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rolloLG

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Everything posted by rolloLG

  1. Thanks God you finally changed that old rusty look (HTML code was problematic with some browsers)! Well done!
  2. AFAIK No psychic guards just modifies the setting iCrimeAlarmRecDistance (you can see current value from console with 'getgs iCrimeAlarmRecDistance'), as discussed in the description of "my" mod. No you can't avoid being caught if you talk to the guards, with a bounty over your head.... they'll discover your bad things! ;) Just let time pass...
  3. Here is it: http://www.tesnexus.com/downloads/file.php?id=39064 (Bounty Regional decrease per day - update) Much simpler than Reneer's but virtually without bugs, and still effective.
  4. Some days ago I discovered the simple console commands "Disable" and "Enable" can cure the well known double-face follower bug in Oblivion, keeping all stats and current status of the disabled/re-enabled NPC. So I wonder: would be possible using mere Oblivion scripting commands to apply Disable + Enable after all FT for the player's followers? More specifically, is it OBSE absolutely needed to have a list of the followers? Or is there a way to get the list using simple Oblivion original scripting commands? A simple script could be done to workaround this annoying old bug in Oblivion automatically, once and for all, even for those not using OBSE. Much more comfortable than the UOP un-immersive fix spell...
  5. I did. Look at the first pic (UOP fixed)... Look at the left scapula/armpit. UOP introduced a seethourgh not present in the original .nif, trying to fix the seethrough when attacking... moreover they accidentally removed the EnvMap in the fix (already fixed by myself in the posted pics though, so the reflections are ok now). I tried to modify it with Blender but as a newbie of this gfx tool I don't know what to do exactly...
  6. The other day I discovered the original fix in UOP 3.2.0 was actually still buggy: - Closed a seethrough rip on the left scapula of the male Glass Cuirass ( Meshes\Armor\Glass\M\Cuirass.NIF ) visible when spellcasting or attacking (same mesh is also used for the Annealed, Blower's, Crystalline, Glass Ceremonial and Quartz Cuirasses and the Cuirass of Cleansing) The original .nif model had a seethrough when casting spells and attacking, but the UOP fix introduced another bug: a seethrough when the actor is idle! :unsure: UOP fixed (with the new seethrough): http://s1.postimage.org/2994lyy84/Oblivion20_2.jpghttp://s1.postimage.org/299tf15ms/Oblivion23_2.jpg Original: http://s1.postimage.org/299b84c78/Oblivion21_2.jpghttp://s1.postimage.org/299jht2o4/Oblivion22_2.jpg Who's expert with Blender to fix this kind of problem with the mesh? Moreover the original UOP fix introduced another bug: was missing the proper translucency effect (UpperBody, UpperBody:0, UpperBody:1 have erroneously edited the 'NiTexturingProperty/Apply Mode = Apply_modulate' instead of 'Apply_hilight') for the glass (I've already fixed that in the above sshots).
  7. I've had the same idea long time ago but I wasn't so expert with TES-CS and have never been able to put a fake collision box or a fake water pool into the buildings roof in the exterior porches, Cheydinhal bridges etc. as I wanted... :( ...mybe the underwater gets recognized as a different "zone area" and the game prevents raining animations there. Maybe it's possible to edit fake zones like these in the exterior to avoid the rain!
  8. Unfortunately Oblivion (IMHO) was actually released more like a beta then a complete product. It suffers some of the above mentioned problems and others in the 3D engine itself (raining under covered places in exteriors; shadows passing through solid objects like rocks or columns or 2nd floor if you look above; heavy clipping for example sneaking towards walls that cause black-outs) etc. http://www.imgplace.com/img141/622/24oblivion25.th.jpg http://www.imgplace.com/img141/8954/23oblivion24.th.jpg http://www.imgplace.com/img156/6433/65oblivion26.th.jpg I really think it's pointless struggling to improve the game and workaround these problems over a certain limit... We'd better wait Skyrim on 11.11.11 this year! ;) P.S. Tesnexus already has some interior-like-exteriors mods. For example: http://www.tesnexus.com/downloads/file.php?id=18305 http://www.tesnexus.com/downloads/file.php?id=3334 (suffers the rain, snow in interiors bugs) http://www.tesnexus.com/downloads/file.php?id=6249 http://www.tesnexus.com/downloads/file.php?id=34199 Nevertheless, I'd be very interested in a workaround mod for the rain pass-through bug... What if one day Bethesda will release sources of Oblivion? :) Would be nice to finaly fix all these lurking bugs in the 3D engine.
  9. Me too! EDIT: I've found it here http://www.2shared.com/file/8053819/ac868983/omod2zip.html It seems unable to extract a lot of newer OMOD files though.... Reference page: http://timeslip.chorrol.com/omod_install.html
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