Oblivion

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migck

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miguick

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18 comments

  1. MeToLe
    MeToLe
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    if you are using the mod "better saves", change in the ini MigMiscellanea.ini this line :
    set zzzMigckQ.bQuicksaveFix to 0 ;1 enables, 0 disables.
    it has to be in zero, otherwise Better saves mod does not work
    1. KatieKaliber
      KatieKaliber
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      Thanks!
  2. muffinz10
    muffinz10
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    The below phrase is in MigMiscellanea.esp.ini, I assume it's supposed to say "silver"?

    ; OOO + Frans
    set MigMasterQ.sListAdd to sv_Construct "M_\Stangenwaffen\silber"
    SetStage MigMasterQ 5
    1. RandomCrow
      RandomCrow
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      Stangenwaffen is a German mod and thus the folder name is in German. Migck would never make such a mistake ;)
    2. starlessmao81ac
      starlessmao81ac
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      Like the header in the ini says, it refers to weapons from OOO/Frans, probably assets originally coming from a german mod
  3. ArcSpark13
    ArcSpark13
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    Where do you even put this mod in your files? I keep moving it around but my game keeps crashing a second after I try to start it
    1. deleted95154503
      deleted95154503
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      Just install the mod with a mod manager if you're having that much trouble.
  4. phoenixfireeye
    phoenixfireeye
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    edit: sorry, posted in the wrong place, ignore
  5. RavenMind
    RavenMind
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    Yay, an update! :D

    Well, that's weird:
    1. miguick
      miguick
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      This nexus redesign is working worse than a kick in the gonads. Just go to your url bar, remove the "rd.", and download manually from the old site.
    2. RavenMind
      RavenMind
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      Ah, so that's what it is. Wondered why logging in just now showed more unique d/l's but still won't let me download it.
      I couldn't agree with you more about the new site design!!
      Thanks.

      Direct download link for anyone interested:
      https://old.nexusmods.com/oblivion/download/1000018324
      Edit: It also looks like the Manual Download button at the top of the page works.
  6. bevilex
    bevilex
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    Hi,
    Does SafeCloningFunction - Filter.esp require MigMaster.esm to work ? Can I only use SafeCloningFunction - Filter.esp by putting it in my data folder and merging it in the bashed patch ?
    1. forli
      forli
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      Nope. The "safe cloning function" is defined in MigMaster.esm. The filter esp only alter the scripts to make use of that function.
    2. bevilex
      bevilex
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      ok, thank you forli
  7. forli
    forli
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    Great work! Why didn't you merged this in Fundament to create a unique, big "library" with all common functions and resources to speed things up for modders?
    You could include many useful functions like:
    - Min {float v1, float v2} >> float
    - Max {float v1, float v2} >> float
    - Trim {float val, float min, float max} >> float
    - IsBetween {float val, float min, float max} >> short/boolean
    - Exec { String stringVar, Short runOnRef, Short debug } >> float(you know when you need to clear a variable, use RunScriptLine and check the result?)
    - ExecRef (as above, but to get ref. optionally, some filters can be applied: if the reference doesn't pass the test, then it's not a valid reference).
    - ... more ideas
    1. miguick
      miguick
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      I don't want to add new stuff to Fundament, I'm afraid I'd break it and wouldn't be able to properly support it. Best to keep tejon's work as is and just iron some nuisances away when I find them.
      And I don't really have much time for modding... these I thought years ago and just pushed for release since I figured those miscellanea mod's features were getting too unwieldy without something like the actor identifier. It might be time to split it up anyway.
      As for your ideas... aren't the first ones what you use < or > comparison operators for? Not sure I understand the others.
    2. forli
      forli
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      They are all little functions, some of them only 4-5 lines, but sometimes we need to type those lines very often, and every mod which need them use it's own function.

      Min and Max compare the 2 values and return the min.
      With trim, we can pass a value and the min/max bounds. The return is the given value if within the bounds or min/max if it's below min/above max.

      As for Exec and ExecRef, in HSBE and DMS I often need to do
      Set somequest.someref to 0
      RunScriptLine "Set somequest.someref to <somecommand or expression>"
      Set someref To somequest.someref
      if <someref has requirement 1>
      if <someref has requirement 2>
      ...
      <use someref>
      ...
      endif
      endif

      Quick function (return 0 if actor doesn't match):
      Let someref := Call ExecRef "<somecommand or expression which return a ref>", "<actor identifier list>"
      if ( someref )
      <use someref>
      endif
    3. miguick
      miguick
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      I could add those simple mathematical functions if you want them then. The exec ones, I'm not sure how it would be handled, and in those cases wouldn't it be better to leave it to the modder in his own mod to determine EXACTLY how he wants to check a ref? The actor identifier lists here is handy, but I don't think it covers every possible case imaginable.

      ... actually another idea I had was for this mod to handle disabled/enabled controls and keys, so other mods wouldn't try to override those with their instructions and instead would ask the master for a "ticket" to have a key/control disabled or enabled. But alas, unless I went patching every single mod that alters controls, nobody is going to use that And besides, hasn't something like that been designed before?