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DocRob

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  1. This is similar to what you want--increases (or decreases) your magicka as you increase/decrease your magicka related skills (or decreases them) rather than based on the level of your character (gives a bit more leeway): Magic Skill Perks
  2. I've never found there to be any one "best" way of restoring magicka using the Atronach birthsign (a favorite for me, as it creates more of a challenge for my mage characters.) Potions and Ayleid wells are the best bet at lower levels, and as you go up in levels spell absorption spells, absorb magicka and similar magics will help keep things tipped up. One of my usual methods is to enchant a melee weapon with Absorb Magicka and use it on enemies who get too close (this works well if you also combine it with an Absorb Health enchantment for the double benefit). In most cases fighting spellcasting opponents at mid-to-higher levels will replenish your magicka often more than enough, meaning you won't have to rely as much on potions, etc. I've run into that issue myself with the Lucky Old Lady and the altars/wayshrines; it works, but only 1/2 the time (the other half the spell absorption fails and you gain the benefit of the blessing instead rather than just absorbing the magicka.) So I stick mostly to the methods outlined above.
  3. I believe this may be what you're looking for: Toggleable Quantity Prompt It's one of my favorite "Oh gods, how did I ever play Oblivion without this?" must-have mods. :biggrin:
  4. This has been my top choice for a long time: Comprehensive Cosmetic Compilation by Room207 Tons of hairs, eyes, eyelashes, and you get freckles for Bretons (can't live without my freckled Bretons.) :biggrin:
  5. Try moving RenGuardOverhaul.esp to the bottom of your load order; that might fix it.
  6. I recommend this: http://cs.elderscrolls.com/index.php/Scripting_Tutorial:_Updating_your_leveled_items You could pretty much copy the script, and change the variables to suit your setup (adding to it or subtracting lines as needed.) I'd have to say though, if you want the items to go up with *every* level, that's going take a bit of time and typing...might consider doing it every 3-5 levels or so, not just to save time but to keep the items from becoming too overpowered too quickly.
  7. Not sure how much help I can be, as this is a new one for me but: Under Oblivion/Data/Meshes/Armor, check the "townguardan", "townguardbra", etc. folders and make sure they have files in them. Do the same with the Oblivion/Data/Textures/Armor, checking the same folders there. If either or both are somehow missing the files, that's likely the source of the problem, and they need to be put back. If the files are in place, then the problem is likely one of the mods you installed is looking for those files elsewhere, and they're not installed (you may have overwritten them while installing one of the mods.) There's a few solutions you can try: 1. Check which mods you installed change the guard's armor, and re-install the meshes/textures that came with them. 2. If you just want to go back to the vanilla guard armors and NOT re-install the entire game, download BSACommander (http://oblivion.nexusmods.com/mods/3311) and use that to extract the vanilla files (from Oblivion-Meshes.bsa and Oblivion-Textures Compressed.bsa). This page (http://wiki.tesnexus.com/index.php/How_to_extract_BSA_files_using_BSA_Commander) will give you pretty much all the instructions you'll need to use BSA Commander. Beyond that, not sure what else to offer; my methods tend to be pretty blunt and inelegant, so maybe someone else here can offer a better solution?
  8. A "DoOnce" variable should fix the problem, like so: I used GameMode there as an example but any block type (OnAdd, OnActivate, etc.) will benefit from using a DoOnce. There might be better/more elegant ways (I leave that to those with more experience than myself) but this should pretty much solve your problem. :smile:
  9. Coolness, good to hear you got it working. Definitely one of the very best body mods out there. :smile:
  10. Hmm, I've been using both for a while now exclusively (even without the .esp active, the bodies should still work). Did you overwrite files when prompted? I'm assuming (for the males) you're installing just the base body, and not one of the alternatives (gets a bit more involved) included with it. Also don't forget to download and install the outfits (located in the same file page of Oblivion Nexus as the body replacer) or anything worn is going to look pretty odd. Another thing to try is after installing the mods, install these two mods as well: High Resolution Faces for Roberts Male and Female: http://oblivion.nexusmods.com/mods/39656 Luchaire's HGEC Body Seam Reducer: http://oblivion.nexusmods.com/mods/19738 (install ONLY the meshes!) The latter makes considerable improvements in the look of the bodies. But again, use only the meshes--the optional textures will cause oddities like nipples and bellybuttons showing up in some VERY odd places. Also, if you haven't, use BOSS (http://oblivion.nexusmods.com/mods/20516) to sort your load order; you could have a conflict that's interfering. And, it begs asking: are you using the disk or Steam version of Oblivion? If I recall right there's an added step or two to use Roberts bodies with the Steam version. In that case, I recommend checking this thread here: http://forums.nexusmods.com/index.php?/topic/464940-roberts-male-body-replacer-help/
  11. You're welcome. :biggrin: And hey, if you feel like an idiot sometimes with scripting, welcome to the club. :laugh: I spent an hour yesterday trying to troubleshoot a simple script (getting containers to refill with certain items) before realizing with a "Hey, dummy, you put it on the wrong containers!" shout just what I'd done... ;D
  12. If you followed the tutorials, you presumably checked "Continue if PC Near" in the Offer Services package? That's why he keeps running up to you when 7PM rolls around; his day is done and you're effectively "trespassing" in the interior cell he's in (that's what that little flag is meant for). As long as that's checked it won't move on (evaluate) the next package while you're in the same cell. When you head into the area he's supposed to sleep and return, it's allowed the package to update, so he's all happy now. :biggrin: If you want to spy on him without him noticing you (except when he's offering services--bugger can still find you) try this mod I whipped up just for this purpose: Ring of the Voyeur: http://oblivion.nexusmods.com/mods/42852 In a nutshell, nope, you didn't do anything wrong, in fact your merchant seems to be working better than some of mine ever do! :wallbash:
  13. Hickory--thanks for that fix. :smile: I'm still kind of ham-handed with my scripts so it's nice to be shown ways to do things more cleanly and tightly--the CS WIki hasn't exactly been chock full of such tips, so it's pretty much a "Oh, I hope this works" followed by "Okay, it worked, now how can I make it more efficient? I have NO clue" kind of thing for me, where what should be obvious, ain't.. :laugh: Oblis: You might not be totally out of luck: http://cs.elderscrolls.com/index.php/GetSpellSchool Though how to write up the script for it, that's a bit beyond me at the moment (I'm still about 50% utter noob). Sorry I can't be of more help there.
  14. As Hickory said, that is a LOT of spells, and that's without including any custom ones you might make and add. The script itself is easy but it won't be short by any means (at least, none I understand). I assume you want to add them to an NPC and not the player, so I whipped this up (forgive me if you already know this): Basically you just keep adding the spells from the Restoration school to the script, attach it to a Quest form in the CS, and go (there are probably more elegant ways, to write it, but it works). If you don't want to see "Spell Added" spam and are running OBSE, add NS to the end of AddSpell. Hope that helps.
  15. Yep, it's easy to forget that checkbox--I do it all the time with doors myself. :wallbash: :laugh: CMPartnersMark1 is an object (mostly likely an "x-marker) that the script is referring to as a reference for the destination; you copied the scripts over, but not that. Which in this case, is...I kid you not, a mudcrab. (Using creatures as markers is a trick outlined in the CS Wiki; in fact I was just reading it earlier, kind of ironic.) It's posted in the Market District; easiest way to find it is to do a text search (Edit-Find Text) in the CS and click on the Objects tab (make sure both CM Partners.ESM and CM Partners.ESP are checked when you load it into the CS). Double click the result, and it will take you to ICMarketDistrict03 8, 16 if you click on it, and right to the marker (mudcrab) itself. You could use the info for it to re-create it in your own mod (I'd recommend placing it back in the same location in your mod, though it's probably not necessary if I read that Wiki article right.) Hope that helps!
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