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stars2heaven

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Posts posted by stars2heaven

  1. The instructions arent totally clear on it. It just says to use wrye bash instead but not whether it would cause any problems if you did use it. But since you are having trouble with respawns that would be the first place I'd look, and since you dont need that plug in to alter those things, because you have cobl and bashed patch, that mod should be redundant anyways.
  2. Really? Nobody has an idea? :unsure:

     

    All I know from just your post is that the FCOM site advises against using any of Fransesco's respawn timers, and I think cobl has similar capabilities? The two could be conflicting.

     

    If anything bashed patch can do that for you, but Im guessing there could be some conflict somewhere.

  3. Well it turns out I was able to figure out what mod was causing the problem (turning it off fixes things atleast) but I have yet to figure out why is that mod. I requested help with this both on the file page and on the bethesda forum page but havent gotten any responses yet. So Im trying here again.

     

    The mod in question is nGCD. When I posted this I was using a version older than the earliest RC version. Now Im using RC6 but problems persist.

     

    That makes me a bit suspicious that a bug has lasted so long in one of tejon's mods without being fixed or atleast noticed by anyone else. Unless of course its not his mod. But then I have no explanation for why things return to normal when nGCD is deactivated.

     

    the load order above is still correct. But some issues with the bug I can restate.

     

    1. It happens with all stages of vampirism, not just 3 & 4

    2. Deactivating nGCD and reactivating on a clean save solves the problem until the next increase in vampirism stage.

    3. If I also have Tejon's mod "Fatigue Effects" enabled my character falls to the ground for a short time upon changing forms of vampirism. If the mod is not enabled its just the noticeable effects on mana regen.

     

     

    Anyone ever experienced anything like this before? Or if you happen to be using nGCD and wouldnt mind giving it a try, does this happen to you as well?

  4. I like quests that take you just about anywhere and im not looking for alot of custom made stuff to go along with it. I just want a good story to be told. Voice acting is totally unecessary for me, though nice when its there. I always read subscript regardless, anyways.

     

    I will admit that I like going into ruins slightly more than caves though as long as there is some sort of story that accompanies the ruins. If not, theyre all the same to me.

     

    Oh and I dont care too much about the length of the quest either. Short or long its about the story being told.

  5. Im realy not sure how this will fit into the lore. I have certianly left room in the first mod to figure this out though. No one so far really knows much about the Mystic Library or the books.

     

    Its possible that Sheogorath has had something to do with this creation, or perhaps a follower of his. Im not certain yet. But I will try to fit things in and make them make sense as things progress

  6. This is for the next mod that will go along with Mystic Library http://www.tesnexus.com/downloads/file.php?id=27274

    and is a continuation of the story.

     

    The basic idea so far is that you go in to the book "Wonderland" seeking out Alice, a mage who was transported into the book but never came back out. You will follow her path through wonderland as you seek her out, all the while comming into contact with the strange and wonderfull (and sometimes evil) inhabitants of this realm.

     

    Of course all of the most famous elements of the classic "Alice in Wonderland" will be included, from the white rabbit, to the Queen of Hearts. But I also want to go deeper and create a world where you get a much better feel for what Wonderland is all about. Theres going to be alot more to it than just a quick run through/revisit to Alice in Wonderland. You might even be able to have some significant influence on the story, making it something quite dissimilar to the book.

     

    Currently Im thinking its a realm similar to shivering isles but without the constant death and destruction that everyone seems to love. Its quite colorful in many places and somethings that might seem obvious are anything but. Some of the people who live there are quite crazy, but are friendly and, for the most part, harmless. Some seem rather normal by comparison, but you may want to watch out for those, as normal in this world is Tamriel's equivalent to crazy psycho killer. Its ruled, of course, by the Queen of Hearts who is a sort of dumb evil villain. She likes being cruel and cutting off peoples heads, but she's not an evil genius.

     

    Thats the foundation for it anyways. Anyone have any ideas about what they think might go well or what they might like to see? Im mostly looking for ideas on how the world should be portrayed and the kind of feel you want to get out of it when you go there.

  7. I actually am one of those who want to learn every facet of the modding area. I plan on producing quest type mods mostly and I have several in mind that I want to produce. But time is a big factor. Between school, work, social relationships, and time for actuallly playing oblivion myself, I dont have much left for modding, especially when I run into something that I want or need to do but havent yet learned how to do it. That adds loads more time.

     

    After all that and the natural tendency for quests to take a while to produce Im not thinking Im going to ever be able to get around to many of my ideas that I think would be great.

     

    Im sure other moders have the same issues.

  8. I'm thankful that we have the Construction Sets for both Morrowind and Oblivion; I believe it's mods that keep these great games alive for most of us. But I can't help but feel that these tools totally shatter the illusion of game immersion for us. Being able to see everywhere and to see things I shouldn't know exist (like reference markers, for example), being able to manipulate everything in the world like a deity and seeing just how autonomous the AI setup is after having been so impressed by it -- things like this took much of the wonderment out of the game experience for me. I'm not trying to say that I wish the CS never existed because I love mods and modding, I'm just wondering if anyone else feels the same way I do. Does using things like TES4Gecko, Wrye Bash and the Construction Set spoil the immersion for you?

     

    Id have to disagree that these things have ruined any immersion for me. Even though Ive begun modding now and know alot more about whats going on behind the sceens, I still feel totally seperated from all that when Im actually playing.

  9. Ive been trying to figure this out for hours. All I want to do is to get a goblin to spawn at a particular time at night for a quest. Ive tried using something in the script like

     

    If (GetCurrentTime)==23

    goblinref.enable

    endif

     

    or

     

    If (GameHour) == 23

    blah, blah

    end if

     

    Game hour and Current time seem to be exactly the same things, and they refer to real time and not the actual game time. Very frustrating.

     

    Ive tried looking at the BlackBrugo quest since it mentions he only shows up there during certain times. I couldnt find any evidence of that being true anywhere though in the actual quest scripts/conditions.

     

    Is there a way I could get it to spawn at a particular hour in the game that Im not thinking of?

  10. thanks for the response

     

    the list is a copy/paste from wrye bash. the ++ means that the files are merged. Shivering Isles is renamed. Ive never seen anyone advise against this. It is, however, advised to do it for FCOM on the FCOM site. Ive never suffered any issues from it.

     

    Yeah, Im just gona have to play around with it more. I CAN load an old save where there is no problem, so it does seems odd that it would show up later but not right away. I have checked for diseases and such, so I really dont know why its going on. If I cant find something soon Ill just have to play through a previous save until the exact moment it hits, then I may be able to find out more.

     

    actually, thanks alot for the response. Your post gave me an idea. It took only a few minutes to test. Ive found the mod at fault for the bug. Thanks again!

  11. thanks for the response

     

    the list is a copy/paste from wrye bash. the ++ means that the files are merged. Shivering Isles is renamed. Ive never seen anyone advise against this. It is, however, advised to do it for FCOM on the FCOM site. Ive never suffered any issues from it.

     

    Yeah, Im just gona have to play around with it more. I CAN load an old save where there is no problem, so it does seems odd that it would show up later but not right away. I have checked for diseases and such, so I really dont know why its going on. If I cant find something soon Ill just have to play through a previous save until the exact moment it hits, then I may be able to find out more.

  12. Actually, after some more testing, once the bug has hit it seems to persist regardless of what stage of vampirism im at. Also, Since I always play as a vampire, Im not even sure if vampirism has anything to do with it.

     

    It does seem to be random though. I can start a new game and everything is fine. But later, all of a sudden, mana regeneration stops for no reason.

  13. Ive already tried deactivating the mods I thought were most suspicious to try to see what might be introducing the problem and then I moved on to mass deactivations, slowly adding mods back till I got results.

     

    Unfortunately I was not able to load the current game I was playing once I deactivated certain mods so I couldnt test them and the ones I could test had no result. So I had to start a new game. I was not able to repeat the bug in the new game even with my current mod configuration all activated. So I really have no idea what is causing it. Ive actually run into this before in another game(happened around lvl 16 Current lvl now is 1)

     

    I was hoping someone might have experienced this before or may know of ways to figure out whats going on.

     

    Here is my mod list

     

    Active Mod Files:

    • 00 Oblivion.esm

     

    • 01 Cybiades.esm [Version 01]

     

    • 02 Windfall.esm

     

    • 03 Jog_X_Mod.esm

     

    • 04 Francesco's Leveled Creatures-Items Mod.esm

     

    • 05 Francesco's Optional New Items Add-On.esm

     

    • 06 Cobl Main.esm [Version 01]

     

    • 07 Oscuro's_Oblivion_Overhaul.esm [Version 01]

     

    • 08 Mart's Monster Mod.esm [Version 01]

     

    • 09 Enhanced Daedric Invasion.esm

     

    • 0A CyrodiilUpgradeResourcePack.esm

     

    • 0B TamrielTravellers.esm

     

    • 0C FCOM_Convergence.esm [Version 01]

     

    • 0D Progress.esm [Version 01]

     

    • 0E TR_OoT_Main.esm

     

    • 0F CM Partners.esm

     

    • 10 HorseCombatMaster.esm

     

    • 11 Unofficial Oblivion Patch.esp (this and the one bellow were my first guesses. Deactivating them had no effect and activating them in new game had no effect.)

     

    • 12 UOP Vampire Aging & Face Fix.esp

     

    • 13 Oblivion.esp (this is DLC-ShiveringIsles)

     

    • 14 Unofficial Shivering Isles Patch.esp

     

    • 15 Francesco's Optional Chance of Stronger Bosses.esp

     

    • 16 Francesco's Optional Chance of Stronger Enemies.esp

     

    • 17 Francesco's Optional Chance of More Enemies.esp

     

    • 18 Francesco's Optional Leveled Quests-SI only.esp (not the francesco's one, but the one FCOM site suggests)

     

    • 19 Francesco's Optional Leveled Guards.esp

     

    • ++ Francesco's Dark Seducer Weapons Patch.esp

     

    • ++ FCOM_Francescos.esp [Version 01]

     

    • ++ FCOM_FrancescosItemsAddOn.esp [Version 01]

     

    • 1A FCOM_FrancescosNamedBosses.esp [Version 01]

     

    • 1B Fran Armor Add-on.esp

     

    • 1C Fran_Lv30Item_Maltz.esp

     

    • 1D Akatosh Mount By Saiden Storm.esp

     

    • 1E Living Economy - Items.esp

     

    • 1F Enhanced Economy.esp [Version 01]

     

    • 20 Map Marker Overhaul.esp [Version 01]

     

    • 21 Map Marker Overhaul - SI additions.esp [Version 01]

     

    • 22 Improved Hotkeys_Extended.esp [Version 01]

     

    • 23 DLCHorseArmor.esp

     

    • 24 DLCOrrery.esp

     

    • 25 DLCVileLair.esp

     

    • 26 DLCMehrunesRazor.esp

     

    • 27 DLCSpellTomes.esp

     

    • ++ MaleBodyReplacerV4.esp

     

    • 28 Thieves Arsenal.esp

     

    • 29 DLCThievesDen.esp

     

    • 2A ExnemRuneskulls.esp

     

    • ++ FCOM_ExnemRuneskulls.esp [Version 01]

     

    • 2B Cobl Glue.esp [Version 01]

     

    • 2C Cobl Si.esp [Version 01]

     

    • 2D OOO 1.32-Cobl.esp [Version 01]

     

    • ++ FCOM_Cobl.esp [Version 01]

     

    • 2E Bob's Armory Oblivion.esp

     

    • 2F FCOM_BobsArmory.esp [Version 01]

     

    • 30 Loth's Blunt Weapons for Npcs.esp

     

    • ++ FCOM_LothsBluntWeapons.esp [Version 01]

     

    • 31 Oblivion WarCry EV.esp

     

    • 32 FCOM_WarCry.esp [Version 01]

     

    • 33 Oscuro's_Oblivion_Overhaul.esp

     

    • 34 FCOM_Convergence.esp [Version 01]

     

    • ++ FCOM_EntropicOrderRebalance.esp [Version 01]

     

    • 35 FCOM_RealSwords.esp [Version 01]

     

    • 36 Mart's Monster Mod - Extra Wounding.esp [Version 01]

     

    • ++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 01]

     

    • 37 Mart's Monster Mod - Foxes.esp [Version 01]

     

    • 38 Mart's Monster Mod - Dungeons of MMM.esp [Version 01]

     

    • 39 Mart's Monster Mod - Gems & Gem Dust.esp [Version 01]

     

    • 3A Mart's Monster Mod - Hunting & Crafting.esp [Version 01]

     

    • 3B Mart's Monster Mod - Farm Animals.esp [Version 01]

     

    • 3C Mart's Monster Mod - Durzog Addon.esp [Version 01]

     

    • 3D TamrielTravellers4OOO.esp

     

    • 3E TamrielTravellersItemsNPC.esp

     

    • ++ FCOM_TamrielTravelers.esp [Version 01]

     

    • ++ FCOM_DiverseGuardUnity.esp [Version 01]

     

    • ++ FCOM_BobsGuardUnity.esp [Version 01]

     

    • ++ FCOM_FriendlierFactions.esp [Version 01]

     

    • 3F TIE In.esp [Version 01] (the one based on 1.25)

     

    • ++ TIE In - ExnemRuneskulls.esp [Version 01]

     

    • ++ TIE In - Cobl.esp [Version 01]

     

    • 40 TIE In - FCOM Convergence.esp [Version 01]

     

    • ++ TIE In - RealSwords.esp [Version 01]

     

    • ++ TIE In - MMM Craft.esp [Version 01]

     

    • ++ TIE In - DiverseGuardUnity.esp [Version 01]

     

    • ++ TIE In - BobsGuardUnity.esp [Version 01]

     

    • 41 KvatchAftermath.esp

     

    • 42 Castle Ravenpride.esp [Version 01]

     

    • 43 Ivellon.esp [Version 01]

     

    • 44 300 White Stallion 4 - OOO.esp

     

    • 45 DragonInvasion.esp

     

    • 46 GTAesgaard.esp

     

    • 47 HeartOftheDead.esp [Version 01]

     

    • 48 JolardHome.esp

     

    • 49 LetThePeopleDrink.esp [Version 01]

     

    • 4A LostSwordOfTheAylied.esp

     

    • 4B Malevolent.esp

     

    • 4C Quest For The Elements.esp

     

    • 4D thievery.esp

     

    • 4E thievery - EE patch.esp [Version 01]

     

    • 4F TR_Stirk.esp

     

    • 50 Stirk_Compatibility_Patch.esp

     

    • 51 VHBloodlines 1.2.esp [Version 1.2-01]

     

    • 52 Windfall.esp

     

    • 53 DLCBattlehornCastle.esp

     

    • 54 DLCFrostcrag.esp

     

    • 55 FrostcragRebornCobl.esp

     

    • 56 Knights.esp

     

    • 57 SM Plugin Refurbish(Merged).esp [Version 01]

     

    • ++ TIE In - Knights.esp [Version 01]

     

    • 58 Cybiades.esp [Version 01]

     

    • 59 CybiadesDungeon.esp [Version 01]

     

    • 5A TOTF.esp

     

    • ++ TOTF Delayer.esp

     

    • 5B RTT.esp

     

    • 5C The Lost Spires.esp

     

    • 5D Mighty Umbra.esp

     

    • 5E Blood&Mud.esp

     

    • 5F Lost Paladins of the Divines.esp

     

    • 60 Origin of the Mages Guild.esp [Version 01]

     

    • 61 The Mystery of the Dulan cult.esp

     

    • ++ FCOM_MightyUmbra.esp [Version 01]

     

    • 62 FCOM_Blood&Mud.esp [Version 01]

     

    • ++ FCOM_Knights.esp [Version 01]

     

    • 63 FCOM_OMG.esp [Version 01]

     

    • 64 FCOM_DulanCult.esp [Version 01]

     

    • 65 Enhanced Daedric Invasion.esp

     

    • ++ FCOM_EnhancedDaedricInvasion.esp [Version 01]

     

    • 66 ElsweyrAnequina.esp

     

    • 67 NakedNord.esp

     

    • 68 bartholm.esp

     

    • ++ FCOM_UnofficialFranArmorAddon.esp [Version 01]

     

    • 69 Enchanting and Spell Making Altars.esp

     

    • 6A Mart's Monster Mod - City Defences.esp [Version 01]

     

    • ++ TIE In - VHBloodlines 1.2.esp

     

    • ++ TIE In - Malevolent.esp

     

    • ++ TIE In - TOTF.esp

     

    • ++ TIE In - B&M.esp [Version 01]

     

    • ++ TIE In - DLCOrrery.esp [Version 01]

     

    • ++ TIE In - DLCThievesDen.esp [Version 01]

     

    • ++ TIE In - DLCFrostcrag.esp [Version 01]

     

    • 6B Alternative Start by Robert Evrae.esp

     

    • 6C TFE.esp

     

    • 6D Roughing It.esp

     

    • 6E SupremeMagicka.esp [Version 01]

     

    • 6F SM_ShiveringIsles.esp [Version 01]

     

    • ++ SM_DLCSpellTome.esp [Version 01]

     

    • ++ SM_OOO.esp [Version 01]

     

    • ++ SM_MMM.esp [Version 01]

     

    • ++ SM_COBL.esp

     

    • 70 SM_EnchantStaff.esp [Version 01]

     

    • ++ SM_UnlockSpells.esp [Version 01]

     

    • ++ SM_Scrolls.esp [Version 01]

     

    • ++ SM_SigilStone.esp [Version 01]

     

    • 71 MidasSpells.esp

     

    • 72 AudaciousMagery.esp

     

    • 73 Deadly Reflex 5 - Timed Block with no damage or durability changes.esp

     

    • 74 DeadlyReflex 5 - Combat Moves.esp

     

    • ++ SM_DeadlyReflex.esp [Version 01]

     

    • 75 nGCD.esp

     

    • ++ nGCD Skeleton Key.esp

     

    • 76 ProgressGSD.esp [Version 01]

     

    • 77 ProgressMBSP.esp [Version 01]

     

    • 78 ProgressSBSP.esp [Version 01]

     

    • 79 CM Partners.esp

     

    • 7A Bashed Patch, 0.esp

     

     

    Thanks alot beforehand for any help!

  14. It was a pain in the butt! Just finished it a few minutes ago and tested it the whole way through for any possible bugs.

     

    Its a repeatable quest. I have a few more planned for my mod but I thought Id do that one first cause it would be easiest. Turns out, now that I know something about scripting and quest writing, THAT one was the hardest of the three.

     

    Atleast now the other two will come along much easier.

     

    Any of you make similar newbie mistakes when making your first mods and you wish you had known better?

  15. The Mystic Library - beta http://www.tesnexus.com/downloads/file.php?id=27274

     

     

    This is my very first mod and is not quite finished yet, thus beta. However, it will be the foundation for mods that I have planned for the future and will be required for them. My purposes for uploading it now is:

    1. just to see what people think of what ive done so far.

    2. advice on either what Ive done wrong or what I might be able to do better

    3. ideas on how to improve in general.

    4. general encouragement :P

     

    What this mod is: (or will be)

     

    In and of itself, its very simple. An archeologist and her team who work for the mages guild happen upon something theyd never in their wildest dreams imagined theyd find. But their initial discovery turned out to be far more than what met the eye.

     

    They discovered a library of sorts, where special books are held that can transport you inside of them. Whole new worlds yet undiscovered rest beneath the pages of the tomes that lie within.

     

    So far the mod includes:

    1. An old tavern in cell 36,-9 just north of fort gold throat, and south of the river. Thats roughly midway between Leyawiin and Chorrol. There is also a small garden outside where an old lady will work during certain parts of the day

     

    2. The inside of the tavern itself. Unfortunately, no archeologist yet. I am working on a quest for her now. But Ive put alot of work into various details about her life, which is evident in the things you can see in the room.

     

    3. The basement, not much here except what will serve as part of the main story line. Once again Ive put alot of thought into the small details here. The direction of the compass is important, I made sure the rubble made sense, etc.

     

    4. The library itself. Warning: its not so much a library as you might normaly think of one. The mod realy took a different shape as I made it.

     

    In the main room there is a door that leads no where: this is intended. I will put a message on that door later.

     

    There is also a stairwell where it looks like there is supposed to be a collapse but some rocks are hanging in the air: this is also (sorta) intended. I will fix this later also when I figure out how to do what Im trying to do there.

     

    BTW, when you see the main room, think of what image youve seen all throughout oblivion and what significance this room must have.

     

    this is a link to the file:

     

    http://www.tesnexus.com/downloads/file.php?id=27274

     

    Much appreciation goes to those brave soles who will take a quick look at my work and offer whatever advice they may have or that I may need. :)

  16. Im looking for some suggestions on some good mods that deal with the things I listed above. I usually do this on my own, but when looking for this stuff I found dozens of different mods that do similar things.

     

    For starters, Im using FCOM, cobl, ngcd, progression, and supremem madicka. Im listing these because compatability with them is a must.

     

    Now for what Im looking for:

     

    Fatigue: something that causes my fatigue to drop based on whether im running, walking, or heavily encumbered (currently Im using wrye bash to do this) but Im looking for some consequences of some sort to it dropping all the way. Im looking to make fatigue a much more important stat.

     

    Hunger: I just want my character to need food and drink, otherwise there are consequences

     

    Sleep: I just think he needs to rest from time to time, if not, there are consequences.

     

    Im really looking for a mod that does these things exceptionally well, maybe even one that allows me to customize it myself to match my own desires. I just feel overwhelmed by the shear number of mods that effect these things and am hoping for some advice on where to go for some of the better ones.

     

    Thanks in advance for any advice.

  17. I do plan on releasing it here, its a simple little mod but it will be the foundation for all of my future mods. I already have my next one in mind and it will be far more complex. By then I suspect I will have learned enough and my skills will have inproved enough that its progression will go a little faster than this one has.

     

    But yeah, this stuff takes time and kudos to the people who do it!

  18. Wow, after a little under a week of putting together my first mod Im just about finished. Ive got the tavern and its exterior finished, the basement and some cool things I did with some lighting effects, and Im just about finished with the library beneath that. After that all Ill need is the innkeeper and a quest that links her to the library underground.

     

    Anyways, I must say I have a new and improved respect for those of you who make simply enormous mods. The time and effort that must go in to them is far greater than I ever thought. So thanks to all the modders out there for adding to our games and giving us a better one to play.

  19. I agree that cyrodiil feels a little compacted. Ancient, lost ruins that no ones been in for hundreds of years....just 5 minutes from town! Doesnt seem so realistic. these should be things you stumble across but a short camping trip is likely to find you half a dozen of them.

     

    But then again Im not sure of how feasable something like that would be. Just the area we are given is already enormous and even doubling the size of that would be an enormous task.

     

    Though I like the idea and would certainly endorse the attempt, Im satisfied with people just adding whole new worlds/areas outside of the given play area. That has a similar effect to what you are suggesting atleast.

  20. I use OBSE always. I have dozens of mods that require it. Also, as a beginning moder, I have no use for it yet since my skills arent advanced enough. But I have ideas for mods that will no doubt require its use when I get around to making them.

     

    It has all the thanks for making my oblivion game/experience what it is.

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