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Striker879

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Everything posted by Striker879

  1. Question ... was the previous working load order also sorted by LOOT (what I'm thinking is saves that had an unsorted load order now won't work on the LOOT sorted load order ... maybe??). In general BOSS is a superior load order tool for Oblivion than LOOT (though I'm certain the "LOOT crowd" will disagree with me).
  2. According to a post in that mod's comments made by drummerman55 on July 11 2016 (which was a reply to a post by spliffmaster back on June 2 2011) you can fix the stuck stat change using the Unofficial Oblivion Patch's Fix Attributes (found in the Mics Items section of your inventory ... if you use the UOP). Good detective work Drake ... you da' Man!!
  3. Looks more like an installation issue to me. Drake will correct me if I'm wrong, but it looks like both colour map and normal map missing for the upper body (so neither upperbodymale.dds or upperbodymale_n.dds if that character is indeed shirtless and using the vanilla body ... otherwise it'll be shirt.dds and shirt_n.dds or whatever the file name for the sack cloth shirt textures are) and the face texture is missing the normal map. You may want to re-read the installation instructions again and carefully compare those to what you've been doing.
  4. The list shown in the vanilla game launcher is just an alphabetical list, not a load order. The best tool for managing load orders in Oblivion is BOSS. I'm not familiar with Nexus Mod manager (NMM) so I can't tell you how to set it up so that BOSS handles the load order while it managed the rest ... perhaps Drake will have some info on how to do that. If your load order is indeed just those mods your problems may be just getting archive invalidation set up correctly. I do know that NMM has a way to do that, but again I'm not familiar with the set by step on how to do that.
  5. Speaking for myself, your thank you is all the payment that has value for me. If you wanted to take it a notch higher you could pay it forward the next time you see someone's question on here that you know the answer to. Often I find that I benefit more from trying to help out than those I'm trying to help out benefit from my help (if that makes any sense).
  6. I think you'd need to edit that mod using the Construction Set to make the change you want. You may be able to use TES4Edit to make the change, unless the mod does it using scripts then I don't think TES4Edit will work. I use Realistic Fatigue and have it's INI set to have NPCs collapse on low health/fatigue but be warned ... with Realistic Fatigue the same settings apply to the player (where if I understand correctly the mod you linked only affects NPCs). I changed this part of the RealisticFatigue.ini to have NPCs and the player collapse on low health (the default value is 1.05 and I found often NPCs would die before collapsing ... same problem you are facing): ; This is the multiplier for fatigue drained by low health. Setting this ; slightly higher than 1.0 means actors will collapse just before they die. ; fatigueHealthDrain = healthDrainGain * healthLevel^2 * fatigueMax set aaRealisticFatigue.healthDrainGain to 1.07 ; recommended = 1.05
  7. It started out as a replacer only type mod (i.e. no ESP file) ... the ESP in later versions id likely just for things like female armor and maybe something to do with the helmets. For replacer mods to work you need to take care of archive invalidation (without it the game will continue to use it's own assets from the BSA files ... e.g Oblivion -Meshes.bsa and Oblivion - Textures - Compressed.bsa). BSA Redirection is the recommended method of archive invalidation. I know that NMM has a way to implement it (but other than that I know diddley squat about NMM). In Oblivion Mod Manager (OBMM) it's Utilities -> Archive Invalidation -> click on BSA Redirection (probably already selected) -> if you use the Steam version of the game click on Reset BSA Timestamps -> click on Update Now and you're done.
  8. You are in better shape than I would be if I had to install the French version of the game ... my high school French lessons haven't stuck very well in memory (mind you that was approaching a handful of decades ago).
  9. Did you also extract and edit the icon.dds for the shield? In the BSA the icon textures are in the path Textures\Menus\Icons\<appropriate sub-solder ... e.g. Armor>.
  10. That's the way it is for me too (and I have seen reports of the same elsewhere). I just use the Find function off the Edit menu in Notepad when I need to check/change something.
  11. Have a look at this post by SydneyB (going way back to 2008 for this). What has me a bit baffled is that this isn't widely reported. You would think that more French game users than you have installed the UOP, so why wouldn't there be a ton of requests about what to do? I have the English version of the game and the UOP installed so I can't look through my own game's folders and give any advice. My Oblivion\Data\Voices\Oblivion.esm folder is exactly the same as the UOP extracted download.
  12. Whew ... kinda glad I didn't write down those formIDs now, otherwise I coulda been just playing (saved by that collapsed FormID column, never thought I'd say that!!).
  13. OK, so I've just spent a bunch of time Blockheading the vanilla necromancers and conjurer (as well as those added by hhVariedMages.esp ... sorry no longer available, here anyway). Because they are only spawned via leveled lists I need to spend copious amounts of time in-game checking out necro and conjurer dungeons (sort of like popping the lid on a box of chocolates and poking them to see what's there). So I'm thinking ... to the unschooled it may just look like I'm playing when dungeon crawling, but really I'm mod testing, so that time counts ... right?
  14. Lagging is a "feature" that comes with Better Cities for some folks. I've never used it so I can't say for certain if that is the problem or if so, how to fix it. Only way I know to have a good handle on exactly how each mod you add to the game affects things in the game is to install a single mod at a time and test thoroughly in between. Took me weeks to get my base mods installed (but to most people many of my testing session would look more like a gaming session). In the end I understand exactly how each mod affects performance, stability and gameplay.
  15. Didn't watch the whole video ... that first one looked like a typical land tear caused by two or more mods affecting the same piece of terrain. First thing I'd try is sort your load order with BOSS. It is the best load order tool for Oblivion. If you still find some land tears then you'll need to load your landscape altering mods in TES4Edit and look in it's left hand panel for conflicts. Using TES4Edit is explained in the Information tab. Best to load only Oblivion.esm and then have a read through that first (start TES4Edit, right click in the load order pop-up and Select None, which unticks everything then tick Oblivion.esm and OK). I copy/pasted stuff from the Info tab into a text document that I can refer to when I use it (which isn't often enough for me to remember stuff like the colour code meanings etc).
  16. RefScope for your exclamation marks ... TES4Edit should help ID the conflicts with terrain. - Edit - What do you use to sort load order?
  17. When you install a program (such as Oblivion) it creates entries in a Windows structure called the registry. The registry entries contain fields that tell Windows all sorts of information needed to properly run the program being installed. If you don't clean out the old registry entries before you re-install the game to a different location (say from C:\Program Files (x86) to C:\Games) then the old orphaned registry entries will cause problems. Use this wiki article as a guide: Oblivion reinstall procedure
  18. Get rid of all the unofficial patches for DLCs you don't have installed (the ones in red). Bevilex was talking about OblivionReloaded.ini for the grass ... zero (0) means off. If you are going to use Oblivion Reloaded you should read the readme/manual, it's not a simple plug and play mod to install. - Edit - In general laptops make poor gaming machines. The nVidia site mentions a memory clock (but no info on how much dedicated memory) on your graphics chip. If it doesn't have at least 2GB VRAM dedicated to it there will be one bottleneck. Your CPU is a laptop CPU (i.e. designed to save battery life) and 2.4 GHz isn't all that quick. When introduced and for a couple of years afterward this game was the benchmark to test high end machines with real world applications (and that was the vanilla game ... no mods). That was back in the days of the good old CPU clockrate wars. A kickass machine back then was over 3.0 GHz, with a CPU that had far fewer execution stages in it's pipeline. Todays CPUs (even those aimed at desktop usage) are optimized for modern applications that have been coded to take advantage of multi-core CPUs and advanced architecture (which actually slows things down when it guesses wrong).
  19. First step ... when you start your game in the lower left corner of the main menu screen you will see your current version number. OBSE requires version 1.2.0416. The best place to get patches if you aren't at version 1.2.0416 is from Bethesda's site ... Bethesda Patches and scroll down. Note that there are different patches depending on which language version of the game you have, and whether or not you have Shivering Isles. If you have SI there is a single English version patch, while if you do not have SI there are two different "English" versions, one for North America and one for Europe ... you must use the correct one. If you are running the Steam version of the game it will automatically patch itself up to the correct version. All other downloadable versions of the game are NOT supported by OBSE. Once you have the game starting and showing version 1.2.0416 then you can install OBSE.
  20. Using Blockhead isn't at all like programming. All it takes is learning to copy and paste files from whichever resource you are going to use as a source of body meshes into the correct folders used by Blockhead and then rename those resource files to match the file names required by Blockhead. I recently gave a quick explanation of the process to use Blockhead to give the player character whichever body you desired here. Now I do believe that all this would have overwhelmed me when I was just starting out and I came into this with excellent computer skills honed from all the way back in the DOS 3.1 days (the operating systems that predated all Windows versions ... yes I'm an old guy). I don't know what your skill set is for things like copying files etc, but literally it took me ten times longer to type that post with the instructions than it would have taken me to actually make the change for the player character using Blockhead. The prep work is just downloading your resources and extracting the download to a folder. I've been at this a while now, so I've a lot of different resources to draw from, but SetBody Reloaded Blockhead Edition is the main source I use these days.
  21. OK here's the long and complicated (not beginner friendly) answer ... but unfortunately there is no other way to answer that question. In the vanilla game there is one female body and one male body and they both use the same skeleton.nif (the stick figure that the body meshes are "hung" on) and the same animation .kf files (that move the bones on that stick figure skeleton.nif). The way that BBB works is it adds extra "bones" (sticks) to the skeleton.nif and then adds animations to those new bones. Part of the process when a body (or clothing/armor) mesh is "hung" on the skeleton.nif is parts of the mesh are assigned to different bones on the skeleton.nif (so arm bones move the arms, leg bones the legs etc). Meshes (body or clothing/armor) that are intended for females are rigged to the breast bones when the BBBed mesh is created and the breast area of the mesh is "weight painted" to give the different parts realistic movement when animated by the bones and animation files. You can get a mix of BBB and non-BBB for females that are clothed/wearing armor through mix and matching armor/clothing from different sources (and different bust sizes if that's what you'd like) but as soon as you strip them down their naked bodies are stuck in that "one size/type fits all" vanilla limitation. That was how it used to be ... then along came Blockhead. With Blockhead you can have as many different size and shape of bodies as you have patience to "Blockheadize" and resources to draw from. As part of that you could have all the small busted women without BBB (just select a non-BBBed body mesh for the small busted women when assigning them a Blockhead body mesh) and BBB for the big busted ones. If you wanted you could even create BBB animations with different BBB movement and assign different walk/run/fight animations to different NPCs (and different weight painting to meshes of different bust sizes). The limit is your time and skill. The Blockheading is simply copying and renaming some files and putting them into the correct folders ... the limitation is your time and patience. The animation/weight painting stuff is Blender work (and maybe some NifSkope) ... the limitation there is your ability to learn to use those tools. And no, you don't need to re-install the game to get rid of your "failed" DMRA BBB. The vanilla bodies, skeleton.nif and animations are safely hidden away where they were from the beginning ... in the vanilla game BSA files (Oblivion - Meshes.bsa for those files). Simply delete the files that were added by DMRA and BBB and you'll be back to vanilla automagically.
  22. Sorry I'm a vanilla UI type myself. Seems to me I recall seeing instructions to the effect that it needs to be manually installed, but perhaps someone will pipe in with more informed advice. - Edit - Errr ... my memory must be OK (for short term anyway). You'll only need to look back to post #3 in this very thread to find Forli's advice to that effect, and if anybody is going to know about UI mods it'll be Forli.
  23. Simplest method is using Oblivion Mod Manager (OBMM) ... it's Utilities -> Archive Invalidation -> Reset BSA Timestamps -> Update Now.
  24. As best as I can remember (it's been a long time since I used OBMM for anything except extracting BSA files) the mod's ESP will be in the right hand panel of the OBMM window. To activate I think you can single left click on it (to put the highlight on it) and then click on the Activate button along the bottom of the OBMM screen.
  25. Well Oblivion Reloaded will require a lot of reading and study before you install ... I'm a pretty good reader and it would take me a few hours of study before I even attempted to install OR.
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