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Everything posted by Deleted1217574User
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Early Closing Day in the Imperial City
Deleted1217574User replied to Midwinter1888's topic in Oblivion's Mod troubleshooting
I'm most certainly no expert, but all I can recommend is my tried-and-true, though time consuming method of mod-checking. What I do is first scan my mod list for things that may somehow, even in a tiny way, affect the object in question. In this case, Maro Rufus. So, then, try disabling mods that might have anything to do with him. Better Cities, Living Economy, Cutthroat Merchants, things like that, then see if your problem is fixed. If not, what I generally then do is, starting at the top of my mod list, disable maybe ten or so mods at a time and load up the game, and see if my problem is fixed. If not, exit, and disable ten or so more. Don't reactivate until you've found your culprit. Once you get the mod, go back and one by one, reactivate the mods in your last group that you deactivated (I hope that makes sense, it seems worded oddly) until you get your problem again. There ya go, you've figured out the problem mod. What you do from there sorta depends on how much you care about that particular mod, and therefore how willing you are to work around conflicts. -
i cant get into my oblivion
Deleted1217574User replied to lonewolf789's topic in Oblivion's Mod troubleshooting
Which mod(s) is/are it that you're trying? That kind of crash sounds like you're missing a .esm file, so be sure you didn't miss any previous requirements on any of your mods. -
This thread is solely for finding mods, if you need help getting them to work, you'd be better off posting in the Tech Support or Mod Troubleshooting forums, depending on your problem.
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The Nexus Server? Apparently, the guy who was running it hasn't been on in a while. Someone said that an attempt to contact him had been made, but I dunno how that all turned out.
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Oh really? I'm sorry, I didn't even try them =( I know most of his mods can be found on Planet Elder Scrolls, though I don't recall seeing that one...
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I recommend The Lost Spires and Dungeon Of Ivellon. Those are the only two I can think of... Frostcrag Reborn, if you have the DLC... Dragon Invasion II.... Eh.... Okay, so I can think of a few, haha.
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Jannix Quinn's mods can be found on his website, <span style="text-decoration: underline;"><a href="http://www.rubyblade.com/tes/mods.htm">here.</a></span>
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Generally, I build myself a room and torch it and protect it from creepers, and then start digging down in a 1x3 mine until I reach bedrock. Then, I just expand laterally, until I find the materials I need.
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Oh really? Well, what's the IP, for whenever it does go back online?
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So I didn't read through all 50 pages, but on the first page.... Did I read something about a Nexus server? Do we have one of those? I've just been getting into the game with couple friends, it's pretty great.
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Removing the auto-bounty for guard killing.
Deleted1217574User replied to Deleted1217574User's topic in Oblivion's Mod Ideas
Huh. That sounds plausible. I've no idea how to do it myself, but it sounds doable from what I know of what's possible and what isn't =D -
Render only what the screen sees
Deleted1217574User replied to MorpheusDruidic's topic in Oblivion's Mod Ideas
I imagine it would actually make your FPS worse, because when you turn, say, 90 degrees, it has to render all new items. So, say you look to your left and there's a forest. You'd have to wait for it to render all those trees as you go along, rather than the initial render which takes a bit longer when you change cells. That's a poor explanation, I realize... Essentially I'm saying it would be faster to render everything all at once, once, than to render small parts of it every couple seconds. -
I often would have the same problems. More often than not, it's just a load issue. What I recommend is this: If it's due to wandering, find where it is that makes your game CTD. If it's a mod, it generally won't be a random spot, but always the same spot. Save right on the boundary of the corrupted area. Starting at the top of your mod list, disable a few mods at a time, load up your game, and go into the dead zone. Eventually, you should be able to traverse the area free of CTD's. Then, go back, and one by one, REactivate your most recent set of mods until the game starts crashing again. When you've identified the culprit, you can attempt to change it in your load order, or as I sometimes do, just disable it altogether. Good luck!
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Removing the auto-bounty for guard killing.
Deleted1217574User replied to Deleted1217574User's topic in Oblivion's Mod Ideas
Hm... That could work... But could you make it a "passive" script, I.E. NOT when wearing a specific item? -
Removing the auto-bounty for guard killing.
Deleted1217574User replied to Deleted1217574User's topic in Oblivion's Mod Ideas
Meh, I can understand the fine for summons. What I generally end up doing with the guards is fighting until my victory is absolutely assured (i.e. they're one hit away from death) and then just use the console to finish them off. It works the same way, and I don't get the bounty. It's still annoying and immersion breaking, though. -
If you want, you can use the console to raise your stats up to 255. Past that and they reset back to 0. But, if you want, in the console, enter "player.setav <skill/stat> 255" or to whatever value you want. However, with a couple exceptions, things won't be too much different past 100. -Strength past 100 will not let you do more damage, however it will continue to increase your encumbrance -Speed, Acrobatics, and Athletics past 100 will continue to upgrade normally -Other stats that increase a component (Intelligence-Magicka, maybe endurance?) will also continue to stack. You can set your level to whatever using the command "player.setlevel," and if you want to force the level-up screen, even without having increased your major skills 10 times, you can use "player.advlevel."
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One thing I've always hated is how if you kill a guard, that's an automatic 1,000 gold bounty, even if it's in the middle of nowhere. Is there a way to get rid of that? For some reason, things like Ren's Overhaul and No Psychic Guards cause CTD's, so I'm hesitant to download a whole big mod for that.
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I don't think that stats can be raised past 255 with the limits of the game's engine. It's like that in pretty much any game, I think, because 255 is the largest value that can be represented with one bit? Byte? One something-that-starts with a "b." If you hack or mod any game, you're not gonna find values going past there, generally. It's just an unfortunate limitation that I don't think can be worked around. Or I could be completely wrong, haha.
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Wait, mine is? I just tried it again and it worked for me =/
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Anyone recognize the outfit or the hair in this picture? If it's an SKS sorry, I feel bad since those get asked about so often.
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Taking, not making requests
Deleted1217574User replied to Deleted1217574User's topic in Oblivion's Mod Ideas
Sorry, meant to, but forgot. Unfortunately, those first two are scripting, and the latter is new texture creating. Unfortunately, I'm not good for too much mod-wise XD so I would recommend moving that to the actual requests thread as a new topic, as I'm unable to help. Sorry, though =( -
Due to a number of circumstances, Elias won't be playing out after all. However, I do have a different idea. Please see the more relevant thread.
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So, I've decided that, instead, my contribution to the Nexus will be mod expositions. Ya know, run through, a nice demo or so, maybe a walkthrough, of the various mods. Also perhaps some of the quests themselves. So, my question is, what are some mods you think I should cover? It can be one you think really shines, one that you'd like to see get noticed more, or even your own mod that you feel isn't getting the reputation it deserves. Post your ideas, please.
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While I agree that 92 different options for making Dremora playable can, and even is a little annoying at times, really, like was already said, you gotta start somewhere. Simply by downloading the CS puts you closer to being a modder than many. Even knowing how to go in and check the "playable" box, however simple that may be, is at least the start of what could be a modding career. Ask ancient_laws. Gizmodian. Skycaptain. Any of those popular modders, and I'm sure they had to start small. I mean, the three things I have uploaded are by no means anything great. Literally two minute mods. But ya know what? Two of them were made by request, and that means that even the tiny mods are useful to someone. I think that spending a couple minutes more time browsing is more than worth the potential of an actually gifted modder flourishing.