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HOW DOES IT WORK?!: Ayleid Wells' Lights
Vagrant0 replied to GRUmod's topic in Oblivion's Remastered Discussion
IIRC, I believe it is setup as an animation in the .nif, you might not see it when importing, but is likely indicated in nifscope. There were a handful of other vanilla .nifs that had animation settings. -
Mod Request: mod to see legs and armor 1st person?
Vagrant0 replied to adam5595's topic in Oblivion's Mod Ideas
I think the problem this time around might be that the first person camera is located in the neck instead of the head so that when looking at other people the head and face fill more of the center of the screen instead of the lower middle. -
Select All Cells Possible?
Vagrant0 replied to lordrevan81's topic in Oblivion's Remastered Discussion
You might be better off just handling that with a script that checks if player is within a worldspace, interior, or group of cells. https://cs.uesp.net/wiki/GetInCellParam https://cs.uesp.net/wiki/IsInInterior https://cs.uesp.net/wiki/GetInWorldspace https://cs.uesp.net/wiki/EnableFastTravel Editing many cells just for this would likely lead to a large number of conflicts. -
Basically, you have a script that is running somewhere, that checks it player values are greater than 90 after level increase. If above 90 it reduces that value by 5 and applies a passive spell effect that fortifies that value by 5. The next time this happens for the same value it reduces it by 5 again, but also removes the old passive spell before adding a new one that fortifies it for 10.
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Select All Cells Possible?
Vagrant0 replied to lordrevan81's topic in Oblivion's Remastered Discussion
Nope. Without knowing what you're trying to do it is hard to suggest an alternative way. -
Scripts work, newly defined Abilities work. This is quite possible. I believe the old version just had Abilities defined in stages with increases of 5 at a time, and had a script that removed the previous ability, added the new one, and deducted 5 from any stat over 90.
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I've noticed a similar thing with a handful of doors. It feels like some weirdness with how models were converted and upscaled to include parts that shouldn't be static. I would think this something connected to LOD models, but have see it happen with interiors too. But it could very well just be related to there being a version of the cell that is part of a .pak file, then you adding a mod ontop of it that just modifies the .esm references that the .pak was made from.
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That makes sense since that is where the new remastered resources are located. The interesting problem comes with the game not accepting overrides that are located in the data folder. It doesn't acknowledge things in the Data folder, nor does it acknowledge things that are manually defined in the CS as using loose files. The game also seems to crash when you place items that are not defined in the base game, even if those items are just modified copies of existing definitions. What I'm afraid is that there's some kind of process that keep trying to replace things that are defined with a .esp with things that are defined within the .pak, and it crashes if it cannot resolve the definition, instead of just accepting the uncorrected definition. Sadly my experience with UE is nonexistent. That is likely one of the missing key pieces to making things work, but you likely need some way to manually trim excess data if this is the case.
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I believe the text box size is determined by how the Remaster handles text boxes to allow for font size changes. You may need to alter the script so that the text is formatted differently. I'm unsure what would be used for line breaks however.
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-=Additional Resources=- Unofficial wiki - https://cs.uesp.net/wiki/Main_Page List of script functions. - https://cs.uesp.net/wiki/List_of_Functions Nifscope (used for manually editing .nif files) - https://github.com/niftools/nifskope/releases TESsnip (used for manually editing and viewing .esp and .esm files) - https://www.nexusmods.com/oblivion/mods/2114 Normal Map Plugins - GIMP https://code.google.com/archive/p/gimp-normalmap/ - Photoshop/Standalone https://developer.nvidia.com/texture-tools-exporter Plugin for exporting to .nif format, 3dsmax and Blender - https://www.niftools.org/
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I can't find any good clear topic on the matter so I thought I would make one to serve as a place where we can gather solutions to common questions. -=Getting Started=- The Vortex plugin will allow you to enable mods and adjust load order. It likely won't detect conflicts, but it will let you manually adjust load order. https://www.nexusmods.com/site/mods/1270 The Construction Set for Oblivion can be installed for the Remaster and setup to work. This tool will let you fix the [NL] tag on things added or changed by mods. When troubleshooting to see if a mod successfully loaded you may want to disable this tool so that you can easily see what things have been altered by that mod. https://www.nexusmods.com/oblivionremastered/mods/136 This tutorial for .pak files. -=Known Working=- Mods which make changes to settings, scripts, and definitions seem to work without issue in most cases. -=Uncertain=- Loaded mods may not show objects in the world despite marking the cell as modified. The reason for this is unclear. Things that are defined in the base game can have new references placed in world without issue. Modified definitions work to a certain degree, but do not accept model or texture linking in the normal way. Newly defined things such as statics, containers, actors, and activators will crash the game when placed (likely related to not being able to resolve the ID) Newly defined items, even copies from existing ones, will not display a mesh and will not appear when placed in world. Mods which make use of resources in data folders do not seem to make use of those files. Mods which add new cells and worldspaces are reported to cause a crash. May be connected to a version mismatch. -=Not Working=- Anything that makes use of certain OBSE functions. Will edit this post as I see more answers.
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This was suggested as a solution. https://www.nexusmods.com/oblivionremastered/mods/136
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It is a problem that is only a problem because people decide it should be a topic to troll about. It continues because it gets people upset because it is an entirely stupid thing to get so upset about and quickly leads into slippery slope analogies or claims of censorship. The problem is not the translation method, it is not how these things are described. The problem is entirely because a portion of (mostly younger) people decide to raise controversy over it for the sake of attention, and since you see these posts all over, people think it is something to care about.
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Okay, explain completely why this is such a crucial point of concern for you, so much so that you are going to take such a firm stand. What difference does this distinction for text that is displayed only once in a 80+ hour game make? Do you need a continual reminder that you are a Male character to feel right with yourself? I mean, there is a good deal of gender affirmation in the fact that you can look down at your character in first person and not see a pair of tits, then remember that you aren't a Type 2, you're a male. I suppose this gender affirmation of how you identify is quite important, almost critical, but you have to consider the alternative point of view. If you're someone who prefers having a Type 1 body, you might feel uncomfortable thinking yourself as a female; seeing this word used just once when defining yourself in the world, and instead preferring a label that is less limited by cultural connotations. Picking female might feel weird if that is not how you identify in real life because it might make you question things about yourself once you realize that the common argument for picking a female character diminishes when you play most the game in first person, but Type 1 needs no justification. As someone who has been gaming for a long time and who isn't quite up to date on the current cultural war, maybe I don't quite understand the problem. Please enlighten me.