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Striker879

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Everything posted by Striker879

  1. I did a test of installing disk version OBSE version 0021 with the included obse.ini and without it using your Abysmer as a testing vehicle Ike. With worked, without didn't. Thanks for having my back today Ike ... it's nice to know I only need to worry about arrows in the knee but not blades in the back.
  2. Here you go ... Oblivion reinstall procedure. If you use the Steam version of the game don't miss the link near the top of the page about moving your Steam install location, and don't skip the registry cleaning step ... it's important. Sir Links-a-Lot strikes again.
  3. My guess would be that it doesn't have the "Playable" flag set. However UVIII makes it so that the Order Knights drop it doesn't set it to playable (and that's my theory, and I'm stickin' to it).
  4. When you start the CS you'll click File > Data and then in the dialogue that opens select Oblivion.esm and the Shivering Isles ESP (not sure what it's exact name will be ... because of how the SI expansion works, replacing Oblivion.esm you may or may not need the SI ESP ticked). When it prompts you about no active ESP click Yes to continue (won't be doing any saving anyway, and you won't get that prompt if you only have Oblivion.esm ticked). It will take some time to load everything from the BSA files. In the Object window on the left side you'll see a bunch of collapsed categories. Click the plus sign to open the Armor category and see all the sub-categories. If you can find the correct sub-category you can click on it to see the armor listed in the right hand pane, or you can click on the entire Armor category to see all of it listed. The collapsed column you're looking for is just to the right of the Editor ID column (between it and the Count column ... you'll see two lines close together). When you drag the right hand line to the right it will reveal the column name Form ID. If the FormID starts with 01 then you'll need to substitute the correct load order number for the 01 part (and if it's zero zero then the item is from Oblivion.esm). If the armor didn't have a ground NIF specified it will display the error mesh (yellow exclamation point), but possibly UVIII has added a generic ground mesh for items to default to when dropped. - Edit - When you're finished just hit File > Exit and nothing you may have accidentally changed will be saved (plus with no active ESP you'd get a prompt about saving changes).
  5. SlyWolfy is using the disk version of the game astro. If you use the editing your existing Oblivion shortcut method Sly, then afterwards you won't have access to the vanilla game launcher Data Files menu any longer using that edited shortcut (when you start the game using it you'll just see two small black windows in succession and then the main game menu). I use the edited desktop shortcut method, so what I do when I want to access the vanilla game launcher Data Files is use the shortcut you access via the Windows Start button, (which will still lead to the old OblivionLauncher.exe). The only thing to keep in mind is that you can't start the game using the old vanilla Data Files menu. Use it to activate/deactivate mods, click OK and then Exit. Once you start using OBSE you will always launch the game using obse_loader.exe (and if you use the two desktop shortcuts method you'll just need to keep straight which is which).
  6. Fire up the Construction Set and find the baseID for what you picked up (I don't have SI installed or I'd look it up for you). The baseID (aka FormID) is hiding in a collapsed column just to the right of the first column in the Object window (click hold and drag it to open it). Then using the console with your game running use the command "removeitem xxxxxxx 1" (replace the xxxxxxx with the baseID and if you have more than one of an item you could change the one to however many you have ... also don't put in the quote marks). I'm not certain how SI gets handled by the game. With other mods the first two digits of the baseID are determined by the load order of the mod's ESP. Shivering Isles has an ESP but it's just a blank placeholder and the SI installed game actually uses a different Oblivion.esm that includes the SI stuff. In a normal non-SI game the baseID for vanilla items will always start with "00" (that's zero zero e.g. an iron dagger is "00019171"). I'm guessing that SI items will also start with zero zero, but I have no way of verifying that for you. If you can find another SI specific item laying around you could open the console and click on the item. The refID will be displayed at the top of the screen. Take note of the first two digits (baseIDs and refIDs share the same first two digits).
  7. What size textures do you have set in the game video options menu (try setting it to large).
  8. As you are learning, adding a bunch of mods and then starting a new game isn't a very fast way to enjoy modded Oblivion. My advice is to uninstall all mods, start a new game with completely vanilla Oblivion (use Revert to vanilla data as a guide). Go through the tutorial dungeon up to the point you see the sewer exit in the distance (just before you get the character finalization menu). Before the finalization menu make a save using the Esc menu save or a named console save. You will use this save in the future if you ever want to start a new character without redoing the whole tutorial. Exit the sewer and make another save, not overwriting the first. You will use this save to continue your character after installing and testing mods. Next make sure your vanilla game is running properly now that you are out in the wide world (the tutorial dungeon doesn't tax your hardware, and thus doesn't show you how well your machine handles the options you've chosen). Adjust your setting as necessary. Next go to the Imperial City Market District (preferably around mid day when it's busy) and check that your game is still running smoothly. Make another save, again not overwriting your first two. This will be your mod testing save. Now you can start adding mods, one at a time and testing thoroughly in between using the Market District save (don't forget to exit the IC and have a look around too, especially if one of those mods is a graphical upgrade/update type mod). Sounds like it would be slower, but this method will always beat the "install a whole whack of mods at once" method every time (unless you are an extremely experienced modder, installing mods that you are completely familiar with).
  9. Some stuff will work that way, but some others need to be separated before you can add them. Here's a different tutorial that may help you understand what can be done with NifSkope that couldn't be done your way: NifSkope Mashing Tutorial
  10. Hmm ... I think someone like bben46 would be a good resource for that info Ike. No idea myself on what's involved.
  11. I was seeing a really big start to what could be a nice wiki article Ike.
  12. Nice job ... I hope I don't get on his wrong side!!
  13. Have you tried this solution on the dialogue issue?
  14. You will probably need to enable Windows Explorer to shown hidden and system files/folders. In the WinXP version of Windows Explorer it's found under Tools > Folder Options and then the View tab, but I'm certain Microsoft will have tried to hide it somehow differently in Vista or greater.
  15. If your operating system is Vista, Win 7 or Win8 and you want to mod the game then C:\Program Files (x86) or C:\Program Files is a poor choice of location for installing Oblivion. Microsoft's security feature UAC will interfere once you start adding mods. You can use the wiki article Oblivion reinstall procedure to properly get the game installed outside of Program Files (the recommended spot is C:\Games). If you use the Steam version of Oblivion don't miss the link near the top of the page about moving your Steam install location. Also don't skip the registry cleaning step ... it's important. Nexus Mod Manager (NMM) is a poor choice for installing Oblivion mods. Most mods for Oblivion were last updated long before NMM was even conceived, and many are designed to be installed with Oblivion Mod Manager (OBMM). A few recent mods are designed for NMM install, but even most of those will install with OBMM or manual install. With enough knowledge about installing Oblivion mods pretty well any mod can be reconfigured to install with NMM, but to get to that point you will need to install a lot of mods manually, and really learn how mod installing works.
  16. Nexus Mod Manager (NMM) isn't recommended for Oblivion. If that's the route you choose then be prepared for a number of situations to figure your way out of. If a mod recommends that you install it with NMM then it's been designed to work with NMM. Most Oblivion mods were last updated long before NMM was even thought of, in fact if you read the mod descriptions you'll see that many (if not most) were designed to be installed with Oblivion Mod Manager (OBMM). If you install the game in the default location you will run into problems with UAC if you are running Vista, Win 7 or Win 8 (and if you use the Steam version this includes where Steam is installed). The recommended location for the game is C:\Games or any other folder you care to create outside of C:\Program Files (x86) or C:\Program Files.
  17. First thing I'd look at is Quest Award Leveller. I haven't done the FG with my new guy, but my old guy had already accumulated over 2 million gold before completing the FG questline, so I seldom even looked to see what was in the chest (I don't use any award levelers). Of the three options you can choose at the end of the quest line none really have a "do nothing option". Here's what the UESP Wiki has on it:
  18. There are also issues saving scripts with CSE if you are using any ENBs or similar that add a "d3d9.dll" to your Oblivion folder. To start CSE you'll use the batch file "Launch CSE.bat" (or edit your old shortcut and add "-notimeout" after the "-editor" ... if you weren't using OBSE at all prior to this you need to do further editing on the old CS shortcut). The solution to the ENB problem is simply renaming "d3d9.dll" while you're running CSE. There's another version of the Launch CSE.bat that takes care of that. Let me know if it would apply in your case.
  19. I fix my text files that I keep in each mod's download folder that way ... with the more recent ones using the http://oblivion.nexusmods.com/mods/ format it's just a matter of highlight and Ctrl+X the "oblivion." part and then Ctrl+V > Backspace > / right after the "mods/" part. I guess when I'm browsing I'm allergic to the keyboard more. :) Still wouldn't hurt my feelings at all if they fixed it, but considering all the old Morrowind mods that have orphan links on the Oblivion Uploaded Files forum I probably shouldn't hold my ... hey wait ... that tune ... is it SuperTramp ... Dreamer ...
  20. Since the latest upgrade to the Nexus family of sites all of the old "tesnexus" links are broken. What I do is copy the final number portion of the broken link (in this case the 31288 part) and then click on my Bookmarks Bar Oblivion Nexus New Today shortcut. I always click on the Oblivion Mod Manager link to the right side of the New Today page (because I don't want to skew some recent mod's viewed stat) and then paste in the copied broken link mod numbers over OBMM's numbers. Sounds more complicated than it is, but I will be happy if they fix the broken links some day.
  21. It also requires .NET Framework 4.0, Microsoft Visual C++ 2012 Redistributable Libraries and DirectX 9.0c Runtime.
  22. To be honest this is a bit above my "pay scale", but from my understanding there are limitations with the game and concurrent AI packages (I see it myself in some of my modded houses that have a number of NPCs with AI packages firing when I first step in the door and give my Ricky Recardo impression). What I picked up from posts long ago by guys like Hickory and more recently by Lanceor is that there are two ways to work the problem. One is something in Wrye Bash (this was Hickory's solution) and Lanceor's way is with his Combat FPS Booster. I've never tried either in my own game as when I run into it isn't in combat (Lanceor's solution) and I'm still a non-Wrye Bash user (perpetually on my "to do" list). I can't say for certain whether the WB solution also works for out of combat situations or not ... if memory serves I believe that Hickory's replies on the subject were always related to combat type situations though (usually related to all the extra combatants from MMM or OOO I think). For a comparison for you, I run an Intel Core2 Duo 3.0 GHz at stock in an nVidia 680i SLI motherboard 2 GB 800 MHz RAM that is currently coupled with a 9800 GT with 512 MB GDDR3 (started life with a pair of 8800 GTS cards in SLI but they died one by one). Game and OS run off their own separate RAID 0's using WD Raptors (WinXP Pro 32 bit). Because I run XP I haven't made the jump to SSDs, so hard drives are still my biggest bottleneck (I can always tell when a mod that comes with a big BSA loads it's assets). My specialty has always been building machines that are one step back from the bleeding edge and one step from obsolescence. Call me Mr Cheapskate, so my expectations are lower than some folks. - Edit - First time as far as I can recall that I've heard of OblivionScriptOptimization. From what I read in the description it sounds interesting. - Edit 2 - Had a read through the mod comments for OSO and I must say I'm impressed enough to give it a try. It's truly refreshing to find a mod that says you need to load it immediately after the ESMs, before all other ESPs ... most insist on being very last, ergo as there's only one true last spot you could only use one mod (just being facetious). Note the link to the SI version if you use Shivering Isles (see post #90 by TheRomans).
  23. No there's some really funky weirdness going on in the forums lately ... see this thread.
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