[RELz] Shining Creatures

Post » Mon May 02, 2011 1:59 am

Just a thought here... I had a time-of-day CTD recently as well. Try disabling xulDarkForest.esp. When I was asking after my own issue, Arthmoor mentioned there are some creature enabling/disabling scripts in that involving wispy critters. Just a thought :shrug:
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мistrєss
 
Posts: 3168
Joined: Thu Dec 14, 2006 3:13 am

Post » Sun May 01, 2011 10:46 am

Charcoal cave: Found it because of the "Let the people drink" mod. In charcoal inside I've found some female warriors and big felines, outside only rats - wisps in none of them. Also, I'm in earlier levels... (re-re-re-re-begining the game... :turtle: ) maybe the will-o-wisps would should pop some levels above? In this case is it still significant?
IC: was around 6:00, but in earlier situations it went normal. Only in that, also it is the time that thoronir went back to his shop, he was in the backalley talking to his... fornecedor. Maybe some scrypt went wrong, conflicting? (total noob, sorry) But inside IC don't matter what district, 6:00 it happened.

For the esps, using the unified one.

And my load order... with Shining creatures: there it go. Hope it help. Also, recompiled Wrye Bash every chance in the mods.

= Check Mods=== Active Mod Files:* 00  Oblivion.esm* 01  GTAesgaard_2.esm* 02  All Natural Base.esm  [Version 0.9.8]* 03  Francesco's Leveled Creatures-Items Mod.esm* 04  Francesco's Optional New Items Add-On.esm* 05  Cobl Main.esm  [Version 1.72]* 06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]* 07  Mart's Monster Mod.esm  [Version 3.7b3p3]* 08  TamrielTravellers.esm  [Version 1.39c]* 09  FCOM_Convergence.esm  [Version 0.9.9MB3]* 0A  Armamentarium.esm  [Version 1.35]* 0B  Better Cities Resources.esm* 0C  CM Partners.esm* 0D  HorseCombatMaster.esm* **  TNR ALL RACES FINAL.esp* **  TNR - ShiveringIsles no helms.esp* 0E  Unofficial Oblivion Patch.esp  [Version 3.2.4]* 0F  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]* 10  Oblivion Citadel Door Fix.esp* 11  DLCShiveringIsles.esp* 12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]* 13  Better Cities .esp* 14  Francesco's Optional Chance of Stronger Bosses.esp* 15  Francesco's Optional Chance of Stronger Enemies.esp* 16  Francesco's Optional Chance of More Enemies.esp* 17  Francesco's Optional Leveled Quests-SI only.esp* 18  Francesco's Optional Leveled Guards.esp* ++  FCOM_Francescos.esp  [Version 0.9.9]* ++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]* 19  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]* 1A  Fran Armor Add-on.esp* 1B  Fran_Lv30Item_Maltz.esp* 1C  Natural_Habitat_by_Max_Tael.esp* 1D  All Natural - Real Lights.esp  [Version 0.9.9]* 1E  All Natural.esp  [Version 0.9.8]* 1F  All Natural - SI.esp  [Version 0.9.8]* 20  All Natural - EW + NW + AWS.esp  [Version 0.9.6]* 21  Gates To Aesgaard 2 Weather Patch.esp* ++  Improved Water.esp* ++  ln.esp* 22  AmbientTownSounds.esp* 23  MIS.esp* 24  MIS New Sounds Optional Part.esp* 25  PCSoundInnocent.esp  [Version 2.6]* 26  Storms & Sound.esp* 27  Rainbows.esp* 28  WindowLightingSystem.esp* 29  AliveWaters_nofish.esp* **  Book Jackets Oblivion.esp* 2A  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp* 2B  DID3_DoubleTrouble.esp* 2C  Days&Months.esp* 2D  diversegrasses.esp* ++  Item interchange - Extraction.esp  [Version 0.76]* 2E  Luchaire's Neck Seam Concealer.esp* 2F  Medic!.esp* 30  personality_idles4.esp* 31  RAEVWD New Sheoth.esp  [Version 1.5]* ++  VA_BetterGold.esp* 32  Cutthroat Merchants.esp* 33  Enhanced Economy.esp  [Version 3.3.4]* 34  Crowded Roads.esp  [Version 2.0]* 35  Landmarks, w Wells.esp  [Version 1.11]* 36  Ayelid Wells.esp* 37  HotkeyCasting.esp* 38  Book Jackets DLC.esp* ++  MaleBodyReplacerV4.esp* ++  HGEC_special_armor_repl.esp* 39  Blackheart and Gizmodian ECRobes.esp* 3A  Armamentium female.esp* 3B  ExnemRuneskulls.esp* ++  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]* 3C  Cobl Glue.esp  [Version 1.72]* 3D  Cobl Si.esp  [Version 1.63]* 3E  OOO 1.32-Cobl.esp  [Version 1.72]* ++  FCOM_Cobl.esp  [Version 0.9.9]* 3F  Bob's Armory Oblivion.esp* 40  FCOM_BobsArmory.esp  [Version 0.9.9]* 41  Oblivion WarCry EV.esp* 42  FCOM_WarCry.esp  [Version 0.9.9MB3]* 43  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]* 44  OOO-No_Guild_Ownership.esp  [Version 1.33]* ++  OOO-DLT_Remover.esp  [Version 1.33]* ++  ArmamentariumLLVendors.esp  [Version 1.35]* 45  FCOM_Convergence.esp  [Version 0.9.9Mb3]* ++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]* 46  FCOM_RealSwords.esp  [Version 0.9.9]* 47  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]* ++  FCOM_LessRats.esp  [Version 0.9.9]* ++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]* 48  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]* 49  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]* 4A  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]* ++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Diverse Runeskulls Loot.esp  [Version 3.7b3p3]* ++  TamrielTravellerAdvscript.esp  [Version 1.39c]* 4B  TamrielTravellers4OOO.esp  [Version 1.39c]* 4C  TamrielTravellersItemsnpc.esp  [Version 1.39c]* 4D  TamrielTravellersItemsVendor.esp  [Version 1.39c]* 4E  ShiveringIsleTravellers.esp  [Version 1.39c]* ++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]* ++  FCOM_TamrielTravelers.esp  [Version 0.9.9]* ++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]* ++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]* ++  FCOM_HungersUnitySI.esp  [Version 0.9.9]* ++  FCOM_FriendlierFactions.esp  [Version 0.9.9]* 4F  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]* 50  FCOM_MoreRandomItems.esp  [Version 0.9.9]* ++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]* ++  ArmamentariumLL4OOO.esp  [Version 2.01]* ++  ArmamentariumLLMagicOOO.esp  [Version 1.35]* ++  Fransfemale.esp* 51  MMM-Cobl.esp  [Version 1.69]* 52  EVE_StockEquipmentReplacer4FCOM.esp* 53  Ivellon.esp  [Version 1.8]* 54  GTAesgaard.esp* 55  Gates To Aesgaard Weather Patch.esp* 56  GTAesgaard_2.esp* 57  Gates To Aesgaard 2 Delayer.esp  [Version 1.0]* 58  HeartOftheDead.esp  [Version 6.0.1]* 59  LetThePeopleDrink.esp  [Version 2.5]* 5A  The Ayleid Steps.esp  [Version 3.1]* 5B  All Natural - Real Lights - The Ayleid Steps Patch.esp  [Version 1.0]* 5C  VaultsofCyrodiilBC.esp* 5D  za_bankmod.esp* 5E  24HrArenaAliveV2Towers.esp* 5F  Knights.esp* 60  Knights - Unofficial Patch.esp  [Version 1.0.9]* ++  EVE_KnightsoftheNine.esp* 61  TOTF.esp* ++  TOTF Delayer.esp* 62  The Lost Spires.esp* ++  FCOM_Knights.esp  [Version 0.9.9Mb3]* 63  xuldarkforest.esp  [Version 1.0.3]* 64  LostSpires-DarkForest patch.esp* 65  xulStendarrValley.esp  [Version 1.2.1]* 66  xulTheHeath.esp* 67  XulEntiusGorge.esp* 68  xulFallenleafEverglade.esp  [Version 1.3.1]* 69  LostSpires-Everglade patch.esp  [Version 1.2]* 6A  xulColovianHighlands_EV.esp  [Version 1.2.1]* 6B  xulChorrolHinterland.esp  [Version 1.2.2]* 6C  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.3]* 6D  xulBravilBarrowfields.esp  [Version 1.3.2]* 6E  xulLushWoodlands.esp  [Version 1.3]* 6F  xulAncientYews.esp  [Version 1.4.2]* 70  xulAncientRedwoods.esp  [Version 1.6]* 71  xulCloudtopMountains.esp  [Version 1.0.1]* 72  xulArriusCreek.esp  [Version 1.1.2]* 73  xulPatch_AY_AC.esp  [Version 1.1]* 74  HeartoftheDead-ArriusCreek patch.esp* 75  xulRollingHills_EV.esp  [Version 1.3.2]* 76  xulPantherRiver.esp* 77  xulRiverEthe.esp  [Version 1.0.2]* 78  xulBrenaRiverRavine.esp  [Version 1.0.2]* 79  xulImperialIsle.esp  [Version 1.6.3]* 7A  xulBlackwoodForest.esp* 7B  xulCheydinhalFalls.esp  [Version 1.0.1]* 7C  TearsOfTheFiend-CheydinhalFalls patch.esp* 7D  xulAspenWood.esp  [Version 1.0]* 7E  JQ-Fighters_Guild_United.esp* ++  FCOM_FighterGUnited.esp* ++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]* 7F  Harvest [Flora].esp  [Version 3.0.0]* ++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]* 80  DropLitTorchOBSE.esp  [Version 2.1]* 81  EVE_ShiveringIslesEasterEggs.esp* 82  ImprovedSoulgems.esp  [Version 1.11]* 83  Salmo the Baker, Cobl.esp  [Version 3.08]* ++  ScriptIcon_Replacer.esp* 84  Storms & Sound - Bank of Cyrodiil.esp* 85  Storms & Sound - The Lost Spires.esp* 86  Storms & Sound - Better Cities.esp* 87  talkwithyourhands PI4.esp* 88  Toggleable Quantity Prompt.esp  [Version 3.1.1]* 89  Quest Award Leveller.esp  [Version 2.0.1]* 8A  haz_encumbrance_x1.5.esp* 8B  RealisticForceMedium.esp* 8C  RealisticMagicForceMedium.esp* 8D  EnchantmentRestore.esp* ++  EnchantmentRestore_Wells.esp* 8E  No psychic guards v1.2.esp* 8F  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp* 90  DeadlyReflex 5 - Combat Moves.esp* 91  All+5AttributeModifiers.esp* 92  immersive_caves_auto.esp* 93  Dark Dungeons -  SI.esp* ++  Item interchange - Placement for FCOM.esp  [Version 0.76]* ++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]* ++  Better Redguard v2.esp* ++  Head06 Replacer.esp* 94  bgBalancingEVCore.esp  [Version 10.52EV-D]* 95  bgMagicEV.esp  [Version 1.7EV]* ++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]* ++  bgMagicItemSigil.esp  [Version 1.68EV]* ++  bgMagicEVStartspells.esp  [Version 1.68EV]* 96  bgMagicBonus.esp  [Version 1.7EV]* ++  bgMagicEVAddEnVar.esp  [Version 1.68EV]* 97  bgMagicEVPaperChase.esp  [Version 1.68EV]* 98  bgMagicAlchemy.esp  [Version 1.57]* 99  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]* ++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]* ++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]* ++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]* 9A  bgBalancingEVOptionalNPCDiversity, Beautification Better Redguards.esp  [Version 10.0EV-D]* ++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]* 9B  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]* ++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]* 9C  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]* ++  EVE_KhajiitFix.esp* 9D  Better Cities - Full City Defences.esp* 9E  Better Cities Full.esp* 9F  BCBravilFULL-Barrowfields patch.esp* A0  Better Cities - Unique Landscape Barrowfields.esp* A1  Better Cities - Unique Landscape Chorrol Hinterland.esp* A2  Better Cities - Tears of the Fiend.esp* A3  BCCheydinhalFULL-CheydinhalFalls patch.esp* A4  Better Cities - Unique Landscape Cheydinhal Falls.esp* A5  Better Imperial City.esp* ++  [GFX]_Initial_Glow-self.esp* A6  bgMagicEVShader.esp  [Version 1.7EV]* ++  bgMagicShaderLifeDetect.esp  [Version 1.68]* A7  Get Wet - just droplets.esp* ++  Visually Realistic Deadly Lava.esp* A8  Shining Creatures.esp* ++  CoreRandmonClothing4Npcs.esp* ++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]* A9  Cobl Silent Equip Misc.esp  [Version 01]* **  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]* AA  Bashed Patch, 0.esp* AB  Duke Patricks - BASIC Script Effect Silencer.esp* AC  Streamline 3.1.esp* AD  qazSpellbook.esp  [Version 0.1]

Obse plugins: Fast Exit2, Oblivion Sttuter Remover, Elis universal silent voice and weOCPS.

PS: Can also send the savefile if it help.


Thanks. You should update OOO to 1.34Beta5 when using UFCOM. Also, no need to use MMM-Cobl.esp when using FCOM Cobl.

Plus - how on earth could you manage Charcoal Cave with a low level char? :shocking:

Anyway, beside using the wrong version of OOO I can't see anything suspicious. :(

Thanks, ishmaeltheforsaken, for the info. I don't use Unique Landscapes so I had no idea about that.
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Lindsay Dunn
 
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Post » Sun May 01, 2011 4:44 pm

I also experienced crashes with this mod enabled. If my character slept and woke up during the day, my game would immediately CTD. If my character slept all day and woke during the night, the game would be fine until the sun began rising.

I don't know why this mod would cause this type of time-of-day crash, but it does for me. Probably an interaction with the many mods I'm running. Gotta check out TES4Edit.


Exactly, time of day in the IC event, in the other was exiting Charcoal cave after grabbing everything in there. Grabbing only half the itens I've managed to exit... can't now pinpoint the motive. About TES4Edit... identical to masters and "Undele and Disable References " could not find anything, and I 'm not anything next to expert enough to look manually. :(
Will keep checking for any fix.


Charcoal cave: Found it because of the "Let the people drink" mod. In charcoal inside I've found some female warriors and big felines, outside only rats - wisps in none of them. Also, I'm in earlier levels... (re-re-re-re-begining the game... :turtle: ) maybe the will-o-wisps would should pop some levels above? In this case is it still significant?
IC: was around 6:00, but in earlier situations it went normal. Only in that, also it is the time that thoronir went back to his shop, he was in the backalley talking to his... fornecedor. Maybe some scrypt went wrong, conflicting? (total noob, sorry) But inside IC don't matter what district, 6:00 it happened.


Just checked in game and I can sleep/wake during daytime just fine and I also waited in IC several times over 6:00 w/o issues. Very weird issue.
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Killer McCracken
 
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Post » Mon May 02, 2011 12:38 am

Well, it could be the evil/good sprites being enabled/disabled in the Dark Forest (xulDarkForest.esp) Nevertheless, I can probably fix it in the general case. I'm going to download xulDarkForest.esp and test shining creatures with it. Then I'll incorporate the fix and see if it works. Should have results in a bit, internet allowing!
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BlackaneseB
 
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Post » Sun May 01, 2011 11:31 pm

Thanks for the tip ishmaeltheforsaken!
Reporting: with XUL Blackforest off the SCreatures went well in the two problematic savefiles. So... It's the interaction of then that causes problems.
About the low level char... a mage (mine) can do it, a archer too (hit and run, one at a time, but works... )
Fcom: will see what iI missed. Tnx for the tips.
Just checked in game and I can sleep/wake during daytime just fine and I also waited in IC several times over 6:00 w/o issues. Very weird issue.

It also worked for me several times, but once the problem hits... there's no back (only another savefile in another time/space/location...). Note that it was during the Thoronir quest "unfriendly competition". Don't know it the quest chance something, just pointing. In Charcoal, daytime was not important, but was next or little earlier (same day in game and so related, running from one save problem and getting another).
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Imy Davies
 
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Post » Mon May 02, 2011 3:26 am

Well, it could be the evil/good sprites being enabled/disabled in the Dark Forest (xulDarkForest.esp) Nevertheless, I can probably fix it in the general case. I'm going to download xulDarkForest.esp and test shining creatures with it. Then I'll incorporate the fix and see if it works. Should have results in a bit, internet allowing!


Reporting: with XUL Blackforest off the SCreatures went well in the two problematic savefiles. So... It's the interaction of then that causes problems.


Thanks for taking the time to test it. :) Hopefully that is it - and hopefully it can be fixed. Wonder if Valamoor is using xulDarkForest.esp as well?
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Abi Emily
 
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Post » Mon May 02, 2011 1:28 am

Ok, thanks for testing that, I've just finished downloading and making an omod of dark forest, but I won't bother to test the interaction now - I'm just going to try and fix it! :P

I'm at work, and can't post my load order right now (shouldn't be on the Internet either, but hey :)). I wonder if Shining Creatures could conflict with Vacuity's http://www.tesnexus.com/downloads/file.php?id=28186, which adds a ton of new will-o-wisp creatures to the game. I am running that mod, and I'll try to deselect that mod tonight when I play to see if the CTDs persist.


About this, I hope not, and I doubt it is the problem, as SC was created with VASE in mind especially - it would be awesome to see all those wisps glowing!
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.X chantelle .x Smith
 
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Post » Sun May 01, 2011 3:05 pm

I'm glad I was able to provide some useful information :) Hopefully, a solution can be found so I can start using the Dark Forest again.
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Nick Pryce
 
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Post » Sun May 01, 2011 6:25 pm

Indeed! Thank you very much ishmael! The information was very useful indeed - I have now traced exactly the root of the crashing, and it turns out to be relatively bizarre. :)
(I'm also flattered that you'd rather disable TheDarkForest than SC! :wub: )

At first I inspected the dark forest script to see how the sprites were enabled and disabled, and I found that about 20 of them were disabled/enabled at the time when crashes were occurring.

So, I assumed that this enabling en-mass was overloading the game and causing the crashes. To that end, I built a test plugin, with a room full of 20 glowing flame atronachs, that I could disable/enable with a spell. To my surprise, this did not crash the game. (and didn't even slow it down noticeably either!) So, I replaced the script on the flame atronachs with the script for wisps, the only difference being that this script checks to see if the creature in question is running, and disables the light accordingly. This DID cause crashes. I deleted the running check, and lo the game did not crash!

So in conclusion, doing a test for if a creature is running many times for many creatures in the same frame causes crashing. Fixing this will be very simple, and will require a quick patch that I'm going to make now. I'm also going to test how many simultaneous creature enables/disables with a test for running the game can cope with. Expect an email with the file imminently Arkgnt. :)

EDIT - Another bit of quick testing, and it looks like if any number of creatures with the wisp script are disabled then the game will crash. It seems to be fine when it comes to enabling. This is obviously NOT a good thing, because it could cause many other incompatibilities. This means that we need a general solution, and I have an idea that will still retain the way that the glow stops when the wisps are invisible, but it may not work. Could take a bit longer than a simple patch, but then again, may not. :P

EDIT2 - Well, it didn't take as long! :lol: However, the revised version, in order to retain the functionality now requires OBSE, as it uses IsAnimGroupPlaying rather than IsRunning. I'm going to email it to Arkgnt now
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Andrew Lang
 
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Post » Sun May 01, 2011 4:34 pm

Indeed! Thank you very much ishmael! The information was very useful indeed - I have now traced exactly the root of the crashing, and it turns out to be relatively bizarre. :)
(I'm also flattered that you'd rather disable TheDarkForest than SC! :wub: )

At first I inspected the dark forest script to see how the sprites were enabled and disabled, and I found that about 20 of them were disabled/enabled at the time when crashes were occurring.

So, I assumed that this enabling en-mass was overloading the game and causing the crashes. To that end, I built a test plugin, with a room full of 20 glowing flame atronachs, that I could disable/enable with a spell. To my surprise, this did not crash the game. (and didn't even slow it down noticeably either!) So, I replaced the script on the flame atronachs with the script for wisps, the only difference being that this script checks to see if the creature in question is running, and disables the light accordingly. This DID cause crashes. I deleted the running check, and lo the game did not crash!

So in conclusion, doing a test for if a creature is running many times for many creatures in the same frame causes crashing. Fixing this will be very simple, and will require a quick patch that I'm going to make now. I'm also going to test how many simultaneous creature enables/disables with a test for running the game can cope with. Expect an email with the file imminently Arkgnt. :)

EDIT - Another bit of quick testing, and it looks like if any number of creatures with the wisp script are disabled then the game will crash. It seems to be fine when it comes to enabling. This is obviously NOT a good thing, because it could cause many other incompatibilities. This means that we need a general solution, and I have an idea that will still retain the way that the glow stops when the wisps are invisible, but it may not work. Could take a bit longer than a simple patch, but then again, may not. :P

EDIT2 - Well, it didn't take as long! :lol: However, the revised version, in order to retain the functionality now requires OBSE, as it uses IsAnimGroupPlaying rather than IsRunning. I'm going to email it to Arkgnt now


Thanks. I'll upload the new version as soon as possible.
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James Hate
 
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Post » Sun May 01, 2011 2:52 pm

Awesome work!:)
I did have some odd crashes in the dark forest some time ago, maybe my character can get out of there now!;)
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phil walsh
 
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Post » Mon May 02, 2011 3:43 am

Ah cool! I've always used the Dark Forest UL, so that was probably the problem. I swear I remember seeing Arthmoor say something about the Dark Forest's scripting needing to be reworked eventually.
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adame
 
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Post » Mon May 02, 2011 3:22 am

Ah, then the mystery is solved! :D I'm pretty glad it occurred though as it exposed an underlying inadequacy with the script which has now been fixed. Arkgnt now has the files, and I'm sure they'll be up in a short while. :)
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KIng James
 
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Post » Mon May 02, 2011 4:00 am

Ah, then the mystery is solved! :D I'm pretty glad it occurred though as it exposed an underlying inadequacy with the script which has now been fixed. Arkgnt now has the files, and I'm sure they'll be up in a short while. :)


That's true. :) I'm currently revising the readme. I wonder which version of OBSE that is required? v0017+?
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Luis Longoria
 
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Post » Sun May 01, 2011 6:21 pm

Well, I compiled it with v0017b, but I think the function used was in v0015 (IsAnimGroupPlaying) :)
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Sheeva
 
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Post » Mon May 02, 2011 5:24 am

Well, I compiled it with v0017b, but I think the function used was in v0015 (IsAnimGroupPlaying) :)


OK, the readme says 0017 now. I'll change it later on.

Anyway, Shining Creatures 1.1 is uploaded on both TES Nexus and PES now. The opening post is updated. I'll ask a mod to change the subheading to Version 1.1. :)
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gemma king
 
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Post » Sun May 01, 2011 4:48 pm

I have the version of this mod you made only for flame astronachs, this looks great thank you so much for your efforts, maybe on a latter version you?ll include the storm atronachs too? or are those from a mod list?
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Oscar Vazquez
 
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Post » Mon May 02, 2011 4:01 am

I have the version of this mod you made only for flame astronachs, this looks great thank you so much for your efforts, maybe on a latter version you?ll include the storm atronachs too? or are those from a mod list?


Thanks. :) Not sure what to do with the Storm Atronachs, but it would be kind of logical for it to affect all Atronach variants. If someone comes up with a a fitting idea for them we would gladly include them. Personally, next up on my wish list are add-ons for some Golem variants in MMM/OOO.
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Je suis
 
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Post » Sun May 01, 2011 6:46 pm

Good work Arkgnt! :) For the storm atronachs, what do you think to a flickering light white with a subtle purple tinge?
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lolly13
 
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Post » Sun May 01, 2011 7:46 pm

Good work Arkgnt! :) For the storm atronachs, what do you think to a flickering light white with a subtle purple tinge?


Excellent and quick fix by you. :) I'll check out how the Storm Atronachs look with flickering light.
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des lynam
 
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Post » Sun May 01, 2011 8:04 pm

Just trying this mod out for the first time. Screenshots are wonderful. Looking forward to seeing the effect in-game. Thanks.

gothemasticator
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Gisela Amaya
 
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Post » Sun May 01, 2011 5:01 pm

Just trying this mod out for the first time. Screenshots are wonderful. Looking forward to seeing the effect in-game. Thanks.

gothemasticator


Thanks! Hope you like it. 1.1 seems to be very solid - works perfectly as far as I can tell. Might add OOO/MMM creatures to it in the future. Also, The Filthy Spaniard mentioned something about utilizing OBSE now that it requires it and make an ini controlled single esp of it. We'll see.
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Colton Idonthavealastna
 
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Post » Sun May 01, 2011 4:28 pm

I like those. :)
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Veronica Martinez
 
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Joined: Tue Jun 20, 2006 9:43 am

Post » Sun May 01, 2011 3:47 pm

I like those. :)


Thanks! Actually playing the game again makes it itch a bit to update it with support for some creatures in FCOM. For example, the Astral Fires from WarCry would look really cool with blue light.
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Nicole Mark
 
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Post » Sun May 01, 2011 8:39 pm

It turned out that Shining Creatures was unnecessarily dependent on SI, so version 1.2 has just been uploaded:

1.2 [2010-07-30]

Removed unnecessary dependency on Shivering Isles.


No reason to update if already running SI.

BTW, has anyone had the light left by a summoned Shining Creature after it disappears? It happens to me once in a while, but The Filthy Spaniard can't replicate it which makes it hard to track down/fix. Haven't had it reported by others.
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Rhi Edwards
 
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