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Striker879

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Everything posted by Striker879

  1. Go to the game's forum and see if there is a Mod Requests section. If there isn't then post your request in what seems the most appropriate section. Some newer games will only have a single section for all posts.
  2. Ouch ... you've brought back very old and very unpleasant memories. Glad that I don't go through stuff like that any more. In the cases where the game engine has sent a character to the Tiber Septim the ... prid <their refID> moveto player ... sequence will work to bring them to your location. That should always be the first thing you try when looking for a missing NPC. If the console command just fails silently then you can try the ... prid <refID> enable ressurect 1 moveto player ... sequence. It always best to use the smallest hammer that will get the job done (i.e. save the sledge hammer for the really big stuff).
  3. Glad it worked out. Something else I should have mentioned is the game's 'safe cell' (by default the Tiber Septim Hotel lobby). When the game engine can't figure out where a persistent reference NPC should be that's the cell it puts them (no matter how far away they 'should' be). The reason I bring it up is I do recall seeing Callia on her way back to Cropsford on a number of occasions. Maybe she just gets to missing the city life too much.
  4. Installing the Shivering Isles replaces Oblivion.esm with the SI version. I think to do what you are looking for you would need to not install the Shivering Isles until after you have completed the main quest (and I'm not sure if an install option like that exists for the GotY version). Similar to what you are asking for can be achieved though ... that's how my current guy did things. I used SM DLC Plugin Refurbish for the other GotY DLCs plus VCI Shivering Start (using the Champion of Cyrodiil option) to control when the various DLCs started. Note that in my case I had an old version of SM DLC Refurbish (been playing my character's load order since back in 2014). The older way of doing things in SM DLC Refurbish is still available via the XX Individual Legacy Plugins folder in the extracted download. Using my method the only caveat is that I needed to delete the LOD file that you can use to hide the SI island when I wanted to start the SI quest and if you went for a swim and got close to the SI island you would of course see it (plus there are a few LOD trees you'll see briefly if you know where to look as you head south from Bravil). - Edit - Another option (but one that came along too late for my load order) is A Strange Door. I've worked with Surilindur (formerly Contrathetix) testing on a couple of mods but my load order was at the 'locked in' state before A Strange Door was released. The LOD file from VCI could still be used as it's a manual deletion to get the normal SI island LOD back.
  5. If NPCs have been killed and the game has already purged their dead body there's an additional step you need to take. For Barthel Gernand the complete process is: prid 3186d enable resurrect 1 moveto player First command will put his reference ID at the top of the console (so that all subsequent commands are executed on that refID). The next enables that previously purged refID. The number one after the resurrect command allows him the retain his possessions when resurrected. You could substitute ... player.moveto 3186d ... instead of the moveto player command if you were curious where he was when he died (but then you'll be stuck protecting him while he walks back to where is AI package wants him to be at that time). If you make sure your character is close to where he'll need to be before you issue the moveto player it's simpler. Some caveats regarding resurrecting characters that have died (and note that I'm referring to NPCs that are persistent, not those generated by a leveled list). Not all will successfully resume their quest, especially in cases where the quest script is keeping track of deaths. It can also fail if you have been trying to force the quest via console commands before doing the enable/resurrect stuff. In general quest stages can't be rolled back via the console at least (e.g if you advanced a quest to stage 90 via the console there is no way back to stage 70 or 80 via the console). Going back to an earlier save is the only option (to find the quest stage for a particular save you just load the save and then getstage MS46 in this case). Another little tidbit that may or may not have any value for you ... nothing bad will happen to a persistent NPC like Barthel unless the player is close enough for the No Low Level Processing characters to execute their AI. If the player character is far enough away for the No Low Level Processing flag to be active he would just walk past any hostile creature/character. There are a couple of places you can watch this unfold (where you are far enough away to not trigger the AI but still see the characters). One is just south of Fort Urasek. Just go far enough past the crest of the hill on the road as you head south that you can see down towards Wellspring Cave. If the game has generated a hostile type creature at the spawn point just past the Ayleid Well you can watch as the Legion patrol just slowly walks past. Rush down towards them before the patrol gets very far past the creature and you'll get an idea of how close you need to be to kick in the game engine's AI for the No Low Level Processing creature.
  6. So at one time I'd tell people I was 6 ft tall (think it was more accurately a fraction less than the full on 72 inches). Now I'm playing fast and loose with the truth if I say 5 11 and a half. Perhaps it can be piled higher but seems it just slumps under the force of gravity over time. - Edit - Sort of related
  7. Both .rar and .7z are compressed archives (same as the older but still used .zip format). Use 7-Zip to extract the archive (it will work for .rar or .zip as well as the 7-Zip .7z format).
  8. Something else to try is to paste into Notepad and then copy/paste from there to GOG. I often find that doing that 'cleans' the extra formating etc that gets copied from a web page that will sometimes lead to unexpected results.
  9. All I can offer is that back in my WinXP days the issue never surfaced ... it was after switching to Win 7 that it became a problem. I can't say what further issues Win 10 may have brought to the table as I'm still using Win 7. - Edit - Also still just using the vanilla Construction Set, so no advice concerning CSE.
  10. I always put a tick in the Preview box (lower and a bit right of center) before clicking on any of the tabs for Full or Face, otherwise I also get the lockup (though I don't get a crash ... just need to Task Manager my way out of the CS).
  11. Your cursor not aligning with UI elements is so familiar sounding but I just can't make the connection in my head on the cause. All that I can think of is that it's related to antialiasing. Maybe try turnng off AA in the drivers, game and OR and see if it makes any difference.
  12. Is Oblivion (or Steam and Oblivion) installed in Program Files (x86)? Could be that UAC is causing problems.
  13. How are you confirming that OBSE is in fact working?
  14. No problem, glad to be of some help. Did you also install the MaleOutfitReplacerV52 (second from the top on the downloads list)? If so there is also an RT folder in that extracted download which has some replacement files for clothing and armor (in your case you'd be looking at the Bulky-HeavyMusc folder). It is organised a bit more like a typical replacer mod in so far as folder structure goes. The simplest way to install that is to right mouse click on the Bulky-HeavyMusc\Data folder (so right click on Data) and then paste into your game by right clicking the game's Oblivion folder (so Bethesda Softworks\Oblivion) and select Paste from the right click menu. Answer Yes to Windows about merging the folder contents and you're done.
  15. I should add for completeness the two files in the RT\bodytypes\Bulky\Nude for the beast races (tail.nif and khajiittail.nif) should also be copy/pasted to their respective folders in the game. Tail.nif goes to your game's Data\Meshes\Characters\argonian\male folder and khajiittail.nif goes to your game's Data\Meshes\Characters\khajiit\male folder (overwriting the ones that are currently there from your base Robert Male install). You will probably not notice anything while playing the game if you don't replace the normal body version with the bulky body version but it's best to take care of the little details as well.
  16. OK, in the extracted download find the folder Data\meshes\characters\RT\bodytypes\Bulky\Nude and copy the files Foot.nif, hand.nif, lowerbody.nif and upperbody nif and then paste those files into your game install's Data\Meshes\Characters\_male folder. You shouild get a notice about replacing the already existing files ... answer Yes to replace all four files. If you would prefer a circumcised lower body then instead of copying and pasting lowerbody.nif from the RT\bodytypes\Bulky\Nude folder you will instead copy lowerbodyCircumcised.nif and paste that one into the game's Data\Meshes\Characters\_male folder (and in that case you will not get an overwrite file warning from Windows). The last step for circumcised is to rename lowerbodyCircumcised.nif in your game's Data\Meshes\Characters\_male folder to lowerbody.nif (so just remove the Circumcised part of the file name). I usually find it simplest to delete the original lowerbody.nif before you do the renaming so you don't need to figure out which file is which when Windows appends a (1) or (2) to the end of one of the file names because it doesn't offer to replace the old file with the newly renamed one.
  17. OK that's the simpler way to go as well. A couple of bits of info on what you have installed right now. Which download did you download ... MaleBodyReplacerV52 (the download at the top of the list on the Files tab) or Robert Male Body Replacer V52 BAIN (the third one down from the top). Makes a difference on the exact folder names for my step by step instructions.
  18. There are two ways you can go. In the first all male NPCs will be bulky nude body type. In the second only your male character will be bulky nude body type. The explanations on how to do either are rather lengthy, so let me know which way you prefer. - Edit - I should add some additional details regarding some differences between the two methods. The first option (all males having the bulky nude body) does not require anything other than Robert Male ... it is just a matter of copying and renaming some files. The second option will require two further utilities for the game, Oblivion Script Extender (OBSE) and Blockhead. OBSE is a common requirement for quite a few mods so you may already have it installed and working. Blockhead is primarily used for Oblivion Character Overhaul v 2 but it can do much more than most people realise (such as per NPC body assignments).
  19. How many textures are already assigned for that quad? I can't find my link to the information on how many textures can be assigned in a quad but I'm thinking it was perhaps 16 (been far too long since I last messed around with landscaping). When you exceed the allowed number of textures weirdness happens. The way around it is to figure out which (if any of course) textures that are assigned in the quad but unused. Replace that texture with the one you want to use.
  20. The only way to tell if your No Borders mod is causing the problem is to disable it temporarily and then load your pre-Sedor save with OBSE running. Your solution was about what I would have done under the circumstances (sort of a if it works problem solved type situation).
  21. My first thought was perhaps a fix by the UOP that depends on OBSE but a search through the UOP change log didn't turn up anything for Sedor beyond an exterior fix to hide the inside of one of the arches. Have you entered Sedor prior to starting the quest?
  22. Only possibility that comes to mind is something related to the new machine's video card/video drivers vs Oblivion Reloaded (but bear in mind I haven't even followed OR stuff for years, never mind stay up to date on it).
  23. Mine are like that in NifSkope too (and always have been as far as I can recollect). Never been an issue for me as I don't try and do anything with heads in NifSkope. You can change the paths to the texture files in each NIF but you will need to know exactly what you are doing unless you don't mind eliminating the error face permanently. The NIF files to change are the headhuman_F.nif and headhuman_M.nif files (do not change headhuman.nif ... that is the file that displays the error face in-game when Blockhead is not working). The texture path just needs to be updated to textures\characters\imperial\HeadHuman_f.dds for example when you are changing the Data\Meshes\Characters\imperial\headhuman_F.nif file. Blockhead allows OCO v2 to assign separate meshes and textures by both sex and race, but those changes aren't seen by NifSkope as it only goes by the textures assigned via the mesh file.
  24. The two tools are load order (as you know) and bash tags (used by the bashed patch to allow some edits in a mod higher in the load order to carry through). You can find a description of the available bash tags by looking through Wrye Bash General Readme.html (found in the Mopy\Docs folder) ... Bash Configuration - Importing from Plugins section. There is also info in Wrye Bash Advanced Readme.html ... look in the Advanced Bash Patch - Bash Tags section.
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