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Posts
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Everything posted by FatalIllusion
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It is back ,it seems..the author made it hidden for the moment but I think we're going to see it again in a day or two ^_^
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It is so sad..
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I think you should send this "guide" to the authors of these awesome mods! In this way,anyone who downloads their mod,will be able to make them work together !
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I would like to know more about what happened to project frenzy too..It was the start of an awesome project!
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Hello guys,I just found this FOOK2-FWE Merger Fix Does it update the outdated merger and allow fwe 6.03a and FOOK 2 1.2 to be played together? Otherwise,why can't I use the "new version" of the fook-fwe merger with the latest versions of fook2 and fwe?Just because it was not made for those versions? I don't know why but I think that currently fallout 3 has way more compatible mods than FO:NV. Also,instead of using FWE,could I use XFO+FOOK2?
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Nexus,the only conflict you'll have is related to weapon modules.In the fook readme,the authors suggest to use just one of the two(so either fook or PN weapon module) in order to avoid having some duplicated weapons ;)
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Nexus Mod Manager in extended closed beta with mod authors
FatalIllusion replied to Dark0ne's topic in Site Updates
Awesome! Looking forward for the open beta release! -
Hello boys..while the OOO team works on the next OOO release,which should be out in a weeks or two..I'd like to create a fix/workaround for the problem I'm going to describe.The scripts "MG18MannimarcoSpellScript1" and "MG18MannimarcoSpellScript2" give me the following errors: [CS] Script 'MG18MannimarcoSpellScript1', line 17: Unknown variable or function 'PlayerImmobilized'. [CS] Script 'MG18MannimarcoSpellScript1', line 17: Unknown variable 'PlayerImmobilized'. [CS] Script 'MG18MannimarcoSpellScript2', line 17: Unknown variable or function 'PlayerReleased'. [CS] Script 'MG18MannimarcoSpellScript2', line 17: Unknown variable 'PlayerReleased'. Here are the scripts MG18MannimarcoSpellScript2 MG18MannimarcoSpellScript1 MG18Script (It is the main script that control both "mg18mannimarcospellscript1" and "mg18mannimarcospellscript2" What the error is? I've understand that the mg18script has no "playerimmobilized" and "playerreleased" commands and this could be the problem
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Thank you! I still don't understand how,after 4 years,there isn't a complete oblivion realms retexture >_< I hope that for skyrim will be different:more than two texture packs,more choices to make your game better looking!
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I had saw that mod..but is not complete!Am I wrong? Does anyone know more about this Oblivion Realms retexture?Is there any more complete?
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I had saw that mod..but is not complete!Am I wrong?
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Can someone help me?
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I'm looking for a high res retexture of the Arena, Kvatch and Oblivion Realms(everything qarl didn't touch;the foliage is fully retextured by Mikal etc).I found theseArena Hi res Normal Maps and Arena Hi res retexture..suggestions?
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Scripts Recompilation
FatalIllusion replied to FatalIllusion's topic in Oblivion's Mod troubleshooting
BUMP -
Hi everyone..I've finished Warcry and MMM translations and I am translation OOO.The only problem is that I need to know how to recompile scripts of each mod..anyone can explain me how to do it or can recompile these scripts for me?My problem is,since I've never recompiled a script, that I get some error messages while recompiling..such as "xxxduplicate..". A guy already recompiled the Warcry Translation,I just need someone who can recompile MMM files(just the ones that contain scripts).Here is the MMM translation.The same guy recompiled : Mart's Monster Mod -Additional npc vars.esp Mart's Monster Mod for OOO.esp Mart's Monster Mod for OOO.esm Mart's Monster Mod for OOO-knights.esp Mart's Monster Mod.esp Mart's Monster Mod.esm Mart's Monster Mod for Fran.esp Mart's Monster Mod-Knights.esp So you have to recompile just the other files contained in the MMM translation rar since I've these recompiled files in my computer.Thank you for the answers Edit:I've found a tutorial that explains how to translate and recompile scripts when you translate big mods..At the moment,I open the plugin with Tecra's Egg Translator-->I open any previous translated esp or esm to translate some(or sometimes a lot of) names-->I translate the rest-->I save the plugin and open it with CS-->I recompile the scripts and save.I've never cleaned a mod;my question is:would I have any trouble by cleaning the translated mod at the end,after the translation and script recompilation?Also,before translating,I haven't removed the master esps with tes4edit from the file I am translating..is that really needed?
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Mate,the patch CAN'T introduce new bugs.This little patch just added the support for new vegas,the REAL patch is coming out soon! Btw trust me,try to check your mods and your graphic drivers..after I did a clean up and reinstall drivers..I play new vegas at full speed and at max detail(I haven't added textures replacer yet).Just use the d3d9.dll,which fixed all my problems even after the patch and the new vegas stutter remover to be sure to not get any stutter!
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You don't need oblivion to open the file..just some utilies like eggtranslator for example
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So there is no way to look at what the program does and try to make something similar(even if not perfect as streamline)? I guess that most of the tweaks can work on new vegas too
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Oh well,I already hope.Lets wait for more answers,is possible that there are no great modders that can try to create something similar? I am pretty sure that something will come out
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here is the link Oblivion Streamline.Really,I think that,because the game is built on the same engine, a similar program would kill the performance problems on new vegas as the author did on oblivion:)
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I know mate,but you know how streamline is better than NVSR! Btw,I'll try to use it with enhanced shaders ddl..Btw it is impossible to create a NV streamline?
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As all of you know,new vegas has some performance issues.I stopped playing it because I want to wait for NMC's pack and a optimal tool that let me play without stutter.This tool,for the oblivion community,is called streamline and it works perfectly! My question is...Is possible to make a similar tool for new vegas?
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I have to find a mod that make fallout new vegas use more than 2gb of ram(I have 3gb actually).My OS is WINDOWS XP and by using the "3gb FNV ENABLER PLUS" my game crashes each time I try to launch it..
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Francesco+Armamentarium
FatalIllusion replied to FatalIllusion's topic in Oblivion's Classic Discussion
BUMP!Looking for better explanation;let me try with 300.esp to test edit: I tested and I see mobs,bandits and so on and even trasures..and armamentarium is working fine(I tested through the console command)..I just disabled FCOM_convergence.esp because it needs OOO and MMM,which I didn't install..but I guess it doesn't do nothing for Francesco.Is all working?