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Panbot3000

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Everything posted by Panbot3000

  1. I got greeted by the same message even when it was unmodded and it was the same with Oblivion CK and I cant recall for certain but I think the same with Morrowind but it shouldnt as far as I know be an issue.
  2. Hi, I am in the process of making some simple levelling edits to all the dragons in the game including the MQ and Alduin etc. Firstly I am unsure what the different level lists actually do in game so I could do with some help before I go messing with them. Basically there are three lists: LCharDragonAny MQ104LCharDragon MQLCharDragonFire I just need some pointers as to what each of these affect in game so I can decide how to adjust the levels at which each type of dragon spawns. Also, the CK lists a lot of Skuldafn dragons which from what I can tell do not actually appear in game so can I just ignore these without worrying about it or even edit them and add them to a level list as a new type of dragon? Thanks in advance :) ps. if anyone is actually interested in this when its finished I can revive my old thread and provide more details as to what exactly it does.
  3. Ok, i'm bumping this just this once in the hope of getting some feedback on the following areas: 1) Would reducing Ancient/Elder dragons as suggested be a big issue for people? 2) Would the starting level of MQ dragons make it too difficult at lower levels? 3) Does anyone have any other suggestions for this? Thanks :smile:
  4. Also posted this on the official forums: Hi, my aim is to make the main quest dragons consistently stronger than the wild ones whilst also making all dragons more formidable. My plan is as follows: -Dragon type/ level rate / base lvl / extras -MQ Dragons / 1.1x / levelled (base 20) / + health @lvl 30 = 40 (see level list) -MQ Boss Dragons / 1.2x / levelled (base 25) / + more health @lvl 30 = 45 (see level list) Misc dragons during the main quest will just be levelled the same as non-MQ dragons. -Brown Dragons / 0.7x / base 10 @lvl 30 = 21 -Blood Dragons / 0.8x / base 15 @lvl 30 = 24 -Frost Dragons / 0.9x / base 20 @lvl 30 = 27 -Elder Dragons / 1.0x / base 30 @lvl 30 = 30 -Ancient Dragons / 1.1x / base 40 @lvl 30 = 40 *Mythic Dragons / 1.2x / base 50 + health + abilities @lvl 30 = 50 *Added these to balance the overall reduction in base rates. These should take over from the Ancient Dragons but not appear until a point where the MQ dragons should be even stronger but regardless they should be extremely tough. May need some help creating a coloured character model for them. Level List - (difficulty that has been set for the spawn locations determines whether tougher dragons appear than those set for the level of the PC) 1<12 = Brown 12<17 = Blood 17<26 = Frost 26<35 = Elder 35<44 = Ancient 44< = Mythic 1<17 = MQ 20/25 17<26 = MQ 30/35 26<35 = MQ 40/45 35<44 = MQ 50/55 e.g. @ lvl 34 = Elder/Ancient*, MQ40/MQ45 *depends on difficulty of spawn location I figure with these values the difference between the quest dragons and elder/ancient dragons (the varieties that I see as being comparable to the MQ dragons) should be minimal and in most cases the quest dragons should be tougher than those you are facing in the wild at the time. Also reducing the level at which dragons spawn and adding 1 extra dragon for end game should improve variety. Some of the more "unique" dragons in game will be dealt with separately and probably wont abide by these rules. Also one final alternative is to reduce ALL dragons levels and then use the base health and a level rate to distinguish between the different dragons. This would work better for maintaining a difference between the MQ dragons and all else but would overall make the game easier to begin with. This is a fair bit of messing around due to the way the level lists appear to work so I can't say when this will be complete yet. Thanks :) edit - this post will probably be edited a lot as I play around with the figures edit 2 - The first issue I have now found is that level lists cannot be created with scripted dragons which low and behold are used for the MQ dragons. I think I can bypass this by creating level lists with non scripted dragons and then having the MQ dragons follow these lists and then the script could be added afterwards.
  5. Hi, I don't know if this is just me, but some of the earlier main quest dragons (have only killed 2 so far for the main quest) seem far too easy to kill in comparison with some random (nameless) dragons and monsters that you encounter in the wild. Basically I'd like a mod that makes the main quest dragons harder to kill than the random dragons you encounter at your level. Perhaps a mod that increases ALL dragons health and then brings the quest dragons up to levels that are 1.2 times more than the equivalent dragons you would encounter in the wild (ie at lvl10=lvl12 quest dragon). Basically make the main quest dragons feel like bosses rather than underpowered. So essentially; -make all dragons have more health -make quest dragons harder -possibly make end game dragons harder still I don't know how much of this is possible or whether the other mods that tweak dragons already do this but I don't want overpowered dragons, I just want them to feel like a challenge. Thanks. edit- having had a quick look at the creation kit I can see how the levelling of 1.2x could be done but I have no idea which actors need to be adjusted. Also for the health I don't really know which values to change, could anyone who has more experience with modding advise me on how much would be a good change to hp/level to achieve what I want?
  6. Hi, the bug in question is the one where, when you win you get double the caps you should because the caps you bet are not removed from your inventory. I read that this bug was present in the vanilla game but having only just started my first playthrough I have no idea if this has been fixed. Also I'm using a few mods and would rather not have to go through the process of disabling each mod one at a time to find out that its "normal" but obviously if it isn't normal its likely to be a mod causing the issue. It's driving me insane so far and I really want to play the game but things like that are game breaking when I have made an effort to make it harder to get a mountain of cash easily. If I need to avoid caravan I will but it would be a shame considering I enjoy it. Thanks for any help :)
  7. Thanks for the reply. I did backup my F3 folder but something went wrong and I ended up with Oblivion data files in there as well which makes me wonder what else might have gone wrong. Must have accidentally merged some of the data folder together by accident. I have all the mods backed up though and a list of my load order etc so it shouldn't be too difficult reinstalling them again, just as long as I remember the little tweaks I did to make it all work nicely.
  8. Hi. I've gone through the process of reformatting and reinstalling Windows 7 and have now come to reinstalling Fallout 3 and all the attached utilities and mods but i'm facing some problems with my backed up Data folder. So i'm going to have to reinstall each mod one by one again but cant remember what order I did it in before. Am I to assume that it goes something like this? Install Game Install DLC Official Patch Unofficial Patch Install Utilities Gameplay Tweaks Game World Mods Texture Mods Graphics Mods New Items AI Tweaks Also, is it worth installing the 1.7 patch and when should I try and do all the archive invalidation and moving of DLC to the Data folder? Thanks :)
  9. Also does anyone know of a way to completely disable or prevent me from using any form of VATS? Will simply using a blank key bind work or will I still need to use the VATS button in certain cases? Been a while since I played FO3 so I cant remember. It's not such a problem that AP will be unused by VATs as I plan on using the Sprint Mod which, if the game is as difficult as I plan on, will be used alot. EDIT - Also if anyone missed it I have another question in my last post as well. Thanks.
  10. Nevermind, did a clean renistall so my files were right and it still wasnt there, but after loading a savegame of a character that was archmage the altar appeared, and the apples were still floating so its obviously supposed to be like this. Just been a few years since I completed Oblivion on 360 so I couldnt remember.
  11. Hi. I thought I had finally got Oblivion where I wanted it and went to get the Wizards Spellbook after exiting the sewers to see how it worked. It was there and as far as I can tell it will work when I become arch-mage and dont have to steal it. Problem is though the Altar its supposed to be seated on isnt there, which makes me wonder what else is missing now. I tried deactivating all the mods that I know to make changes to the arcane university, but I still have the same problem. The only thing I can think is that I recently restored a backup version with mods preinstalled and had to rebuild the ini. Wondered whether this may have caused some entries to the ini to be lost such as BSAs. I was almost certain I had this issue before I did any of this though which points to my mods. Here's the list. I have pointed out the mods I tried disabling. Also load order done by BOSS: Oblivion.esm TamrielTravellers.esm Unofficial Oblivion Patch.esp UOP Vampire Aging & Face Fix.esp DLCShiveringIsles.esp Unofficial Shivering Isles Patch.esp oc_darker_nights.esp 10Interior_Light-7162.esp nmDLTIC-1-6.esp GuildOwnership1.2.esp ---------------------------> DISABLED Living Economy - SI.esp Living Economy - Items.esp Cutthroat Merchants.esp DLCHorseArmor.esp DLCHorseArmor - Unofficial Patch.esp DLCOrrery.esp DLCOrrery - Unofficial Patch.esp DLCVileLair.esp DLCVileLair - Unofficial Patch.esp DLCMehrunesRazor.esp DLCMehrunesRazor - Unofficial Patch.esp DLCSpellTomes.esp DLCSpellTomes - Unofficial Patch.esp DLCThievesDen.esp DLCThievesDen - Unofficial Patch.esp DLCThievesDen - Unofficial Patch - SSSB.esp WCGL - Wilderness Creatures 1.1.esp TamrielTravellerAdvscript.esp TamrielTravellers.esp TamrielTravellersFactionAll.esp TamrielTravellersItemsVendor.esp ShiveringIsleTravellers.esp ShiveringIsleTravellersFriendlyFactions.esp KnightlyArmory.esp Lobo_the_Wolf_v101.esp Alandria.esp ------------------------------------------> DISABLED Mercenaries.esp DLCFrostcrag.esp DLCFrostcrag - Unofficial Patch.esp BrumaMGRestored.esp BrumaMGRestored-Frostcrag.esp Knights.esp Knights - Unofficial Patch.esp Millstone_Farm.esp ANB_No_FastTravel.esp goblin_war_party.esp ImmersiveHealthIndication.esp RedBag - Friendly Animals.esp Short Grass V3.esp Werewolf-Legends.esp RealHunger.esp Wizard'sSpellBook.esp ----------------------------------------> DISABLED Faster Spells.esp Let There Be Darkness - Cyrodiil + SI.esp Let There Be Darkness - Knights.esp Let There Be Darkness - Mehrunes Razor.esp TF_timemod1-20.esp Corean_hair_for_Original_race.esp Get Wet Dark.esp Also, would it be worth deactivating the mods and then starting a new game to see if this fixes the problem? I just used an autosave from when I entered the tower so the mods had already been activated in that savegame. One other thought is that I did install Operation Optimisation before using the backup but cant see how this would be related as the backup was of the whole oblivion directory. Anyway, any comments, even ones telling me there's no hope of repairing it, are welcome. (Though only if this is true :tongue: ) Thanks. EDIT - I havent yet tried it without mods but now I think about it I should make sure, so I'll have a look now.
  12. Wow. I need more Kudos to give you lol. :tongue: Will definitely post up what I have used and if I have time make some videos using FRAPS (everyone likes a good video). Should be here in a few days anyway so by then I should have been able to get everything ready to install. EDIT - I know I started this thread a while ago but I have managed to get a good list of mods together which during my brief period of testing worked quite well. Need to play it some more before I can be certain that its all conflict free. Anyway here's the basic list/load order: Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm lonewandererbrooke.esm COOK.esm Unofficial Fallout 3 Patch.esm Project Beauty.esm Enhanced Weather - Rain and Snow.esm Xepha's Dynamic Weather.esm RH_IRONSIGHTS.esm Unofficial Fallout 3 Patch - Operation Anchorage.esp Unofficial Fallout 3 Patch - The Pitt.esp Unofficial Fallout 3 Patch - Broken Steel.esp Unofficial Fallout 3 Patch - Point Lookout.esp Unofficial Fallout 3 Patch - Mothership Zeta.esp Project Beauty- Broken Steel.esp Project Beauty- Point Lookout.esp bubbly-base.esp bubbly-anchorage.esp bubbly-pitt.esp bubbly-steel.esp bubbly-lookout.esp bubbly-zeta.esp bubbly-weapons.esp bubbly-healing.esp patch-rh-uwwut.esp patch-rh-uwwut-pitt.esp patch-rh-uwwut-steel.esp patch-bubbly-rh.esp patch-bubbly-weapons-rh.esp patch-bubbly-uwwut.esp patch-bubbly-uwwut-pitt.esp patch-bubbly-uwwut-steel.esp outcast_comp.esp ASU.esp DK_BulletTime.esp ImmersiveHealth-LITE.esp FleshBurningPlasma.esp Realistic Death Physics.esp RH_IronSights_Basic_VanillaPlugin.esp RH_IronSights_Basic_PittPlugin.esp RH_IronSights_Basic_PointLookoutPlugin.esp BlackWolf Backpack.esp BlackWolf Backpack - Blank's Container Patch.esp BlackWolf Backpack - Vanilla Big Guns Fix.esp BlackWolf Backpack - Anchorage Gauss Rifle Fix.esp BlackWolf Backpack - Zeta Drone Cannon Fix.esp Blank's Container Backpack (BlackWolf Backpack Plugin).esp RZW_PortableBearTraps.esp makeshiftbed.esp mazas_campfire.esp Binoculars.esp FerrymansHood.esp WeightAmmo.esp DAV_weighted_ammoweight.esp WeightAmmo-APM.esp DAV_weighted_ammoweight-APM_patch.esp Onehitter's Realistic Carry Weight.esp MTCBigTownRobotFix.esp MTC MoreGuardsInBigTown.esp MTC Wasteland Travellers.esp UWWUT.esp UWWUT - The Pitt Addon.esp UWWUT - Broken Steel Addon.esp Bottle That Water.esp Remove That Glove.esp 1PipboyPDA.esp harderbarter75.esp DAV_lesscaps.esp LucyWestCompanion.esp MTC RealWildnessLife.esp BraveDogmeat.esp DogmeatEssentialModv1.2.esp Down'n'Dirty.esp Magic Pip-Light (50 Brightness).esp Owned!.esp Owned - Much Higher Property Prices for FO3 v1.6.esp TNF_NewMegatonHouse.esp SN_Depth_Of_Field.esp TimeScaleTo5.esp Enhanced Weather - Weather Sounds in Interiors.esp Xepha's Dynamic Weather - Main.esp Xepha's Dynamic Weather - Anchorage.esp Xepha's Dynamic Weather - The Pitt.esp Xepha's Dynamic Weather - Broken Steel.esp Xepha's Dynamic Weather - Point Lookout.esp Xepha's Dynamic Weather - Experimental Green Tint Remover.esp Xepha's Dynamic Weather - Darker Water.esp Xepha's Dynamic Weather - Rain (OA).esp Night Time Sneak Boost.esp NoFastTravel.esp I have quite a few other texture mods and such but it's been a while since I modded fallout so I cant recall what they were off the top of my head. Also as I said it's not guaranteed to be perfect as I haven't thoroughly tested it yet, so it's best to just use this as a list of mods to try rather than a complete package. Thanks, hope this is of use to someone :)
  13. Ok, so from the list below and a couple I have found myself, the mods I am testing will be: Main Mod Its Bubbly Gameplay Explosive Entry Realistic Carry Weight Ammoweight Weight Rebalance Graphics/Textures Subtle Sunglare Non-Green Mutants Hair Pack Retexture Wasteland Wanderer Retexture Mysterious Stranger Retexture Vault Suit Retextured Hi-Rez Moon Unique Weapons With Unique Textures Project Beauty Fellout/The Road Warrior Weather NMC Texture Pack Addons DC Interiors Owned Backpacks Fallout Food Ferrymans Hood Gloves Bog Outfits Makeshift Bedding Binoculars Portable Camp Fire Scavenger Armor Tailor Maid Small Megaton Shack NPC MTC Wasteland Travellers Brooke Lone Wanderer Unkillable Caravan + Guard Brave Dogmeat Dogmeat Essential Token More Raiders Lucy West Companion Amata Companion Misc Down and Dirty Flesh Burning Plasma Remove that glove Persistent Skill Books UI/Pipboy Immersive Health Remove Compass MTUI Dirty Pipboy Picboy Music The Road OST GNR More Where That Came From I'll make sure to turn these into links when I'm done and proably transfer this to the first post. I may remove some of these if I think they go against what i'm aiming for or obviously cause conflicts. Some do seem like they will change things already changed by Its Bubbly but I plan on testing the game with that mod first to see if the changes are needed. Also I want to try and make sure the backpacks are balanced to avoid me being able to carry double my carrying capacity with a bag. After Oblivion I've learnt my lesson of adding them all at once so I reckon applying texture replacers is fairly safe but then the others will have to be done one at a time so it could be a while before I know if it all works. Anyway, if anyone has any observations or further ideas/comments they are welcome. Cheers :smile:
  14. That's brilliant! Thanks again. Pretty much exactly what I was after, don't know how I missed it. :biggrin:
  15. Well I'm new to the PC version and really didnt "explore" that much on the 360/PS3 (Long story) but that does look very cool.
  16. Good idea, thanks. I'll try those when I get the game and possibly add some more small mods I've found and see if it has the effect I want. If it does I'll post them up here as a reference, as mentioned.
  17. Hi. I've got a GOTY copy of Fallout 3 on the way and wanted to know if there are any mods that will help me make Fallout 3 a bit more like "The Road". I have already played FO3 on the 360 so playing the game "as it's meant to be" isnt an issue. Basically the effect I want is to create that same kind of desperation and gloominess as in the film but throughout the game. Similar to how the vanilla game feels when you first start exploring and raiders are to be feared and ammo and supplies seem extremely important. I didnt like how after completing the main quest and then Anchorage I essentially became the most powerful man in the game, so something to balance that out would be nice. Basically so I really have to pick fights and scrounge for ammo and food instead of having stockpiles of ammo and weapons and power armour as that just makes fallout another shooter to me. Some mod's that come close to what I want (that i've seen so far) are Fallout Wanderers Edition, Wasteland Moods and The Road Warrior Weather but just wanted some opinions or suggestions from people who have the game and have tried any mods that suit what I'm after. As for the weather mods i've seen some good ones, but I dont want the bright yellow/orange lighting or blue skies, more grayscale with cloudy weather, rain, fog, snow and overcast skies and the odd clear but dull day. I know this isnt necessarily realistic but it's what "The Road" goes for. So basically I'm after mods that make the game harsher, and more serious/realistic. Also anything that changes the clothing or environments is welcome as are other graphical or balancing changes. Hopefully with some good suggestions I can put a list of mods together as a reference for other people as well. Thanks :thumbsup:
  18. Not sure if this is in the right place but I figured its not really troubleshooting. I have both mods and am trying to make them work together in a way that adds a bit of length to the game for a new character. I'm trying to make it so that magical items are rare and cost alot to buy so that it takes a long time to actually get to a point where you can either buy or quest for these items. At the same time though I dont want to make it so I can never make any money or get into the game. Problem is i'm not sure which settings to change to do it. I've been through the setup but I don't seem to achieve what I want. I mean I got the pricing about right whereby steel armour costs about 1000 gold for a cuirass but then I need to make sure the shopkeepers have enough money to buy items off me when I inevitably hit the high levels. If not then i'm gonna be finding items worth 20000 gold and getting nothing for them which defies the point of making everything expensive. Plus I dont want to find that things escalate to a point where I have far too much money. Would making shopkeepers really ruthless in their buying and selling help this? Also on a side note I dont have fast travel, and i have to eat and sleep so theres some costs involved with that though at high levels its going to be negligible i imagine. I think overall i'm after making the game like an MMO where good gear takes a long time to get so when you do get its a bit more fulfilling as opposed to vanilla where you get the best armour and then enchant it and it feels a bit cheap and pointless. Anyway any opinions or advice would be great. Thanks :smile: Also (after about 4 edits :tongue:) sorry for long post.
  19. Yeah. I had a look at that but I just ended up turning all the reflections and stuff on and killing my fps lol. The multithreaded stuff made a slight improvement though and there were a few other useful things. I only seem to have the issue in and around the waterfront and cities as I have been in really dense forests with the settings all on full and got a very steady framerate. I just put it down to Oblivions lack of culling, thats one of the reasons I cant use Better Cities. If I go to one end of the city and look back across at the other side the fps drops to below 10. Streamline again helped but I found it was taking things away to a degree that I really noticed it and it hampered immersion. Thanks.
  20. Thanks again. Found quite a few things there that suit what I'm trying to do.
  21. Yeah I had knocked it up to 9 for some crazy reason and started falling through bridges and hopping around constantly but on 6 it seems much better. Still pops in but it does it at a much more acceptable distance. I do seem to be getting a lot of stuttering though but I guess thats the downside of increasing the amount of grids it loads.
  22. Ok, thanks. I'm gonna give SL another try now and see what happens.
  23. Ah ok. I might give it another try then.
  24. I've tried streamline but I didnt like the fog effect though I understand what its there for. I'll try altering the uGridDistantCount and see what happens. Thanks, didnt expect such a quick response :smile:
  25. Hi. I've been trying to mod oblivion to suite performance and taste for about a month now and have finally started playing it but i'm suffering from extremely bad popin when I go to the IC waterfront. I have the draw distance on full so obviously distant buildings and everything are there. It happens when i'm coming from the stables and basically all the walkways just pop-in and it looks really bad. I'll try to find a screenshot to show you what I mean if anybody needs it though I have no idea if this is just another Oblivion problem. The main mod in that area is unique landscapes and I also use Oblivion Stutter Remover which I suppose could be the culprit. No idea if this matters but I also use FRAPS and my graphics card is overclocked slightly and my framerate sits at about 30fps nearly everywhere apart from a few places where it gets down to 20. I run at 1280x720 with most settings on high apart from the graphical sliders (shadows, specular, objects etc) which vary. If you need any more info let me know. Thanks. My PC specs should be in my profile.
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