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BrilliantShade

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  1. Okay so I found the culprit! It was "Better Cities - VWD of the IC.esp", I re-enabled everything disabled this and the bridge isn't there :) I now have Unique Landscapes and Better Cities. Excellent. I would have thought of trying that one earlier but, I thought the bridge looked too close to be a VWD object, ah well. Though because it was only that plugin; I now wonder if I've fixed the invisible creatures at all... they may still be out there but I haven't yet encountered any more; I'm struggling to believe a VWD plugin could affect that sort of thing. Oh well, I'll post in this thread again if I find another invisible creature, but for now I'll mark it as solved :) Edit: Okay so I can't work out how to do that... can't edit the title in the editor, oh well I gues it doesn't matter.
  2. Okay, so I did what you said and disabled the mods that affected the imperial city area; and to my surprise it seemed to fix everything... I don't understand mods, how does a messed up bridge make hostile creatures from all around tamriel invisible? Anyway, next thing I'm gonna do (because I still want those mods), is enable them again and use "FormID Finder" to see if I can work out what mod the bridge is actually from, so I can at least have a compromise - as right now I have both better cities' modification of the imperial isle and also unique landscapes modification of it disabled; I'd be happy if I could have at least one. I'm just surprised that no one has seemed to run into this problem; or they have and I just didn't notice because I didn't bother to research much into THAT problem, as I would have worked it out sooner enough; it's just really odd that this would affect the visibility of creatures and not ONLY the ones located in the imperial isle, so maybe the conflict between those two mods (despite documentation in them both claiming there is NO conflict) is intefering with another mod and that's how they are disappearing... I really don't know, just speculating. Don't want to mark this thread as solved just yet because I'd rather understand more about the problem first. Thanks a lot for your suggestions Keirgarth :) I doubt I would have worked that out myself.
  3. Ah yes... that was just my impatience + maybe worry that people wouldn't bother to read something so long. Not very good with this whole asking people for help thing; always a last resort for me. Oh and before I go to sleep, here's the screenshot I mentioned. It shows what happens when you're at a certain distance away from the bridge... the area this distance covers isn't very large though, as if you go any closer it's not there (apart from the reflection) and any further and it's there entirely.
  4. Hey, thanks for the reply. I did, very briefly deactivate the unique landscapes area that was specific to the imperial isle, where the bridge was located (and related fixes); it didn't have any effect. I'll look into it further though, might have missed something. I'll also look to see if better cities has something related to that area. About the unecessary mods; they're not activated - not sure why BOSS chose to list them, unless it orders them regardless of them being activated or not or maybe I just accidentally re-activated them whilst messing around with wrye trying to fix those things. I found the tweaks you mentioned and deactivated those mods already :) There's some really awesome tweaks in wrye actually. Thanks anyways, I'll get back to you on the whole bridge thing tomorrow probably - it's 04:20 here.
  5. Awww come on... It's not that long to read :( Someone give me a reply, even if it's just to tell me how your day was :P
  6. Hey there, yesterday I installed a bunch of mods and started a new game. (Yeah I know, you're only meant to install a few at a time to avoid problems but if I did it that way it might have taken me a good week to complete modding, I don't have that kind of patience.) And as I first set foot in the wilderness; an invisible imp attacked me. Later a few invisible timber wolves attacked me. I later find that all hostile creatures (not humanoid NPCs nor passive creatures) were invisible. Note that I was NOT near fort caractacus and that these invisible creatures are all over the wilderness - and importantly they were not using chameleon shader; they are literally invisible and undetectable (visually). So, my first thought was that I needed to run an archive invalidation thingy in OBMM, but that didn't work (Using alteration or redirection, and a variety of other options and combinations) - though it seemed it DID work as when I loaded the game again after killing an invisible wolf, the dead body appeared and a couple of wolves in the vicinity showed up, so I thought it was fixed. However, when I moved to the next cell I got attacked by another invisible wolf. So I re-checked the readmes of the mods I installed, checked the comment threads of most mods I thought might create this behaviour, googled the problem and also skimmed this forum. I found nothing, though google wasn't at all helpful in this case because most people who complained about the problem were on about the "Zero Visibility" quest around fort caractacus - it's hard to tell google what you want to search for if it has the same description of an entirely different problem. Another problem I have, is that some bridge that I haven't seen before, possibly part of better cities or unique landscapes, appears when I'm at a distance from it and disappears (apart from a reflection) when I'm close to it - I have all the compatibility patches of unique landscapes and better cities and etcetera, so I'm baffled by this too. I also had this problem, twice, that friendly NPCs would run and attack me for no reason, I had no bounty and didn't attack them, they just started to attack me - they always accepted my yield though, but they'd resume attacking me after about a minute... This hasn't happened for a whlie, though. There's also a problem with OBGEv3 that I have, where when I load the game the colours would be extremely saturated for about 10 seconds, and it would freeze for roughly the same amount of time. I think that's everything... I have read every readme, installed things in the correct order, set my load orders with BOSS, made a bashed patch and other wrye stuff, done archive invalidation, installed compatibility patches and every unofficial patch mod, I have the latest version of OBSE and oblivion + knights of nine contend and shivering isles, tried pretty much everything I can think of other than disabling mods one by one - but I thought it would be better to ask here before trying that, as if someone knows what the problem is it would make my life so much easier, and besides that may not even work as it could be a combination of more than one mod that could cause the problem meaning I wouldn't be able to find it that way anyway. One thing I haven't probably stressed enough is that these invisible creatures may be visible until I move to another cell. I believe this may be the greatest clue as to what's going on. So, does anyone know the solution(s) or got any suggestions as to what I might try? :) I'm mainly concerned with the invisible enemies, the rest I could probably figure out myself (for example I haven't read all the documentation on OBGE, but it doesn't affect my gameplay so I don't care much), but any help for those two problems is also greatly appreciated. I'll post my list of mods now - oh and I have a screenshot of that bridge if anyone wants it (just ask). Oblivion.esm Uncommon GUI.esm All Natural Base.esmVersion 1.3.1 Oscuro's_Oblivion_Overhaul.esmVersion 1.33 Better Cities Resources.esmVersion 5.0.7 Unofficial Oblivion Patch.espVersion 3.3.7 UOP Vampire Aging & Face Fix.espVersion 1.0.0 DLCShiveringIsles.esp Unofficial Shivering Isles Patch.espVersion 1.4.4 Better Cities .espVersion 4.7.0 All Natural.espVersion 1.3.1 All Natural - SI.espVersion 1.3.1 Immersive Interiors.espVersion 0.8.1 OBGE - Liquid Water.esp All Natural - Real Lights.espVersion 1.3.1 WindowLightingSystem.esp All normal clothes buyable.esp FOV Modifier.espVersion 2.0 RAEVWD Cities.espVersion 1.9 RAEVWD Imperial City.espVersion 1.9 Living Economy.espVersion 3.6 Living Economy - Items.espVersion 3.62 FormID Finder4.esp Get Wet.esp [Hexaae] Get Wet v0.92.espVersion 0.92 sycNiceToMeetYou.esp Oblivion Graphics Extender Support.espVersion 0.42 Streamline 3.1.esp Uncommon Controls.esp DLCHorseArmor.esp DLCHorseArmor - Unofficial Patch.espVersion 1.0.6 DLCOrrery.esp DLCOrrery - Unofficial Patch.espVersion 1.0.4 DLCVileLair.esp DLCVileLair - Unofficial Patch.espVersion 1.0.7 DLCMehrunesRazor.esp DLCMehrunesRazor - Unofficial Patch.espVersion 1.0.5 DLCSpellTomes.esp DLCSpellTomes - Unofficial Patch.espVersion 1.0.1 Shdw_Armor Set_Sotonhorian.esp DLCThievesDen.esp DLCThievesDen - Unofficial Patch.espVersion 1.0.10 DLCThievesDen - Unofficial Patch - SSSB.espVersion 1.0.4 Oscuro's_Oblivion_Overhaul.espVersion 1.33 OOO-Water_Weeds.espVersion 1.33 DLCFrostcrag.esp DLCFrostcrag - Unofficial Patch.espVersion 1.0.5 Knights.esp Knights - Unofficial Patch.espVersion 1.1.2 xuldarkforest.espVersion 1.0.5 xulStendarrValley.espVersion 1.2.2 xulTheHeath.esp XulEntiusGorge.esp xulFallenleafEverglade.espVersion 1.3.1 xulColovianHighlands_EV.espVersion 1.2.1 xulChorrolHinterland.espVersion 1.2.2 xulBeachesOfCyrodiilLostCoast.espVersion 1.6.4 xulBravilBarrowfields.espVersion 1.3.3 xulLushWoodlands.espVersion 1.3.1 xulAncientYews.espVersion 1.4.3 xulAncientRedwoods.espVersion 1.6 xulCloudtopMountains.espVersion 1.0.3 xulArriusCreek.espVersion 1.1.3 xulPatch_AY_AC.espVersion 1.1 xulRollingHills_EV.espVersion 1.3.3 xulPantherRiver.espVersion 1.1.1 xulRiverEthe.espVersion 1.0.2 xulBrenaRiverRavine.espVersion 1.1 xulImperialIsle.espVersion 1.6.7 xulBlackwoodForest.espVersion 1.1.0 xulCheydinhalFalls.espVersion 1.0.1 xulAspenWood.espVersion 1.0.2 xulSkingradOutskirts.espVersion 1.0.1 xulSnowdale.espVersion 1.0.2 OOO-Snowdale Patch.esp xulCliffsOfAnvil.espVersion 1.12 OOOCliffsofAnvilPatch.espVersion 1.1 xulSilverfishRiverValley.espVersion 1.0.1 Harvest [Flora].espVersion 3.0.0 Harvest [Flora] - Shivering Isles.espVersion 3.0.0 Harvest [Flora] - DLCVileLair.espVersion 3.0.0 Harvest [Flora] - DLCFrostcrag.espVersion 3.0.0 P1DcandlesForKleptos.esp P1DkeyChain.espVersion 5.00 Short Grass V3.esp SRJIrresponsibleHorses.esp Alternative Beginnings.espVersion 1.2.3 More Realistic Encumbrance with Fatigue.esp NoBackwardsRunning.esp Weapon Magic.esp StolenItemOwnership.esp kuerteeClothingMatters.esp More_Arrows_Recovered-2169.esp Intelligence Overhaul.esp _Ren_BeautyPack_onlyhairs.espVersion 1.0 _Ren_BeautyPack_full.espVersion 1.0 Better Cities Full.espVersion 5.0.7 Better Cities - VWD of the IC.espVersion 4.7.0 Better Imperial City.espVersion 5.0.0 Better Cities Full FPS Patch.espVersion 5.0.7 Better Cities - All Natural.espVersion 4.9.5 Better Cities - Unique Landscape Barrowfields.espVersion 4.9.5 Better Cities - Unique Landscape Chorrol Hinterland.espVersion 4.8.4 Better Cities - Unique Landscape Cheydinhal Falls.espVersion 5.0.0 Better Cities - Unique Landscape Skingrad Outskirts.espVersion 5.1.0 Better Imperial City FPS Patch.espVersion 5.0.0 Better Cities - Unique Landscape Imperial Isle.espVersion 4.8.1 [GFX]_Initial_Glow-all.esp UVII.esp Bashed Patch, 0.espVersion 04/10/2011 01:57:09 Edit: woah, there's some funky colouring going on there... I like it.
  7. Thanks for the reply :P is Gandalf left handed? I'm just wondering why this was as shield mod and not a weapon mod xD
  8. Hey everyone. I've been modding oblivion for a while now, but I was unhappy with the dual wield mods that are already out there and wanted to create my own. The existing mods are either based on editing the default animations to make it look like the character is attacking with their left hand or they just add a sword mesh in place of a shield, these are alright and kinda create an illusion of dual wielding (Especially Seph's dual wield mod) but I'd rather have more control in dual combat, i.e. to be able to manually attack with the left hand. The closest to this I've found was in one of the combat overhaul mods, can't remember which, that added a shield bash function. It adds the ability to press a key which triggers an animation of 'shoving' the shield forward and in turn doing minor damage to an enemy infront of the character. I'd like a mod that would be very similar to this but instead does a lot more damage (random value between 40% and 70% of the damage done if that weapon was wielded in the right hand instead), and has a better animation than just a shoving one, more like a thrust or stab. I'm not putting this in the mod request place because I'm not wanting someone else to make it, what I'm asking for is someone to tell me where to start in creating an appropriate animation and modding oblivion to use this, and then how to script the animation to be triggered upon a key-press. I have blender 2.49b with nif scripts and nifskope, and TES Construction Set (Latest version). Using Windows 7 32 bit. I have a basic understanding of coding and 3D modelling (Though only in Cinema 4D creating abstract crap xD), and have created a few half life 2 levels with scripting in hammer (not sure if this will help), but no experience in modding oblivion itself, other than following a single tutorial that helps you get used to using the TES Construction Set. Thanks for your time :) EDIT: Heh... by "I've been modding oblivion for a while now" I meant that I've been installing them, not creating them. Stupid me.
  9. Yeah :) It's called Initial glow, I use it, but only because I think it looks horrible :tongue: Here's the link: http://www.tesnexus.com/downloads/file.php?id=5138
  10. Start, run (or the search bar), type dxdiag and hit enter.
  11. Doesn't Streamline make more use of the multithreading though? Or it may have been a different mod... I do have a mod that makes more use of it though, or so it claims :smile:
  12. Well that was way more than a day, got a bit carried away with oblivion lately, mainly due to installing Unnecessary Violence :tongue: Right, anyway, here's the results; 'Streamline' works wonders alongside with 'Oblivion Stutter Remover' (Thankyou NGF :smile: and also Tomlong54210 for the link to the .ini configuration). I edited alot of .ini files, including the vanilla Oblivion.ini, which also helped a great deal :smile: enabling multithreading and so on. However, it wasn't enough, and I had to disable ENBseries :down: but with some research I found OBGE, which is a great replacement and I assume most have you have heard of already so I won't go into detail :teehee: Oh and also, it's worth pointing out that I overclocked my 4850, that helped a great deal too :biggrin:; so I'd reccomend that, IF you know what you're doing :tongue: Thanks for your suggestions everyone :thumbsup: happy modding.
  13. Thanks for your replies everyone. @NGF: I will give streamline a shot, it says no where on the download page that you can't use stutter remover simultaneously so I will try both at the same time. This one sounds promising, thanks. :smile: @darlaten1: I assume you mean the Oblivion.ini? I suppose it's a good idea to look up optimised settings for that on google. :smile: @rondivu: I already have qarls texture pack III installed, are you saying that speeds up performance rather than slows it down?! That's both awesome and very surprising, seeing as they look more clear and high res :smile: so thanks for that. I'll post the results later on today, thank you everyone. :thumbsup:
  14. Hello, I've been modding Oblivion a while but I am new to the forums. It seems that I have modded the game so heavily that the performance of it is compromised, I know which mods are the culprits but I do not wish to disable these mods as I rather enjoy them :tongue: See, the thing is, my PC is powerful enough to run crysis on highest settings without so much as some minor lag in places (Not boasting, merely explaining :wink:) and I feel compromised that I cannot run a game from 2006 without noticable performance loss, even if it's purely due to the mods :tongue: So I was wondering if there is any way to increase the performance of the game without compromising (I'm using this word too much) the heavily modded graphics, perhaps to enable the game to access more video memory or something along those lines. Or maybe there's another mod similar to 'Oblivion Stutter Remover' (Which I already have installed) that may help performance? I'm not asking for a miracle, I'll accept it if there's no way of doing what I ask. Here's some info: System Specs: Windows 7 Home Edition 32-bit 4 GB of RAM (3.25 usable) 2.60 GHz Dual Core processor ATI Radeon HD 4850 with 2GB available graphics memory and 512MB dedicated video memory (Not sure which of these is most important) This might not sound like much, but as I mentioned before it is enough to run crysis on highest settings without performance loss. Oh, and the main culprit for this loss of performance is the mod named "ENBSeries for TES Oblivion v0-075a" And yes, I have configured the .ini to disable some features that have a large effect on performance. Thankyou for your help!
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