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demni

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  1. EDIT: I have found a solution. Instead of using the NSUtR - RRR patch available at http://www.nexusmods.com/skyrim/mods/53549/?, use Neovalen's patch available at http://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition#No_Snow_Under_The_Roof. Also order the patch plugins according to his order in the merged plugins section (RRR, then CRF). Hope this helps someone.
  2. When i use the available compatibility patches (NSUtR - CRF and NSUtR - RRR, both third party), I get an overlapping Nightgate inn in at Heljarchen which can't be entered. Is there a patch i'm missing, a load order change, etc? Otherwise can somebody make a patch for these three mods? The cell is (0,0) -> (2,1) -> NightGateInnExterior Cutting Room Floor: http://www.nexusmods.com/skyrim/mods/47327/? No Snow Under the Roof: http://www.nexusmods.com/skyrim/mods/51188/? Realistic Room Rental (Perseid's Inns and Taverns), Enhanced version: http://www.nexusmods.com/skyrim/mods/25029/? Thank you!
  3. pretty psyched about 3.0! let us know how its going if you've got the time.
  4. This is an ancient post, but I'll post in case someone stumbles across this with the same issue. I was having the same problem and eventually ended up uninstalling OCR, but I am going to try it again. I would be suspect of Crowded Cities, even if it is the version for OCR, possibly some AI package problems that crashes the game when the new cell with the problem NPC loads. My crashes were in Cheydinhal.
  5. Aside from Giskard's Fighters Guild Contracts (and I don't really want to install however many megs of CURP resource pack just for the quests), there aren't really any Fighters Guild expansions. I've found a little something for every other vanilla guild. So I hope this gets off the ground, its just what I'm looking for.
  6. Sometimes I just want to take a break from adventuring and maybe read a book, experiment with some alchemy, eat some food, or just enjoy the beautiful place I find myself in on my travels across Cyrodiil. I've found several "sit down anywhere" mods but they all use the default chair sitting animation. I'm thinking about, probably, an OBSE mod with a special key to sit down Indian-style and possibly have companions be able to do the same, like the posing mods. Then you could really sit down anywhere, not just where the chair pose is appropriate. I'm thinking of play functionality as opposed to pose functionality, enabling you to do what you can do when sitting in a chair in 1st person or 3rd person. If you feel really ambitious, you could combine this with the chair-sitting option too. I contacted Arcimaestro Antares who has done some wonderful animations for Morrowind but he does not mod for Oblivion. He does have some Indian-style NPC animations/nifs though (see Animated Morrowind http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=8118 and http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=136072&id=8937 , youtube videos also available). I know a tiny bit about Oblivion modding and nothing about making animations. Thanks for taking a look at my request.
  7. Here's a helpful hint from the experts. Note there are versions of Wrye Flash for Fallout 3 and Fallout 3 NV and I would assume you can use the ghost feature with them: The 256 (hex FF) mod limit is one of 2 limits you may run into with mods - the other one is the total number of mods, activated or not, in your data folder. It seems that the game looks at all of the mods in the data folder on starting, and decides whether to load them or not. If the total reaches a particular number somewhere over 400 it will crash. The easiest way to deal with this is to move any unused mods out of the data folder. Or, if you use Wrye Bash, activate the ghosting feature which hides unused mods from the game. Auto-Ghost (from Wrye Bash documentation) • Background: The Oblivion game engine has a bug which causes performance problems when the number of mods in the Oblivion\Data directory is larger than 300-350 (roughly). (Note that this count includes inactive mods. You would think that Oblivion wouldn't waste time reading inactive mods, but in fact it does. :shrug:) • Ghosting: To get around this problem, Bash allow you to "ghost" inactive mods. Mods are ghosted simply by adding the extension ".ghost" to their name, and unghosted by removing that extension. If you activate Auto-Ghost, Bash will do ghost and unghost mods depending on whether they are active or not. Activating or deactivating a mod will immediately cause it to ghost/unghost as needed.
  8. This problem is legit on Oblivion also; I've tried it with several setups. Sometimes textures will be fine until I change cells and then they'll start disappearing. Not only will I be missing textures (as if my bsa files are not registering correctly) but after reaching a certain number of mods the game will start CTDing right after loading a saved game. I'm at 236 active mods (esp/esm) and 102 virtually active with Wrye Bash and things seem to be okay, but if I have 1 or 2 more active mods I'll start experiencing the above problems. From reading this post and one or two others, I suspect that the limit it is not just dependant on the number of mods but the size of the database that the game engine has to work with, which may have to do with the game engine's programming limitations or my RAM, which at 4GB seems like 'plenty' for Oblivion (I do use the 4GB patcher to make use of the RAM). I am interested in learning about how to merge mods safely (so that they can still work with Wrye Bash) and whether it is useful to convert bsa files to data folders because somewhere I read that the number of bsa files adds toward the 'limit' too. Thanks for any replies
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