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Everything posted by madscirat
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Disabled every mod but the custom hair and eye textures used on my character. Bug persists, so it is not mod related. I wonder if Bethesda realizes how many customers they loose with this crap. Eventually, I'm going to loose my patience too. A game should not consist of 50% fixing issues 50% playing the game.
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Anyone have any idea what's causing this? Mods I'm running are Unofficial Patches for main game and the DLC, High Rez clothing replacer, Hi Rez DLC optimized and Static Mesh Improvement Mod Tried toggling SMIM off, no luck. Tried disabling secondary objects in the Hi Res mod, no luck. Afraid to disable patches for fear Bethesda bug-ware will explode without them, especially with the new DLC just out. P.S. If I observe the animation take place they sit down normally. They are only glitched when they are already sitting when I enter the cell.
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I'm wondering about this as I'm also playing a custom race. Whenever I had wanted to play a vampire version of a custom race in the past, I have simply opened up the CS and added the vampire traits manually to the race. It's actually pretty easy. You don't have to be a CS wiz. To find out what the vampire abilities are just open one of the vanilla vamp races like Breton or Nordvampire and copy what you see there. Once you give your moonelf the vamp traits is may work fine since the most obvious reason for the fail is the lack of the base vampire abilities which the DLC builds upon. Then again it may be more complicated and usually is.
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Okay so I am used to knowledge, particularly software knowledge being shrouded in a layer of obfuscation but Oblivion Scripting sure takes the cake. Nothing seems more blatantly obvious than to simply list and define all script commands and yet no source manages to do this. Instead every so called tutorial is so laughable simple that it teaches nothing. If you are in the mood for a good guffaw, for example, you should visit the CSwiki page on scripting spells. It teaches you how to make one spell that removes all of your items............ Unfortunately for those of us who want to do anything useful this isn't very helpful. The best tutorial I have found so far is this one http://www.tesnexus.com/articles/article.php?id=356 and even it soon outlives its usefulness and is full of holes. Functions so basic as setting a target other than the player are left out. I did manage to download a list of many scripting commands which I will paste below. If you have commands not on this list please add them and define if you can. Also if anyone knows how to set a %#$#*@)@*^&!!! target for a scripted spell, please explain. I have tried Ref GetTarget Set Ref to <name> But it then refuses to recognize the name. This is so basic, that it really is pathetic no tutorial seems to explain it. **Figured this out. Its Ref Target; outside scripteffectblock Then target can be used in block (ex. target.getactorvalue magicka) Script Functions A AHammerKey Abs Acos Activate AddAchievement AddFlames AddItem AddScriptPackage AddSpell AddTopic AdvancePCLevel AdvancePCSkill Asin Atan Atan2 Autosave C CanHaveFlames CanPayCrimeGold Cast ClearOwnership CloseCurrentOblivionGate CloseOblivionGate CompleteQuest CreateFullActorCopy D DeleteFullActorCopy Disable DisableLinkedPathPoints DisablePlayerControls Dispel DispelAllSpells Drop DropMe DuplicateAllItems DuplicateNPCStats E Enable EnableFastTravel EnableLinkedPathPoints EnablePlayerControls EquipItem EssentialDeathReload EvaluatePackage F ForceActorValue ForceCloseOblivionGate ForceFlee ForceTakeCover ForceWeather G GetActionRef GetActorValue GetAlarmed GetAmountSoldStolen GetAngle GetArmorRating GetArmorRatingUpperBody GetAttacked GetBarterGold GetBaseActorValue GetButtonPressed GetClassDefaultMatch GetClothingValue GetCombatTarget GetContainer GetCrime GetCrimeGold GetCrimeKnown G cont. GetCurrentAIPackage GetCurrentAIProcedure GetCurrentTime GetCurrentWeatherPercent GetDayOfWeek GetDead GetDeadCount GetDestroyed GetDetected GetDetectionLevel GetDisabled GetDisposition GetDistance GetDoorDefaultOpen GetEquipped GetFactionRank GetFactionRankDifference GetFactionReaction GetFatiguePercentage GetForceRun GetForceSneak GetFriendHit GetFurnitureMarkerID GetGameSetting GetGlobalValue GetGold GetHeadingAngle GetIdleDoneOnce GetIgnoreFriendlyHits GetInCell GetInCellParam GetInFaction GetInSameCell GetInWorldspace GetInvestmentGold GetIsAlerted GetIsClass GetIsClassDefault GetIsCreature GetIsCurrentPackage GetIsCurrentWeather GetIsGhost GetIsID GetIsPlayableRace GetIsPlayerBirthsign GetIsRace GetIsReference GetIsSex GetIsUsedItem GetIsUsedItemType GetItemCount GetKnockedState GetLOS GetLevel GetLockLevel GetLocked GetNoRumors GetOffersServicesNow GetOpenState GetPCExpelled GetPCFactionAttack GetPCFactionMurder GetPCFactionSteal GetPCFactionSubmitAuthority GetPCFame G cont. GetPCInFaction GetPCInfamy GetPCIsClass GetPCIsRace GetPCIsSex GetPCMiscStat GetPCSleepHours GetPackageTarget GetParentRef GetPersuasionNumber GetPlayerControlsDisabled GetPlayerHasLastRiddenHorse GetPlayerInSEWorld GetPos GetQuestRunning GetQuestVariable GetRandomPercent GetRestrained GetScale GetScriptVariable GetSecondsPassed GetSelf GetShouldAttack GetSitting GetSleeping GetStage GetStageDone GetStartingAngle GetStartingPos GetTalkedToPC GetTalkedToPCParam GetTimeDead GetTotalPersuasionNumber GetTrespassWarningLevel GetUnconscious GetUsedItemActivate GetUsedItemLevel GetVampire GetWalkSpeed GetWeaponAnimType GetWeaponSkillType GetWindSpeed GoToJail H HasFlames HasMagicEffect HasVampireFed I IsActionRef IsActor IsActorAVictim IsActorDetected IsActorEvil IsActorUsingATorch IsActorsAIOff IsAnimPlaying IsCellOwner IsCloudy IsContinuingPackagePCNear IsCurrentFurnitureObj IsCurrentFurnitureRef IsEssential IsFacingUp IsGuard IsHorseStolen IsIdlePlaying I IsInCombat IsInDangerousWater IsInInterior IsInMyOwnedCell IsLeftUp IsOwner IsPCAMurderer IsPCSleeping IsPlayerInJail IsPlayerMovingIntoNewSpace IsPlayersLastRiddenHorse IsPleasant IsRaining IsRidingHorse IsRunning IsShieldOut IsSneaking IsSnowing IsSpellTarget IsSwimming IsTalking IsTimePassing IsTorchOut IsTrespassing IsTurnArrest IsWaiting IsWeaponOut IsXBox IsYielding K Kill KillAllActors L Lock Look LoopGroup M MenuMode (Function) Message MessageBox ModActorValue ModAmountSoldStolen ModBarterGold ModCrimeGold ModDisposition ModFactionRank ModFactionReaction ModPCAttribute ModPCFame ModPCInfamy ModPCMiscStat ModPCSkill ModScale MoveTo MoveToMarker P PayFine PayFineThief PickIdle PlaceAtMe PlayBink PlayGroup PlayMagicEffectVisuals P cont. PlayMagicShaderVisuals PlaySound PlaySound3D PositionCell PositionWorld PreloadMagicEffect PurgeCellBuffers PushActorAway R RefreshTopicList ReleaseWeatherOverride RemoveAllItems RemoveFlames RemoveItem RemoveMe RemoveScriptPackage RemoveSpell Reset3DState ResetFallDamageTimer ResetHealth ResetInterior Resurrect Rotate S SameFaction SameFactionAsPC SameRace SameRaceAsPC SameSex SameSexAsPC Say SayTo ScriptEffectElapsedSeconds SelectPlayerSpell SendTrespassAlarm SetActorAlpha SetActorFullName SetActorRefraction SetActorValue SetActorsAI SetAlert SetAllReachable SetAllVisible SetAngle SetAtStart SetBarterGold SetCellFullName SetCellOwnership SetCellPublicFlag SetClass SetCombatStyle SetCrimeGold SetDestroyed SetDoorDefaultOpen SetEssential SetFactionRank SetFactionReaction SetForceRun SetForceSneak SetGhost SetIgnoreFriendlyHits SetInCharGen S cont. SetInvestmentGold SetItemValue SetLevel SetNoAvoidance SetNoRumors SetOpenState SetOwnership SetPCExpelled SetPCFactionAttack SetPCFactionMurder SetPCFactionSteal SetPCFactionSubmitAuthority SetPCFame SetPCInfamy SetPCSleepHours SetPackDuration SetPlayerInSEworld SetPos SetQuestObject SetRestrained SetRigidBodyMass SetScale SetSceneIsComplex SetShowQuestItems SetSize SetStage SetUnconscious SetWeather ShowBirthsignMenu ShowClassMenu ShowDialogSubtitles ShowEnchantment ShowMap ShowRaceMenu ShowSpellMaking SkipAnim StartCombat StartConversation StartQuest StopCombat StopCombatAlarmOnActor StopLook StopMagicEffectVisuals StopMagicShaderVisuals StopQuest StopWaiting StreamMusic T This ToggleActorsAI TrapUpdate TriggerHitShader U UnequipItem Unlock V VampireFeed W Wait WakeUpPC WhichServiceMenu Y Yield Script Beginnings SCRIPT BEGINNINGS GameMode This will be run every frame while the game is in non-menu mode. Most scripts will use this block type exclusively. MenuMode MenuType (optional) Run every frame while the game is in menu mode. OnActivate Run once when object is activated. OnActorEquip ObjectID Run once when the scripted actor equips the specified object. OnActorUnequip ObjectID Run once when the scripted actor unequips the specified object. OnAdd ContainerRefID (optional) Run once when object is added to Container's inventory. OnAlarm CrimeType, Criminal (optional) Run once when the actor receives an alarm for the specified crime committed by Criminal (actor). OnAlarmVictim CrimeType, Victim (optional) Run once when the actor receives an alarm for the specified crime committed against Victim (actor). OnDeath ActorID (optional) Run once when actor is killed by ActorID OnDrop ContainerRefID (optional) Run once when object is dropped from Container. OnEquip ActorID (optional) Run once when object is equipped by ActorID. OnHit ActorID (optional) Run once when actor is hit by ActorID OnHitWith ObjectID (optional) Run once when actor is hit by weapon ObjectID OnKnockout Run once when actor is knocked out by ActorID OnLoad Run once when object's 3D is loaded OnMagicEffectHit EffectID (optional) Run once when the actor is hit by the specified magic effect OnMurder ActorID (optional) Run once when actor is murdered by ActorID OnPackageChange PackageID Run once when actor changes from specified package OnPackageDone PackageID Run once when actor completes specified package OnPackageStart PackageID Run once when actor starts specified package OnReset Run once when scripted object's cell is reset OnSell SellerRefID (optional) Run once when object is sold by specified seller OnStartCombat TargetActorID (optional) Run once when actor enters combat with TargetActorID OnTrigger TriggeringRefID (optional) Run once when object is triggered by colliding object OnTriggerActor TriggeringRefID (optional) Run once when object is triggered by colliding actor OnTriggerMob TriggeringRefID (optional) Run once when object is triggered by colliding mobile object (actors, arrows, magic projectiles) OnUnequip ContainerRefID (optional) Run once when object is unequipped by ActorID. ScriptEffectStart Special block type used only by Magic Effect scripts ScriptEffectFinish Special block type used only by Magic Effect scripts ScriptEffectUpdate Special block type used only by Magic Effect scripts Oblivion Commands AddDecal - AddFaceAnimNote (afan) - Autosave - BeginTrace (bt) - Creates a trace file (Xenon only) CenterOnWorld (cow) - [COW worldname -10 5] ClearAdaptedLight (cal) - Clears the HDR adapted light texture CloseFile - CompleteAllQuestStafes (caqs) - Sets all quest stages DumpTexturePalette (dtp) - Dump texture palette contents to warning file EnableFast - EnableFastTravel Flush - Deletes all the actors in High who are not persistant ForceWeather (fw) - Forces the active weather to the specified type, without transition. FreezeRenderAccumulation (fra) - only re-render geometry visible during this frame GetIgnoreFriendlyHits (gifh) - GetINISetting (getini) - Help - KillAllActors (killall) - LoadGame <filename> ModScale - Modify the scale of an object ModWaterShader (mws) - Modifies water shader settings MoveToQuestTarget (movetoqt) - Move player to current quest target (optional param: target number). OutputArchiveProfile (oap) - Output Archive profile info to a file OutputLocalMapPictures (olmp) - Writes out the current local map OutputMemContexts (omc) - Output Mem Context info to a file OutputMemStats (oms) - Output Mem Stats info to a file PickRefByID (prid) - Select a reference by id for the console. PlayBink - Plays Bink movie file PlayerSpellBook (psb) - Add all spells to player. PlayMagicEffectVisuals (pme) - PlayMagicShaderVisuals (pms) - PrintAiList (pai) - Printed Ai Lists. PrintHDRParam (php) - Prints current HDR settings. PrintNPCDialog (pdialog) - Prints NPC dialog PurgeCellBuffers (pcb) - Forcibly unloads all unattached cells in cell buffers. QuitGame (qqq) - Exit game without going through menus. Refreshini (refinin) - Refresh INI settings from file. RefreshShaders - Reload HLSL shaders from disk ReleaseWeatherOverride (rwo) - ReloadCurrentClimate (rcc) - Reloads values from the current climate ReloadCurrentWeather (rcw) - Reloads values from the current weather Reset3DState - ResetHealth - ResetMemContexts (rmc) - Reset Max Mem Contexts RevertWorld (rw) - Revert the world RunCellTest (rct) - Runs a cell test RunMemoryPass (rmp) - Runs a cleanup memory pass Save <filename> SaveIniFiles (saveini) - Writes all the .ini files. SetActorAlpha (saa) - SetActorRefraction (sar) - SetCameraFOV (fov) - Change the camera's field of view (in deg): default 75 SetClipDist - new clip distance SetDebugText (sdt) - Sets which debug text is shown. SetFog - SetGameSetting (setgs) - CenterOnCell (coc) SetGamma (sg) - Sets new gamma ramp. SetHDRParam (shp) -Sets various values for the HDR shader SetIgnoreFriendlyHits (sifh) - SetImageSpaceGlow (sisg) - SetIniSetting (setini) - "setting:category" value SetLightingPasses (slp) - 4 (0/1) values. amb|diff|tex|spec ex: 1010 SetScale - Set the scale of an object SetShowQuestItems - SetSkyParam (ssp) - Sets various values for the sky SetSTBBColorConstants (sscc) - Show speedtree billboard color tweak constants SetTargetRefraction (str) - Sets the refractive value of the target SetTargetRefractionFire (strf) - Sets the refractive fire value of the target SetTreeMipmapBias (stmb) - Set mipmap LOD bias values for tree billboards. SetWeather (sw) - Sets the active weather to the specified type SexChange - Selected npc male become female or female becomes male. Show Quest Log (sql) - Show1stPerson (s1st) - Show the 1st person Model from the 3rd person camera. If in 3rd person mode it will show both ShowFullQuestLog (sfql) - Show all log entries for a single quest ShowHeadTrackTarget (sheadt)- Show the head track target if set from look function ShownAnim (sa) - Show Animation and Actor status. ShowPivot (sp) - Puts a temporary yellow plus at the pivot point of the selected reference. ShowQuests (sq) - List quests. ShowQuestTargets (sqt) - Show current quest targets ShowQuestVars (sqv) - Show quest variables. [e.g. svq QuestID] ShowRenderPasses (srp) - display render passes for the next frame ShowScenegraph (ssg) - Create a window with the full game scene graph ShowSubSpaces (sss) - Temporarily displays subspaces ShowSubtitle (srp) - show all dialog subtitles (1 shows always, 0 hides always) ShowVars (sv) - Show variables on object. [e.g. player->sv] ShowViewerStrings (svs) - ShowWhoDetectsPlayer (swdp) - SpeakSound - StartAllQuests (saq) - Starts all quests StopMagicEffectVisuals (sme) - StopMagicShaderVisuals (sms) - TakeCover - Forces a actor to move away from the target actor for a period of time TestAllCells (tac) - Test All Cells (0 - stop, 1 - start, 2 - interiors, 3 - current world) TestCode - TestLocalMap (tlm) - Simulates the local map. (1 or 0 for FOW on or off) TestSeenData (tsd) - Visually displays the current seen data ToggleAI (tai) - ToggleAiSchedules (tais) - ToggleBorders (tb) - ToggleCastShadows (tsh) - ToggleCellNode (tcn) - Toggle 3D for a Cell child node: 0-Actor, 1-Marker, 2-Land, 3-Water, 4-Static, 5-Active ToggleCharControllerShape (tccs) - Toggle char controller shape type. ToggleCollision (tcl) - ToggleCollisionGeometry (tcg) - Show collision geometry. ToggleCombatAI (tcai) - Toggles ALL Combat AI ToggleCombatStats (tcs) ToggleConversations (tconv) - Toggle conversation stats ToggleDebugText (tdt) - Show debug numbers on the screen, including FPS. ToggleDetection (tdetect) - ToggleDetectionStats (tds) - Show the detection stats of the current seletected Ref. ToggleEmotions (temo) - Toggle NPC facial emotions. ToggleFlyCam (tfc) - Toggles the Free Fly camera (UFO cam). ToggleFogOfWar (tfow) - Turns fog of war on or off ToggleFullHelp (tfh) - Toggle Full Help ToggleGodMode (tgm) - Toggle God mode ToggleGrass (tg) - Toggle grass display. ToggleGrassUpdate (tgu) - ToggleHDRDebug (thd) - Toggles HDR debug textures. ToggleHighProcess (thighprocess) - ToggleLeaves (tlv) - ToggleLiteBrite (tlb) - Toggles lite brite render mode. ToggleLODLand (tll) - ToggleLowProcess (tlowprocess) - ToggleMagicStats (tms) - ToggleMapMarkers (tmm) - Toggle map markers (1 shows all, 0 hides all). ToggleMaterialGeometry (tmg) - Show material geometry. ToggleMenus - Hide all the menus. Used for taking screen shots. ToggleMiddleHighProcess (tmhighprocess) - ToggleMiddleLowProcess (tmlowprocess) - ToggleOcclusion (tocc) - toggle occlusion query for geometry TogglePathGrid (tpg) - TogglePathLine (tpl) - ToggleRefractionDebug (trd) - Toggles refraction debug render texture ToggleSafeZone - Display the television 85% safe zone. ToggleScripts (tscr) - Turn Script processing on/off ToggleShadowVolumes float (tsv) - ToggleSky (ts) - ToggleTrees (tt) - Turn trees on/off ToggleWaterRadius (twr) - ToggleWaterSystem (tws) - Toggles the water system ToggleWireframe (twf) - Show the world as wireframe. TriggerHitShader (ths) - Verbose - Toggle verbose combat/AI messages WasteMemory (wm) - Allocates some memory (in MB). WaterDeepColor (deep) - Modifies water deep color WaterReflectionColor (refl) - Modifies water reflection color WaterShallowColor (shallow) - Modifies water shallow color Note I have left out names since anyone with half a brain can locate them in the CS
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Thankyou so much for this, it is bookmarked in my modding folder and is a primary reference for me ATM.
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So most of my modding revolves around scaling and I have encountered many problems. Some I have solved, others still beset me. This thread is for any modding ideas, problems, questions related to scaling. Here are the problems I have solved -Clipping especially in first person view Solution 1: Set fneardistance in the Oblivion Ini to 3 or lower Solution 2: DL a third person enhancement mod and don't play in 1st Person Solution 3: both, this is what I do -Resolution gets crappy Solution 1: DL QTP and crank down all distance views. This trades a large world you don't need anymore for a smaller more detailed world. -Can't scale below .5 Solution 1: Use the Player.Set.Scale console command Solution 2: DL the Unified Races Framework or one of the small races based on it, like my Tiny Fairies Mod: http://tesnexus.com/downloads/file.php?id=32217&tab=6&navtag=/modules/comments/index2.php?tid=210617|:|fid= -Can't maneuver in the game world Solution 1: Increase jump distance through Bashed Patch in Wrye Bash Solution 2: Give your race an athletics/acrobatics self buff. Solution 3: Use a flight capable race like mine above -Drowning in Water Solution 1: Always pack a water breathing/waterwalking spell Now here are problems I haven't solved which I would really like to... -Collision- Small players retain normal sized skeletons which cause impromptu collisions with ceilings, furniture as well as many other objects. This is a big problem when designing pint sized houses. It also puts a real damper on immersion since you won't be able to walk under tables no matter how high they tower over you. *Possible Solution- Instead of scaling down the player scale up the whole world- OMG what a project. -First Person Misalignment- The lowest height for the FPV is .5 which means if you are playing smaller than this your first person view will be above your actual height. This problem is tenacious. I have visited multiple discussions on it and found no solution. There may be none. If you have Solutions to these problems or better solutions to the ones above please post. Also feel free to post any discussion or questions related to the topic of scaling in Oblivion mods.
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The sad truth is that these critiques apply to all modern PC games and its the reason PC gaming is going extinct. Have you compared the racks of PC games to those for console in Best Buy recently? Its like comparing the species diversity of Death Valley with that of the Amazon Rain Forest. Oblivion is great not because the base game is any good. The base game sucks balls for all the reasons listed in the article. I think I played Vanilla Oblivion for an hour b4 saying, "to hell wiht this." My disagreement here is that you assume all modern FRPG games don't suck balls just as much. Take NWN 2. Unstable, Diluted Role play Compared to NWN 1, Overstretched Graphics Engine... sound familiar. Or FABLE. Unstable (atleast on my PC I had to uninstall the thing), Repeatative Dialogue, Oversimplified Character Skills. As for MMOs like WOW. They all have the same design plan as that rat experiment with the button and the cheese. They aren't about RP they are about hooking the player in to pay more monthly fees by connecting their ego with an artificial digital world. No comparison there. The one thing that separates Oblivion from all the other trash that has pushed gamers toward the console, is that IT CAN BE FIXED. NWN 2 will always suck, FABLE will always look like some Brittish fantasy writer's acid trip, but Oblivion... Oblivion can be whatever you want it to be if you have the skills and the patience to deal with the CS (yes you are right it is unstable as all hell). That's why I love this game. Because its the only game that allows the players to fix the game designer's mistakes. To enjoy it you must climb a steep learning curve but that's why these forums are here.
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How do I download, install, and apply mods with a vista?
madscirat replied to Mud Crab Carl's topic in Oblivion's Discussion
I've tried installing in C. Doesn't work for me. Vista, genius that it is, then makes the entire folder read only and no matter what I select in the security tab the game will not run so its even worse than Programs directory. The only install directory that works for me (without disabling UAC) is in the users folder. That is the only sanctum away from Vista's Nazi security I have found. -
CS Crashes when attempting to edit AI packages
madscirat replied to Pursinta's topic in Oblivion's Mod troubleshooting
Same problem. All Vista *manure* disabled except UAC which I am trying next. I swear programs can just smell the Vista OS. Why in the %*&%$&$&%((! did I use this OS. I refuse to upgrade to seven. The maddness must ends here. -
TES Construction Set crashing on NPC settings
madscirat replied to Sky7Lance's topic in Oblivion's Mod troubleshooting
Same problem. Good to see Bethesda didn't limit their game ruining bugs to the game alone YAY ! -
Thanks for your opinions. Im new to the modding world so the forums like this really help. And yes, it does seem that BOSS is good with most mods. Since I wrote this I have found it essential to sorting an animation mod with 6-7 esps each with their own dependencies. BOSS does a perfect job of placing them where they need to be in the load order which would take me several minutes without it. I still sort DR, Supreme Magicka, and other highly scripted mods by hand, though.
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FAIL!! Damn it. It was all in my mind. Problem was I was using bricks to judge veiw height and I must have had it angled so that it seemed like it had changed. Well I guess its back to noob status 4 me
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VICTORY! Figured this one out. Its in the ini under display. Line is titled <ilocation y=#> This moves your first person view down. Strangely positive numbers move it down. I put mine to 16 to change it to 'Fairy View'. I guess that ilocation x must move it up because the ini actually doesn't seem to contain negative numbers, but I haven't tried since this isn't my problem. Hooray. I solved something in oblivion myself for once, this noob is noob no longer. Good Luck All
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Same issue. Camera is not matched to character height. Too high for me. Any body know anyway to alter first person view?
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I've noticed alot of small mods adding fairy content into the Oblivion world. What I would like to do is pool all of this effort and talent together to release a single comprehensive mod which would add fairy races, fairy monsters, villages scaled down to fairy size and more. Anyone interested can post here or PM me. Basic CS knowledge is all that is required though it would be nice to have some people who know animation, Blender, scripting etc. Also I would hand over leadership of the team to the most senior member considering I am rather new to modding. In otherwords, I am just the messenger LOL.
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Im trying to revitalize cities in my game. Better Cities takes care of the exteriors and lots of mods add NPCs but the tavern interiors are still really bland and empty. I've searched high and low for a mod that adds life to the taverns (some drunks and wenches would be nice) but found nothing other than a really old mod that just added some corny music. Anyone know of a mod that does this? If not I might try to make one as my first mod. However it would be much better done by someone with some animation skills which I unfortunately do not have as of yet. Thanks all for this great thread.
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Alright. For a while a swore by BOSS. I always used it to sort my load order. Then I noticed some of my mods weren't working right. I looked into it and noticed that BOSS had ordered Deadly Reflex (a mod well known for being selfish about load order) about a third up from the bottom with nearly twenty mods below it. WTF?! I thought. Is BOSS a NEWB? As soon as I adjusted the load order everything worked fine. But after that experience I no longer trust it to sort my important mods. Honestly if it doesn't know something as simple as DR goes last than it can't be trusted very far... can it?
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Okay so I am new to modding, but based entirely on the mods I have seen and a bit of logic it seems that a fully havoked flight mod is possible. Most flight mods appear to move the character along axes like an object in the construction set or in 'decorating' mods. Instead of this why not make an appearance of flight by combining some clever scripts. I know that scripted spells that allow the player to jump higher and also float have been made so they are possible. What if these were combined into a scripted spell that also brought into being in the game world a solid object directly under the character's feet. In otherwords every time you pressed the flight key, a small patch of 'ground' would be created beneath your feet, you would jump off it, and then float. This could be hidden by a particle shading effect. Other tweaks could probably be made to give this the appearance of a fluttering kind of flight, but the key thing would be this 'jump pad' that would continually reappear so that you could gain elevation in a way other than simple axis movement. All theory and possibly totally wrong, however, I decided to put it up just in case someone hadn't yet thought of this little work around.
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He's right to use streamline u must tweak it. The default options will likely worsen fps on many systems. Alot of people seem to load it without tweaking, recognize this and uninstall it. Seriously, to play modded oblivion you must have WAAAAY more patience. Would like to know more about OO and STL 3.1 together. Seems like they wouldn't conflict since OO effects meshes? Anyone know for sure?