-
Posts
7643 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Striker879
-
For the ones that go to the Nexus front page just note or copy the mod number and then paste/replace a working links mod number with it. For instance an old link like this one (http://www.tesnexus.com/downloads/file.php?id=33473) won't work, so starting from a mod link that does (example the one for OBMM, but any working link to an Oblivion mod will do) OBMM link: http://www.nexusmods.com/oblivion/mods/2097/? change the 2097 part to 33473 so it becomes http://www.nexusmods.com/oblivion/mods/33473/? and it will bring you to Pyramidhead123's BBB conversion of Russader's incomplete HGEC H-cup clothing replacer.
-
Current Oblivion character: 2247 hours Previous Oblivion character: approx 1000 hours (estimated because he used console named saves and hours aren't included with those by default) First Oblivion character: 1521 hours One of those precooked chickens from the grocery store, along with a premade grocery store salad and, of course to make a balanced meal, the Food of the Godz (aka KD).
-
Stuck On Startup Loading Screen
Striker879 replied to Riball's topic in Oblivion's Mod troubleshooting
BOSS is supported and updated regularly at BOSS Masterlist for Oblivion. -
In the CS Object window double click the NPC you wish to edit. In the edit dialogue that opens you will see a check box named PC Level Offset in the left hand area of the dialogue (ticked to enable, unticked to just set the NPC's level independent on the player's level) and beside that a box named Offset that will allow you to put in how many levels above or below your character the NPC will be. Above is always that many levels above, so if you put 3 in the Offset box that NPC will start out at level 4 when your character is level 1. If you put negative numbers in the Offset box (example -3) the NPC will be 3 levels below your character but only once your character has advanced enough level for that NPC (so the NPC will be level 1 until your character levels from 4 to 5, at which point they would advance to level 2). Some caveats on editing NPCs, especially if you use Oblivion Character Overhaul. After you've edited a particular NPC, records for that NPC that you didn't even look at (never mind change) will be reverted to the state they were in when you edited the NPC. A trick you can use with the vanilla CS (which doesn't allow ESPs to be masters to other ESPs) is to always select the other mod (in this example Oblivion_Character_Overhaul.esp) ... just don't make it active. The other thing, even if you aren't wanting to make any change to their face bring up the Face tab before you close the edit dialogue. Another bit of advice when editing either your own NPCs or NPCs added by other mods (in which case you will be changing that original mod's ESP) ... backup, backup and backup. Makes getting out of tight spots a breeze.
-
HUD Status Bars adds extra elements to the game HUD. Can't say for certain what that bar is displaying in your screenshot, but I have an orange bar that displays above the vanilla health/magicka/fatigue bars that displays encumbrance that uses that colour (but mine is sized the same size as the vanilla bars, so that particular one may not be encrumbrance, or has been changed from the HUD Status Bars default). HUD Status Bars Enhanced is a more recently updated and enhanced version of the original.
-
New to modding(installing) - What am I doing wrong?
Striker879 replied to Zehunterr's topic in Oblivion's Mod troubleshooting
Wrye Bash uses the mouse right click a lot, and it is also important where in the Wrye Bash window (and which tab is currently active). To use it to install mods you will naturally use the Installers tab, but something that may not be immediately clear is you can also use Windows Explorer to put the downloaded .7z, ZIP or RAR file into the Bethesda Softworks\Oblivion Mods\Bash Installers folder that will be created after the first time you open the Installers tab and allow BAIN to be created (can also be done later via the right click menu in the Installers tab when you click in a column header like Packages or Order). The key with learning Wrye Bash in my opinion is to focus on learning how to use one aspect at a time ... no need for learning about bashed patches yet when you only have a couple of mods installed. Get a little comfort with one thing like using the Installers tab and then branch out to whatever you need next. -
New to modding(installing) - What am I doing wrong?
Striker879 replied to Zehunterr's topic in Oblivion's Mod troubleshooting
I haven't used WinRAR in probably more than a decade, so I can't say what using newer versions of WinRAR is like vs using 7-Zip. If WinRAR unpacks .7z files OK then I'd say using it should be OK ... you will find that most downloads from here are .7z (which I believe is 7-Zip's format). -
New to modding(installing) - What am I doing wrong?
Striker879 replied to Zehunterr's topic in Oblivion's Mod troubleshooting
Yes Wrye Bash is the superior tool, especially for once you start adding plenty of mods (which increases the likelyhood that you have mod conflicts between them). Wrye Bash is the exclusive place to get a bashed patch, which is a mod that Wrye Bash makes to resolve all of the conflicts in your load order. The Wrye Bash installation tool (called BAIN) also has features related to uninstalling mods that OBMM doesn't offer. Wrye Bash may take a bit more to learn how to use it's more advanced features, but using it is far better documented than OBMM (which has the stuff in it's Help menu, that's it). You can manually download Wrye Bash to a folder and then extract it to that same folder using 7-Zip. You will then find a Mopy\Docs folder ... the Wrye Bash General Readme.html and Wrye Bash Advanced Readme.html are the manual for using it. - Edit - Oblivion Script Extender (OBSE) allows mods that use it do things that can't be done in the vanilla game using just the vanilla scripting. It isn't a "mod" but rather a framework for injecting new things into the Oblivion.exe execuetable (also referred to as plugins). It is possible to enjoy mods that don't require OBSE but chances are you will eventually want a mod that does require it. Mod recommendations aren't my strong point as I generally am not much interested in many of the more popular mods. I'd recommend playing the basic vanilla game at least for a while (if you have never played it before) to get a feel for what things you'd like to see different. Then it's just a matter of searching/asking for a mod that changes "XYZ". The game has been around long enough that most all of the common complaints about it have been addressed more than once. -
New to modding(installing) - What am I doing wrong?
Striker879 replied to Zehunterr's topic in Oblivion's Mod troubleshooting
Yes I believe you are just seeing the three ESPs as that is the only part that can be "activated" ... all of the files and folders are by default installed when you activate the ESPs. Some mods will be set up with an OMOD script that will walk you through different installation possibilities, and then based on those selections you make while the script runs will selectively install some files/folders and exclude others (the UOP isn't set up that way any more, same as it doesn't offer an EXE install method any more). Reading your edit, if you look in the right left hand panel of the OBMM window you should see the three ESPs, each with a tick mark (also where you could deactivate/untick one if you didn't want for example the Citadel Door Fix). -
New to modding(installing) - What am I doing wrong?
Striker879 replied to Zehunterr's topic in Oblivion's Mod troubleshooting
OK it's been a long long time since I last did a step by step for an OBMM install, so there may be a couple of parts that aren't exactly right but I think I can get you the broad strokes. Download the UOP download to a folder (your screenshot leads me to believe you have already done that) and then in OBMM click the Add Archive button (or maybe it's a menu choice). Using the OBMM dialogue that opens navigate to where you download the UOP to, click on the downloaded Unofficial Oblivion Patch-5296-3-5-5.7z file and then click on Create OMOD. It will take quite a while to create the OMOD from the UOP download as it's a very large mod. When it is done you should see the three ESP that the UOP uses offered as a selection ... you probably want at least the Vampire Aging Fix along with the main UOP selection (though also selecting the Citadel Door Fix is OK too, it's just that some don't really need it but it is OK to select anyway). After you've made your selections I believe it just a matter of hitting the Activate button. -
From what I have seen with NPCs with the quest flag (so I'm assuming also with the Enable Parent flag) they will stay where ever they have died. My proposal is an blend of the ideas already presented. Click on the NPC in question in the game console to get their refID displayed and "resurrect 1" them as TheMastersSon has suggested. Leave them standing there and travel to where ever in the game you want their body to remain (doesn't matter whether it's an interior like an Ayleid ruin or just somewhere outside). In the console with their refID still displayed "moveto player" as suggested by Contra. Finish by using the console to kill them ... with the refID still displayed in the console it's simply "kill" (of course all console commands will be without the quote marks). Because the NPC is dead you won't need to worry about their AI package bringing them back to interfere at their old location, and you won't have them laying around, cluttering up the place.
-
If you report those unrecognized mods to mhahn123 at BOSS Masterlist for Oblivion they can be added to the masterlist (and then when you run the full BOSS GUI it will deactivate your user rule). Include the exact ESP file name and a link to the mod (if possible), as well as any tips on what works for that particular mod as far as load order that you may have.
-
Run BOSS from the desktop icon (aka the full GUI I think) and you will see something called User Rules. What you will do is use the User Rules editing interface to specify whether you want xyz.esp to be either before or after abc.esp (which will correspond to where you are currently trying to manually sort).
-
Made game unplayable on accident. Only a few mods.
Striker879 replied to rykerp4's topic in Oblivion's Mod troubleshooting
According to my notes invisible indicates both missing normal map and colour map (the two main texture files). I'd be looking at how any mod that touches those robes was installed, as there is likely an installation error of some sort. To use Oblivion Reloaded you are going to need to read the manual (unless somebody who has read the manual drops by with the answer for you). -
Another thing that occurred to me later last night is related to using the game sliders. There is a situation when using the age sliders that if you use either extreme slider position (so either 15.0 or 65.0 in the vanilla UI) the game can't determine that character/NPC's age (as documented here ... look in the Notes while Playing section of the mod description). I wonder if a similar situation exists when you use the extreme slider positions for hair. Something to try is to adjust the hair length slider down just a smidgen from the longest and see if the problem persists.
-
Three very useful enchanted items for companions are Ring of the Iron Fist, Amulet of Axes and Necklace of Swords ... all include a 33% reflect damage enchantment along with their fortify enchantment. Enchanted jewelry that is distributed by leveled lists is most easily found in containers in monster dungeons (usually boss chests). Fort Empire and Fort Coldcorn are sort of on my usual route so they are the ones I'm more likely to look in (and both have boss chests).
-
I'd do a test without all your beard/moustache mods ... I'm thinking that what you have is some side-effect from them.
-
Help! Missing items (Inventory is a backpack mod)
Striker879 replied to h89zatzyi09's topic in Oblivion's Discussion
Don't use this myself (though I have looked at it some time ago). Here's what I'd try (taken from kuertee Inventory is a backpack_readme.rtf ... emphasis added): 1. Ensure you have the backpack in your inventory. Without it all your items contained in it will be lost.If you have lost your backpack...Either:Type "set kuerteeIIABQuest.functionMode to 255" in the console to get it back.Or if that doesn't work:You can teleport to the cell kuerteeIIABCell.To teleport to the cell, type this in the console (without the quotes): "coc kuerteeIIABCell".That cell has several containers and one of them will contain all your items.To teleport back out, use Fast Travel.Or you can type "coc ICMarketDistrict01" in the console to teleport to the Imperial City Market District. -
Made game unplayable on accident. Only a few mods.
Striker879 replied to rykerp4's topic in Oblivion's Mod troubleshooting
Ya I have Chrome set up that way too. It's called the Winter Blahs, but on the bright side it'll only last 3 or 4 more months. -
Made game unplayable on accident. Only a few mods.
Striker879 replied to rykerp4's topic in Oblivion's Mod troubleshooting
Doesn't make life any easier for a grumpy old guy like me though. Funny on my Android tablet the site looks the same ... maybe because I avoid all things "app" etc. and go out of my way to have everything on it "PC" (Android is just a Linux variant, allbeit somewhat neutered by the fine folks at Google). -
Made game unplayable on accident. Only a few mods.
Striker879 replied to rykerp4's topic in Oblivion's Mod troubleshooting
Start by finding out if it's a skeleton.nif problem or a missing texture problem on something your character is wearing. Take off all equipment on your player (that means everything ... rings, amulets and any other wearable accessories) and see if the problem persists. If it goes away add item one at a time so we can see what is causing it. Another possibility is a problem with Oblivion Reloaded's blood splatter (assuming this is only happening during combat ... your pictures don't tell a very detailed story of what your problem is). Turn off the blood splatter in OR's INI (you will need to read the manual to see how to do that ... recommended if you intend to use OR anyway) and see if the problem goes away. Either would point to the root of the problem ... bad installation. - Edit - Why on earth would you recolour the text explaining when it happens so that it is all but invisible??? -
My Oblivion CTD's after working normally ?!
Striker879 replied to jygg4lag's topic in Oblivion's Discussion
Oblivion_default.ini is the file that the game uses as a template to create your Oblivion.ini, both when you first install the game and any time you decide to delete/rename your current Oblivion.ini to have a new one created. NEVER EVER DELETE Oblivion_default.ini ... EVER. Not very subtle presentation on my part, but maybe you get the picture. -
There's a hill in my Battlehorn Courtyard!
Striker879 replied to thedmbarlow's topic in Oblivion's Mod troubleshooting
Ordinary in your own mind perhaps ... a fairly common trait known as self depreciation. Don't worry, those who do not have at least a little of it are insufferable to be around. My understanding was that LOOT worked strictly on a rules based system, whereas BOSS uses an actual list that hand places ESPs according to user's experience, which may be also influenced by certain rules (like all quest mods should go here, after this type of mod ... whatever type of mods should come before quests, I dunno). Keep trying on the MO thing Contra. You never know, lightning may strike and you'll succeed in converting this manual install dinosaur (and watch what happens then ... when nobody is looking I'll still install some mods manually, just because I can). -
There's a hill in my Battlehorn Courtyard!
Striker879 replied to thedmbarlow's topic in Oblivion's Mod troubleshooting
No Contrathetix is another mod user/mod author who happens to use Mod Organizer and has learned a lot about how to use it properly. Unfortunately, as you are finding, what works well for Skyrim doesn't necessarily work well for Oblivion. For one thing, a lot of the "must have" mods for Oblivion were created and last updated long long long before Skyrim was more than an idea of a concept. To get those tools that work so well in Skyrim to work at all in Oblivion takes knowledge of Oblivion and study and skill at bending them to the new task. The ones that just work straight out of the box without a hitch are few and far between. I my opinion modding Oblivion is as much an art, learned through experience and careful investigation, as it is a learned skill. You can follow a hundred tutorials/explanations but until you make some mistakes and figure things out (albeit sometimes with help) you won't understand what's going on. Load order is simply time/date stamps on files ... a kludgey solution would be to use a tool like File date Changer to manually change file timestamps to get the load order you want ... not something I'd suggest as anything except a troubleshooting tool. - Edit - BOSS has a tool named User Rules that allows you to change where it sorts mods that you set up a rule for. Does LOOT offer any similar tool for overriding it's automatic sort? -
From what I see there is zero percent chance that the Colourwheel mod can be used at the same time as Oblivion Character Overhaul v2. Compare the Textures\Faces\Oblivion.esm folder and you'll see what I mean ... they both edit exactly the same thing, so you can have one or the other but not both. I don't know why that version of Rens wouldn't be on the masterlist ... I'm not a hair/eye/makeup type guy so I've never looked at it. I do see a bunch of mods with Rens in their ESP name listed in the masterlist though. Perhaps LFact may know a reason.