Oblivion
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GOOGLEPOX

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GOOGLEPOX

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11 comments

  1. GOOGLEPOX
    GOOGLEPOX
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    I'd like to create more integrations with BOS so I'd welcome any and all ideas!
  2. Ryokyun
    Ryokyun
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    Just stellar. I absolutely adore and commend your care and enthusiasm for this project, amazing implementations and support, made me discover new mods I didn't know I wanted. One question, however, which I also asked on the original OCRAFT mod page:

    "are the stations added/replaced by OCRAFT Integration.esp compatible with major mods that change up external vanilla locations like Better Cities or Unique Landscapes? It would be okay if, for example, anvils added by such mods weren't converted into their OCRAFT versions, I am mostly concerned about stations being placed out of bounds simply because one of these two mods placed a whole building there."

    Thank you for your dedication and hard work!
  3. rochndil
    rochndil
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    OK, second issue. Unlike Skyrim, there aren't many locations (that I'm aware of) that have crafting stations of any kind present. SO, I would like to
    modify the resources distributed by Legion Occupied Forts to make these stations usable (and convenient). But, it no worky. I've tried the following statement both under the Forms heading and by adding the References heading, without success. Have I got the syntax wrong, or is it just impossible to change items placed by ESPs?

    0x248FA~Legion-occupied Forts.esp|0x824~OCRAFT.esp

    In theory, this should make the Anvil added by LOF into an OCRAFT activator anvil, just as the previous statement did for the Oblivion.esm Anvil01 static.

    Rochndil, who has always found the syntax of the various swap programs incredibly confusing...
    1. GOOGLEPOX
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      Very interesting. I initially tested this out myself and ran into the same issue. I played around with different swaps and the Anvil would swap to a potato, but not the OCRAFT anvil. After a couple hours of debugging I wound up completely rebuilding the .dll from scratch and now it works.

      Try and download the latest BOS upload.

      Here's a screenshot showing it swapped as expected

      And the smelter swap for good measure
      
  4. rochndil
    rochndil
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    Good afternoon.

    I'm struggling with this mod, initially because Wrye Bash refuses to install it properly. It insists on putting the INI files in the Data folder, ignoring the BaseObjectSwapper directory, despite me changing flags around and stuff. When this happens, BOS can't see the files and therefore does nothing. I can (and did) install this manually, and that at least gets the log working and showing activity. I'm not sure why Bash is so insistent about ignoring that directory.

    Now I need to move on and try to get the additional swap I want working. Progress!

    Rochndil, who is trying to swap some statics to activators...if that's possible.
  5. Minghas
    Minghas
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    Would it be possible to integrate Maskar's Oblivion Overhaul? One of its features replaces certain tools, namely pickaxes and shovels, to a MOO version, which breaks some mods who require a vanilla pickaxe (for example, Feldscar). 
    1. GOOGLEPOX
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      It's possible but not something I'll be doing on this page. 
  6. ChiefInspectorBeandip
    ChiefInspectorBeandip
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    Wow, I didn't realize BOS was even possible in Oblivion. Thank you very much for the port and this mod!
    1. GOOGLEPOX
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      Yeah it's possible but currently hidden. The port works and swaps objects as expected but due to the function I hooked into it runs more often than necessary and causes lag. I'm trying to find a better function to hook into to fix the lag at the moment and then will make the mod public again.
    2. ARavenOfManyHats
      ARavenOfManyHats
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      I eagerly await and wish you luck. You talked to Ilde about it at all?
    3. GOOGLEPOX
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      It's now back up! The logic now only runs at startup and all performance issues have been fixed.