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Megatarius

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Posts posted by Megatarius

  1. Does Broblivion come with Visible When Distant buildings? Because this is normal behavior of the game.

     

    Try RAEVWD, and then use TES4LODGen like Hickory said.

     

     

    I recommend not installing the LOD meshes for rocks, doors, stairs, and statues. These will suck your frame rates dry and are not necessary for seeing buildings in the distance.

  2. On the healing/buffing side of things, Supreme Magicka has a number of spells to heal and fortify on target. Holy Bolt is my favorite heal on target spell. It works on companions, your horse, or that guard that ran in front of you during battle at the wrong moment. It also harms undead.
  3. Hoarfrost Castle gets my vote. I haven't played all the way through, but the initial mission is downright Lovecraftian. You get a rather nice player home (nicer than what I've seen in Vanilla anyway), and then go through several missions to improve it further.

     

    My only complaint with it is the way the courtyard is laid out. The chapel is relagated to the corner of the courtyard, and the other corner has the stable taking up equal space and prominence. I didn't think this was appropriate at all, so I moved the chapel to the middle of its wall, and turned the stable 90 degrees and stuffed it into the corner by the entrance. Then I put some nice rocks and things in the other corner for a park-like feel. Also there's a huge rock on the hillside over the courtyard, with a giant glob of snow on its side like it's about to fall off. I grew up in the mountains and this does not happen. I looks wrong so I deleted it out. I also put some cheydinhall archetechure house meshes up in the ramparts to make it look more like a palace and less like a fort.

     

    Those are minor things though, and fun to fix in the CS. I highly recommend this mod. The first mission alone makes it cool.

  4. Forever view pushes back the smog so you can see further. It seems you can also have more trees visible at once.

     

    RAEVWD makes almost every object visible. It lets you see ruins and forts from a distance so they don't suddenly pop in.

  5. First, back up your BSA files, and your oblivion.ini file.

     

    Use BSA Unpacker to take every file out of each BSA. Place them into your Data Folder, as the BSA's are organized the same way.

     

    Then delete your BSA files, or at least move them to another folder.

     

    Then go into your oblivion.ini file in your My Games folder, not your Data Folder, and find the lines at the end with the BSA's listed. Delete them from that line.

     

    I haven't tried this, however. Do at your own risk.

  6. But aren't we just discussing how it is possible to animate capes? Add new bones to the existing skeleton, animate them in Blender or 3DS Max, and rig and weight the clothes to it.

     

    I know it's not that easy. Blender is a pain to learn, and Oblivion is a pain when it comes to throwing weird bugs at you, but it's doable. They just didn't do it at Bethesda for time reasons, and probably technology limitations at the time.

  7. That's not what's causing your slowdowns.

     

    RAEVWD is causing it because from Colovia and Anvil, you have practically the whole game's dungeon exteriors being put through your memory.

     

     

    What you should do instead is go through all the folders that RAEVWD installed to, find anything with a _far in the name, and delete some of them. I recommend deleting every rock _far nif. It's really kind of dumb to see every rock from far away. This will free up a lot of your framerate. Then delete alyied ruin exterior parts with door, stairs, or statue in the name. These are things that really don't need to be seen from a distance. The purpose of RAEVWD distant is to let you know what kind of stuff is ahead of you. You can tell there's a fort ruin ahead of you without having to see every little crumbling, knee-high wall near it too. Be creative. Make RAEVWD into OPTVWD - Only Practical Things Visible When Distant.

  8. Did you sleep or wait? Waiting doesn't count as sleeping. The script needs you to sleep before it can update the vampirism.

     

    The best solution is to either go somewhere with a bedroll and sleep, or scrap your XBOX version, buy the PC game for cheap somewhere, download the 7 lbs bedrolls mod, and use the bedroll in the sewers.

     

     

    If you did use a bedroll in the sewers, don't know what to tell you.

  9. My guess is, then, that your gameworld mod is not the problem, unless you accidentally changed the teeth settings.

     

    Do you have any files that replace the teeth? Maybe they're corrupt. If you delete them, it will revert back to the original teeth.

     

     

    When the teeth don't show, is your worldspace mod active?

  10. I see a post about this literally every time I look at this forum, so I thought I'd write up a topic to clarify something that newbies don't understand. I was in the same boat myself once and would have loved a topic like this to clear things up.

     

    Would it be possible to pin this topic so everyone could see it?

     

     

    File Replacers do not actually replace anything.

     

    If you want that giant bouncing boobs body replacer, and you download it, and it turns out to be not realistic at all in its movement, what are you gonna do? You're stuck with it now, because you replaced the vanilla body meshes. Right? You're gonna have to reinstall or somehow get the originals back, right?

     

    Wrong. Fear not. Your tiny, barbie doll stiff vanilla body mesh boobs are still on your computer!

     

    All the files for the game (except the music! back up the music!) are contained in the .bsa files that are located in your Data Folder. Meshes, Textures, Sounds, Voices. Meshes contains all the animations too.

     

    The game, however, does not look in them first. It looks in your Data folder. If it finds nothing (because you have little or no mods), it then moves on to the .bsa files.

     

    Therefore, when you install that bouncing boob replacer mod, and it puts femaleupperbody.nif into your Data/Meshes/Characters/_male/ folder (even the female stuff is in _male), that is the file the game will look at and use. If that file contains a mesh with oversized-gazongo hooters that move like two ferrets fighting in a gunny sack, that's what you'll see in the game. If through some terrifying mix up that file contains Conan the Barbarian's waxed heman-chest, that's what you'll see on your little mystic elf female in the game too. If that .nif file contains a sword, or a rock, or an IC Manor house, it will be used for your character's chest. It will use whatever it finds in your Data folder at that file location.

     

    So feel free to delete whatever files you don't want from your Data Folder. (There are some exceptions.) The game will, at that point, revert back to the vanilla originals in the .bsa files.

     

    If you open the .bsa files with BSA Unpacker, you'll see they are arranged just like your Data Folder in file structure. So just mimic that file structure when making your own file replacers.

     

    BSA Unpacker

    http://www.tesnexus.com/downloads/file.php?id=3117

     

    I recommend anyone not familiar with this stuff use that tool to browse around in their .bsa files and get a feel for how they work and what's really going on here. You can even use it to extract those files out and work with them. You can even put them in your Data Folder and the game will use them instead, even though they're the same.

     

    As for the exceptions, music is one of them. Those files are only stored in your Data Folder. Replace the music, and you really do have to track down the originals or reinstall. There are a few other exceptions, but I can't remember them. They're mostly odds and ends. When you first install the game, look through your Data Folder. You'll see a few files in there. Those are the off-limits files. Replace those without making backups, and you lose the originals.

     

    Also, this goes without saying but I'll say it anyway:

     

    Don't try to update or change the .bsa files in anyway. You can open them and extract them, but make a backup first, just in case something goes wrong. Screw those up, and you really did just replace those files.

  11. The skeletons for those animals are safely stored in the meshes.bsa file. You must have installed "replacer" skeletons that are corrupt. Deactivating everything will not solve the problem because the game is still loading the corrupt skeletons from your Data folder.

     

    Remove them, and the game will have no choice but to look in the .bsa file again. "Replacers" don't actually replace anything. The game is programmed to look in your Data folder first, and use whatever it finds there, and only look in the .bsa if there's nothing in the data folder. The vanilla game is simply the result of there being nothing in your data folder, so it uses the .bsa files.

     

     

    If you did not install any replacer animal skeletons, I don't know what the problem is. You could try patching to shivering isles, but I'm not sure that will change anything for this problem.

  12. Not really, but there could be. It would just be a ton of work, so most people don't do it.

     

    Havok physics doesn't govern movement, it just governs falling and dead bodies flopping. One would have to hand animate the capes. This would require the skeleton to be updated, the joints animated, and the models weight painted. It's doable, but difficult.

  13. Reneer's Guard Overhaul is the best guard mod, but it's buggy. There's a chance enemies will be stuck in place during combat. Reneer doesn't use very mods besides his own, so unfortunately it's potentially not compatible with large load orders. I can't tell you what mods exactly. I just know it bugs my combat. It might work for you though.

     

    There's also No Psychic Guards.

     

    You might want to look into Bag of Holding. It's really nice.

     

    Can't say on any of the other stuff you mentioned. I use and like FCOM for that stuff.

     

     

    I feel you on the guards. God, Bethesda didn't even try with them, did they? I hear it's the same in Morrowind. If that's true, they really didn't even bother to care. If Skyrim has the same problem I'm going to throw a huge hissy fit.

  14. That picture doesn't show anything weird. Is there supposed to be hills or dunes in the distance?

     

     

    If your problem is what I think it is, it's common.

     

    You need to use TES4Gecko to "move worldspaces" to the master index. To be honest, I'm not sure what that means, but it works. Just make sure you check off Insert Worldspace Placeholders, or your land will become corrupt and all go to level 0.

     

    Before you do it, back up your LOD land and textures or you'll have to generate it again.

     

    Also, did you generate the color maps for the land, or just the normal maps? Because that could be a reason why it doesn't show up too. The heightmap editor does not generate the color maps.

     

    If you did generate the color maps, I hope you didn't use the CS to do it cell by cell. TES4qLOD is the why to go with color maps. It does it all in five minutes. It's all about using 3rd party tools instead of the CS whenever you can.

  15. You don't have to suck it up.

     

    The above suggestion is probably best (it's better than mine), but here's what I would do anyway:

     

     

    Find the voice files for the mod in your Data folder and replace them with short silent files of the same name.

     

    As for the arena announcer, just replace those sound files with the same silent files too. It won't mess up the arena announcer in the real game because that's safely in the .bsa. I'm assuming the arena announcer for the mod is a new voice too. Replace that and the real one isn't touched.

     

    (Personally, I don't care if I mess up the vanilla arena announcer, because he's terrible. "Who will win? The yellow team or the blue team? Let's find out!" Can you get any lamer than that? - But I digress.)

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