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Everything posted by ratkiller13
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" Preferably one that does not require me to restart my game, because I have -1000% interest in ever playing the imperial dungeon again for the rest of time." Cure for that is another mod, which starts you at the sewer exit with a chest that contains all the junk you would have collected going through the starter dungeon; https://www.nexusmods.com/oblivion/mods/1947 Also fixes the custom race problem. "This was NOT a problem in Morrowind, there were plenty of high level enemies and areas you had to avoid but also plenty of low level areas for newer characters to mess around in." I don't know of a mod like that, but it should be possible (although tedious) to make, the only mod I ever uploaded changed nuisance creatures into vampires, which made the beginning harder rather than easier. Tinkering with the leveled lists is one way to do it, the more tedious way (altho much closer to the Morrowind system) would be to go dungeon by dungeon replacing low with high in some and high with low in others. I agree with the sentiment, in Morrowind you entered every new dungeon cautiously and prepared to run for your life. :devil: :ermm:
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When I made the switch from Windows 98SE to XP, I had to do a lot of screwing around with DOSBOX to get some of the old games to work at all. My understanding is that some of the newer operating systems like Windows 10 dropped the DOS kernel completely, since I'm still chugging along with XP I have no direct experience with VISTA, 7, 8, or 10. Since the newer systems may have assorted backward compatibility issues, the question "What operating system?" is an important one to answer.
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Spell area effect measurement?
ratkiller13 replied to ratkiller13's topic in Oblivion's Oblivion Construction Set and Modders
Thanks for the input, despite that evil nasty wicked "real life" getting in the way I'm still working on this when I have the time. Got this ruler that's supposed to be 1000 units, depending on which source you go by 22 or 23 units = one foot. (No idea why the odd number either way, if the original programmers were using metric, 25.4 millimeters would be one inch.) Allegedly the height of 1.0 is six feet for various races, female Nord is 1.06, so she's a bit over 6 feet tall. Turned one of those bedrolls on end and it was about the same, more or less matches the ruler markings. Custom spells with 25, 50, 75 and 100 range or area, detect life, light target, flame damage 2 for 10 seconds, all are just a little short of the markers. So it's PROBABLY feet for range/radius, whether it says "range" for target spell, "area" for damage spell, or "magnitude" for detect life and light spells. One example is a light target area spell; EFFECT: Light RANGE: Target AREA: 50 DURATION: 10 MAGNITUDE: 10 With that I look straight down at where my feet would be, cast the spell, and if the target is in range she lights up as if she had cast the spell on herself. The range is still iffy, various experiments it looks like "50" is actually short of that, somewhere around 45 to 48 feet, although when you're guessing at the actual numbers you have to allow for errors. -
Skeleton Race
ratkiller13 replied to Gambolpaddy's topic in Oblivion's Oblivion Construction Set and Modders
Easiest way in the CS, click character, race, select one and duplicate. Rename the race then click the body data tab, change all the data to the same nifs the skeleton uses. Now you have a unique playable race, so you'll need to add one of the quickstart mods or a race dialogue mod. -
Been trial and erroring this, gave up and tried google, no help. Standard vanilla spell; Fire Storm Fire Damage 50 Area 15 So you cast that spell aiming at the floor/ground between you and the target, if he's within the 15 (whatever it is) area he gets cooked. Fifteen what? I found for objects in the CS there are 21.3 units per foot when you move something, but an area effect is obviously more than that. Centimeters, inches, yards, hectares, furlongs, fathoms? I can't find anything that tells what measurement the Area number refers to.
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Interior FX and lights
ratkiller13 replied to Chiaro22's topic in Oblivion's Oblivion Construction Set and Modders
"they rarely appear in animated form in the Construction set", top menu click WORLD, then RUN HAVOK SIM to animate in the CS. Generally I have to actually test in game to see what it really looks like anyway. -
My Weapon Doesn't Work
ratkiller13 replied to IdeaBot's topic in Oblivion's Oblivion Construction Set and Modders
For a custom weapon or armor, you need three files, not two. In \Meshes, MyCustomSword.nif calls for a texture but actually requires a second lighting texture with a matching name, example MyCustomSword.dds and MyCustomSword_n.dds. The MyCustomSword.nif requires some kind of "ground" shape, MyCustomSword_gnd.nif is preferable although any gnd.nif will usually work. Best way is to edit an existing similar object, change the name, then redirect the nif files it calls for in the CS. Also double check in NIFskope that the path to the texture folder is correct, if your Oblivion folder is in a different location from where it was when NIFskope was installed you'll get blank white or invisible textures. -
Custom sounds not working
ratkiller13 replied to ClarkWasHere's topic in Oblivion's Oblivion Construction Set and Modders
Downloaded the file, I'm getting "unsupported audio format" in real player, "ACM driver error" in Power Sound Editor. Assuming this WAV file plays on your system normally, you could try checking the 2D box ON and see if that plays in game. https://cs.elderscrolls.com/index.php?title=Sound -
Different Water Levels
ratkiller13 replied to Nerogorath's topic in Oblivion's Oblivion Construction Set and Modders
In the construction set, hit the B key to turn exterior (outside) boundaries on/off in the render window. In the cell view window, right click on the cell to change the water height. For a house downhill from the lake, place it in a different cell with lower water. Rather than trial and error I usually temporarily place an object where the water height will be, then double click the object to read the height from the Z position in the reference window. -
mod i made doesn't appear
ratkiller13 replied to phillipjohnmc's topic in Oblivion's Oblivion Construction Set and Modders
I generally merge a lot of ESPs that I'm not actively working on to keep the bloat under control, currently I have 9 ESP files active. With several dozen mods it would be rather difficult, but with only a few the easiest way is to load all the mods affecting the same cell, then set the one to be changed as the active file. Example; Rowboat.esp - several player controlled sailboats on the water. Cities3.esp - Assorted extra forts and villages. 1Sewers.esp - new sewer systems under various cities, some connected to vanilla dungeons. So I have a new fort on an island just north of Leyawin, with a sewer exit from the Leyawin sewers nearby, and I want to place a boat next to a pier near the new island fort city. Check Oblivion.esm on, then check Cities3 and 1sewers on, check Rowboat on and set it as the active file. Now I have the fort city and the Leyawin north sewer exit visible, so I can place the new rowboat next to the pier (which is in the Cities3.esp but wouldn't be visible in the other two by themselves) and avoid placing it too close to or partially inside the sewer exit (which wouldn't be visible if 1Sewers wasn't loaded). Obviously with a zillion mods in use at the same time that would be more difficult, for example if I was using one of the open cities mods my sewers and cities mods would conflict with any of those since they alter the same exterior cells. -
mod i made doesn't appear
ratkiller13 replied to phillipjohnmc's topic in Oblivion's Oblivion Construction Set and Modders
I'm guessing you're new at this from some of the phrasing - "I made a patch with CS" do you mean you made a MOD? Simple steps for making a new mod; 1. Open CS, click FILE, DATA, select Oblivion.esm, set as active. 2. Do something, anything, placing a tree for example. 3. Save, it automatically will save as an ESP file, so name it something.esp. 4. Start Oblivion Launcher. 5. In the launcher menu, click on DATA FILES. 6. In the DATA FILES menu, select your new "something.esp" (whatever you named it) and make sure the box is checked on. 7. Start the game. If you have the tree planted in a cell that you haven't been in yet, a savegame should load it okay when you teleport to that cell (a cell can be external or internal, if you plant the tree outside the Anvil main gate it should show up when you first teleport to the Anvil stables.) Best way to test new stuff is to start a new game using one of the quickstart mods; https://www.nexusmods.com/oblivion/mods/1947/? And place your test tree just outside ImperialSewers03, simplest is to place across the river near Vilverin. That makes it easy to start a new game each time, exit the sewer, and see if the changes worked. Be advised, if you're using another mod as a basis - for example you load a mod that has a non standard weapon, you place the weapon on the ground, then start the game without that mod active, you won't see the weapon. For that to work in a new mod you have to; 1. Load Oblivion.esm, whatever.esp (the mod with the custom weapon) and something.esp (your new mod) and set something.esp as the active file. 2. Find the custom weapon, right click, duplicate it. 3. Place the duplicate, save and exit. 4. Fire up the game, your duplicate should show up if something.esp is activated without having to also activate whatever.esp. There are probably other ways to transfer custom items and characters from one mod to another, I've been using the construction set since Morrowind and haven't tried the new wrye bash or TES4edit utilities yet. -
Oblivion experience-gain pausing. (With picture example)
ratkiller13 replied to gamercash's topic in Oblivion's Mod Ideas
Simplest thing to do is open the construction set, set Oblivion.esm as the active, then click Gameplay, Settings, scroll down to the iLevelUp section. iLevelUp01Mult = 2, change that to 5. Change all the rest to 5, then save as a .esp file and activate it. Whenever any skill increases, whether it's one, four, or 10 you'll have five bonus points for that skill's attribute. Just below the skill bonus multipliers is iLevelUpSkillCount = 10, change that to 15 or 20 if you want to level up slower. Construction set isn't that hard, you can adjust all the game settings to your own personal taste, and when (not IF, WHEN) you screw something up just delete your faulty .esp file and make a new one. Try weird things like iLevelUp01Mult = 20, so every time you level up you can add 20 points instead of 5. Change iTrainingSkills = 5 to iTrainingSkills = 50, then you can train 50 times instead of 5 times between level ups. Play with it, get weird. :cool: -
Scripting Problem
ratkiller13 replied to zymurgy65's topic in Oblivion's Oblivion Construction Set and Modders
Thing about containers that surprised me - create a new chest, paint it, stock it, scatter copies of it all over Tamriel - but each physical copy has to have the locked/unlocked status and lock level set individually after placement. -
That should actually be simple in the construction set; https://cs.elderscrolls.com/index.php?title=Container As for step by step, simplest thing is to edit an existing chest, change the edit ID name to create a new chest, then make sure the box for "RESPAWNS" is unchecked. Drag and drop items into the chest to stock it with whatever you want, or leave it empty and just use it as storage in the game.
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Steady Zoom.esp would be my first suspect.
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NIF files texture path?
ratkiller13 replied to ratkiller13's topic in Oblivion's Oblivion Construction Set and Modders
Dunno. Mods are self made, for example the helmet in my profile pic with the vampire skull on it - made from the vanilla iron helmet. Best I recall (at my age my recollector don't always recollect recorrectly) I used bsacmd to extract the vanilla meshes and textures from the BSA files to clone and make new objects several years ago. Sometime last year Oblivion quit working, wanting me to activate it again (Direct2Drive version) and it wouldn't activate (long story, I still use Win XP and the new owners of the D2D thingy want the user to have internet exploder 11 installed, which you can't do with XP) so I uninstalled and reinstalled the whole smash. Copied all my ESPs, meshes, textures, sounds etc from a zipped backup to the new install, but now every time I go to edit a texture the NIF file is pointing to the original install folder for the texture. It gets real tedious having to change the texture path on every NIF so I was wondering if there was a faster way. Main question is how does bsacmd work? Does it consult the system registry for the path? Why does it use the whole path instead of just starting in \Data\Textures? "Why" isn't all that important, main question is there a way to stop it from doing that? NifSkope is another question, there are no good tutorials on what some of the controls do - one example here, SPELLS/SANITIZE/ADJUST TEXTURE SOURCES sounds like it might be what I'm looking for, but there's no documentation I can find. -
Never payed much attention to the random babbling of the NPCs, but I suspect the simplest way to trigger the more elegant dialogue would be to raise disposition with an enchantment. Create a new enchantment for apparel in the construction set; Fortify Attribute Personality 200 Fortify Skill Speechcraft 200 Then duplicate an amulet or something (edit an existing amulet and change the editor ID and name, that creates a new one) and add the new enchantment. While wearing the amulet everyone you talk to will like you a lot more. One trick to add realism, open the cell for the cloud ruler temple armory, drop the amulet on a table in the armory. That way you'll have to complete the beginning of the main quest to become "The Hero Of Kvatch" in order to get access to the blades armory and grab the new amulet. Save (as hero.esp for example) then check hero.esp on in the data files.
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Some time in the past I used BSACMD to extract meshes and textures from some BSA files. After having some problems with the game I reinstalled (I have the D2D version) on a new SSD drive, then copied all the custom meshes, textures, and mods to the new OBLIVION folder. Deleted the old folder and discovered all the custom items had no textures. Investigating with NIFSKOPE I found that the textures for all the NIF files contained the complete path to the texture, instead of F:\Bethesda Softworks\Oblivion\Data\Textures all the F:\Bethesda Softworks\Oblivion\Data\meshes\*.nif files pointed to the original C:\Bethesda Softworks\Oblivion\Data\Textures\*.dds files. At the time I just restored the backup to the original location and that worked, but I think it slows the game down and causes a jerky animation as the program loads the mesh from the SSD then needs to load the texture from the C drive. One fix, open NIF file with NIFSKOPE, change each NiSourceTexture to the correct path then save. Tedious, plus at my age I don't expect to live long enough to do every NIF file in the entire mesh folder and subfolders. So the question, anyone know a utility or batch process in BSACMD that will redirect the whole smash to the correct main DATA folder? Just took a squint, meshes folder is 2.8 gigs, 1744 folders, 21,385 files. :ohmy:
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Just checked, LARGE TEXTURES on. My specs; Operating System: Windows XP Media Edition (5.1, Build 2600) Service Pack 3 Model: Dell DXP051 Power supply: 550 watts CPU: IntelĀ® PentiumĀ® D CPU 3.40GHz (2 CPUs) Memory: 2GB Crucial 667mhz Video: NVIDIA GeForce GTX650 2GB driver 327.3 Sound: SB Audigy Hard Drives: C:Western Digital WD5000AAKX-001CA0 462.0 GB 7200rpm F:SanDisk SDSSDH120GG25 114.5 GB solid state drive Normally I run with HDR and everything cranked to max, no forced anti-aliasing though. The Nvidia driver is an older one since anything later than that is optimized for DX11 and works like a government employee for DX9C or earlier. Here's what I get with HDR on; https://www.facebook.com/photo.php?fbid=957176504326630&set=a.686653074712309.1073741825.100001028687859 Don't get that with BLOOM on but I get the default NightEye effect with BLOOM. After a lot of swapping files and testing I narrowed it down to shaderpackage013.sdp being the one with the actual NightEye effect (at least for HDR), still don't know what the point is of copying shaderpackage001.sdp to overwrite all those other files.
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Downloaded this; http://www.nexusmods.com/oblivion/mods/2927/? And the instructions (1 is make a backup before overwriting files, duh); 2) Go into the folder corresponding to which effect you want to use, if one exists for the shader model you need. These effects are: (List of assorted optional mods) 3) Drag the CreatePackages.bat file (should be next to this readme) into that folder and run it. Don't panic, all this does is make a bunch of renumbered copies of the shaderpackage file (001 through 015) and nothing else. If you're paranoid, right-click the file and select "edit" to see for yourself (or make all the copies by hand). The .bat will work for any shaderpackage001.sdp file you get your hands on. 4) Copy the newly made files to your Oblivion\Data\shaders directory. Did that, using a quickstart I dragged the standard novice NightEye spell into the specials for a custom race to try it out. Looked good, so exit the sewer - and a bunch of terrain tiles are all screwed up with weird textures. Dunno what that's all about, so I restored all but the first shader (shaderpackage001.sdp) and the terrain is okay but the NightEye effect is back to default. Question is, what is the point of copying shaderpackage001.sdp to 14 other files 2 through 15? Are all those actually for NightEye, or does this guy not know exactly which file is used for NightEye and is just taking the shotgun approach?
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Looking at the pic, I would edit the NIF file to change the Z axis to -10 or thereabouts in order to lower the mesh attachment point. Be advised you may need to increase the overall size of the mesh, and a mask that fits human or elf faces won't fit Argonians, Khajiit or Orcs.
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I don't mind skipping mods as long as I know which mods to skip, the whole point of this appeal is for uploaders to list the requirements at the top. And I do have STEAM (Half Life 2 and Railworks in the past) but I have more problems with STEAM than it's worth, so I no longer use it. If there's a disc version with no requirement for a key disc (I have an autistic kid so key discs tend to get scratched, dirty or lost frequently, which is why I went with D2D in the first place) I would buy that.
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I have the Direct2Drive version of Oblivion, and according to the OBSE readme it's not compatible and they have no plans to ever make it compatible. So when I look for mods to download I skim through the entire description looking for "OBSE required" and only download the mod if I don't see that. Most mods are a pain because there are long descriptions, instructions, and dependent mods then "OBSE required" at the very bottom. This format; http://www.nexusmods.com/oblivion/mods/16742/? Is the kind I love, because it states at the very top first thing that it requires OBSE so I can move on without wasting time. Some mods; http://www.nexusmods.com/oblivion/mods/45794/? Fail to include the "OBSE required" either because the author didn't know or assumes everyone has OBSE. I'm not picking on that author in particular, it's just one example of many mods I've tried that didn't work and/or crashed, then after several days of troubleshooting I discover the mod uses script language which is OBSE specific and won't work without it. So this is a request, if you have OBSE and are uploading mods, PLEASE state "OBSE required" in the first line of the description, unless you're absolutely sure it will work without OBSE.