What is meant by persistent and non-persistent? Additionally when used on objects I know I have replaced the mesh for with a different mod it still reports it as being 'Oblivion.esm' - is this not working properly or am I doing something wrong?
Oblivion, the incomplete game. I just realized this week by using Refscope to check out some fish meat from Unique Landscapes that ingredients can be tagged as food items, that it is built into the game engine. So the vanilla game is full of boxes and sacks and barrels that have potatoes and leaks and venison in them, and you think that their only use is to practice Alchemy skill if you have it as mayor skill, that they are just more ingredients that only give you Restore Fatigue. NO! They are actually tagged as food items! There is a system begun during development to make the player eat. And of course it was taken out, or rather never finished.
"The ai system was so advanced we had to take it out from the finished product because the NPCs were messing up with the quests" yeah right, bullshit. You delivered a non finished game to the market.
Oblivion is a finished game though, just because a few features got cut doesn't mean that the game is incomplete, and the original AI for NPCs pretty much broke a lot of quests with NPCs constantly comitting crimes and dying.
The player can eat aswell.... That's in the game.....
Late to the party, but that's silly, the "food system" is finished for what it was intended to do, and this "system" is really just a flag for the npc's AI packages to know what is food and what is not, so they can pick it up and eat, and not eat the damn alchemy ingredients on the table instead of the sweetroll that spawned or the poisoned apple you dropped.
There is also a distinction between potions and beverages, which some survival needs simulation mods use, and guess what? same explanation! :)
Mazoga the Orc can steal food if you leave it in a specific chest because her Responability is 0. She won't steal anything except for food to eat it right away
The first page shows all the relevant information including reference ID (if applicable) and the base ID. The screenshots here can a bit difficult to decipher how exactly they are being used because there is no screenshot for the basic npc page (Npc details is an option on the first page that you use, among others) that shows the ref ID and base ID; and, the screenshot for the armor and alchemy apparatus appears to be from an inventory menu, as it has no ref ID on the base page. When these items are placed the world and refscope is used, the ref id and base id will appear.
As for the actual controls on how to use it, it's listed in the description:
A must-have when running multiple mods (you can easily find what item, is from what mod), pack-rat (color coding for respawnable, and non-respawnable containers), and a "discerning thief" (you can speedily check contents of locked containers, and living beings). Thank you. Endorsed.
I have Pluggy installed, and after logging a few things, I can't seem to find the file in either /Oblivion, the Overwrite folder of MO2, or the mod folder for RefScope.
With ConScribe the log is in the /Data/ConScribe Logs/Per-Mod/ folder. RefScope.log.
The readme says Pluggy logs are named RefScopeLog.txt, and is located in your My Documents\My Games\Oblivion\Pluggy\User Files . I don't use Pluggy myself.
How do you change the refscope key? I don't see an ini file any where in the download. I really need to change the key from x because I am using enhanced hotkeys.
There is a readme in the download. It says "Right-clicking the RefScope spell in your spell list will open the configuration menu. From here, you can configure RefScope's hotkey and logging features.".
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I just realized this week by using Refscope to check out some fish meat from Unique Landscapes that ingredients can be tagged as food items, that it is built into the game engine.
So the vanilla game is full of boxes and sacks and barrels that have potatoes and leaks and venison in them, and you think that their only use is to practice Alchemy skill if you have it as mayor skill, that they are just more ingredients that only give you Restore Fatigue. NO! They are actually tagged as food items! There is a system begun during development to make the player eat. And of course it was taken out, or rather never finished.
"The ai system was so advanced we had to take it out from the finished product because the NPCs were messing up with the quests" yeah right, bullshit. You delivered a non finished game to the market.
The player can eat aswell.... That's in the game.....
There is also a distinction between potions and beverages, which some survival needs simulation mods use, and guess what? same explanation! :)
https://www.nexusmods.com/oblivion/mods/16704
https://www.nexusmods.com/oblivion/mods/50892
It has a different scope, but is interesting enough.
As for the actual controls on how to use it, it's listed in the description:
unfortunately I can't seem to make it work. no idea what I'm doing wrongFOLLOWING DIRECTIONS! my 10th grade teacher always said it'd get me someday!Thank you.
Endorsed.
I have Pluggy installed, and after logging a few things, I can't seem to find the file in either /Oblivion, the Overwrite folder of MO2, or the mod folder for RefScope.
The readme says Pluggy logs are named RefScopeLog.txt, and is located in your My Documents\My Games\Oblivion\Pluggy\User Files . I don't use Pluggy myself.
No idea if logging works with MO2.