The LAST mod I unchecked to see if the game wouldnt crash, was Shining Creatures. Of all my mods, this was a mod I never thought would cause such crash! And guess what? I disabled it, and no more crash!

The crash ALWAYS happened in the same part. I finished the Knights of the Nine by killing Umaril. I reappear at the basemant and the ghost talks to me and thanks. I leave the basemant and the black knight talks to me and is in wonder I am alive, then he leaves the building to tell everyone else.

It doesnt matter if I follow him, or if I sleep, save or what. As soon as I exit the Priory of the Nine building, the game crashed to desktop! Disabling Shining Creatures fixed it. Go figure.


The Filthy Spaniard is looking into it.

Sadly, I don't think updating from 1.1 to 1.2 will fix it - the only thing that's changed in the latter is that unnecessary dependencies on SI were removed. If you have more details on the CTDs it would be great.
User avatar
Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Mon May 02, 2011 7:12 am

This seems to conflict with OOO, but I made a quick patch to add OOO's script effects along with the one added by this mod.
User avatar
Tyler F
 
Posts: 3420
Joined: Mon Aug 27, 2007 8:07 pm

Post » Sun May 01, 2011 7:07 pm

This seems to conflict with OOO, but I made a quick patch to add OOO's script effects along with the one added by this mod.


Hm, you seem to be right. I thought it only overrides the weakness to shock on Will o the Wisps, which I didn't know how to get around and thought was so minor (plus it makes them slightly harder!) that it didn't matter. But checking in TES4Edit it seems to block their other weaknesses as well if I understand it correctly. I'd gladly include the patch in an update if you don't have anything against it. You'd get full credits of course.
User avatar
Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Mon May 02, 2011 4:13 am

Hm, you seem to be right. I thought it only overrides the weakness to shock on Will o the Wisps, which I didn't know how to get around and thought was so minor (plus it makes them slightly harder!) that it didn't matter. But checking in TES4Edit it seems to block their other weaknesses as well if I understand it correctly. I'd gladly include the patch in an update if you don't have anything against it. You'd get full credits of course.

That's what I was hoping. You're doing so much and our mod lists are so large that it is easy to overlook a little conflict between two records among hundreds of thousands. (I would not have known about that number if TES4Edit hadn't stopped filtering even after hitting the 13 minutes mark... I ended the process at a little over 1GB.) I didn't check the other plugins, since I wanted to use the one with all three modifications. I'll make the change to those too and send them your way.


Happy gaming!
- Tomlong75210
User avatar
roxanna matoorah
 
Posts: 3368
Joined: Fri Oct 13, 2006 6:01 am

Post » Sun May 01, 2011 10:34 pm

Thanks for the patches Tomlong75210. :) One issue with including the OOO patches in an update is that this small mod suddenly has 7 esp's that can be used in lots of different combinations. It just seems unnecessary complicated and a bit ridiculous considering that it already requires OBSE and thus probably could be boiled down to one single esp if using an ini as well. The Filthy Spaniard mentioned redoing it this way a while back. But The Filthy Spaniard is busy with school and also focuses on his http://www.gamesas.com/index.php?/topic/1078989-wipz-the-terror-of-the-deepwoods/ when he has time to mod. And I know exactly nothing about using OBSE functions so it's completely beyond me. In short, I wonder if someone knowledgeable in OBSE is interested to take a look at it and perhaps help out with turning it into an esp/ini combo that really takes advantage of OBSE?

EDIT: I've uploaded Tomlong75210's OOO patches to 4shared for those that want to use them before the mod is updated one way or another: http://www.4shared.com/file/ZYD7OTht/Shining_Creatures_-_OOO_Patche.html.

Load after the respective esp that is patched, so:

Shining Creatures.esp
Shining Creatures_OOO.esp

or

Shining Creatures_WillOWisp.esp
Shining Creatures_WillOWisp_OOO.esp
User avatar
Miguel
 
Posts: 3364
Joined: Sat Jul 14, 2007 9:32 am

Post » Mon May 02, 2011 12:25 am

I posted this on the Nexus too, but this seems more updated. Hehe

----------------------------------------------------------------------

I've a question concerning save game bloat. As of now, the light source gets whisked away to the test cell right when the creature dies.

If I take out the OR statement about the creature dying, so that the light source stays on death, will the distance from player OR statement kick in when I exit the cell and in turn clean up that light source? Or will I have a save game bloat problem?

Also, was the jensern issue deemed true for all? Or just something unique to his setup?
User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Mon May 02, 2011 7:21 am

I posted this on the Nexus too, but this seems more updated. Hehe

----------------------------------------------------------------------

I've a question concerning save game bloat. As of now, the light source gets whisked away to the test cell right when the creature dies.

If I take out the OR statement about the creature dying, so that the light source stays on death, will the distance from player OR statement kick in when I exit the cell and in turn clean up that light source? Or will I have a save game bloat problem?

Also, was the jensern issue deemed true for all? Or just something unique to his setup?


The Filthy Spaniard has to take both those questions. I think he checked through the scripts and couldn't find anything suspicious and I haven't had any other reports on the issue so a bit of a mystery.
User avatar
Stace
 
Posts: 3455
Joined: Sun Jun 18, 2006 2:52 pm

Post » Mon May 02, 2011 8:23 am

Alright, I modified the script so that it doesnt disappear when the creature dies. I'll let you know if my game blows up. 8)

I believe it's should be safe with Wrye Bash's bloat cleaner, and streamline's purges.
User avatar
NeverStopThe
 
Posts: 3405
Joined: Tue Mar 27, 2007 11:25 pm

Post » Mon May 02, 2011 12:55 am

Alright, I modified the script so that it doesnt disappear when the creature dies. I'll let you know if my game blows up. 8)

I believe it's should be safe with Wrye Bash's bloat cleaner, and streamline's purges.


The reason the light is made to disappear when the creature is killed is that it could linger if not, i.e. you got a lingering light with no source - even after a respawn, i.e. even after the creature's body had disappeared. I know next to nothing how to handle such things via scripts so not much help on particulars. I'm pretty sure The Filthy Spaniard is fully aware of bloat issues, though, and has that covered.
User avatar
LADONA
 
Posts: 3290
Joined: Wed Aug 15, 2007 3:52 am

Post » Mon May 02, 2011 7:20 am

Just a heads up that I've moved the mod from TES Nexus to TES Alliance. Switched from the TES Nexus link to the http://tesalliance.org/forums/index.php?/files/file/782-shining-creatures/ link in the OP. Will probably remove the file from TES Nexus in a while.

While I'm at it, Shining Creatures will be updated rather soonish. It will have an ini so you can customize the settings via it instead of having to combine esp's. It will also have the OOO Will-o-the-Wisp fix pointed out by Tomlong and a script fix for lingering lights that might be an issue sometimes made by ZuTheSkunk.
User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Previous

Return to IV - Oblivion