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About unknowngst

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Hmm...that means my character will receive full damage instead, since there's now no damage being absorbed by armors, right? And I bet it doesn't work with disintegrate armor/weapon? I read from this page: http://cs.elderscrolls.com/index.php/FDamageToArmorPercentage and this page: http://www.thenexusforums.com/index.php?/topic/33224-weaponshield-health-modifier/ which makes me suspect that there's another multiplier for blocking... I'll check on it when I get back from work :P
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This is sad... Guess I'll have to start learning to make mods then. Thanks for the hints! I'll work in that direction.
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To proof that I searched before asking, here's two topic I found which is somewhat relevant to what I am looking for: http://www.thenexusforums.com/index.php?/topic/313417-easily-broken-armorweapons/page__hl__durability__st__20 http://www.thenexusforums.com/index.php?/topic/232706-weapon-durability-problem/page__p__2060317__hl__durability__fromsearch__1#entry2060317 But I can't find what I need in them. All I want, is to get rid of the armor/weapon durability reducing/repairing out of Oblivion. I don't like this system at all...There's totally no fun in repairing, and it gets repetitive very quickly. Yes, it's very unrealistic, but I feel this game is more enjoyable without it. This must be either too easy, or too hard! Because I searched tesnexus and its forum, but found nothing that can achieve this. I am NOT talking about increasing armor/weapon health to 12370189740782973482078935, because it will still eventually break, and it's gonna take you 82739487234 clicks to repair it... I am not talking about removing repair hammer from the game either...I just don't want the durability to decrease at all throughout the game. Anyone know of a way to achieve this? Thanks in advance!
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Woah David Brasher himself! My saluations. I have totally no idea about the leveled list stuff, never venture into construction set before...but I guess learning construction set is inevitable, now that I am quite into oblivion... Thanks, I'll start looking for tutorials and try them out!
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Thanks, I'll definitely try that one later. Hmmm...this won't break the game, right? I mean, if there's some AI/Quest Script that use a specific spell, which I deleted...will I get CTD? If I will suffer no consequences, might as well just delete everything and then add spells by myself using the Teach Spell mod :)
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After much reading and considering, I decided that this is the best way: 1) Do all the evil faction first, and become the guild leader of all the evil factions. Avoid all the conflicts by reading the UESP Wiki. 2) Do the KoTN quests, clear my infamy (which is useless after I completed all evil faction quests). 3) Finish up all the neutral/good faction quests. Hope it will work out fine...I am going to start it this weekend. If any of you knows of any problem/conflict I am going to run into, please, do not hesitate to tell me! Thank you.
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I have several companions installed, and I really hate it when they cast those bound armor/weapon/etc and after a while they just go all naked... There's a mod to teach companion spell, but I can't find any to do the opposite. If anyone know about any mod which is able to do this, please, let me know! If such a mod doesn't exist...then, is there anyway I can manually remove the spells? Like, through console? Construction set? Any idea?
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Yes, indeed, I am talking about KoTN. But you brought up an interesting perspective... The reason I am starting with evil faction first, is because I fear that I will be expel from good faction if I did anything too bad...or maybe the evil faction will require me to kill/steal from some good faction member, which will result in an expel. Thus, by doing bad things first, then clear the infamy by Pilgrimage *should*, I suppose, be the better/easier way. BUT, if that won't happen (will it?)...I definitely favor the good-guy-first, bad-guy-last without going through Pilgrimage.
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Thanks for the replies, so I guess it is truly possible to achieve that... Hmm... I intend to finish one faction at a time, to have a better "continuous" sense of the story...and I do intend to only look at the bug section, to avoid too much spoilers... How about this one last question then: Will I able to become the guild leader for all faction, if I do the faction quests in this order: 1) Dark Brotherhood 2) Whatever other factions that will gain me infamy 3) Thief Guild 4) Reset my infamy by doing Pilgrimage 5) All the other good faction (assuming that they won't conflict with each other? I mean, the good faction won't require me to kill anyone that prevent quest progression, right?) Will this work? Without too much hassle/conflicts/bugs?
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Just a quick question from a newbie, who has entered many factions, completed many of the faction's entry and low-level quests (like...maybe 3-4 faction-quest deep), but never actually reach the highest rank of any faction. This time, I wish to complete ALL faction quests and become the highest rank faction leader of both good and evil factions. I have two main concerns: 1) Is it even possible to become the guild leader of ALL factions? Like, if I attained the highest rank in Thieves Guild or Dark Brotherhood (evil axis), is it possible for me to later obtain highest rank in the "good" guild such as Mage/Fighter Guild? 2) What is the recommended order in which to complete all the faction quest? Is there anything specific I need to be extra careful? Such as the fame/infamy? Killing of some NPC for Dark Brotherhood quest that will thwart progression in other faction/quest? I don't really care about the "optimum"/"best"/"fastest" way to get there (I would love to learn if such ways exist, nevertheless), just want to know all "the catch" or if reaching there is even possible. Like, Dark Brotherhood > Thieves Guild > (wash all infamy by Pilgrimage quest) > Mage > Fighter? Anyone experienced in becoming the guildmaster of all faction? Please help out a noob! Thank you.
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Well, I don't know much about the original author. It's possible that he's already an experienced user with NifSkope, and knowledgable enough with Ragdoll/Havok before he even started playing oblivion. I am merely a humble newbie in anything of this sort. But you are right, I'll start looking at the thigh bone. Still, modifying things without enough/solid understanding of the "big picture"/foundation can be quite fatal in the long run...nevertheless I am satisfy as long as I can replicate, or just get somewhere near the original mod. I was hoping for some link/website/tutorial for beginner about ragdoll modifcation for oblivion, but I guess such convenience doesn't really exist? I did a search before on such topic, but sadly too much returns I can't find anything specific enough. Thanks again, LHammonds. Anyone else willing to share his/her knowledge/experience is more than welcomed to do so, I bet a noob such as I need as many help as available :P What I really afraid is: The true "trick" lies not in NifSkope, but something else such as Blender instead...then all the time and effort will be just wasted...
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Thanks for the advices, but I tried that, and that's exactly why I am asking questions like: "What are the values" blah blah blah. There's over 360 entries in skeleton.nif and skeletonbeast.nif, and each entry contains a lot of settings (some less, some more). To scan over all of them manually would be a very daunting task...and very ineffective. If my eyes didn't catch 1 essential difference in value/setting, god knows how would that affect the outcome. Thus I hope for more specific guidance, or maybe tell me where I could find such info? Hope you understand, thanks!
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I bet a lot of you would think this thread is redundant by just reading the title, but please, read on. I tried these mods: - Movable Bodies - Realistic Magic Force Ragdoll I did a search on tesnexus with related keywords "ragdoll" "mov bod" "lift bod", etc...none of them return any satisfying record. Problem with Movable Bodies: -It doesn't work with SI installed. -Some claims that they got it to work by changing file date. But I tried even more: changing file date, modify and save with TES4CS, esp->esm->esp convert, made sure it's the last in load order, blah blah blah, none of them works... -It doesn't improve the ragdoll. Vanilla ragdoll is too rigid for some blast-away-fun with spells. And no, MagicForceHigh makes the dead bodies fly high and far, but doesn't change the rigidity of their limps...still not as fun. Problem with Realistic Ragdoll: -I really love this mod, I can't go back to vanilla after I enjoy its ragdoll and liftable bodies. -some race (such as the Demon Race) modifies the same files, as such they are not compactible. Demon race is a quite popular and amazing race mod...unable to use it along with Realistic Ragdoll is really annoying. I have posted in the thread of Realistic Ragdoll, requesting the knowledge/guidance on releasing a compactibiility patch for demon race (http://thenexusforums.com/index.php?showtopic=90992&st=10), but it seems that the author is dormant...so I decided to bring this issue here. Anyway, even if none of you are willing to start on it, I am more than willing to take the task up. However, I am very very very new on TES4CS and NifSkope. I just started playing oblivion about a month ago. If I were to start on it, I really need someone to point me in the right direction. Explicitly, I wish to know what are the possible ways to change rigidity of ragdolls, and make dead bodies liftable. Now, when I say "make dead bodies liftable", I don't mean those that you achieve with "Carry Corpse" spell provided by Reneer's Guard Overhaul, or the svaToMoveObject mod...in both mods, the dead body is "carried"/"lifted" without ragdoll active...it looks and feels very weird...very not immersive. What I hope to achieve is to either: 1) Release a public compactibility patch for Realistic Ragdoll + Demon Race, and probably all other races which is conflict with Realistic Ragdoll later if I got the extra time. 2) OR even better, find a way to achieve/simulate Realistic Ragdoll with JUST AN ESP file. I am not sure whether this is possible, but it's the best thing all of us could ever hope for, I think. So please, someone with the knowledge/ability, please start it if you have the time. Otherwise, please help pointing me the right direction. I wish to know: 1) Where are the values that determine the rigidity of ragdoll lies? 2) Where are the values that determine the weight/"lifty-ness" of dead bodies? Other than weight factor, what makes me able to lift a cup, but not a dead body? Is there anything special that differentiate a dead body with a cup (both "dead" object)? 3) Is there any possibility of achieveing/simulating less-rigid ragdoll + liftable bodies by JUST using an esp file? Thanks for the help!
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Need Help/Recommendations: Overwhelming Amounts of MODs
unknowngst replied to unknowngst's topic in Oblivion's Discussion
Well, I have been too absorbed into exploring/testing/installing/uninstalling mods for oblivion, haven't able to reply much. But now, a month after I started playing Oblivion....Whew, what a game! Now that I am fairly familiar with mods (being able to mod some of them myself using TES4 CS :P, combines .esp to keep myself under the 254 mod limit, etc), it is only proper that I recommend some mods back to those who gave me suggestions/advices in this thread to show my appreciation! I spent a lot of my time filtering almost all of the mods in all categories, and come up with my own (and humble) version of mod-list. Here's 30 of them. All of them can be found on TesNexus: 1) Mini Map - Yup! Very convenient little tool. Highly configurable. 2) Carry All You Want - Some mentioned Purse of Wonder. Yes, it has extra ingredient sorting function, but Carry All You Want will solve all the weight issue :P Bag of Wonder/Bobo's Summon Chest works too. 3) Advanced Mark and Recall + Companion Mark and Recall - After trying all kinds of Mark and Recall mods, I think these two are TEH mod for mark and recall you would ever need. But that's just my preference, of course. 4) Cavalry Customization + Call Steed Rebuilt - I would say these are the most basic mods you need for your mount. 5) Amazing Jump - There's a lot of jump mod, but this one I like best. 6) Change Console Key - Replace your old and outdated Console Ring or whatever with this sleek mod, if you have problem with your ~ key. 7) Corpse Equip - If you have kids, after you loot your enemy naked, throw them some cheap clothing and use this mod so that you will never worry about you-know-what. 8) Disenchant - quite handy. 9) Enchantment Restore Overtime - kinda cheating...but all of us play game for its "entertainment value", and this mod can help some of you to mitigate some of the unpleasant factor in oblivion. Configurable to suit each individual's taste. 10) Exnem Reznod Mannequin - A must have. Good for displaying armors + decoration for your home! 11) Finder Keeper - Simply amazing...use it and you will know what I mean. Can be quite a time/life saver, but can take some out of the exploring fun though. Use it when you are desperate/frustrated. 12) FormID Finder - Useful for debugging for those who know what to do with it. 13) Full Harvest Chance - Need I say more? How many engineer it takes to pluck a mushroom successfully? 14) Get Wet - Some already recommended this...but I just have to recommend it again, we all know why: it is simply THAT simple yet amazing. 15) Get Up Anim Replacer - MUCH better than vanilla's get-up anim 16) Harvest Flora - MUCH more immersive. 17) Immersive Wait - Appreciate sunrise, sunset, stars of the night-sky spinning....all in mere 1min! 18) Map Marker Overhaul - Add your own custom map marker!! Very useful for adventuring/exploring. 19) NightEye Shader Replacement - Don't like the default blue-ish shader? Now you got over 10 choices! 20) Enhanced Grabbing - Try it and you will like it. 21) Realistic Magic Force and Ragdoll - I made mine very very high and really enjoy all the funny blasted-away moments! 22) Reneer Guard Overhaul - a MUST HAVE. Period. 23) Free-flying Camera? No, get Ronin Oblivion Movie Director. - upgraded version of Free-flying camera. 24) Spell Deflection - I really like this one. Use it according to your own preference. 25) Super Hotkey - TEH hotkey mod. Period. 26) Toggle Shader - kinda like a cheat...but very convenient. 27) TwoHanded Weapon Sneak Attack - why? because I can :P 28) Umpa Disco - TEH dance mod 29) WHOOSH - I love this mod, very convenient for screenshots, counter-lag, and better battles. 30) Cancel Attack - Yup. Why can't I stop my own attack? Whew! That's all! And thanks again everyone for helping out! P.S. I always wonder: why can't I bury my enemies? I use corpse equip on slayed enemies so that they won't catch cold on their way to heaven, oh how I wish I could drag them all out of the dungeon and bury them properly! Or at least burn their corpse for the final sanctity of their body...is there a mod like this exist yet? -
Need Help/Recommendations: Overwhelming Amounts of MODs
unknowngst replied to unknowngst's topic in Oblivion's Discussion
Great! Denock Arrow sounds to be something they should have come by default, but oh well....I'll definitely get COBL. For now, I have basically downloaded all the major mods (I think...): - Open Cities + Better Cities - RAEVWD - MMM + OOO + Francesco + Franceso Optionals (item and creature) - UL + AWS + Enhanced Water/Weather - Texture packs that enhance Flora/Door/Potion/Etc and blah blah blah, and dumped them all into one single folder, totaled to a size of 3.8 GB...I haven't started installing them, because I think it is better if I try to go through all those threads about Optimizing before I start installing too many of them (you know, to get a clean/better start). I haven't dare to even get started on these areas: - character models/texture/pose - monster/companion - weapon/armor - horse armors - house/architectures Because there's WAYYYYYYYYyyyyyyyyy too many stuff in there...plus, more importantly, I wish to focus on getting the World (or anything at larger scales) of Oblivion properly setup to my own taste before I start worrying about other pesky-little-stuffs (of more minor scale). BTW, I am pretty confused about this Qarl Texture Pack 3. After reading the TOTO (The Oblivion Total Optimization), I decided to download the 1.2 GB "QTP3 - Redimized". But later, from various sources, I see that there's 2 further patches for QTP3: 1) UOP 3.2 patch 2) QTP3 v1.3 patch Now, the readme of QTP3-Redimzed said specifically that UOP 3.2 patch is already applied, but it says nothing about the QTP3 v1.3 patch. So, I tried but I can't find QTP3 v1.3 patch SPECIFICALLY meant for the Redimized version... Anyone of you using QTP3 - redimized? Will the QTP3 v1.3 patch works for the redimized version? Or is it needed at all? Damn, I guess my entire weekend will be spend on reading/downloading/installing/optimizing oblivion instead of actually playing it, lol.