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ArtInPinkerton

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  1. For just regular mod merging, I recommend you use this program here. TES4Edit is OK for merging smaller mods and individual records but could be tedious and cumbersome for larger mods or when you have many mods to merge. Gecko just kind of mashes mods together and isn't as refined as Mator's program. Martin
  2. MOO automatically disables features to be compatible with OOO. In fact, it does so for many popular mods.
  3. 1. Yes BOSS is program that automatically sorts the load order. It's a must for Oblivion if you are using mods. 2. Yes that's is pretty much how it works when adding extra tools. I know Merge Plugins Standalone (advanced tool) also needs to have MO option checked in it's own settings too but the basic ones (BOSS, TES4Edit, TES4Files, etc) work by just adding them to MO. It's covered in Gopher's vids too. - Martin
  4. Look for Gopher's youtube videos on Mod Organizer...even if it's not for Oblivion, most of it applies to Oblivion too. Then check out this.... http://forum.step-project.com/forum/78-mod-organizer-oblivion-support/ for troubleshooting. Tips: 1. You have to manually install any OBSE DLL files to the Oblivion install directory because Mod Organizer doesn't handle them properly 2. Enable loading by script extender in Mod Organzier's settings 3. You change Oblivion settings (resolution, etc) by running the Oblivion Launcher in Mod Organizer BUT you have to run Oblivion from Steam or the install directory 4. Configure BOSS and Wyre Bash to load and run from within Mod Organizer...don't use LOOT for Oblivion It might sound daunting, but it's not really that bad and I would never go back to not using MO...especially with the number of mods I use. - Martin
  5. Or you could have searched the Bethesda forums. I posted a OCO2 patch for Integration-Integrated multiple times. It doesn't make everyone movie stars but does fix the overwhelming case of the uglies. So here it is again....I'll put it on the Nexus eventually once I make a non-integrated one too. - Martin
  6. Great point...there are one or two things with MO that take extra care. I do however, have MO installed in 4 separate games...I just wish it worked with Morrowind. It has made my life SO much easier. Shame some can't get it to work. Setting up for Oblivion works differently than other game in that you have to launch the game with Steam as opposed to MO. BUT if you want to change game settings, you have to use the launcher from within MO. (i.e. In MO launch Oblivion, set settings etc, quit, then launch game from Steam and don't touch setting in that version of the launcher.) If you use the disc version, they you load from the OBSE_Launcher. I did some google-fu and watched Gopher's video on the tool. For whatever reason, MO just won't do DLLs..not sure why. Yes all my mods use the same DLLs since I only use the ones that I deem must have, such as Oblivion Reloaded, See You Sleep, MenuQue, Pluggy, OSR, etc. AND they have to be installed manually and are relatively painless to uninstall if needed. - Martin
  7. I can't go without Mod Organizer. It is not even an option. After many years of messing with mods and dealing all the other tools, I can't overstate how much I will never go without MO again for Oblivion again. It has greatly simplified my testing of mods. Adding and removing mods is as simple as check a box as opposed to Bashes installers that have to go through everything, uninstall, anneal,etc which can take some time with a lot of mods. When you are talking about hundreds of mods, it can make a huge difference. Yes, there is a learning curve...but not much of one and at worst no more so than Bash. IMHO, MO is just superior in the mod management aspect by far. It is so much easier and less messy to add and remove mods and most importantly troubleshoot problems. Add in profiles, I have 7 different Oblivion profiles that I can switch mod sets on the fly (Oblivion vanilla, lightly modded, Morroblivion, Coremods, Max mods, Oblivion for VR, Kidblivion) and even easily transfer them to other computers. Lastly, I have had vastly LESS problems with MO as a mod manager than I have had with Wrye Bash. Bash frequently bugged out and did weird things with my mod orders. NOTE: I'm only speaking on the use of Bash as an Installer/Mod Manager...it's still vital for everything else. - Martin
  8. JoePod, That is because the Bethesda download doesn't include DosBox which is required to get it to run in any environment that isn't DOS. Look here for the "fully loaded" download then add my mapper file to the root directory. Martin
  9. I have an idea for a mod, but it requires some knowledge of XML and scripting (specifically oblivion's HUD). Basically, when the player starts out the crosshair text (when you hover over objects) only displays the name of the item but not the ownership status, weight or value. This would also apply to the players inventory. As the player levels up their mercantile, that weight then later on the value will show. The stolen status wouldn't show until the player was at least a journeyman in security. It would mimic a kind of appraisal ability that as the player levels the relevant skills, he/she is able to discern more information. An alternate Immersion version would hide the cross-hair hover text completely and apply the above to inventory. I pretty sure it's doable (at least partially) but I don't understand the GUI XML. After some trial and errors, I was able to hide crosshair info but that's it. I have no idea how to manipulate the inventory XML. Martin
  10. After doing so much texture testing in Arena, I finally broke down and created what I believe to be the best possible TES:Arena key layout for Dosbox. TES:Arena Remapped is a custom mapper.txt file to modernize Arena's controls while maintaining the ability to easily enter text. FEATURES Full WASD movement controls (arrow key and numpad movement unaltered)Slide left and right keys (Q,E)Dedicated World Map, Long Jump, and Quick Cast keysMost keys moved for ease of access and to mirror modern Bethesda games (e.g. quick cast is C and ready weapon is F)While L ALT is held down all keys revert to original keys for entering text. Releasing L ALT returns them to the new control scheme.Handy keyboard JPEG showing the new controls (also linked below).Here is an image of the keyboard layout... https://www.dropbox....Layout.png?dl=0 I have uploaded the file on both Nexusmods and Moddb. http://www.moddb.com...-arena-remapped Nexus Pending.... - Martin P.S. It works REALLY well.
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