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About evenstargw
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TES V
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Dragon Age Origins, TES IV, GuildWars
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1. OBGE changes the shaders, adding support for lots of visual effects, it's totally unrelated to Qarls, which is a texture replacer. So they are indeed compatible. If you can use BAIN installers, then it should be a breeze to install both and also to remove either if they don't suit your taste or are too heavy. All it takes is knowing how your data folder is structured and how to use an archive tool (7zip or winrar for example). 2. It does? Natural environments does some different things with all the loose modules. Haven't used it for a while so I don't remember all but at least there's a part that adds more butterflies, birds, etc. All natural is mostly for weather and lighting. It also gives day/night cycles to interiors and the ability to see out the windows (not much there except the sky though, immersive interiors adds actual worlds outside the windows, a much bigger undertaking). For weather I believe All natural includes all of natural environments' weathers. As far as I know, you still need Wrye bash to patch interior weather into mods. Not really difficult if you use BOSS for load ordering. It sets up all the bash tags for mods and makes building a patch a matter of a few clicks. 3. I don't use better cities myself, but that's because my system has enough difficulty as it is and better cities adds a lot of extra stuff in cities. My FPS would go into single digits. Maybe when I next get a new PC. If you can handle it and you like the screenies, I say go for it. I haven't tried the most recent Kvatch rebuilt yet, it was unavailable when I was reinstalling. Howver I assume it is better still than before, and it was a nice addition to the game already. Well worth a try. 4. There is a 4GB patch. I personally just use CFF explorer to enable the >2GB flag myself. Saves having to look for patches for every game. 5. I haven't tried Oblivion XP, but from what I know it uses an experience system like traditional RPG's. Complete a quest, get XP. Kill a monster, get XP. Realistic leveling is much more like vanilla Oblivion, but without having to worry about getting those +5 attribute increases. Attributes just increase as you go. Get enough increases and you gain a level, which does very little by itself except change which items and monsters can be picked from leveled lists. What I like is that you can just play as you want without having to think about what skills you need to spam to get the best levelup or what skills to avoid so you don't waste attribute modifiers.
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I prefer Wrye Bash (BAIN) for installing. It makes removing mods completely painless as it automatically restores files that may have been overwritten. It also colour codes your installers to reveal conflicts, missing files, etc. It also has the bashed patch feature which is essential for any game with more than a handful of mods. That said, here's some recommendations for yoour list: 1. OBGEv3 + OBGE liquid water. The OBGE shader pack has loads of options that can be toggled ingame. Liquid water provides water visuals that can't be achieved by a conventional water mod. Advanced window lighting system & chimneys adds to the atmosphere of the game a lot. 2. I haven't tried it myself but there is a very recent sound overhaul that should be in the hot files or files of the month. May be worth a look. 3. OCOv2, Oblivion character overhaul. Much improved vanilla races. For bodies, I go with HGEC for female, EVE has conversions for all clothing and armor for HGEC. For male, Robert's is pretty much the only choice. 4. Maybe armamentarium fits there. Must be some other lore-friendly packs around. 5. HUD Status bars is my favorite addon to the UI. I also use DarkUI darnified. 6. Weather All Natural (this needs Wrye bash and I'm still thankful it introduced me to it in the first place). I can't live without All natural anymore. 7. Maskar's Oblivion Overhaul - Much much easier to install than FCOM but very customisable and adds a lot to gameplay. Plus it's still actively supported. For leveling, I use realistic leveling. It improves attributes as you level your skills, instead of having to go out of your way to get the best modifiers for each level. Another mod I can no longer do without. Two other tiny mods that I use all the time are Chase Camera Mod (to remove the rubber band motion sickness inducing camera lag) and Vanity camera smoother (slows down the rotation of the camera when you hold the middle mouse button). Those have not left my load list since I first started modding.
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Hmmm, maybe the wall in the tutorial dungeon (where the rats come from after the emperor leaves) can give some insight. Might have to combine it with a bit of scripting though. The logs trap also does that, but on activation rather than being hit but again, some additional scripting may be able to change the behaviour.
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What to do when OMM detects a Mod conflict?
evenstargw replied to draevan13's topic in Oblivion's Discussion
From what I've read, the keychain mod can cause problems. With DarnUI you hardly even need it anyway. I no longer use it and I can't say I really miss it. Also, the last time I used Natural environments was a long time ago. I remember that setup crashing a lot as well, but I can't say for certain whether those mods were to blame. Do you use Oblivion stutter remover? It might improve stability. In my most recent setup I also included Memory purger, which seems to have improved my game's stability as well, may be worth a shot. Finally, look at your BOSS log. Does it mention any mods that need cleaning? Doing that might help as well. -
Not what you asked for, but since you're new to Oblivion you may not know about this: I'd recommend the unofficial oblivion patches to iron out a lot of the bugs that Bethesda never got around to fixing. Qarls is still the most used texture replacer out there. There are several versions out there with reduced resolutions in case your system isn't that beefy. Personally I can't even run those in combination with my other mods so I use Really textured normal maps for vanilla instead. Most people nowadays like to spruce up the graphics further by using Oblivion Graphics Externder (OBGE) or an ENB. You could also look into a flora overhaul, like Brittainy's work or Discovery1's.
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Have you tried letting the game generate a fresh ini file?
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Maybe this can help you figure out where they came from: FormID Finder
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Because another mod may refer to the object, and if they are deleted, it will cause crashes. Flagging them as initially disabled works as well btw.
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The problem is this line I think: button1 == Question01MSG.Show() Change == for = and it should work.
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SkyRe uses vastly different stats for weapons and armor compared to vanilla. So in order for any mod-added equipment to match those values, you need to run reproccer. Otherwise you will have equipment that is basically useless. Wrye bash does not do this, so yes, you need to use reproccer.
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Unique Body/Armor Meshes For Player?
evenstargw replied to SvalinnAsgard's topic in Skyrim's Skyrim LE
What I did for the AmidianBorn vanilla armor retextures: 1 Put the textures in a separate folder. 2 Make textureset entries for them in the creation kit 3 Create duplicate armors for the vanilla armors, and apply the textureset to them 4 Make crafting recipes, which give you the retextured armors in exchange for a vanilla one 5 Don't forget to add temper recipes for them as well So, now I can use the incredible armor textures without frying my poor old PC. All NPC's just wear vanilla. Downside is, I won't find any with enchantments on them, so I always have to enchant my own, but that's a tradeoff I'm willing to make (until I finally get a PC that can handle everything I throw at it). -
As I have made a set of recolours of the armor in question, I would appreciate it if you could inform about how this turns out. If there is reason to remove the version with the diagonal swastika, or to completely get rid of it, I will do so on request of site staff. Thank you
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LE Need a point in the right direction - scripting.
evenstargw replied to thefinn's topic in Skyrim's Creation Kit and Modders
Maybe a script on the actor with an event OnCellAttach. Whenever the player gets into the cell (or a nearby cell if it is outside) the event runs and you can do your thing. Add the container as a (auto) property to the script so you can add items to it from within the actor script. -
Suggestion - People who use this Mod also Use...
evenstargw replied to BlackCompany's topic in Site Support
That makes me wonder how Amazon does it (apart from having the cash for more servers of course). Seriously though, I think it wouldn't have to be that heavy on resources. Keep in mind, the underlying data doesn't have to be updated real time. You can just update the linked figures once a day and have, say, five extra file-ID's in the database for each mod representing the 5 most used mods among users of mod X. Downside is, for Oblivion for example, I suspect almost every mod would have HGEC as one of the five mods because so many people use it. -
Found a bug on TesNexus. On mods: new today, the new files section is posted twice. Haven't checked if the other sites have the same problem.