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LuxDivinity

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  1. I have 2.2.2 version installed as well, I didn't even know there is a newer PyFFi version than this. I remember I had some problems finding the right Python version to make it work, so I settled with Python 3.2 and 2.2.2 PyFFi. Also, I just saw that I never downloaded your WEPON mod from the nexus page, but it was always part of my game every time I run the game with FCOM install, the download must have came from tesalliance. Thanks for the mod, it's a classic. Now that it's included in OOOExtended and don't have to use standalone WEPON, I'll have to make a custom archive with BSA with Optimized Meshes and Textures, you uploaded them quite recently I see.
  2. I found that when going through the comments in SoC Resource Pack - https://www.nexusmods.com/oblivion/mods/43115?tab=posts , see 16 August 2016, 3:15AM mhahn123 post. Personally I run meshes through PyFFi a couple of times and whenever the mesh has already been PyFFied it's size doesn't decrease/increase by a single byte and it never made a problem for me, but then you'd have to ask him about it.
  3. I'm interested, I heard about the BSA filepath conflicts CTD theory in the past, but no one has ever written how to easily find and resolve this conflicts. If you could also clear up some of the common doubts there are about game optimization - for example running PyFFi second time on already PyFFied mesh can introduce CTDs in the game, some .ini settings - that iPreloadSizeLimit, believed to do something in the past - https://sites.google.com/site/ballofflame/theoblivionperformanceproject, now ignored, first come to mind, but there are many others. and expand on other things, than most stabilization guides do - install OSR, set bReplaceHeap = 1, iHeapAlgorithm = 6 and iHeapSize to 1024, your game is stable now xD, that could be very cool!
  4. Thank you, that makes it more clear. What about filter patches? I have a couple where a list of the masters appears like this : https://imgur.com/a/HusZsW4 Should I create dummy masters for this plugin and sort the masters in tes4edit? The plugin doesn't appear as orange of course, it's red with a dot in the middle, but I'm curious if it's also recommended to do that.
  5. gromulos, could you explain why orange marked plugins need to be sorted with tes4edit? I never knew about that, I tried to read about it more, but all I found was this, but no mention about causing instability or other problems: Orange: Some mods have changed order. Oblivion and TESCS will adjust for this when you load. However, if some of the mods that you depend made conflicting changes to the same item, a different mod may now dominate because of the reordering.
  6. I'm sure Cobl has it's own version (more lightweight than DAT), OOO doesn't have that from what I remember.
  7. Hey, I'd like to merge two mods that alter loading screens. One of them replaces vanilla LS and adds new, while the second adds only new. I had an idea to merge the second mod into the first not to waste another esp slot, but one thing got me wondering which of the programs I should use. I've had some success with Tes4Edit before, but I'm still pretty new to that and have my doubts about these things. Every merge to another plugin changes FormID, I think that's not any issue and there will not be any duplicates when I'm using many mods at the same time. When it comes to Gecko and xEdit, will the task be performed just the same? From what I understand is that in Gecko one can assign the priority to the certain mod, so that It can replace lower priority esp assets and I can't choose which individual records to merge. That's not the case here, so I guess I'm fine : ) Couldn't find any thread like that. Thanks in advance.
  8. The only ones I found are on Room207 blog - http://undersunandsky.blogspot.it/2016/10/old-dragonslayer-armor.html?zx=ff21ac2fd2a5e5b7 and this website https://sashadidlitandcompany.jimdo.com/weapons/ I'd also like to learn how to port armor from different games. I've searched a bit and found a couple of tutorials, although I've not tried the methods out yet as I didn't have too much free time. If you have some more info feel free to pm.
  9. That's fascinating. I'm surprised of lack of responses in this thread, maybe only to me maximizing performance of this game, different .ini tweaks were things of interest. I tried applying this and have found a slight improvement as well, will have to investigate more when I'll create the definitive mod list for my game, though.
  10. How does one make TIE and other mods (here WC) work together? Do you simply use TIE4Mods or it's not necessary in here. Very interesting mixture tbh, never heard about anything like that.
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