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SigurdStormhand

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Everything posted by SigurdStormhand

  1. You can miz and match - although that requires unpacking and comparing everything.
  2. First off - install the CSE: https://www.nexusmods.com/oblivion/mods/36370 Second - those look bad - are you sure you aren't missing a master?
  3. It says the mod is compatible with Exnem's original body mod, so it will also work with HGEC.
  4. It may or may not work with the 2.x versions of UL. As Vorians re-ordered the FormID's of the mods. However, looking at Falling Leaves it was last updated in 2013, so the re-ordering of FormID's done in the 2.x version of UL will have broken the patch. You'll have to use the unmerged 1.x versions of the UL Landscape mods, I would think.
  5. That appears to be designed to dress corpses - so you can fill their inventory with glass armour and then force them to equip it despite being dead. My question to the OP is - why do you want an anti-imsion mod? As regards how this would work - I think you'd need to make a copy of everything an npc was carrying when the player activates the corpse, move it to a chest, and then have the player loot that instead of the NPC themself.
  6. The most efficient way to do this is to make the switch the parent and the cages children - and modify the switch so that parent activates linked child rather than vice versa. Regards meshes, if you need anything modified I can do simple modifications quickly and cleanly in Blender.
  7. I had a look, I didn't find them. I vaguely seem to recall something about a previous version and a trailer, though.
  8. There are actually a number of legal layers here, there's the question of "Intellectul Property" and of "Copyright". Bethesda explicitly acknowledges the copyright of modders in their EULA and generally, but they also enforce their own right as a licencee. The modder does NOT lose their Copyright, but they do cede control of it to Bethesda. Bethesda enforce complains of "mod piracy" in support of modders, so the rule you cite is really coming from Bethesda, no the Nexus. The Berne Convention states that Copyright is the life of the author and not less than 50 years following their death. Therefore, it is highly unlikely that any mod will go out of copyright before modding on a given Elder Scrolls game comes to an end. Perhaps, by the time ES XXV comes around Morrowind mods will be out of copyright.
  9. If that's true, why is an abbreviated (i.e. incomplete) posting history available even without Google's engine? I have no idea, there's probably an auxiliary function.
  10. I believe the answer is "no" because the site uses Google's engine to power those functions.
  11. How low are they dropping to? I would consider anything at 30 or above to be acceptable for such a heavily modded install. Bear in mind that no matter what you do Oblivion will only use one CPU core and 4GB of RAM.
  12. I wouldn't describe the GTX 660 as an "excess of power" when it comes to QTP3. Having said that, you can certainly try it. There are three versions of QTP - Qarl's original, the Redimized version and the Reduced version. Irrc size, and hence detail, reduce in that order. As far as support goes - QTP3 only replaces vanilla textures so, in general, no compatibility patches are needed. However, I can confirm we still actively support QTP3 Compatibility in the Unofficial Oblivion Patch.
  13. Greetings. From the way you worded you post I assume you are thinking of "scenes" in the context of a 3D modelling program. In which case, the answer is no - there is no equivalent to a "scene" in Oblivion. Content in Oblivion is processed through 3 stages. 1. 3D modelling/texturing. 2. Nif Creation - this can by simple or complex. For something like a tabled it's as simple as exporting from Blender and checking your export, for something with complex animations like an Oblivion Gate or a drawbridge it takes hours of positioning, animating, node-linking etc. 3. Placement in the game world via the CS - this is the physical placement of assets and then the scripting etc. to run animations from the nif. That's an extremely basic explanation - but the point is that what you might do in a "scene" in another game you do in stages 2 and 3 in Oblivion, and it's not always the most logical workflow. *Returns to hermit cave.*
  14. If you are using on HGEC body mod you shouldn't have ssems, if you're started mixing them there's a good chance you'll get wrist and ankle seems (most combos match at the waist though). I don't know what you mean about the texture, body mod's map the "foot" texture to the whole mod so that the body is all the same skin shade.
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