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HeX_0ff
Posted on: Feb 7 2010, 05:18 PM


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Thanks for the recent crop of bug comments. A couple of new ones there which is handy. Rc2 is coming along nicely, though I'm moving house at the moment so I might not be around for support for the next few days.
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HeX_0ff
Posted on: Feb 5 2010, 10:47 PM


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It's not too hard to fix. Uv only changes one setting to do with the camera - though I forget which one and I'm not at my machine. Anyway, open up the editor (you'll need to open it with obse enabled) then go to file -> data and select UV. Hot more details then scroll through the list of changes till you find the GAMESETTING that edits the camera. Select it and press D to delete it. Then open UV in the editor as the file to edit and save.

That'll undo the edit.

Or you could modify the INI file, and change that setting back to whatever the default was when UV loads.

HeX
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HeX_0ff
Posted on: Feb 3 2010, 08:00 PM


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From the FAQ in the main page (first question):

Q: I can't work out how to dual wield.
A: I missed a subtitle in the Readme which makes this a little hard to find. That's now fixed in the OP on the official Bethesda forums thread and on the Nexus project page, but not in the main readme. For reference here is the offending line:
- To toggle a weapon to/from offhand mode, in game mode, press and hold block, press and hold the UV modifier key and tap the UV attack key.

HeX
  Forum: Uploaded Files · Post Preview: #1562236 · Replies: 1711 · Views: 5572

HeX_0ff
Posted on: Jan 27 2010, 02:35 PM


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@Ezraeil

In that case your UV modifier key isn't registering. Try changing it to something else. For testing purposes, use a 'normal' key like 'b' or something istead of a special one like shift or alt.

HeX
  Forum: Uploaded Files · Post Preview: #1547381 · Replies: 1711 · Views: 5572

HeX_0ff
Posted on: Jan 27 2010, 01:15 AM


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@Those of you having trouble switching weapons:

One common issue is if you've remapped your block key. UV really doesn't like that.
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HeX_0ff
Posted on: Jan 26 2010, 03:26 PM


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@commanochris

Are you trying to do it in inventory mode, because that doesn't work. You need to be in game mode.

@theduke
just disable UV's shield on back fincyion and use the other one instead. You'll have no compatibility issues.

HeX
  Forum: Uploaded Files · Post Preview: #1544922 · Replies: 1711 · Views: 5572

HeX_0ff
Posted on: Jan 24 2010, 04:15 PM


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First a general point for everyone. The new version of UV will finally be able to dispense with the painful and buggy FFP mode, which will clear up a large number of the inherent issues.

@serphyx. That's a known bug. check the FAQ for details and a workaround.

@akayo. That's not an issue I know about I'm afraid.

@InsaneMarkus & Kyle. You CAN use supreme magicka and UV together. You have to edit the Supreme Mgicka INI to chose no poison/levitation spell effects. It used top be a separate ESP but has been INI-ified in the latest version.



  Forum: Uploaded Files · Post Preview: #1540018 · Replies: 1711 · Views: 5572

HeX_0ff
Posted on: Jan 19 2010, 11:45 AM


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in a word. No wink.gif It's a dirty hack for the player - i wouldn't want to apply it to NPCs

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HeX_0ff
Posted on: Jan 18 2010, 09:18 AM


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No it's not abandoned. The original beta took 18 months. RC2 is currently six months into development, but I've only actually been working on it for about three of these as RL keeps me pretty busy.
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HeX_0ff
Posted on: Jan 14 2010, 02:31 AM


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@RR

you shouldn't have had to copy and paste anything - just change that final 0 to a 1...

HeX
  Forum: Uploaded Files · Post Preview: #1516181 · Replies: 1711 · Views: 5572

HeX_0ff
Posted on: Dec 13 2009, 12:53 PM


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Thanks for this sirandar.

I'll put a link to it on the main UV page.

All the best,

HeX
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HeX_0ff
Posted on: Dec 8 2009, 08:16 PM


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@tamix

I'll release RC2 when *I'm* ready to release it.

I don't need to make excuses. This is a hobby - that means I do it when I have some free time to work on it, and only if I choose to spend that time on it. It is not my job. It doesn't pay my bills, and it certainly isn't the most important thing in my life. Being petulant isn't going to make me work any faster - if anything it's just going to discourage me.

RC1 was in development for 18 months before I even mentioned it in the forums. I have less free time this year than I had last year as I have more of a family than I used to. I haven't stopped working on it, but I simply cannot put in the regular 8 hours a night I worked on it for large parts of last year.

I can't just "relase what I've already fixed", because RC2 is more or less a colplete rewrite. Many of the bugs associated with RC1 are pretty fundamental, and have taken a long time to iron out. New features are embedded as I go along.

Also, my animators are in the same position as me. They have other things to do. UV is not the completely solo project it once was, however, in essence, it remains *my* project and *my* hobby.

So just to be clear. I haven't given up on it, but it's a lot of work and it takes time to get it right. You clearly have no idea of the algorithmic complexity involved, so in the mean time if you don't like it, or you're too impatient to wait for the update - don't use it. I really don't care about you or your game.

HeX
  Forum: Uploaded Files · Post Preview: #1442690 · Replies: 1711 · Views: 5572

HeX_0ff
Posted on: Nov 29 2009, 11:53 PM


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@bob

Okay, try this:

Open the console ant type:

set ptDWConfigQuest.doonce to 0

the hit enter and type this:

startquest ptDWConfigQuest

that should force the setup to rerun. the in game instructions only replicate some of the readme in a book, so they're not that important really.

As to what you can do? most of it is dependant on skills and INI settings. you can't just pull off all the moves straight away... The requirements are covered in detail in the readme.

HeX

@trailer clamourers.

patience is a virtue wink.gif
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HeX_0ff
Posted on: Nov 29 2009, 01:56 PM


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@lycante. Yep it's a known bug. Worry not, it'll be fixed.

HeX
  Forum: Uploaded Files · Post Preview: #1424952 · Replies: 1711 · Views: 5572

HeX_0ff
Posted on: Nov 28 2009, 04:03 PM


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@jen

that's most likely related to the weapononback function. switch that off in the INI and the problem should go away.

@mattsyBoi
check the FAQ on the nexus description page. this issue is covered in detail, along with how to fix it.

@zeth
just disable FFP mode and the problem will go away. it's a slight problem with the FFP script in this version. Sometimes enchantments don't seem to get restored properly.

@Raph
there would be less blood if you just don't use the additional blood mod that I recommended. By default UV has no more blood than the default game.

@jnorton
look in the FAQ at the bit about hotkeys going mad. there's a fix for your problem.
  Forum: Uploaded Files · Post Preview: #1423202 · Replies: 1711 · Views: 5572

HeX_0ff
Posted on: Nov 26 2009, 12:32 PM


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@z3nb4st4rd

This is probably related to the hotkey tracking stuff, though I've never experienced it myself and have been using the mod in one form or another for a couple of years. Try the following solution from the FAQ - it may well be adaptable to your problem:


Q: My hotkeys are going crazy and hammering when I press them / hotkey mod xxx is broken now.
A: Known bug. Will be fixed for the next release. For now, disable FFP in the INI, Disable weapon on back in the INI, Disable Bow Autoswitch in the INI, open the console and type 'StopQuest ptFakeFirstPersonQuest'

@Captain Radish
Shields don't go to the back - just weapons. It's a hangover name for something I was trying to achieve, but the current version of nifscript can't do it yet. Once that's fixed that feature will be included properly.

@kettchup
If other OBSE script mods are giving you trouble then I doubt its anything specific to this mod. I'm sorry that I can't come up with a sensible solution. I'm sure you've tried this, but have you ensured the location of the OBSE files: Oblivion folder, *not* data, and been sure to copy all of them accross and not just the launcher?

HeX
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HeX_0ff
Posted on: Nov 25 2009, 06:38 PM


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@kettchup and megacheese

Okay, try this:

Open the console ant type:

set ptDWConfigQuest.doonce to 0

the hit enter and type this:

startquest ptDWConfigQuest

The menus should appear within five seconds. If they don't then something has gone wrong with your installation somewhere.

HeX
  Forum: Uploaded Files · Post Preview: #1417806 · Replies: 1711 · Views: 5572

HeX_0ff
Posted on: Nov 25 2009, 07:10 AM


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@kettchup

i'm not at home right now but when I get back later i'll look up the console command you might be able to use to force the mod to initialize. Basically we'll force the setup script to run (I just can't remember the name of the correct script off the top of my head).

It does sound like you're doing everything correctly, so why the mod isn't initializing at all is a bit of a mystery.

HeX
  Forum: Uploaded Files · Post Preview: #1417077 · Replies: 1711 · Views: 5572

HeX_0ff
Posted on: Nov 23 2009, 03:51 PM


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@longprong.

All you need to ensure is that the UV patches are installed *after* the mods they're patching. All they do is replace meshes for certain items (and are only needed if you use FFP mode). There are no associated esps.

Certainly you could include them in the UV omod safely, as there's no conflict between the stock UV components and those patches.

HeX
  Forum: Uploaded Files · Post Preview: #1413808 · Replies: 1711 · Views: 5572

HeX_0ff
Posted on: Nov 22 2009, 12:48 PM


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@squirrel

Left handed attack - that's when you have dual wielding and press just the UV attack button and a direction. You'll do stuff with just your left hand - so it'd look okay if you had the shield on the other hand. Originally those attacks were going to be a direct mirror of the normal right handed attacks, but it turns out mirroring an animation is virtually impossible - and something animators just don't bother to mention...

@Aeolius

Um yeah - sorry, I forgot to answer this one. OBXP is currently only sort of supported. It only occasionally registers kills. Since the new version of OBXP was released there's now a system in place that makes it much easier to register such things, so the next version of UV will support it properly.

HeX
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HeX_0ff
Posted on: Nov 21 2009, 07:28 PM


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@Squirrel

yes it's incredibly difficult. Animations are difficult things to mirror because of the rotational nature of how they're stored - as I found out. And the engine really forces you to be right handed. There is no practical solution except the one i've suggested of having a one handed weapon using a shield mesh and using the left handed UV attacks.
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HeX_0ff
Posted on: Nov 21 2009, 03:46 PM


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@lonewolf

it still sounds like you're not performing the key combination correctly (or you've changed your keys in such a way that it doesn't work properly - the only instance of which I'm aware of being if you try to change RMB from block to UV attack).

Just to clarify - for a forward DW power attack wich is a flipping jump forward attack, press and hold forward, then press and hold the UV attack button then press and hold LMB.

you should end up holding all three buttons and the separation between the others should be momentary.

@kettchup

most likely is that you're not using OBSE, you should be launching the game from the OBSE launcher. you may well have to clean save if you've tried to start the mod without OBSE installed as it might have tried to set up and failed.

@squirrel
Sorry, there's no way for your character to wield a single weapon in your left hand. The engine simply won't allow a weapon to be shown just in the left hand. To hold a shield shield in your right handand a weapon in your left the only thing you could do is create a weapon that looks like a shield and use that in your right hand. Nifscript doesn't give me the ability to change a shield into a weapon in realtime, so you'll have to make on yourself. I'm afraid its really to niche a requirement for me to spend a lot of time on.

@forli
The dual wield keys are done that way on purpose. I've worked hard to minimise the number of keys required for UV. enough people complain at three! The way its designed (because OBScript isn't an object oriented language) it's only really possible for me to create one offhand weapon at any given time (especially as the current version of nifscipt isn't very good at cleaning up after itself). Thus we have a system where a key combination creates an offhand weapon. You can however still switch it about in your inventory with shields etc. I'm sorry, but there's no way to modify the weapon in menumode - it has to be in gamemode for nifscript to work properly, so you'll never be in a situation where you can create offhand weapons in your inventory.

HeX

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HeX_0ff
Posted on: Nov 20 2009, 11:24 AM


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@kl055

basically no. You'll have to edit a lot of code if you want to replace them. The hit timing and positioning is all hard coded into the mod for each animation, both for you and NPCs. that's why the names are obfuscated in the first place. It's a requirement of the UV engine which necessarily works differently to the normal game one and thus doesn't support replacement as easily.

If you want to edit them that's up to you, but I won't be instrumental in breaking your game. you'll need to read the scripts to find the necessary information and do some maths.

HeX
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HeX_0ff
Posted on: Nov 18 2009, 03:32 PM


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@lonewolf

Switching off the armour damaging in the INI won't fix it unfortunately. it's a more fundamental error than that, since that's just a multiplier.

to pull off the dual wield attacks, tap the UV attack key just a split second before tapping the normal attack key (they must both be held down together). it takes a little practice to become proficient at it, but it'll be second nature in no time. The savage jumping attacks mostly require a very high blade/blunt skill if i remember correctly, it takes blade/blunt 100 and a forward UV power attack - in fact I believe most of them are accessed in the same way as the UV double weapon attacks that you're having difficulty pulling off. That's probably why you're not seeing them.

HeX
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HeX_0ff
Posted on: Nov 18 2009, 11:18 AM


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The removal of all-in-one type armours with UV attacks is a known bug. It happens because of the code that allows you to damage specific parts of people's armour (in the non all-in-one sets) using location aware attacks. I fixed the script ages ago for the new version, but that's not in any kind of state to release right at the moment. It is indeed possible to fix by changing the biped slots to be just one, though that's a tedious process. Fine for vanilla, where all you have to change is the arena, DB, golden saint and dark seducer armours, but a bit more of a problem when you get into other mods like FCOM... Far preferable is just to correct the script.

I'll try to release a hotfix over the next few days to cover a few of the nastier and more obvious bugs, including that one.

HeX

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