Removing Flame Effect

Post » Sat May 28, 2011 12:50 pm

I've downloaded a playable Flame Atronach mod... at I'm at wits end. The flame effect makes my player lag so badly I can't really go much places and can't see in first person.
So I've tried all I can to remove that effect. Took it from race list on both ESM and ESP file and the flame still appears. Created a script to forcefully stop it and then it comes back thirty seconds later. Is there any way I can stop this? Maybe a better script then I'm using or something?
User avatar
Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

Post » Sat May 28, 2011 2:43 pm

I've downloaded a playable Flame Atronach mod... at I'm at wits end. The flame effect makes my player lag so badly I can't really go much places and can't see in first person.
So I've tried all I can to remove that effect. Took it from race list on both ESM and ESP file and the flame still appears. Created a script to forcefully stop it and then it comes back thirty seconds later. Is there any way I can stop this? Maybe a better script then I'm using or something?


What is the specific mod you are using and could you include the script you are using (spoiler tagged please)
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Adam Porter
 
Posts: 3532
Joined: Sat Jun 02, 2007 10:47 am

Post » Sat May 28, 2011 3:13 pm

I'm using Talkie Toaster's Playable and NPC creatures mod. The script is real basic, just stopmagicshadereffect effectflameatronach.
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Taylrea Teodor
 
Posts: 3378
Joined: Sat Nov 18, 2006 12:20 am

Post » Sat May 28, 2011 11:53 pm

Would there happen to be a quest or something that forces that race to get the effect?

Or would it just be better to remake each of the files?
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steve brewin
 
Posts: 3411
Joined: Thu Jun 21, 2007 7:17 am

Post » Sat May 28, 2011 1:08 pm

I found some of the quest scripts for affecting the Race, would you think any of them might be forcing the flame affect?
Spoiler
scn aaaFlameInitialiseScript

ref item
short FlameToggle
short stage
float fquestdelaytime
short button

ref race
array_var Repository
string_var Name


begin menumode
set fquestdelaytime to 0.001
if(stage)
if(player.getisrace flameatronach != FlameToggle)
set FlameToggle to player.getisrace flameatronach
if(FlameToggle)

player.pms effectAtronachFlame
player.additemNS aaaFlameBoots 1
player.additemNS aaaFlameBracers 1
player.additemNS aaaFlameCuirass 1
player.additemNS aaaFlameHead 1
player.additemNS aaaFlameGreaves 1
player.equipitemns aaaFlameBoots
player.equipitemns aaaFlameBracers
player.equipitemns aaaFlameCuirass
player.equipitemns aaaFlameGreaves
player.equipitemns aaaFlameHead 1
setPlayerSkeletonPath "characters\flameatronach\skeleton.nif"

else
player.sms effectAtronachFlame
player.removeitemns aaaFlameBoots 99
player.removeitemns aaaFlameBracers 99
player.removeitemns aaaFlameCuirass 99
player.removeitemns aaaFlameHead 99
player.removeitemns aaaFlameGreaves 99

set race to player.getrace

let repository := aaaRace.Repository
let name := getname race

if eval (ar_haskey Repository name)
else
player.equipitemns LowerPants05
player.equipitemns LowerShirt05
player.equipitemns LowerShoes05
player.equipitemns WristIrons
setPlayerSkeletonPath "characters\_male\skeletonbeast.nif"
endif
set name to sv_destruct
endif
endif
else
if(menumode 1036)
set stage to 1
player.removespellNS aaaFlameTalk
stopquest aaaFlameQuest
endif
endif
end

begin gamemode
if(stage)
set stage to 0

if(FlameToggle)
startquest aaaFlameQuest
player.addspellNS aaaFlameTalk
player.additemNS aaaFlameHeadNIL 1
set aaaFlameQuest.fquestdelaytime to 0.05
endif
endif
end

and
Spoiler
scn aaaFlameQuestScript

float fquestdelaytime
short level
ref cell
short perspectivetoggle

begin gamemode

if(Getgameloaded)
set level to player.getlevel
set fquestdelaytime to 0.01
setPlayerSkeletonPath "characters\flameatronach\skeleton.nif"
elseif(cell != player.getparentcell)
set cell to player.getparentcell
player.pms effectAtronachFlame
endif

if(isthirdperson != perspectivetoggle)
set perspectivetoggle to isthirdperson
if(perspectivetoggle)
player.pms effectAtronachFlame
else
player.sms effectAtronachFlame
endif
endif

if(player.getequippedobject 2)
else
player.equipitemns aaaFlameCuirass
endif
if(player.getequippedobject 3)
else
player.equipitemns aaaFlameGreaves
endif
if(player.getequippedobject 4)
else
player.equipitemns aaaFlameBracers
endif
if(player.getequippedobject 5)
else
player.equipitemns aaaFlameBoots
endif

if(player.getlevel != level)
set level to player.getlevel

if(level == 4)
player.removespellNS aaaFlamePowerMelee1
player.removespellNS aaaFlamePowerRanged1
player.addspellNS aaaFlamePowerMelee2
player.addspellNS aaaFlamePowerRanged2
elseif(level ==8)
player.removespellNS aaaFlamePowerMelee2
player.removespellNS aaaFlamePowerRanged2
player.addspellNS aaaFlamePowerMelee3
player.addspellNS aaaFlamePowerRanged3
elseif(level ==12)
player.removespellNS aaaFlamePowerMelee3
player.removespellNS aaaFlamePowerRanged3
player.addspellNS aaaFlamePowerMelee4
player.addspellNS aaaFlamePowerRanged4
elseif(level ==16)
player.removespellNS aaaFlamePowerMelee4
player.removespellNS aaaFlamePowerRanged4
player.addspellNS aaaFlamePowerMelee5
player.addspellNS aaaFlamePowerRanged5
endif
endif
end

begin menumode
if(player.getequippedobject 1)
else
player.equipitemns aaaFlameHead 1
endif
if(player.getequippedobject 2)
else
player.equipitemns aaaFlameCuirass
endif
if(player.getequippedobject 3)
else
player.equipitemns aaaFlameGreaves
endif
if(player.getequippedobject 4)
else
player.equipitemns aaaFlameBracers
endif
if(player.getequippedobject 5)
else
player.equipitemns aaaFlameBoots
endif

User avatar
WYatt REed
 
Posts: 3409
Joined: Mon Jun 18, 2007 3:06 pm

Post » Sat May 28, 2011 4:02 pm

I have an idea, the mod is meant to use the original specs of the flame atronach right? At least that's what I got from reading a bit about it, maybe if you edit the original oblivion flame atronach, that will also remove the flame effect for the race.
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Sarah MacLeod
 
Posts: 3422
Joined: Tue Nov 07, 2006 1:39 am

Post » Sat May 28, 2011 8:59 am

Yea that didn't work, though I didn't really expect it to since they are in no way linked to the original Flame Atronach. That part must be hidden some where, since all scripts associated with the mod don't include it, and I've removed the Flame effect spell from the race on both the ESM and ESP...

:brokencomputer: :brokencomputer: :brokencomputer:
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Harry Leon
 
Posts: 3381
Joined: Tue Jun 12, 2007 3:53 am

Post » Sat May 28, 2011 10:32 am

I think I've figured it out! Somehow the esm wasn't a requirement for the flame atronach esp and thus the files were not connecting properly.

Edit- Nevermind... The stupid thing still manages to crawl in no matter what I do. Maybe I could see about contacting the mod creator to see how they got that effect to be such a pain and how to fix.
:brokencomputer:
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Jarrett Willis
 
Posts: 3409
Joined: Thu Jul 19, 2007 6:01 pm

Post » Sat May 28, 2011 7:15 pm

I think I've figured it out! Somehow the esm wasn't a requirement for the flame atronach esp and thus the files were not connecting properly.

Edit- Nevermind... The stupid thing still manages to crawl in no matter what I do. Maybe I could see about contacting the mod creator to see how they got that effect to be such a pain and how to fix.
:brokencomputer:


Best of luck to you :wavey:
User avatar
Claire Jackson
 
Posts: 3422
Joined: Thu Jul 20, 2006 11:38 pm

Post » Sat May 28, 2011 10:00 pm

Finally! I sent a message to talkie toaster and he helped me identify what was causing it :clap:
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Eddie Howe
 
Posts: 3448
Joined: Sat Jun 30, 2007 6:06 am


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