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Lanceor

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Everything posted by Lanceor

  1. For the load order question, patches are usually placed immediately after the mod that they patch. Let's say the UOP corrects a floating tree, placing it on the ground where it belongs. You wouldn't want the patch to overwrite another mod that intentionally moves the tree elsewhere. As for the button hotspots in the wrong place issue, go to My Documents/My Games/Oblivion/Oblivion.ini and edit fDefaultFOV to 75. This bug often occurs if your FOV is something other than 75 when the game crashes.
  2. As the name suggests, the load order determines what gets loaded first. The game can crash if the order is wrong. Example: - Mod A creates a castle - Mod B adds a guard to that castle - If you load Mod B first, the game will try to add a guard to a castle that hasn't been loaded into memory yet and will crash. Also, when multiple mods alter the same item, it results in a conflict. The load order determines which conflict "wins". Example: - Mod A makes all creatures green. - Mod B makes mud crabs pink. - If you load Mod A then Mod B, then you'll have green creatures except for mud crabs which are pink. - But if you load Mod B then Mod A, you'll only have green creatures as Mod A has completely overwritten the pink mudcrabs. The load order used by BOSS is determined by some very experienced modders and tries to eliminate crashes and keep conflicts to a minimum. Most of the time it works well but on occasion you may have to manually adjust it. Hope that makes sense. :smile:
  3. Have you set its aggression to something suitable? 100 is pretty normal for monsters. Is it in any "friendly" factions? Do the AI packages exclude combat?
  4. This question gets asked so often that I have a standard copy/paste response: BTW, welcome to Nexus! http://static2.nexusmods.com/101/images/1547970-1378868288.jpg
  5. Are you using Windows Vista, 7 or 8? And is Oblivion installed in the Program Files or Program Files (x86) directory? If so, you are probably experiencing problems with UAC. Check out Bben46's Oblivion reinstall procedure to find out how to move it out of Program Files.
  6. Such a mod would mean that you can't design the manor to your liking... But check out HearthFires Priceless Furnishing. It will let you build the house to completion right away without gathering any materials.
  7. This question gets asked so often that I have a standard copy/paste response:
  8. It should clean itself at the end of the storyline. If it doesn't, try typing "SetStage ND10 200" in the console.
  9. Looks like OBSE isn't installed correctly. You'll need to open the archive that you downloaded from http://obse.silverlock.org and copy three files and one folder: obse_1_2_416.dll obse_editor_1_2.dll obse_steam_loader.dll Data folder Copy them to your Oblivion directory. This is usually "C:\Program Files\Valve\Steam\SteamApps\common\oblivion".
  10. Are you sure it's your mod? Birthsigns are one of the most straightforward things to modify and as long as it's saved correctly, it should work fine. Does the problem occur with the vanilla birthsigns? How about other birthsign mods?
  11. I think you've already answered your own question. :wink: The biggest disadvantage of PCs is the start up cost to buy a good one. You also need to be at least mildly technically savvy (or have friends who are).
  12. How can't they be used? Can't select them? Are you saving the mod as a new esp and has it been selected in your load order?
  13. Basically, you're using scripts to keep track of experience and skill level; both are nothing more than numbers stored in a variable. Your crafting scripts should have a secondary function of increasing the experience points variable. Use whatever formula you wish to calculate the skill level from the experience points. Each time the player crafts an object, perform a check to see if the player has increased a skill level. The interface is something that can't easily be replicated. I'd probably use an inventory quest object displaying the current level of crafting skill. The script that performs the "current skill level" check could rename the object every time the skill level changes. As for your doors, I'd probably script them to be openable by someone with a certain crafting skill level or higher.
  14. My understanding of meshes is more "tinker until it works" than a real understanding. :wink:
  15. I don't think it's possible to make non-light objects cast light, or to make non-activators animate - hopefully someone will prove me wrong. I've made a number of glowing swords and the only method I've found is to move a light source around. You could put a non-moving light where the trap is, but I wouldn't recommend animated or scripted movement as different moving objects tend to go out of sync. Perhaps someone can think of a creative way to do this. (perhaps the mace is hollow and a light source with havok is placed inside it?)
  16. With a lot of scripting, you can simulate a new skill. Basically, you'd be using scripts to keep score of experience points from crafting, and then unlock the doors at the appropriate experience totals. That's why it won't sit in the skills list - it's technically not a skill. Crafting recipes will have to be scripted as well - each and every recipe will require its own separate code. It can be done, but it would be a fair amount of work and would require medium to advanced scripting knowledge.
  17. Skills in Oblivion are hardcoded making it practically impossible to modify or change them or add new ones. That's why there aren't any skill mods around. :wink:
  18. What's the duration of the spell that aaaNightEyeScriptEffect is attached to? If it is set to zero, ScriptEffectUpdate will never fire.
  19. Very interesting idea indeed. Currently, Oblivion and Skyrim use pre-recorded voices. The Construction Set has a lip sync generator that reads the text of a conversation topic, matches it to the timing of the recording and generates a lip movement file. If the text to speech program can generate mp3 or wav files, they could be used instead of real human voices. However, it would be a similar amount of work to using a real voice actor so I don't see many modders would want to do this. It might be useful for robot characters or for people from non-English backgrounds though. A bigger idea would be an OBSE / SKSE plugin that can generate voices on the fly (like a higher tech version of Elys Universal Silent Voice). Or a perhaps a utility that could check all the conversations in a mod / modlist and generate voices for any topic that's missing a voice file. These would require much more programming expertise to create, as well as requiring licensing for Text-to-speech engine and the voice files, but they would be great if someone managed to pull it off. :smile:
  20. They should be in your Oblivion folder, the same folder as where you'd find Oblvion.exe and the Data folder where your mods go.
  21. So, does Oblivion run with no mods at all? i.e. a completely clean install without anything that wasn't from D2D? Note that I'm only making guesses as I have no experience with Windows 8 or 8.1 whatsoever (and probably won't until MS provide users with a way to completely remove every last byte of the touch screen interface).
  22. If you ever have to ask yourself something, the answer is always "yes".
  23. Ah, that would be the reason why. The D2D version of Oblivion has an encrypted Oblivion.exe and therefore it cannot be patched. From the OBSE page:
  24. Which downloaded version do you have? Steam? D2D?
  25. It's not actually the graphics card but the CPU usage that is slowing the game down. NPCs in particular use a lot of CPU and the problem gets a lot worse during combat. (Shameless plug: If combat framerates are unbearable, I made a mod to fix that.) Oblivion requires clock speed more than anything else. That's why Oblivion may actually run better on a Pentium 4 with a very high clock speed than a modern multi core CPU with a lower clock speed.
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