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Posts
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Everything posted by 7rawr7
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1. Please elaborate, I don't understand that one entirely 2. Nope just the mod that you're editing, you can only select one at a time anyways. They both need to be turned on, but only the mod needs to be set to [active file]. 3. No, just go to the weapon you want to modify, do your stuff, and then save the mod. It shouldn't create a new one, just edit the original.
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The foilage and greenery is a great idea, and do you know if there is an easier way to boost some of the overall color and vibrance of the scenery than editing each texture? I have the tools but I imagine that it would take a very long time and require a great amount of space. Also, do the models from Oblivion work in Fallout? I know that things like armor doesn't, but what about trees, rocks, etc.
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I know what you mean, and that's exactly what I wanted to achieve. For the pallete muting, if all else fails the textures could be modified to look more saturated, colorful, and bright. That was another thing that seemed to be the problem, Everything looks broken, scratched, and used. I know that this was the entire point of the post-apocalyptic atmosphere, I grew tired of it in Fallout 3. I also wasn't trying to say that I didn't like the mods such as Fellout, because they definitely did. If we could make the light effects bigger and better, that would be great. Another thing was the grass. The mods for fallout were great at adding green grass, but it was still very static and laggy. The grass in Oblivion was everywhere and would constantly sway back and forth. I also understand that some people wouldn't like this because the game plays as if everything is destroyed, and having it be bright and pretty would cause quite a conflict. I do believe that many people would still enjoy this.
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Hello, I have a really great question to be asked here, but first, let me tell you where I stand. I have played all of Bethesda's games from Morrowind to New Vegas, and while Fallout has my favorite gameplay and story, Oblivion looked the best hands down. The thing is, I cant quite figure out what it is that gives Oblivion its charm. I want to import some of the amazing mods for Oblivion that have been and are still being made, but they wouldn't fit within the atmosphere. I had originally tried this on my own in Fallout 3, downloading mods such as Fellout, Greener Wasteland, Evergreen, etc. But none of these in any combination seemed to get it just right. I need help in figuring out exactly what it is that makes Oblivion so magical and beautiful so that it can be applied to Fallout. I believe that this could become a wonderful overhaul mod if successful, and may be enough to coax several great modders who stay with Oblivion to begin working for Fallout. Every time I see the Oblivion Nexus' front page, I can see that the Oblivion modding scene is still very much alive, and bigger than Fallout 3's ever was. Help me achieve this atmosphere, please. I don't think it will be that hard to do, because both games use the same game engine, and I dont see why it would require a lot of scripting.
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I've seen mods for faster spell projectiles, but what about decreasing the time it takes to cast a spell? Like instead of 45 spells a minute you can cast 70
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Oh Okay good, had me worried! Edit: Okay I tried it and Python isn't working with Blender :confused: Has anyone done this before because a step-by-step guide would be very much appreciated!
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What do you mean? I didn't make the model or anything, I just wanted to convert a Fallout mod made by Ashara to Oblivion. And thank you Aria C, it looks complicated but I think I'll try it, unless it is illegal...
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I know there are ways to convert Oblivion models into Fallout, but how about the other way around? I started backwards lol, first Fallout and then Oblivion. More specifically, I just finished Final Fantasy XIII a couple days ago and saw that there were no mods for Oblivion, but a wonderful Lightning one for Fallout.Is there any way to convert it backwards for Oblivion?
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I have that already for something else but can I use it to convert them? I don't think it can even open .NIFs.
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There are a lot of good mods for Oblivion that haven't been made for Fallout yet. They are both .NIF and if I'm correct they use the same engine, just modified. Is there a way I can use Oblivion models in Fallout? Pls try to have it be something that's free because I don't have $4,000+ for 3DS MAX
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Oh tnxs for the help, but it was a MUCH stupider problem..... it involves updates... :whistling:
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Is there a way to combine similar mods in to one big mod? I don't like having so many files in the list...
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Or a dart gun + 10mm pistol.... its fun to tease them! :P
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I have Downloaded many mods ranging from animations to new weapons and new locations (like castles). I downloaded them, extracted the *.esp to the Oblivion\Data folder, and merged the meshes / textures folders. When I start the Oblivion Launcher I double click the file and start the game. I go to the location and NOTHING :wallbash: . Some that I would REALLY like to get working is the Umpa Dance animations and the CM Companions, (even though i don't know what CM stands for...) the only ones that do work are these Zelda swords and Final Fantasy swords. Some Info: Windows Vista Although bought from store CD doesn't exactly look "legit" (probably not problem) I didn't install it in the default directory I'm a noob at this :confused: PLS HALP