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chaospearl

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Posts posted by chaospearl

  1. Hello lovely folks. I've received some great advice and assistance here in the past and I'm back for more! I have a question about Wrye Bash and one about the Better Music System mod.

     

    First things first; WB. I currently use OBSE (the beta 18 version) and OBMM, but I haven't conquered Wrye Bash yet. From my understanding, it is a utility that allows you to combine mods together so that you don't have as many active esp files. I'm rapidly approaching the 255 limit but not there yet so I haven't thought WB necessary for me. (Translation: I'm lazy and don't want to spend a few hours learning the complexities of a new program until I'm forced to). That being said, as I add more and more mods, I'm noticing that my game crashes more often. I'm around 230, 240 mods right now and I'm experiencing CTDs every hour or two. Now, I'm willing to put up with this for the sake of my mods; it may sound intolerable to some of you, but two hours is actually a pretty long time, long enough that I don't really feel like I'm *constantly* crashing. It just forces me to save my game every fifteen minutes or so. There's also the fact that I'm running Oblivion heavily modded on a laptop (using a 42" flatscreen TV as my monitor and a Sixaxis controller, so sometimes it's easy to forget the game is actually running on the laptop hidden in back of the TV cabinet, heh) -- so I can't expect superfabulistic FPS to begin with. Anyway, I was wondering if using Wrye Bash would help prevent the frequent CTDs. I realize I'm crashing a lot becaus of how many mods I run, but I'm not sure if it's technically due to the number of active esp files, or if it's more the sheer amount of new content and modifications I'm asking the game to handle. If I bite the bullet and teach myself to Bash some of those esp's together, will my CTD rate go down? Or will it not make a difference because I'll still have all that new content and changes running even if I can cut down on the actual number of esp files?

     

    Second question: Better Music System. This is a simpler question. It's annoying the hell out of me that BMS is taking it upon itself to mess with my audio settings. I normally play with Voices and Effects set pretty high, and Music Volume set toward the middle. I'm noticing that ever since I installed BMS, whenever I change playlists (that is, enter a dungeon or a battle and have the music change from Explore playlist to Combat or Dungeon playlist) the Music Volume slider automatically slides itself fully over to the right and the music comes blasting out at me. It not only drives me nuts personally, it causes issues at home because I often play late at night when the household is asleep, and I need to keep the volume at a reasonable level to avoid waking anyone. I used to have the laptop's audio routed through our home theater system but I've had to disable that and just use the television's normal audio because otherwise whenever I entered a monster-full dungeon it sounded like World War III breaking out in the living room. Even with just the TV audio it's still far louder than it needs to be, but I can't put the overall volume down any farther or I won't be able to hear the voices or effects at all. That's why Oblivion has separate voice \ effect \ music sliders to begin with! I've pored over BMS's documentation multiple times and combed the ini file and there's nothing anywhere that mentions its automatic moving of the music slider up to Nuclear War decibels, and no way I can see to disable it.

     

    I'd be incredibly grateful to anyone who can solve this for me. I'm no modder, but I have used the Construction Set to tweak existing mods to my own preferences so I have a basic grasp of how it works. If someone could even give me a hint as to what I'd need to change within the BMS esp, I could probably figure it out... I'm just not sure where to look.

     

    Thanks in advance to everyone who's taken the time to read this far.

  2. The business model and costs associated certainly do make sense from an economic point of view! It's not a huge deal; just that,. as I said, there are a small handful of people who do this sort of thing for other games, so I had wondered if there were any who work on Oblivion. I didn't mean to kick up controversy or insult anyone by asking. My apologies if I've inadvertently done so. I have utmost respect for anyone talented enough to create the fantastic stuff I've seen out there.

     

    I was essentially looking for some winter clothing for Oblivion, as nearly everything out there is designed to be skimpy and sexy rather than fur-lined and warm. It's a bit ironic that after a three hour search of the Nexus last night, the very closest thing I found is one of your mods, LHammonds. Arctic Gear Improved. It's not quiiiite what I wanted but it's the closest I can find and I'm ecstatic to have stumbled across it. I'd already searched for terms: winter, cold, warm, north, snow, ice, fur, coat, jacket, parka, hood, hat, Nord, Eskimo, and possibly some others... to no avail. I finally found it completely by accident when searching the keyword Skyrim to see if anybody had made a "new lands" expansion that might contain a shop or two of winter-style clothes. Never occured to me to try "arctic" as a term, bleh.

     

    Anyway... thank you again for making that mod, and to everyone else who replied and straightened me out on the economics of commission modding. Unfortunately I'm going to have to hope someone out there is really nice (or really bored) if I want that fur-lined Eskimo hood and matching parka -- my modding ability is limited to scripting only. I don't even HAVE a graphics program and wouldn't know how to use one if I did. :(

  3. I'd love to see a mod that would make the weather a bit more meaningful, particularly the snowy northern areas of the game. As an immersion player it's always bugged me that my character can go from the steamy Blackwood swamp to a snowstorm in Bruma wearing the same clothing. I'm not asking for a huge complicated mod that keeps track of the ambient temperature and requires a change of clothing for every region -- just, maybe, something that would allow you to buy a fur-lined parka and you'd need to wear it whenever the weather was snowing, or you'd take continual cold damage (like what happens in the Tears of the Savior quest if you don't use the frost shield potions).

     

    At this point, I think I'd be happy with a mod that simply added the parka, nothing else, and I'd simply RP the need to wear it up north. I've sorted through dozens of clothing mods and most of them seem to be aimed at creating skimpy, sexy, revealing chainmail bikini type stuff... nobody's making WARM clothing! I want an Eskimo style hood with fur around the edges. I'd be willing to compensate somebody to make something like this if anyone's up for it.

  4. Hi folks. Me again. Sorry.

     

    I was wondering if it's possible to open up the guts of an existing mod and make a few small changes. Nothing concrete; actually what I want to do is correct a few spelling errors and typos, and edit the dialogue in a couple of places. I know, it's a complete nitpick. Just... I'm a realism\immersion player, and it's bugging me (not to mention jarring me out of Tamriel into the real world). I've never so much as dipped a toe into the world of modding before and I'm not quite ready to, yet. I wanna enjoy playing the game for a bit longer before I start learning something that I KNOW will suck me into modding. I'll end up spending the next six months staying up until 4am with a pot of coffee and sugar, cursing at my latest creation and continually making "just one more tweak" without ever releasing it.

     

    Ahem. In any case. How difficult is it to edit the text in a mod? An esp file, I mean. Can I just open it up in the CS, and do a search & replace on the text? Or is it more complicated than that?

     

    Any advice appreciated, as always. I love you people.

  5. There is indeed a version of MMM made specifically for Fran's, and that's the one I'm using. I think I MAY have fixed the problem at least temporarily... I deactivated MMM and re-activated it again so I could see which options are available, and ended up choosing the Reduced Reduced Spawn Rates(sic) feature along with Safer Roads. I'm now down to about 4 or 5 bandit attacks per journey, which is still aggravating but it's fairly close to what I was getting in vanilla if I recall (been awhile). On the other hand, I'm not sure how the reduced spawn is going to effect the rest of my game. I'm already running into a slight issue with the Go Fish quest because it's taking me 20 minutes to find a single Rumare slaughterfish in the lake. They're not spawning as quickly as they should. I can deal with that, since it's pretty unrealistic to find 12 fish in one afternoon anyway, but I just hope the reduced spawn rate won't end up making anything else harder, too.

     

    Now I just have to spend a day walking along all the roads and manually deleting the corpses that I left littering Cyrodiil when I was having the bandit issue. I'm using HGEC Nude and it's a bit disturbing to keep walking past groups of half a dozen totally naked bodies laying in the road!

     

    Thanks for all the suggestions, folks. I appreciate the assistance, as always.

  6. Hey folks. I've received some really great advice here in the past so I'm hoping somebody will be able to help me now.

     

    My game is overrun by bandits. Specifically, bandits, marauders, and barbarians. They're EVERYWHERE on the roads. I walked from IC to Bravil and had to slaughter no less than 23 separate bandits along the way, and sometimes it's even worse. I'm trying to figure out which part of which mod is causing this so I can disable it, because it ruins my enjoyment of the game when I can't walk for 30 seconds without being attacked.

     

    I suspect it's either Fran's or MMM because those are the only two I use that create additional monsters. I do have MMM's Safer Roads option, which supposedly lessens the number of attackers along the roads... makes me wonder what traveling would be like if I disabled it!

     

    Does anybody know which mod creates "marauders" and "barbarians"? And is there any way to disable them, or at least slow down the frequency, without disabling that entire mod, whichever one it is?

  7. I never knew that omods do not count towards the limit. That's very nice. I'm not quite sure I understand, though... when I activate an omod in OBMM, it asks all its setup questions and then adds the appropriate esp files to my list. Those esp files don't count towards the limit? How does it know which esp's are part of an omod and which I added manually? Or is it more that some omods don't create an esp file at all, and I just happen to be using omods that add esp's because they include so many options?
  8. Aha! Thanks for the info, and for confirming that I'm not losing my mind... not yet, anyway. I picked up the DLCs of SI and KotN, and sure enough, as soon as I had those bsa's and esp's in my Data folder, all the mods finally worked. Yay. Okay, almost all of them... still having issues with Fran's, but I'll post a new topic about that if I still can't fix the problem after a fresh install and defrag. For some reason activating the two optional creatures\items esm files causes a total game crash immediately upon exiting the sewers. :(

     

    Thanks again for the help!

  9. Hey folks,

     

    I'm new to the forums, so I hope I'm not about to ask something really dumb. I searched all the FAQs and troubleshooting guides I could find, and didn't see this mentioned anywhere.

     

    I'm having trouble with a few mods that are designed to work with various DLC content and I'm starting to wonder if the problem is that I'm playing the GotY edition of Oblivion, which includes Shivering Isles and Knights of the Nine already on the disc. I have all the other DLC plugins, but I didn't download SI or KotN since there was no need to, so I don't have the .esp or .bsa files for those. And since so many of the mods that won't work for me are ones that specifically require SI or KotN, is it possible that the reason trhe mods won't work is because they're looking for the DLC versions of those plugins, instead of the GotY built-in versions?

     

    There are a bunch of mods that I'm having trouble with, but a few that come to mind are the Quest Award Leveler and Qarl's Harvest. Both include separate esp files for SI, and QAL includes one for KotN; I can't get either one to work. SM Plugin Refurbish is another -- it comes with esp's for each of the available DLCs individually and also a single esp to use if you've got all the DLCs. I've been trying to use the latter, and I can't even get the game to load when that esp is activated. Ditto for Enhanced Weather, for which I'm using the version that includes SI content. It's like the mods aren;t recognizing that I have SI or KotN because of the missing individual DLC files for those.

     

    Two questions: Am I correct in the suspicion of why these mods won't work, or is it just some weird coincidence that SI mods won't work with my GotY edition? And, if I'm not out of my mind about this, is there any way to fix it and make the mods work properly? What would happen if I get the DLC versions of Shivering Isles and Knights, even though I already have that content built in?

     

    Thanks for any advice. It's appreciated.

     

    Jenni

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