Firstly, I have moved on from Oblivion modding a while ago. I've been focused on other projects, mainly for Daggerfall Unity and Morrowind. I thus do not plan on updating this mod.
Finally, just a note seeing that Oblivion Remastered is out and there has been interest shown in porting my mods. Once, and if, official tools exist to mod Oblivion Remastered, I may be interested to port my Oblivion mods. For this reason, please do not make ports of my Oblivion projects. I'd prefer for it to be done with official tools. Thanks!
The mod is functional, I've been using it for years. No AI voice. The mod adds more articles for you to read, its mostly about your own exploits/quest you did. It integrates well into the game.
Love the mod, much needed additions to the BHC even as old as it is. I've retextured all x49 broadsheets in 1k here :)
Recommended mod, it works perfectly well no bugs for me. I did have some notes on it though: -ESP needs cleaning with tes4edit (easy one click with quick clean) -Articles are written as if player was male (when gender is mentioned such as in the Sanguine quest and Arena broadsheets mainly, most others don't refer to gender) even arena champion titles that are only available to female players (changed each one for personal use in the construction kit to "they" a bit of work going through dozens of sheets but worth it for my personal immersion) -This one is due to other mods I am running with it (Mages Guild and Arcane University overhauls) a floating broadsheet in the Arcane University Mage's Quarters (couldn't disable with console) That caused issues with pathing for myself and NPCs in the cell (it was static so it was easy to walk into) was an easy enough fix I just removed edits to the cells in tes4edit
...and to those I'd say: people, clean your mods with Tes4Edit, always (unless mod author specifies against it, and even then taking their words about "intentionl ITM" with a pinch (a shovel, really...) of salt....
Hello, I get the following errors in MessageLog: 2018/09/19 18:24:38 [00516FA5] [WARNING]Script 'BHCExpandedStartScript', line 206: failed to evaluate expression. 2018/09/19 18:24:39 [00516FA5] [WARNING]Script 'BHCExpandedConditionCheckUpScript', line 205: failed to evaluate expression. Anyone knows what the issue with the scripts may be?
LuxDivinity wrote: Hello, I get the following errors in MessageLog: 2018/09/19 18:24:38 [00516FA5] [WARNING] Script 'BHCExpandedStartScript', line 206: failed to evaluate expression. 2018/09/19 18:24:39 [00516FA5] [WARNING] Script 'BHCExpandedConditionCheckUpScript', line 205: failed to evaluate expression. Anyone knows what the issue with the scripts may be?
I have the same error. You didn't copy-paste the line above those, which is our clue: "syntax error". That means there is a problem with how the code is formatted, like a typo. "line xxx" helpfully tells us where the problem is in the script.
Those are BHC's only two scripts. So looking at them in TESCS we see this: for 'BHCExpandedStartScript', line 206: failed to evaluate expression."
;---------MAGES GUILD ARTICLES
if GetStage MG15Helm >= 10 MGBrumaMagesGuild.enable endif
if GetStage MG12Gate >= 10 MGNecromancersontheRise.enable endif
Fixing this should only be a matter of correcting those mistakes in TESCS. Load the black horse esp, don't set it as an active file, correct the mistakes and save as a new esp. It should be set right after black horse courier in the load order. (We are making a new esp just in case this breaks something else, so we can disable it easily. You never know with code)
Edit:Tried the above, didn't work. It's odd, I can't see anything else there that could be a syntax problem.
As for what these scripts do, I think they stop certain news articles from appearing after the player has progressed questlines past a specific stage. So the errors are actually totally harmless in terms of gameplay. To test this... well we have to do those quests and figure out where and when those specific articles appear :tongue:
On a side note, this mod wasn’t updated in more than 12 years, BC is still in active developement and has since been modified contless times. Uncut is rather new compared to them so stuff might go wrong. Your best bet (or anyone’s) is to test the mods together and see if they play nice with each other. There’s rarely, if ever a setup ( of mods, settings etc) that’s even remotely similar to another. One mod/setting can change everything.
Would you be willing to make a version that -only- adds new articles to recieve from couriers, one without custom assets / quest or dialogue entries, and just adds more variety to articles you get when talking to couriers?
If there is no topic available with Umbacano, first make sure you don't have an Ayleid statue in a chest somewhere. Deliver the statue, then the topic will appear.
Hi, Not sure it is inside BC. There is a gold horse courier in BC (delivery jobs) but I can't see a replacer for this mod...unless I am missing something. Vorians in the BC thread in 2015 after getting a request to include it stated
"Based on the description, this would not be suitable for integration, it primarily makes edits to vanilla content which BC does not touch and has no need to touch. The only potential conflicts I can predict would be the notice boards which the mod description states have been added to the cities. I have no idea whether there would be a conflict with these or not."
Ah, I think I remember now. I tried to use them both a long time ago. The only problem I saw was that some npcs got stuck on their way when they met the notice boards on their path... However chances are that it solves itself while the player is away - not sure though.
It's a nice idea, but I was being given articles about stuff I hadn't even done yet - for example, I found an article about the massacre at Summitmist Manor long before I got to that quest. Also, the grammar and spelling mistakes in several articles turned me off, I'm afraid.
70 comments
Firstly, I have moved on from Oblivion modding a while ago. I've been focused on other projects, mainly for Daggerfall Unity and Morrowind. I thus do not plan on updating this mod.
Finally, just a note seeing that Oblivion Remastered is out and there has been interest shown in porting my mods. Once, and if, official tools exist to mod Oblivion Remastered, I may be interested to port my Oblivion mods. For this reason, please do not make ports of my Oblivion projects. I'd prefer for it to be done with official tools. Thanks!
Recommended mod, it works perfectly well no bugs for me. I did have some notes on it though:
-ESP needs cleaning with tes4edit (easy one click with quick clean)
-Articles are written as if player was male (when gender is mentioned such as in the Sanguine quest and Arena broadsheets mainly, most others don't refer to gender) even arena champion titles that are only available to female players (changed each one for personal use in the construction kit to "they" a bit of work going through dozens of sheets but worth it for my personal immersion)
-This one is due to other mods I am running with it (Mages Guild and Arcane University overhauls) a floating broadsheet in the Arcane University Mage's Quarters (couldn't disable with console) That caused issues with pathing for myself and NPCs in the cell (it was static so it was easy to walk into) was an easy enough fix I just removed edits to the cells in tes4edit
- name: 'BHC_Expanded.esp'
dirty:
- <<: *quickClean
crc: 0xC73A3567
util: '[TES4Edit v4.0.4](https://www.nexusmods.com/oblivion/mods/11536)'
itm: 2
udr: 12
clean:
- crc: 0x59CE1FF4
util: 'TES4Edit v4.0.4'
2018/09/19 18:24:38 [00516FA5] [WARNING]Script 'BHCExpandedStartScript', line 206: failed to evaluate expression.
2018/09/19 18:24:39 [00516FA5] [WARNING]Script 'BHCExpandedConditionCheckUpScript', line 205: failed to evaluate expression.
Anyone knows what the issue with the scripts may be?
I have the same error. You didn't copy-paste the line above those, which is our clue: "syntax error". That means there is a problem with how the code is formatted, like a typo. "line xxx" helpfully tells us where the problem is in the script.
Those are BHC's only two scripts. So looking at them in TESCS we see this:
for 'BHCExpandedStartScript', line 206: failed to evaluate expression."
Woops! " should probably read
The other script has a similar error:
Fixing this should only be a matter of correcting those mistakes in TESCS. Load the black horse esp, don't set it as an active file, correct the mistakes and save as a new esp. It should be set right after black horse courier in the load order. (We are making a new esp just in case this breaks something else, so we can disable it easily. You never know with code)Edit:Tried the above, didn't work. It's odd, I can't see anything else there that could be a syntax problem.
As for what these scripts do, I think they stop certain news articles from appearing after the player has progressed questlines past a specific stage. So the errors are actually totally harmless in terms of gameplay. To test this... well we have to do those quests and figure out where and when those specific articles appear :tongue:
BUGGED MOD
+++++++++++++++++++
Don't use this: if you truly wish to use it use the version inside BC (but you can use that one only if you use BC)
Not sure it is inside BC. There is a gold horse courier in BC (delivery jobs) but I can't see a replacer for this mod...unless I am missing something. Vorians in the BC thread in 2015 after getting a request to include it stated
"Based on the description, this would not be suitable for integration, it primarily makes edits to vanilla content which BC does not touch and has no need to touch. The only potential conflicts I can predict would be the notice boards which the mod description states have been added to the cities. I have no idea whether there would be a conflict with these or not."
Whether this mod is buggy or not I cannot say...