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Balakirev

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Posts posted by Balakirev

  1. I remember reading the descriptions of this excellent series--Better Magic, Better Archery, etc--a few weeks back, and really liking the details of it, but it appears the modder has withdrawn access to some of it, and removed the rest. Does anyone know if he/she plans to put up a new version? And if not, can someone provide me with the modder's handle so I can contact them, and see what their plans are for this? Thanks.
  2. I'm 100% sure I installed OBSE correctly as per the instructions provided in its readme (I downladed ver 0017b and put obse_1_2_416.dll, obse_editor_1_0.dll, obse_editor_1_2.dll, and obse_loader.exe in the main Oblivion directory along with the regular Oblivion.exe), but OBMM simply REFUSES to launch off it. It just launches the regular Oblivion.exe and all my mods that require OBSE don't work. If I run obse_launcher.exe myself without OBMM, my mods switch (that is, the mods that require OBSE run, but all the others I run through OBMM don't).

     

    I even tried to manually launch obse_loader.exe on OBMM by going into the settings for OBMM and putting "-launch obse_loader.exe" in the command line, but it gives me an error that it "cannot find the file specified".

     

    Help? This is getting really annoying for me :wallbash:

     

    I'm not sure I understand why you would want to launch OBSE from your OBMM. OBSE comes with its own launcher, and everything in OBMM is saved and in place once you exit it. If anything, you'd want OBMM closed when you run OBSE to launch the game, simply because OBMM--like your browser--takes up memory. Closing OBMM, your browser, your mail reader, and anything else helps from more RAM for the game.

     

    I suggest making a shortcut for your OBSE loader with this line:

     

    "X:\Program Files\Bethesda Softworks\Oblivion\obse_loader.exe"

     

    ...where x=drive letter, under target, and:

     

    "E:\Program Files\Bethesda Softworks\Oblivion"

     

    ...under "start in."

     

    Then put the shortcut in some handy folder or on your toolbar, and click it when you want to launch Oblivion.

     

    But don't worry about OBMM. It remembers everything you do to it when you shut it down, just as Wrye Bash does. Which is also an excellent tool you might want to consider having around.

     

    Hope that helps. :)

  3. When I am trying to figure out a problem in my game, I always find the most likely culprit and disable it. Then I reload the game and try to duplicate the error. Just don't save and it won't mess anything up. Often you can find any problematic mod in this fashion and then load it up in TES4EDIT and see what it's doing. It could be something isn't lining up right in a script.

     

    I ended up doing the thing I least enjoy: unchecking all my 217 mods (Wrye made it easy) and adding them back in slooowly. Eventually I found the culprit: Varied Spell Sounds for Supreme Magicka. I was supposed to remove the SM main ESP and rename VSS-SM to it, but didn't, because it was plain SM's main ESP did more than just VSS-SM's replacement. I forgot to remove VSS-SM from the subdirectory, though, and along the line recently it got checked when rebuilding my Bashed Patch.

     

    So its conjuration sound was conflicting with SM's, forcing the spell to trigger twice for a sound to "take." Funny how such a lengthy, involved mess could happen from something so simple.

     

    Thanks for both your responses, though!

  4. Did you search all 3 possible locations for instances of the INI file?

     

    How did you install SM? As an omod, or manually? If you did it as an omod, it should be relatively easy to deactivate it, then delete it. Then you can do a drive-wide search for any other copies of suprememagicka.ini, and if you find them, remove them.

  5. hi

     

    im having problems to put light on the windows , so far i download 6 mods , and all i got is some pink windows , and yellow windows in the cathedrals.

     

    Can someone tell what combination of mods did i have to use to get light on the windows?

     

    Download the Oblivion Mod Manager, and install it. It's a great tool that makes installing complex mods very easy.

     

    Then download the Animated Windows Lighting System. It's OBMM-ready. This means that when you get OBMM installed, you do the following:

     

    Click Create along the bottom of the OBMM screen.

     

    Click Add Archive on the OMOD Creator screen that just popped up.

     

    Find the Animated Windows Lighting System archive you just downloaded, and click on that.

     

    Click Open.

     

    Now in the OMOD Creator screen again, click Create OM.

     

    When the omod for the AWLS is created, you'll see it on the right side of your OBMM screen. Click it, the press Activate. Now it will install, and ask you questions along the way about your preferences. You won't have to move any files. All of it will be done for you.

     

    That may sound like a lot to do, but it means you can do exactly the same thing with any omod you download. And for some very complex stuff, like Martigen's Monster Mod, or Oscuro's Overhaul, or Francesco's, it's just a few rote steps, as compared to shuffling through dozens of modules and reading lengthy manuals.

     

    Hope that helps, anyway.

  6. 251 ESMs and ESPs, total. This means you can include more mods, if they do nothing but add/change meshes, textures, etc.

     

    If you have Wrye Bash, it offers a Bashed Patch feature. This merges some mods into the Bashed Patch, and automatically removes (in effect) those ESPs from your loading list. So you may have, say, 248 ESMs and ESPs, but Wrye finds that 12 of those can be merged. After they are merged, you have 237 ESMs and ESPs:

     

    +1 for the Bashed Patch

    -12 for the merged mods

     

    Wrye Bash is a very fine utility with a lot of uses, but it can be difficult to understand. So if you choose to install it, don't be afraid to ask questions about it, and good luck. :)

  7. When my new level 1 character casts a summons spell, she gets 2 of whatever she requested. When one goes away, she can cast a second spell, and have two skeletons at the same time, again. I've seen this with enemies, as well, when I was in the first dungeon. I know that's an option in Supreme Magick, but I've got it turned off except for conjuration masters: all others get 1 summons at a time. I've also tried disabling conjuring in SM's INI file, but that didn't stop the problem, so it's not related to that mod. BOSS found no problems.

     

     

    Here's my modlist:

     

    Active Mod Files:
    00  Oblivion.esm
    01  Cybiades.esm  [Version 2.0]
    02  Windfall.esm
    03  TR_OoT_Main.esm
    04  Francesco's Leveled Creatures-Items Mod.esm
    05  Francesco's Optional New Items Add-On.esm
    06  Cobl Main.esm  [Version 1.72]
    07  Mart's Monster Mod.esm  [Version 3.7b3p3]
    08  TamrielTravellers.esm  [Version 1.39c]
    09  CyrodiilUpgradeResourcePack.esm
    0A  Armamentarium.esm
    0B  DremoraCompanion.esm
    0C  Fort Akatosh.esm
    0D  ANB_Scrolls.esm
    0E  StaticAlchemyMod.esm
    0F  CM Partners.esm
    10  Toaster Says Share v3.esm
    11  Artifacts.esm  [Version 1.1]
    12  Unofficial Oblivion Patch.esp  [Version 3.2.4]
    ++  DLCShiveringIsles Vwalk UOS.esp
    13  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]
    ++  DLCShiveringIsles Vwalk DG_DS UOS.esp
    14  DLCShiveringIsles.esp
    15  Oblivion Collectible Cards.esp
    16  Natural_Habitat_by_Max_Tael.esp
    17  AmbientTownSounds.esp
    18  LoadingScreens.esp
    19  LoadingScreensAddOn.esp
    1A  300_Lore_Dialogue_Updated.esp
    1B  Storms & Sound.esp
    1C  WindowLightingSystem.esp
    1D  Advanced_Water_Modification-2734.esp
    **  Book Jackets Oblivion.esp
    1E  AliveWaters.esp
    1F  Better Bell Sounds.esp
    20  GuildOwnership1.2.esp
    21  ImpeREAL City Unique Districts - All the Districts - Let The People Drink Compatible Version - Merged.esp
    22  ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp
    23  kalikuts_raretradegoods2_0.esp
    24  Maigrets House Cats.esp
    25  Doomstones Expanded.esp
    26  moDem's City Life.esp
    27  Crowded Cities 15.esp
    ++  Crowded Cities 15 Vwalk.esp
    28  Map Marker Overhaul.esp  [Version 3.2]
    29  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]
    2A  DLCOrrery.esp
    ++  DLCOrrery Vwalk.esp
    2B  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]
    2C  DLCMehrunesRazor.esp
    2D  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]
    ++  DLCMehrunesRazor Vwalk UOP.esp
    2E  DLCSpellTomes.esp
    ++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]
    **  Book Jackets DLC.esp
    2F  ArmamentariumArmor.esp
    ++  GrimbotsSpellTomes.esp
    30  ArmamentariumVendors.esp
    31  ExnemEyeCandy.esp
    32  Banes Guilds United.esp
    ++  MaleBodyReplacerV4.esp
    ++  doofdillas_potions_recolored_sorted_v0_3_1.esp  [Version 0.3.1]
    **  FineWeapons.esp
    33  HiddenSkulls.esp
    **  Sin's Expanded Light Armor Kit [Chest].esp
    34  Sin's Expanded Light Armor Kit [NPC].esp
    35  ArynnsDrowQueen2.0.esp
    36  StockClothingArmor-forExnems.esp
    37  Morrowind Robes and Dresses for HGEC.esp
    38  DLCThievesDen.esp
    39  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]
    ++  DLCThievesDen Vwalk UOP.esp
    3A  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]
    ++  Francesco's Optional Vendor Tweaks.esp
    3B  Francesco's Optional Leveled Quests.esp
    3C  Francesco's Optional Leveled Arena.esp
    3D  Francesco's Optional Files 2.esp
    3E  Cobl Glue.esp  [Version 1.72]
    3F  Cobl Si.esp  [Version 1.63]
    ++  Cobl Tweaks.esp  [Version 1.44]
    40  Bob's Armory Oblivion.esp
    41  Mart's Monster Mod for Fran.esp  [Version 3.7b3p3]
    ++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]
    42  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]
    ++  Mart's Monster Mod - Diverse Imperial Armor.esp  [Version 3.7b3p]
    43  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]
    ++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]
    44  Mart's Monster Mod - Durability & Damage.esp  [Version 3.7b3p3]
    45  Mart's Monster Mod - Fran's leveled quests.esp  [Version 3.7b3p3]
    46  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]
    47  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]
    48  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]
    49  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]
    4A  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]
    4B  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]
    4C  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]
    ++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]
    ++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]
    4D  TamrielTravellers4MMM.esp  [Version 1.39c]
    ++  TamrielTravellers4MMM Vwalk.esp
    ++  TamrielTravellersFactionAll.esp  [Version 1.39c]
    4E  TamrielTravellersItemsnpc.esp  [Version 1.39c]
    4F  TamrielTravellersItemsCobl.esp  [Version 1.39c]
    50  TamrielTravellersItemsVendor.esp  [Version 1.39c]
    51  ShiveringIsleTravellers.esp  [Version 1.39c]
    ++  ShiveringIsleTravellers Vwalk.esp
    ++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]
    ++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]
    ++  MMM-Cobl.esp  [Version 1.69]
    52  cyrodiil transportation network wz.esp
    53  DexwoodFamilySaga.esp
    54  Extended Chorrol.esp
    55  Extended Chorrol Vwalk.esp
    56  Gift of Kynareth.esp
    57  HeartOftheDead.esp  [Version 6.0.1]
    ++  HeartOftheDead Vwalk.esp
    58  Kragenir's Death Quest.esp
    59  LetThePeopleDrink-Cobl.esp  [Version 2.5]
    5A  KragenirsDeathQuest-LetThePeopleDrink patch.esp
    5B  LostSwordOfTheAylied.esp
    5C  LostSwordOfTheAylied - OBSE Add-On.esp
    5D  Quest For The Elements.esp
    5E  QQuix - Divine Elegance Showroom.esp
    5F  Ruins of Tarnesia.esp  [Version 1.0]
    60  Skingrad Market 1.0.esp  [Version 1.00]
    61  Spirit's Edge.esp
    62  SSS_1.0.esp
    63  Tchos Alchemy Tower.esp
    64  The Crazy Scientist.esp
    65  TheElderCouncil.esp
    66  TR_Stirk.esp
    67  WeaponsOfTheNine.esp  [Version 2.2]
    68  WellspringGrove.esp
    69  CybiadesDungeon.esp  [Version 2.1]
    ++  Cybiades Vwalk.esp
    6A  Windfall.esp
    6B  DLCFrostcrag.esp
    ++  DLCFrostcrag Vwalk.esp
    6C  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]
    6D  Knights.esp
    6E  Knights - Unofficial Patch.esp  [Version 1.0.9]
    ++  Knights Vwalk UOP.esp
    ++  Mart's Monster Mod - Knights.esp  [Version 3.7b3p3]
    6F  Cybiades.esp  [Version 2.1]
    70  TOTF.esp
    71  RTT.esp
    ++  RTT Vwalk.esp
    72  RTT-Weye Relocation Patch.esp  [Version 2.0]
    73  The Lost Spires.esp
    ++  The Lost Spires Vwalk.esp
    74  AFK_Weye.esp
    75  GuardsofCyrodiil.esp
    76  MannimarcoRevisited.esp
    77  FortAkatosh.esp
    78  DS Storage Sacks.esp  [Version 1.21]
    79  bartholm.esp
    7A  Natural_Vegetation_by_Max_Tael.esp
    7B  Duke Patricks Sickness Alarm.esp
    7C  Exterior Actors Have Torches 1.3 DT.esp
    7D  2nd to 1st person.esp
    7E  Kyoma's Journal Mod.esp  [Version 3.2.0]
    7F  Salmo the Baker, Cobl.esp  [Version 3.08]
    80  Roleplaying Dialogues.esp
    81  Toggleable Quantity Prompt.esp  [Version 3.1.1]
    82  Quest Award Leveller.esp  [Version 2.0.1]
    ++  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]
    83  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]
    84  bgBalancingEVCore.esp  [Version 10.52EV-D]
    85  bgMagicEV.esp  [Version 1.7EV]
    86  SSEE.esp
    87  Syc_AtHomeAlchemy.esp
    ++  EnchantmentRestore_Wells.esp
    ++  Mundane Enchantment Adjustment.esp
    88  No psychic guards v1.2.esp
    89  Legendary Abilities-Shield MOJ.esp
    ++  77_Umpa_Sexy_walk.esp
    8A  Toaster Says Share Faction Recruitment.esp
    ++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]
    8B  bgMagicBonus.esp  [Version 1.7EV]
    8C  bgMagicEVPaperChase.esp  [Version 1.68EV]
    8D  Francesco's 10 days respawn time.esp
    8E  Azure's Arcanery.esp
    8F  Kot9 Rings.esp
    ++  WellspringGroveZahrashaBook.esp
    90  CM Armor Expansion.esp
    ++  FingerOfTheMountain.esp
    91  CWU MM - Demon Weapons.esp
    92  MagicFromTheSky.esp
    93  Slof and Tanya's Fleshbeast Armour.esp
    94  Riddle_Dungeon 2_v1.1.esp
    95  EiAmod.esp  [Version 1.1]
    ++  EiAmod_ShiveringIsles.esp
    ++  Fransfemale.esp
    96  Grandmaster of Alchemy.esp
    97  Slof's & Orc's Armours.esp
    ++  YAARM_Iron.esp
    98  Choices and Consequences.esp  [Version 2.02]
    ++  Shivering Armor Variety.esp
    99  DremoraCompanion.esp
    9A  Growlfs Hot Clothes.esp
    9B  Kyoma's Spell Renamer.esp  [Version 3.0.0]
    9C  Ayleid Loot EXtension.esp
    9D  PartnerArmor.esp
    9E  Apachii_Goddess_Store.esp
    9F  Dungeo Forgotten Tower Reduced Spawns.esp
    A0  Bottomless Cavern.esp
    A1  Purge Cell Buffers - Loading.esp  [Version 1.0.0]
    A2  Consequences.esp
    A3  Consequences_Knights.esp
    A4  Malevolent.esp
    A5  Flexible Leveling II.esp
    A6  Apachii_Heroes_Store.esp
    A7  AgarMoreVariedSpellEffects.esp
    A8  AgarVariedSpellSounds_SupremeMagicka.esp
    A9  Echo_ChapelChant.esp
    AA  bgIntegrationEV.esp  [Version 0.993]
    AB  sr_super_hotkeys.esp
    AC  Reznod_Mannequin_HD[Eng].esp
    AD  SupremeMagicka.esp  [Version 0.89]
    AE  SM_ShiveringIsles.esp  [Version 0.86]
    ++  SM_Scrolls.esp  [Version 0.84]
    ++  SM_SigilStone.esp  [Version 0.83]
    ++  SM_DLCSpellTome.esp  [Version 0.80]
    ++  SM_COBL.esp  [Version 0.86]
    ++  SM_MMM.esp  [Version 0.89]
    ++  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]
    AF  TeachSpell.esp
    B0  Leviathan Soulgems.esp
    B1  Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp  [Version 1.0]
    B2  Bullet Time Custom.esp
    ++  HGEC_special_armor_repl.esp
    ++  bgHighElfSeamReducerFixEV.esp
    B3  More Merchants.esp
    B4  Mage Equipment.esp
    B5  Harvest [Flora].esp  [Version 3.0.0]
    B6  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]
    ++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]
    ++  NoHFailure_HFlora.esp
    ++  NoHFailure_HFlora_SE.esp
    B7  1em_Vilja.esp
    ++  1em_Vilja Vwalk.esp
    B8  Baddy.esp
    B9  Companion Neeshka.esp
    ++  Companion Neeshka Vwalk.esp
    BA  Saerileth.esp
    BB  Acolyte_Of_Kynareth_HGEC.esp
    BC  Viconia.esp
    ++  Viconia Vwalk.esp
    BD  Sonia.esp
    BE  RhiannaII.esp
    BF  DARaewyn.esp
    C0  The Ayleid Steps.esp  [Version 3.0.3]
    C1  Misc Merged1.esp
    C2  Merged Dungeons.esp
    C3  X.Night.Elf.esp
    C4  CMNightElves.esp
    C5  Artifacts.esp  [Version 1.1]
    C6  BeldaElysium.esp
    C7  companion_nightelves.esp
    **  IDKRRR_C_race.esp
    C8  IDKRRR_C_race_closed_mouth_version.esp
    C9  Chocolate Elves.esp
    CA  CMChocloateelves.esp
    CB  companion_chocolate.esp
    CC  CompanionRepair.esp
    **  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]
    ++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]
    CD  bgBalancingOptionalLessHealth.esp  [Version 10.0UV-U]
    ++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]
    CE  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]
    ++  bgMagicEVAddEnVar.esp  [Version 1.68EV]
    **  bgMagicEVShader.esp  [Version 1.7EV]
    CF  bgMagicLightningbolt.esp
    ++  SW01Minus.esp
    D0  MassA.I-50.esp
    D1  Banes.esp
    ++  Duke Patricks - BASIC Script Effect Silencer.esp
    ++  Item interchange - Extraction.esp  [Version 0.78]
    ++  Item interchange - Placement.esp  [Version 0.78]
    D2  Bashed Patch, 0.esp
    D3  AsharasCMPartners.esp
    D4  Hemingweys Capes.esp  [Version 1.02]
    D5  RAEVWD Cities.esp  [Version 1.4]
    D6  RshAlchemy.esp
    

     

    My suspicions hover around the excellent magic mod, LAME, but everything looks right. Any help would be appreciated.

  8. Hey everyone, It's been a long while since I finished the Fighter's Guild line of quests, and I was thinking, compared to the Thieves guild or the Dark Brotherhood, the Fighters guild doesn't seem to offer up too much in the way of services for it's members and other benefits. So, I was thinking of making a mod to add some improvements to the guild.

     

    So far, I've added a re-spawning chest that contains some supplies like the Fighters Guild had in Morrowind. Arrows, potions, and repair hammers to be exact. The other improvement I'm planing on is to replace all the Iron Weapons with Steel and Sliver ones, with the Silver weapons only allowed for use by Journeyman. In addition to weapons, I was also thinking about free steel and leather, and chain mail Armor Also, I might have a thing where you can sell animal pelts and some animal based Alchemy ingredients to the fighter's guild potter or some other member for full price.

     

    So, what is all your opinion on all these ideas? I'm looking for ideas for other improvements as well. So post away!

     

    There's a venerable mod, Guild Ownership, that both puts requirements in all guilds to pick up items of different levels, and adds both chests and safe storage with a few useful things.

     

    The pelts of some animals can be given in the Choices & Consequences mod to a few fighters guild leaders, who count them towards your guild prestige and advancement. Not the same as money, I know, but actually more valuable. You can always sell the pelts elsewhere, but gaining guild prestige can be difficult.

  9. I need to go beyond the limit for mods. I have merged some using bashed patch, but can I uncheck them so I can activate other mods and still use the items in them? If now, is there a way to get more mods activated. If all you modders weren't so great, I wouldn't have this problem, you know.

    :thanks: to you you all!

     

    Not if they are still "owned" by the mods you want to remove. On the other hand, if you've enchanted them, they acquire a unique ID, and you can successfully remove them.

     

    Just in case, be sure you keep a backup save.

  10. Also, start small. Don't try to install 30 mods at once, and avoid the complex mods to start with--things like Oscuro's, Martigens, or Francesco's. Find just a couple of mods you like whose results you can check speedily once installed to see how they went. For example, Exterior Actors have Torches. It's easy enough to see if you've got this installed correctly, because if so, and you fast travel at night to a city, you should see the inhabitants bearing torches. I'm not suggesting you install this mod, but things like it: things you can easily verify.

     

    Remember to hand install your files. I never auto-install. That way lies madness. ;) Because modders have no standardized way of storing their directory trees, it's easy to get messed up on where mods are auto-placed. Instead, I look for the Data folder in a mod archive, then I double click on it. I click and drag the various folders and files (usually with names such as Meshes and Textures) onto my hard drive's Oblivion/Data subdirectory. When I'm asked to overwrite, I say yes to all. But as suggested above, be sure you backup your Data subdirectory, first. Just to be safe.

     

    Good luck. Mods are great. :)

  11. Perhaps the original poster was unaware of the consequences of using some of these mods.

     

    I added Fighters Gild Contracts and Tamriel Travelers and a few other quests and my towns are very busy. Look around for quest mods that add NPCs and get high marks, if you prefer your NPCs to have a purposeful life. :D It's more fun to see them traveling around then standing around like posts.

     

    You have a point. :) Mass AI helps out, though, without any loss to FPS. It ratchets up the AI allowance, and I haven't seen too many instances of groups standing around with nothing to do in towns. What I do occasionally find is an obvious spawn point where NPCs are clustered when I enter, though they quickly move off in all directions; and that doesn't happen most of the time.

  12. When I load a game I get a message saying that I have too many supreme magicka inis. But where are they? I can't find them to delete them??

    Anybody got an idea?

     

    I don't know how you could have too many. The mod defaults to looking for the file suprememagicka.ini in your Oblivion/Data subdirectory, and you can't have two files of the same name in a given directory. Can you transcribe exactly the message you get?

  13. hughythomas wants this, and it's his thread. Personally, I understand where he's coming from. Nothing breaks immersion like a large city with plenty of shops, and one or two people on the wide boulevards. Vanilla Oblivion cities feel like ghost towns.

     

    I used a combination of Crowded Cities, moDem's City Life, and the Extended series. Yes, they do slow things down, but I'm still getting about 20 FPS in IC, the worst of the lot, which isn't terrible. I might drop Extended IC, but between the three it's certainly possible to configure a pretty busy town.

  14. To get back on subject:

     

    1) More NPCs in cities, and walking between cities

     

    I've used several. Inside cities, modem's City Life, Crowded Cities, and the Extended series do very well, but watch your framerates! They'll drop precipitously, especially if you use Extended IC on top of the rest, as I do. I'm seriously considering removing the latter, though it really does create the sense of a bustling city.

     

    Outside, I suggest Tamriel Travelers. It's the most configurable of the "add people to roads" mods, and works well with other mods that affect outdoor areas (such as Martigen's). Crowded Roads is good, but if you add too many of these mods together outdoors, you'll begin to notice NPCs in combat just standing around: too many actors in a combat zone, and the AI can't handle them.

  15. That's not the load order. That's alphabetical order. The problem may be due to the order your mods are loaded in, so it would help to know that.

     

    I would personally suggest installing Wrye Bash as an aid to configuring your mods for optimal placement, but it takes some effort to set up and understand. A much easier tool to install and run (though it has less application is Better Oblivion Sorting Software. Ideally, look at both, or at least, try out the latter. You'll be very happy you did.

  16. i use it for my mods and a lot of those mods need obse. also, that won't run on it's own, it only ran when obmm ran it.

     

    OBSE comes with its own launcher, that runs independently of OBMM. Everything you've got running through OBMM continues to run in the game whether you start with OBMM, or not. Just check your OBSE download, and look for a file marked "OBSE loader." That's the one you want to use.

     

    If you haven't already, I strongly suggest reading the OBSE readme.

  17. I interviewed Howard and some of the others both during the development of Morrowind, and Oblivion. Both times, they spoke of trying to create guilds (and factions, in Morrowind) that interacted with one another independent of the player character, so that random developments might cause increases or losses that could lead to losses/increases in prestige, coverage, etc, for one group or another. That was their El Dorado, at least for a while, and I know it would have been hell to implement. It never occurred. You can see where I'm going with this: I'd love to see it in ES5. I'm pretty sure it's not going to happen, however, since ES4 is significantly dumbed down in some respects over ES3. This would add a level of new complexity--and I think they want to avoid that, these days.
  18. Oh yeah theres one more thing...If some of the "people" are abused whit the sexual content please go to the porn site :/. This is not the insult im just giving the friendly advice...

     

    If that means you can't accept the fact that this site hosts mods whose meshes you find offensive, then I agree: go elsewhere. If you plan to stay, then as you've registered your objections, stop whinging and just use the default bodies that came with the game.

     

    It's really pretty simple: one or the other. Or are you just a troll who likes to stir up folks?

     

    For the record, I like HGEC. I don't like starveling women based on some realworld model named Ann Orexic. Just my choice, right? ;)

  19. A website says Cobl Requires Wrybash is this true?

     

    It's always good to check with the source. If you download COBL and check out the readme, it says:

     

    Wrye Bash is not required, but if you use it, then three features in particular will be useful for playing with Cobl...

     

    Not needed. Useful addon, but you can safely skip Wrye Bash if you want to use COBL by itself. (I use both, myself.) Hope that helps. :)

  20. Still, logic dictates that it must be related to your video card. Since the blackscreen mods don't work, I would suggest googling this problem and looking for comments on the various video card tech forums, or going to a few of them and posting your issues. Oblivion is a widely known and played game, especially among graphics enthusiasts. They're likely to be familiar with it, and might have some ideas to offer.
  21. Instead of comparing mods of all one type in your poll, you have selected seemingly at random mods from a number of different types. That, combined with the fact that there are thousands of mods out there, almost guarantees you responses that make little sense. No offense meant.

     

    If you want useful replies, narrow down to only one type of mod--like "new enemy adding mods," or "new leveling mods," or companion mods, or new battle mods, etc.

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