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Megatarius

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Posts posted by Megatarius

  1. If you aren't worried about skimpy stuff then there's no problem. Download your body replacer of choice, get the stock clothing replacers, and you're done. If and when you want modded clothes in the future, we'll cross that bridge then.

     

    I recommend:

     

    Robert's Male

    http://www.tesnexus.com/downloads/file.php?id=25365

     

    Sorry, I can't seem to find stock clothing replacers for Robert's Male. They might be included, but there's nothing mentioning it. I'm on a different computer so I can't check my own files at the moment.

     

    Robert's Female, complete with all vanilla clothes.

    http://www.tesnexus.com/downloads/file.php?id=15624

     

     

    Also, I want to reiterate what Bben said. A lot of people make this mistake. Pretty much every time I'm on here I see a post about it. I did too when I first started out.

     

    The word "replacer" is misleading. Nothing is replaced All the stock items are in the .bsa files. If you put a "replacer" in your data folder, the game will use it instead because it's programmed to look in the data folder first, and only go to the .bsa if nothing is found for the item in question. Since the vanilla game only installs the .bsa files, you get this automatically. Put anything at all in your data folder and the correct file path, and the game will use that instead. Delete it and you'll revert back to the original since it's in the .bsa file.

     

     

    As for your console troubles, are you using a laptop? I forget exactly, since I don't use one, but there's some sort of infrared device on laptops that interferes with the console. Heaven knows why. You might try this mod:

     

    http://www.tesnexus.com/downloads/file.php?id=13133

  2. The only thing I can think of is, you deleted the wrong thing, and the old texture is still there somewhere.

     

    The game looks at your Data folder first, and uses what it finds there. It looks at the textures.bsa if there's nothing there. I'm guessing you know that, but if you really deleted the old custom texture, it would not show.

     

     

    What armor is it? What's the old custom texture? What's the new custom texture?

  3. Are these necessary? Can I just not install them? I already use body replacers, and I've done a lot of work modifying them and modifying clothes to go with them. I don't want to use the ones that come with Deadly Reflex.

     

    But are they necessary for certain animations like cutting in half and stuff like that? Will it break the mod if I just don't install them?

     

     

    What do other people do? Pretty much everyone uses body replacers of some kind or another. Do you just say screw it and go with whatever kind of body Sky Captain provided? I really don't want to do that.

     

    It kinda burns me up that this mod, which I (and most everyone else) have been waiting eagerly for, is not compatible with something so simple as body replacers.

  4. The weapon trails might be possible with Oblivion Graphics Extender. I don't know though. I don't use it. I get enough lag as it is.

     

     

    As for vanilla clothes and armors getting screwed up with body replacers: the answer is sometimes.

     

    Most of them have "stock clothing replacers" that update the vanilla clothing. For mod clothes, you'll have to find modding outfits compatible with the replacer you use.

     

    Most people recommend Robert's Male Body and HGEC Female. I personally can't stand HGEC. It's too teenage boy fantasy. I use Robert's Female, which is much more down to earth and realistic. However, it has a lot less modded clothing for it.

     

    If you want skimpy outfits, this will be a problem. However, if you want full armor that covers your skin, it doesn't matter in the slightest. The incompatibilities only show up when skin is displayed in the modded outfit. It has to do with how the textures are laid out on the body replacer meshes. HGEC and Roberts use different textures with different layouts. If you wear skimpy clothes for one replacer, with the other, you'll see the skin looking weird. The shape will change slightly too, but the real problem is the skin looking weird. Try it and you'll see what I mean. It's the infamous "nipple on thigh" bug.

     

    The only way to fix it is to edit either the body meshes themselves to have the same texture layout as the other replacers, or to remove the body meshes from the armor and put in the meshes for the replacer you use. For example, I have edited a number of HGEC-only clothes to work with Robert's female by simply putting the Robert's Female meshes into the model and deleting the HGEC body parts.

  5. It would be really cool if there was a subtle and most importantly role-playing way of knowing how hard a dungeon will be. Perhaps, the more bodies there are heaped up outside, the harder it is.

     

    I think you should go ahead and install Stealth Overhaul with FCOM. If you load it after all the FCOM files, it will overwrite those changes. There may or may not be a conflict created with it, but sometimes the conflict is something small. Put if after your bashed patch and it will most likely be fine.

     

     

    I forgot to mention before:

     

    There's a handy little mod I use that helps enormously when facing monsters too high in level.

     

    Running Revised:

    http://www.tesnexus.com/downloads/file.php?id=7484

     

    It has transformed my game. It adds a sprint option, so you can get away from that axe-wielding maniac that always matches your speed. With this mod, and both fatigue and health potions added to your hotkeys, you can run in, get a few measly hits in, run away and thus buy some little time to heal before you get mauled with one hit again.

     

    I've faced off against level 20 monsters at level 6 with this mod. Sure I did a lot of running away and hiding, but it bought me the time I needed to heal while I fought.

     

    This mod also makes pure marksman characters a real possibility.

     

     

    Also, you can always cheat in the console to find out a level. Click on the monster with the console up, and type getlevel.

     

    Of course, that is cheating, unlike the thing I describe earlier.

  6. One of FCOM's biggest selling points is that removes level scaling. Both OOO and War Cry do this. I don't recommend losing it. The game is boring without it. OOO won an award in 2007 or so, I think in Game Pro magazine, but it might be something else. Oscuro now works for Bethesda, and was on the development team for Fallout New Vegas. There's a reason FCOM is so celebrated. It spanks the vanilla game to next week.

     

     

    You can always "cheat" your character's level up in the console at the start. It's kind of a process though, because of how the character leveling works. Basically, you have to raise the levels of your major skills enough times (10) that it forces a level up. Do this a bunch of times.

     

    Say you want to be level 25. Your skills are Blade, Destruction, Athletics, Acrobatics, Block, Alteration, and Sneak. Just an example. First raise Blade from its starting level of 15 or so, to 55. That's four character levels you'll go up right then. Do the same thing for each major skill. Remember, every 10 times your skill levels, you level. You'll be way up there level-wise in about 5 minutes, and the rest of the game will be mostly the same. (Even FCOM has some changes as you level, but they're reasonable.)

     

    Also, it's not cheating. Some people might consider it so, but only if you assume your character has to be a weakling at the beginning of the game. It actually makes far more sense that an already quite badass character would be participating in these adventures. Think about it. Why would a level 1 n00b be able to be grand champion of the Arena? Why would a level 1 n00b save the world from an angry god? If you want to have an easier time at it, make your character a badass. There's no reason to forgo all that FCOM brilliance, just because you want to kick ass early on.

  7. Wind Waker is a better game. It could use some more levels and harder monsters, but even with what it does have, it's leagues more original and better put together. Sorry.

     

    I like Oblivion more, because of modding, but this is about the game itself. Even the ability to mod it doesn't change the fact that what Bethesda released is not better than Wind Waker.

  8. You might have done something that caused Deadly Reflex 6 to bug like this anyway. Or I should say, the new animations and/or 1st person skeleton that was added by DR 6.

     

    I once had the same problem with DR 5. It was not compatible with a 1st person mod I was using, and it would break the first person skeleton so I was always off to the side in that view. I was able to fix the problem by reinstalling just the 1st person skeleton files from that mod again, whenever that happened.

     

     

    So it's possible that DR 6's new skeleton is being broken by another mod. It need not be a 1st person mod. It could be any mod that's dirty in some random way that conflicts with the new skeleton. Try reinstalling DR 6's new skeleton and animation files.

  9. Yeah, Wrye Bash doesn't like to open.

     

    Try this:

     

    Right click on the shortcut, select Properties, and put the following into the Start In box:

     

    "C:\[where you installed the game]\Oblivion\Mopy"

     

    And in the Target box:

     

    C:\Python25\python.exe bash.py -d

     

    Substitute 25 with whichever one you installed. This is supposed to run the "bug dump", and help you deduce why it didn't start. You fully understand Python scripting, right?

     

    No, just kidding. Actually, when I do the above trick, it just starts the program like normal, with no bug dump at all.

     

     

    If it doesn't work, select Run as Administrator in the Properties window, under Compatibility.

     

    If it still doesn't work, there is another trick I don't remember, but somebody else might know. Good luck.

  10. I still say those old games had more realistic 1st person. The movement of Bethesda's games is like a hovering camera with weapons glued on the sides. Sure you can look completely up and down, but where's the realistic motion of walking? Why do I feel like I'm flying with footstep sounds tacked on as an afterthought? Those older games are not very impressive technically today, but they were, and still are, visceral and engaging within their own design limitations.

     

    I'd rather play Oblivion though, for the scale and the freedom to explore and essentially build your own story around the framework of whatever quest you're doing. I just wish the smaller stuff measured up to my old experience.

     

    Oblivion feels like it's designed by people who spend too much time designing games, and not enough time playing them to know how others are done. (I'm not just talking about Doom. GTA IV is a good example of a modern game that Bethesda could take a few cues from.)

  11. I have seen a similar bug, and it's probably not the same thing, but I'll share it anyway.

     

    I use the Choices and Consequences mod, which improves the guilds. I started the Fighter's Guild in Anvil, and was told that I had to amass all these new points to my record before I could move up enough to do the next quest, which is also in Anvil, and concerns a shopkeep there.

     

    Well, now that Shopkeep is bugged until I can trigger the next Fighter's Guild quest in Anvil. He is perpetually in wander mode, and never manages the store at all, after I have done the first Fighter's Guild quest.

     

     

    I know it's not your same bug, but I thought it was similar enough to mention. Unless this is a common bug in the real game (are you using the Unofficial Patches?), I would guess this is indeed brought on by a mod.

  12. I play Oblivion because I want to play Oblivion. I looked at Morrowind videos on Youtube and decided I didn't want to play it. I'd rather play the game that looks the prettier, and then mod it to improve the gameplay itself.

     

    I complain because it never ceases to amaze me, some of the things I've seen in this game without mods. I grew up on Doom and Duke Nukem 3D. I watched the 3D 1st Person style of gameplay evolve and change. And I find it has gone south compared to how it used to be. Better technology means more work to create it, which means more people hired, which means a less intimate and personal creation process. Doom had about 10 people working on it in 1991-2. Everyone put their hearts into it, and it showed. Now we have a game that was not only rushed for the XBOX 360, but was made by a large group of people in a managed setting. The result is a different kind of game.

     

     

    Also, I refuse to let really stupid design decisions slide, like land-locking the big river and lakes, even though they have ships and are part of a central empire. I have no respect for rushing for the XBOX console crowd. GTA IV took forever to come out, and it was worth the wait.

     

     

    Nobody complains more about video games than their players. If you don't like seeing it on here, go play Morrowind.

  13. Well, I'm tempted to say "It's Bethesda :rolleyes: ". I don't know the scripts for the Altar, but it doesn't surprise me that it might be something stupid like "all target spells are hostile because most people would just make fireballs anyway, so hurry up people, the 360 release is only a week away!!!!!"
  14. The crash is due to the CS not being able to handle more than a few quads at a time. The main game space is 4 quads. That's huge. That's as big as all of Cyrodill, the missing section of Elsewyer and Valenwood, and much of the surrounding areas. That's all you can create in a single .esp.

     

    There are two ways of fixing this problem, and I haven't tried either one, so I can't vouch completely, but if you try them, let us know.

     

    1. Turn your .esp into an .esm. That will contain the land you already made. Now make a new .esp based off it that adds even more land. Merge that into the .esm. Keep doing this until you have all the land you can possibly mod with.

     

    2. Get TESAnnwyn. It's a command prompt based worldspace generator that makes not only the heightmap land, but also the distant LOD meshes and textures. It can do a lot of cool tricks with the heightmap. I haven't tried it yet.

     

    http://projectmanager.f2s.com/morrowind/TESAnnwyn.html

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