Sunday, August 25, 2024

Quick edit about ODOS bookcase

As I am working on Arborwatch Reimagined, I've been doing way more testing on bookcases. And I've looked deeper at scripting documentation. 

Oblivion stores child references in no particular order when loading the cell, which means that book markers will be selected at random when placing books. So right now, there is no way to sort books on bookcases... :(

That's just the way it is, but I don't think it is a big problem except for personal OCD, lol. You can always just activate the bookcase to look for specific books on that piece of furniture. 

And if you are making a library using filtered book markers, then you can sort it any way you like!  

I've updated the ODOS documentation about this new info.

Bug fixes, and teaser for Arborwatch Reimagined!

 This has been a busy week, especially last weekend, after I released ODOS. 

I discovered TONS of bugs as soon as I released it, which meant a whole bunch of updates on Nexus. I am more confident now that it is at least fully functional.

There are still a few typos to fix (like the dagger displays showing "Longsword"... oops), but I'm waiting on that one until I have a few more things to fix before doing an update.

Arborwatch Reimagined

Meanwhile, since several people asked for it, I am making a showcase house mod, so that people can load it up in the CS and see how everything is set up. However, what started off as a quick thing has turned into a full blown overhaul of Arborwatch... which I am planning on releasing as soon as it is done.

Here's a little teaser of the sitting area of Arborwatch Reimagined!


Arborwatch Reimagined will be using ODOS to get tons of displays and bookcases. And all the decoration in the house will use Dynamic Static Objects, which means that as you bring back random loot, the house will progressively get more and more decorated! 

You may actually go and shop for cups and plates for once! Or just steal them, I wont judge, but the gods will...


Some of the changes to Arborwatch are:

  • Full kitchen where the dining room was

  • Dining room moved near the window 

  • Cozier sitting area with displays and fireplace 

  • Bedroom upgrade changed to Study and Library, with added enchanting and spellmaking

  • Overhauled Suite with more storage and mannequins

  • Added a new upgrade: basement. It will have more displays, and maybe a vault that shows wealth? (Still deciding on that)

 I'll be thinking of more things to add, but I don't want this mod to take too long, because I do want to get to my Big Mod, SoCV!

Saturday, August 17, 2024

ODOS 1.0 Release

 Here we go! ODOS is released! It should be bug-free, but I'm sure some things will pop up as people use it.

ODOS

Have fun with it and give it some love!

Thursday, August 15, 2024

Back on schedule! Release is soon!

 Okay, so after the massive disappointment I had with the broken script so close to release, I felt pretty down. I took a little time off to try and get back to it with a fresh mind.

Fast forward a little time, and after working on a new approach, I am glad to say...

The mod is working again! And this time on every machine! 

And what is more, there is very little change as far as the documentation goes (the tutorial videos will still need to be remade, but that will be later). 

So here are the changes. As I said before, I used the function "GetEditorID2" as a way to tag objects for my scripts. I used it in the quest script that froze items in place, as well as the Advanced Positioning for displays. However, it didn't work on either my brother's computer, or my clean Oblivion install. I just had to replace it. 

So to avoid it entirely, I made it that every display now freezes its own display item. I tried to avoid that before, because having too many scripts running at once could potentially cause some performance issues, but given my stress test video, which had 1000 scripts running at once and the game was fine, I figure that there shouldn't be much trouble at all. 

And second, the Advanced Positioning of displays had to change slightly, since I used GetEditorID2 function to find the "ODOSPos" tag to place the object precisely. I replaced that with a check for if the display item is a Persistent Reference. Filter items parented to displays do not need to be Persistent References to work, so when you want to use the Advanced Positioning, simply mark the filter item you are using as the placement object as Persistent, and it will work. Easy!

The rest of the mod still works just fine. I did discover a small quirk with the collection system that I will be putting into the documentation. Namely, that if you have displays in a room that the player hasn't visited yet, then some portions of the script on the displays won't have triggered yet, causing some issues with the auto-placement from the ledger. So I made it a requirement that for a display to appear in the ledger list, you have to visit the cell at least once, then it will be there. It sounds a little weird, but I figure that people would be visiting those cells before activating the ledger anyway, so it is fine. 

So with all that said, all I need to do is update the documentation on this website with the changes, and I am on track to release! I will work my way through a new set of tutorial videos for those that need visual guides instead of written ones, but that is coming!

It feels good to have it working again, and I'm excited for release!