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 Post subject: Francesco's Calipers
PostPosted: Sun Oct 04, 2015 8:06 am 
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Apprentice
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Joined: Wed Aug 22, 2012 11:20 am
Posts: 118
Location: Australia
ES Games: Skyrim, Oblivion, Daggerfall
Platform: PC (GOTY Oblivion)
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This was posted at the Work is Never Done wiki talk page before being (rightly) slashed as to its relevance to the base game.
Quote:
Having amassed a small collection of calipers for Tove and then finding out he was not interested in any was a shock. Using the FormId Finder and ALT-Right clicking these calipers in inventory revealed they were from Francesco's Levelled Creatures & Items. Even with the calipers begone spell, the mod appears to have almost completely obliterated vanilla calipers from the game, making completion of this quest near impossible.

The Francesco items happen to be the same in appearance in every way to the vanilla ones. The Calipers Begone mod is fine, but what about a little more? Either a complete rename or a complete removal of the aforesaid calipests. :shock:

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 Post subject: Re: Francesco's Calipers
PostPosted: Tue Jul 24, 2018 12:57 pm 
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Apprentice
Apprentice
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Joined: Wed Aug 22, 2012 11:20 am
Posts: 118
Location: Australia
ES Games: Skyrim, Oblivion, Daggerfall
Platform: PC (GOTY Oblivion)
Status: Online/Offline & hanging off/on the line
Other Profiles: Steam
UESPoints: 0
Is it worth a necro just to say I actually spoke to the man!.
Here it is just in case the old forum dies:
Quote:
No, it's really a bug. I have no idea why calipers but that's what Francesco used. They aren't vanilla calipers, they're a special scripted item that gets added to the inventory of chests and npcs and then a script is run on the item to add Frans' items. Bizarre I know, but ideally it works and the script fires before you even see it working. Except when it breaks..

As for the vanilla ones, still looking- and will post back when one is found! :)

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