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YngvieMalmsteen

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Everything posted by YngvieMalmsteen

  1. No offense Dizzy, your guide looks good, for people who like the look of a vanilla game, or if people need performance. Its shaders are quite basic compared to bevilex's guide though.
  2. In response to post #48196397. #48199432, #48207232, #48209512, #48213187 are all replies on the same post. You definitely did something wrong, because Mod Organizer has worked perfectly for me with all oblivion mods from the start, and im running 190 active esp's stable, with re-textures, and many OBSE plugins. Installing mods with Oblivion Mod Manager works perfectly within MO, and so does dyndolod, tes4lodgen, construction kit extender obse, etc. You just have to read the steps. You set it up once, and its done. BTW i never actually used wrye bash to install mods because its interface is like windows 95 and i couldn't figure out how to do anything at all in that program, other than do a bashed patch and run some save file fixes. How is it actually as full featured as MO and how does it do it without seperating the mods into seperate folders?? That seems to be the entire thing, because its impossible to keep track of the history of file overwrites without using insanely ridic amounts of HD space and file transfer times. Also MO has a plethora of mod sorting and categorizing features, you just have to make use of them.
  3. In response to post #48196397. #48199432 is also a reply to the same post. Its not a hard concept to get used to. In fact i think having to WORRY about which order to install in every time is a gigantic downside to managers that arent MO and i think i wouldnt even be modding if i had to deal with that gigantic crappy hassle every time, that is an archaic and annoying step in modding that needs to just go away (thankfully due to MO its gone but for some godforsaken reason people still cling on to outdated programs, especially for Oblivion which MO works perfectly fine in and better than other managers but people treat it like voodoo in the OB mod community, because of seemingly non-existant issues that nobody is ever able to explain what they are, even), especially the tangled crashy un-fixable ruined mess of files you get once mods start overwriting files and you want to uninstall something who's files have already been overwritten. Its pretty simple to see the message that files are being overwritten with the little lightningbolt, and to see priority numbers and realize you can click and drag them up and down as you wish. That feature is amazing and i would never mod without it. I stick by my opinion that MO is far more user friendly than NMM and ive seen it firsthand how quickly someone can catch on to MO. Installation order is just one more thing that can be severely screwed up, and always WILL be screwed up by new mod users, which doesn't matter with MO.
  4. Mod Organizer UI is very intuitive for me. But maybe thats because i discovered the APP via gophers tutorial for it. My friend seemed to learn modding with it pretty quickly though, much faster than he would with NMM as the mistakes he made didnt require him to reinstall his entire game, and he didn't have to start from scratch with the mods either (thanks to MO)
  5. In response to post #47811690. #47816920, #47823670, #47861355 are all replies on the same post. Yes of course :) A ton of the best mods for oblivion were released in the past few years. Mod Organizer works great
  6. In response to post #47811690. #47816920 is also a reply to the same post. MOAR OBLIVION MODS. The Aylied Steps is awesome, and Maskars Oblivion Overhaul which was featured earlier is another gem.
  7. After only 3 and a half years of oblivion being released, it had the incredibly useful FormID finder released for it http://www.nexusmods.com/oblivion/mods/16704/?. It boggles my mind why, given the waaay larger playerbase and mod creator-count of skyrim, that something similar for skyrim has never been made yet, considering its basically a necessity. Yet on the hot files is.... i'm not complaining though, someone has to make it and nobody has yet, fine, nobody is expected to. I just find the priorities funny, compared to oblivion.
  8. I just read a thread where someone JUST now, in the past couple days (edit :*month), got banned from the nexus for asking to pay someone to make a mod. I suggest you delete this thread ASAP, before they take nexus mods away from you, too. Wow, sorry. I thought this was a recent thread, because Dragonborn necro'd it. Sheesh.. i hardly post in the forums so please forgive me (used to mod file comments)
  9. Basically, i want this timer to reduce disposition at a much faster rate. Double probably, maybe triple. Anyways, i'm wondering if anyone knows what record i should find to tweak this? Or is it hardcoded? This would be a really good change because it will make it so even if you master the mini-game and are able to click through all 4 options in light-speed with perfect selection, due to the timer reducing disposition at a greater rate, an Altmer (which hates Orcs and has a large disposition penalty while using Persuasion Overhaul LITE) will just flat out not really gain much disposition from trying to persuade them if you are an Orc with say, 44 persuasion and somewhere between 10-20 speechcraft (my character) I really want to tweak that timer, because i just dont personally enjoy the current mod solutions to balancing persuasion, yet i realize vanilla persuasion is WAY TOO EASY no matter what your skills are. Persuasion Overhaul LITE is a step in the right direction because it keeps the mini-game but makes some npc's with my characters stats have a max dispostion of 50ish, based on race differences and other stuff, but its still too easy to reach said max.
  10. When the history books are written about the 2016 election, it sure as HECK better explicitly say "Hillary Clinton and the DNC are the sole reason why Donald Trump won the election" literally ANYBODY could have won against Hillary Clinton. It took someone as terrible as Hillary Clinton to even allow trump to come close to winning. so sad
  11. Are you using an ENB or enBoost? by default, those mods use the backspace key to reload the values from the configuration values. This will cause a stutter each time it is pressed, very annoying. to fix it, open your Enbseries.ini (or enblocal.ini if its enboost i think) and look for [iNPUT] //backKeyReadConfig=8 and change 8 (the key code for backspace) to 0 (nothing). I also recommend changing KeyFPSLimit=0. Sometimes mods will use the home key which it is bound to by default, and unless you are using the fps limiter in your enb settings to good effect (most likely not, oblivion stutter remover should be the way to cap fps) then you probably want it disabled. Accidentally pressing it can cause massive fps drops (pretty much in half)
  12. I have this issue as well, in the same spot ingame. No XRE cars here so thats not the issue. i am using nvinteriors though but since reinstalling didnt fix it for someone thats probably not it either.
  13. In response to post #24738304. #24738404, #24738464, #24738479, #24738524, #24738604, #24738659, #24738679, #24738694, #24738739, #24738779, #24738799, #24738804, #24738919, #24738944, #24738974, #24739104, #24739184, #24739199, #24739204, #24739289, #24739329, #24739359, #24739394, #24739409, #24739474, #24739514, #24739544, #24739564, #24739609, #24739619, #24739639, #24739689, #24739759, #24739784, #24739884, #24739949, #24739999, #24740019, #24740029, #24740039, #24740124, #24740139, #24740174, #24740184, #24740199, #24740234, #24740349, #24740469, #24740494, #24740509, #24740569, #24740579, #24740584, #24740694, #24740734, #24740789, #24740809, #24740814, #24740834, #24740844, #24740859, #24740899, #24740939, #24740959, #24741039, #24741074, #24741079, #24741154, #24741159, #24741164, #24741289, #24741369, #24741419, #24741429, #24741444, #24741449, #24741529, #24741644, #24741674, #24741699, #24741714, #24741744, #24741754, #24741764, #24741784, #24741804, #24741884, #24741959, #24742024, #24742104, #24742119, #24742154, #24742169, #24742194, #24742314, #24742444, #24742464, #24742489, #24742509, #24742524, #24742564, #24742579, #24742634, #24742744, #24742799, #24742804, #24742964, #24743039, #24743319, #24743439, #24743614, #24743699, #24743779, #24743799 are all replies on the same post. Korodic, i have 2000 hours playing chivalry medieval warfare, because i enjoy it. i didnt get any money from doing it, but i dont regret it, because i enjoyed doing it. people mod because they enjoy doing it. if you didnt enjoy the 2000 hours you spent in the creation kit like i enjoyed the 2000 hours ive spent in chivalry medieval warfare, you making more money than i have doing it since you got one donation, then why did you do it in the first place if it wasnt to make money?
  14. Yes, quest mods, that add single quests or have them only take place in new areas that makes it obvious its mod added, if i need to look at them at all for compatibility checking chances are ive already spoiled them since i havent seen a big quest compilation like kraginers death quest yet. And i will definitely be needing to check compatibility since skyrim is so cramped for new dungeon space and whatnot. Skyrim has too many boring fetch quests if thats what you mean by too many quests. The biggest flaw in skyrim quests is shown in one of the first quests you ever get. If you go into bleak falls barrow at the start of the game without talking to the general store merchant in Riverwood, if you get the golden claw your character somehow knows that it belongs to someone in town and exactly who to go to. If that was an oblivion quest, you would get a dialogue topic about it and have to ask around to figure it out (i.e. finding out about sinderion with the nirnroot quest).
  15. You seem completely incapable of understanding that i personally think Skyrim is in need of something like FCOM for me to want to play it, and that's just my opinion. It's not like Skyrim was released with everything that FCOM did built into it. In fact the main thing that FCOM does for me is add variety and difficulty and interesting quests, something vanilla skyrim lacks at least as much as vanilla oblivion ever did. Again, my opinion.
  16. FCOM already existed in 2010 though. I used it in 2010 and it worked fine lol.
  17. Lofgren, you really like being an a-hole don't you? I would not pretend to understand papyrus scripts from a modders standpoint like you pretend to understand the meaning of that sentence you quoted. Everything i have talked about papyrus is from what MODDERS have said about papyrus, not gathered from what i know from working with the language personally (nothing). When i say that's exactly what i'm talking about, i mean that that is yet another example of a talented and respected modder saying he is being limited by papyruses shortcomings, whatever those may be.
  18. When did i ever say FCOM was good because its popular? Yes, i think its good. Yes its popular. Its not good BECAUSE its popular though. It's good because its good. I use plenty of little mods on my oblivion with sub-100 or even sub-10 endorsements that are great too. Anyways thanks for the tips nephenee And thank you Enai, thats the kind of stuff i'm talking about, hah. Great mods btw
  19. Thanks for the link. So that is better than the merged patch function built into tes5edit? replaces it or to use alongside? Also replaces batched patches? (i would delete the levelled lists out of the tes5edit merged patches and use wrye bash for the levelled lists like Sharlikran said)
  20. Thanks cdcooley, you are right. Theres has been and is a lot of learning and discovery to happen with skyrim modding compared to past bethesda games, and things to work around. Stuff that probably didn't pre-occupy modders as much when oblivion was new since not a whole lot changed from morrowind besides radiant ai i suppose. I suppose i will take it easy with skyrim modding for now and try to create the be all/end all skyrim installation after a few more years pass.
  21. simtam how have you not heard of FCOM? anyways its a quick google search away. i'm not going to sit here and list every feature because it is a huge mod. OOO is the main mod that FCOM is built around. Its the most popular overhaul for oblivion. And thanks for the tip, but i already do that. its still way too time consuming due to requiring you to make a new save every time and set up a hundred different MCM menus the way you would set them up when actually playing to make sure you test it with those settings. Is anyone working on anything that lets you save MCM settings into a loadable config file or at least an .esp file? Being in the range of 10 different iterations would be a miracle. once you find the chunk of mods where disabling them prevents whatever issue you are having, you still have to continually divide that single chunk by half until you end up having to disable the remaining ones one by one. BigBizket, what tools? there is a tool to find papyrus script conflicts? getting tired of people mocking me like they know everything instead of being helpful. Wyre bash, of course, tes5edit, of course, mod organizer, of course, Loot, of course, only a complete novice would miss those and i am not that.
  22. This is true BigBizket. But FCOM is hardly enough to fill a whole load order, so i have done plenty of work finding mods i like with oblivion, granted another good bit of my load order is filled with other "must haves" like race rebalancing project, LAME, supreme magicka, better cities, unique landscapes, and a whole slew of patch .esp's to make them all work together. there is other stuff. but i guess that makes sense why i had a much easier time with oblivion, even if im at 200 active esp's with oblivion. Another issue ive got with skyrim modding that i forgot to mention is the fact that uninstalling mods during a save is such a big issue with skyrim whereas older bethesda games didnt care AS much, so when trying to make huge load orders it suddenly becomes that more time consuming. i feel like every time i remove or add a mod, if i want to test it properly im going to have to start a brand new save game. and that takes way too much time because - heres the downside of mod organizer in my opinion, even though its great and amazing, i agree - i have to set my settings for each mod every time i start a new save, which is quite often when testing mods. if there was a "mod setting export and import" option that would be great. In fact, many/most oblivion mods had specific ini files per mod to change settings and compatibility like MCM lets you do, honestly i think that would make more sense in the long run for skyrim even if it is handy to be able to change it ingame, since obviously your settings are getting saved in an ini. probably not the best solution since you are missing out on the UI but there has to be some kind of way to save your settings because it really is one of my largest gripes when trying to install mods. I'm sorry that i keep bringing up new things out of the blue, its been since last fall since ive tried doing anything at all with skyrim including playing or modding it, so things are just coming to me. Getting back to shying away from the work of finding mods i like, of course i'm shying away from it if ive spent god knows how many hours downloading and installing mods, then making a merged patch, going through each of the conflicts by hand, then having to scrap it all because of crashes for unknown reasons (since ive resolved all of the .esp conflicts). I've already done the work, i'm just extremely burnt out on how much it is with skyrim compared to oblivion. And of course once i start getting crashes, i can't just remove the mods to find which one it is due to skyrims screwed up save system that doesn't like you removing mods mid-save, which will probably cause more crashes. So i have to start a new save, set up MCM all over again. Stuff you never had to do with oblivion, or at least i never had to.
  23. Let me clarify. Before you think i was doing the merged patches wrong when i said i was doing them by hand, i actually mean i did the merged patch feature of tes5edit like most people do, and then went through every single line by hand to make sure the outcome was what i wanted, like it has been suggested to do by people that apparently know their stuff.
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