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Herculine

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Posts posted by Herculine

  1. Here we go with this again...

     

    This is the biggest and most popular Bethesda mods site on the www and it remains in successful existence due in large part to the fact that it generates enough revenue from both ads and member support for the owner to keep it running.

     

    Complaints about the ads is quite the recurring theme around here of late, but the truth of the matter is that it really doesn't cost one that much to become a premium member now and again if the ads bother one so much. I don't even have a job and I manage it from time to time. Why? Because I love these games and mods and thus want to see the site continue to succeed.

     

    Furthermore, judging by the activity points and number of posts statistics of the OP proposing this petition, I'd suspect that the ads really aren't taking up that much of your life, now are they?

  2. No amount of tweaking the ini will allow Oblivion to utilise multi core processors. The game engine was not built to do that. Yes, I know there are entries for multi threads, but that does not translate to multiple cores. The very old Oblivion game engine simply does not have the hardware support for multiple processors. What it uses is multithreading, which uses a single core to process parallel instructions.

     

    And the simple answer to your question of knowing how much RAM a mod will use is 'no'. RAM is handled by the operating system, which will always allocate the maximum amount available that it deems necessary.

     

    If that first paragraph is true, why then when I check the Oblivion .exe affinity with the task manager does it tell me that the process is utilizing all three cores of my processor? Is Windows lying to me now, or is the Task Manager mistaken somehow? I'm not trying to be snarky... I'm just trying to get this nailed down.

     

     

     

  3. Thanks for taking the time to reply. Sorry I wasn't more specific in the original post.

     

    The operating system is Windows 7 Home Premium. It's RAM capabilites are twice what I'm upgrading to, so no worries there.

     

    The Oblivion .exe has been made large-address aware using CFF Explorer.

     

    My Oblivion .ini has been modified in several places too numerous to list here to allow the game to utilize up to 16GB RAM and a multi-threaded processor.

     

    What I was actually wondering when I typed the original post is: while surfing the net for Oblivion mods, is there a way to look at a mod and estimate how much RAM it might use? Are there any mod-managing utilities that can analyze one's load order and determine approximately the extent of the resources that will be required to run that particular installation?

  4. I'm preparing to upgrade my PC's RAM from 4GB to 8GB in an attempt to improve general gaming performance and a question or two have occurred to me: what impact do mods have on RAM usage and is there a way to gauge how much RAM a given mod will require?

     

    Obviously a mod that includes graphics elements like meshes and textures can have an impact on performance, especially depending upon the size/resolution of these elements. But what about mods that consist only of .esp and .esm files? Does the size of these files or the number of them in my load order have any significant impact on RAM or CPU usage, and if so is there a way to determine which/how many files would create a significant impact?

  5. In my original post I really wasn't paying much attention to the spelling -- I copy/pasted that straight from the readme. It's also spelled like this in the name of the actual .esp file:

     

    Great Gate Essential NPC's v.1.1

     

    I tried the Nexus file search without the faulty punctuation (since Nexus filenames don't allow such) but unfortunately still came up with nothing...

     

    ...which brings me to the conclusion that I must have DLed that from another site.

     

    I'l do some backtracking and see if I can find it.

  6. Sounds like you want a mod called "Great Gate Essential NPC's v.1.1".

     

    I'm sorry I don't have a link to it here -- when I try to put the name through the Nexus file search it comes up with nothing and I DLed it so long ago I can't remember exactly where it was.

    http://www.thenexusforums.com/public/style_emoticons/dark/wallbash.gif

  7. My pile of shame includes just about anything that had the name Nintendo on it. I'm not talking about Super, 64, Cube or Wii mind you, but rather the original 8-bit games. Seems to me that every one of those games inevitably contained at some point a jump or other obstacle that I just couldn't get past or some boss that I could never beat because while he's hitting me and I'm trying to hit him there's also a ton of other stuff doing damage to me. Once I got into the Super Nintendo games it seemed the devs lightened up on that sort of thing a lot and I was actually able to see the endings of the games without Game Genie. But man, those original Nintendo games almost always kicked my butt...
  8. The OP repeatedly refers to having to "endure 30 seconds".

     

    If your endurance rate is that shallow then how are you able to do anything on a PC or the internet? I've never seen a Windows OS that will boot up in less than 30 seconds and the games featured here on the Nexus take more than 30 seconds to launch in order to play.

     

    If you divide the hours in a day by 30 seconds you get 43200 increments of time you must "endure". Your life must be a constant struggle...http://www.thenexusforums.com/public/style_emoticons/dark/rolleyes.gif

     

    Anyway...

     

    I see the arguments for and against Nexus ads still rage on. As I've said before, if an ad or two are what I need to endure to continue to enjoy these great sites, resources and community, then I think it's a small price to pay and well worth it.

  9. Why do you need to convert it to an esm at all?

     

    so i can add spells to my 90+ npcs/companions

     

     

    I thought that might be it; I've wanted to do the same thing. The way I would do it is copy only the things you need to make that work (spells, scripts etc.) into an .esp with something like TES4GECKO, which I would then use to convert it to an .esm and to make the original .esp dependent upon it. When you load them in the CS you'll get errors saying the spells exist in both files but just hit "YesToAll" and the CS will rename one set with the suffix DUPLICATE. Then you'll be able to add the spells from the .esm to the spell lists of your characters and they will stay there after you have saved your plugin.

     

    The only other alternative, I think, would be to add all your characters to the Midas Spells .esp -- but neither of these methods is really practical if you intend to upload the characters to the Nexus and I really only recommend it for personal use.

     

     

  10. I don't think converting the entire plugin to a master will work because in Oblivion changes to the Tamriel worldspace in a .esm will make the landscape disappear and stuff.

     

    You most likely would have to split it into two separate files, an .esp containing the worldspace edits and an .esm containing everything else, and of course the .esp in question would have to be tagged as being dependent upon the .esm.

     

    I think...

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