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Striker879

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Everything posted by Striker879

  1. <p>On the uninstalling with Wrye Bash part I can't say for sure (but if the right click menu has that option when you right click a mod I'd say there's a very good chance that that is the way).<br /> <br /> As I've said I'm not familiar with the mod at all, but the OMOD version is by theNiceOne, a reputable and experienced modder here. It looks like all that is included off theNiceOne's download is the OBMM installation scripts (there is a link to the actual download that appears to work). It's a two part installation from what I can gather reading theNiceOne's install instructions.<br /> <br /> The download you currently have is a BAIN installation ... the folder named 'Core 00' tells me that. I'm surprised that it didn't have an installation script to walk you through all the options.<br /> <br /> Having no prior experience with the mod or helping troubleshoot that particular mod puts me in a spot of not being entirely comfortable making recommendations. If theNiceOne says "but due to its complexity, it isn't the easiest mod to install" makes it possible for me to give advice that just mucks things up worse.<br /> <br /> - Edit - Same link as theNiceOne gives.</p> <p> </p> <p> - Edit 2 - Need to head out for a while ... hate to just drop you but I'm going to be of limited help anyway.</p>
  2. Found the Oblivion Nexus page for the mod. I see that the only download is via the mirrors, but it seems the 'main files full' link is dead (there's also a 'main files light', 'installation' link ... that leads to a sigil stone mod ... actually it seems all the links are broken in some way, with all but the broken 'main files full' link leading to various unrelated mods here on Oblivion Nexus). I'm guessing you downloaded the mod from elsewhere.
  3. Just did an Oblivion Nexus search for the Race Balancing Project and ran across Race Balancing Project omod installer. Reason I mention it is the note at the bottom of the description for version 1.1 (emphasis added):
  4. Perhaps someone either familiar with the Race balancing Project and/or bash patching will pipe in with some suggestions.
  5. Those don't strike me as bash tags ... WB has plenty of options. I think the bash tags will be in curly brackets (like {Invent}) and the tag name abbreviated like that example.
  6. I believe you'd want to leave the tags at their default values after running BOSS (just going on what I recall the experts saying again ... may be only as accurate as my memory of the advice though).
  7. I'm not a Wrye Bash expert ... I've seen that mentioned often by the experts. My next guess would be that it has something to do with either not having all the requirements or possibly something in the bash tags (if you're changing any of those before rebuilding the patch). - Edit - When you say you only installed the Core 00 files were there other folders that included resources for other races?
  8. Did you rebuild your bashed patch after installing it?
  9. Once mods are installed and activated the game uses a text file file for load order (I'm not at my gaming machine so I can't get the name of the file right now). It uses that file to decide which ESP/ESM to load next as the game starts. Generally I use OBMM only for mods that come as an OMOD file (and even then generally only if they have an install script to sort through the install options, otherwise I extract the OMOD and manually install). I'm an old school manual install type for everything else. It would be entirely possible to use manual install, OBMM, NMM and Wrye Bash's BAIN to install different mods (note I'm not suggesting this as a great idea, just a possibility). It's best to use whichever method you are most comfortable with, with the caveat that NMM will not be able to install some mods. If you look through a mods recent comments you'll often get a good idea whether or not NMM will be able to install a mod (plenty of folks doing your 'research' for you and asking for help in the comments). By getting familiar with two or three installing methods you'll be able to install any mod.
  10. Ah ... you do realize the one in your game's Oblivion folder named Oblivion_default.ini shouldn't be edited. That's the file that the game uses to build your first Oblivion.ini and then rebuild Oblivion.ini if you ever need to start out fresh. The file Oblivion.ini (without the _default) part is located in Users\[username]\Documents\My Games\Oblivion for Vista and Win 7 or in Documents and Settings\[username]\My Documents\My Games\Oblivion for Win XP. Good that you got it sorted out anyway. Did NMM manage all your mods or did you need to use OBMM or manual install for some?
  11. Oh be assured, the reason I knew anything about Realistic Leveling is because I've been studying it fairly closely. My new guy is my second playthrough. It will also be my last playthrough with the default leveling system. I will probably try the default system offered by RL on my next character so I'll have a baseline on what it offers vs the vanilla system. I like the idea of paying attention to your skills and planning your character buildup ... I just don't care for the type of micromanaging that the vanilla system entails (spamming restore health or detect life to skill up Restoration or Mysticism for example). And I'll also be using a quest reward leveler of some sort ('waiting' to level up for quest rewards before doing a quest has become tiring).
  12. OK I'll start with a full disclosure ... I don't use Realistic Leveling. I've been following the mod for a while now as I intend to start using this mod along with a number of other realism mods on my next playthrough. With that detail out of the way I believe that the file RealisticLeveling.ini should be located in Oblivion\Data (based on what I see in the files info.txt and script.txt found in the 'omod conversion data' folder of the extracted download). Changing the first value (set aaRealisticLeveling.mode) can also be done by rerunning the omod script (deactivate the mod in OBMM and then reactivate it). If you are editing RealisticLeveling.ini using Notepad and the changes aren't sticking when you save I wonder if you are running afoul of UAC? Is your game installed in the default location C:\Program Files (x86) or C:\Program Files? Also note that the change to the second value (setGS iLevelUpSkillCount) will require you to 'uncomment-out' that line ... you need to remove the semi-colon ( ; ) in front of the line as well as change the value to 20 or 15 (whichever you prefer).
  13. Would a ban notice show if the user requested their account to be closed and the closure was reported in the new 'Closed accounts' at the top of the Forum Rules and Strikes forum?
  14. Realistic Leveling has ini setting that can be used to achieve that. If you edit the RealisticLeveling.ini settings 'set aaRealisticLeveling.mode to 3' and ';setGS iLevelUpSkillCount 10' (the default values) to 'set aaRealisticLeveling.mode to 1' and 'setGS iLevelUpSkillCount 20' you'll be using the default game leveling system and only advancing your level every 20 skill advances. Note the caveat in that section of the ini about referring to the Readme for details on other settings that may need adjusting.
  15. Have a look through the mod description for Maskars Oblivion Overhaul. It will give you mod authors names to search on Oblivion Nexus (I get the best results by posting the names in the Uploader field ... often authors list a different name in the Author field). Or you could just install Maskar's overhaul (almost everything is configurable using the ini file, so no need to accept any parts or aspects you don't like).
  16. It seldom works out when trying to get the game to work after installing a whole bunch of mods in one fell swoop. In your case you made the second most common mistake in recent times (since NMM came out) ... you used NMM to install mods for Oblivion. There are plenty of mods that will install just fine with NMM. There are also plenty of mods that will only install with NMM after you have extracted the download to a temporary folder, selected the files and folders from the optional ones you want and reorganized the extracted files and folders into a format that NMM can recognize (which coincidentally will be the folder structure that the game would need for manual installation). Now if you had installed one mod at a time using NMM you'd be able to tell us which mods in your load order work well with NMM and which ones to use either manual or OBMM to install. I always say, installing one mod at a time makes troubleshooting a trivial affair.
  17. You can search his user name and restrict the search to the Forum Rules and Strikes forum. If there is a ban notice it will come up. - Edit - Hmm ... all that comes up is this post, are you sure you got the user name exactly right?
  18. Your load list (if that's the complete list) is fairly light compared to many (no big overhauls or graphics enhancements). Still even considering that I agree with discovery1 that a crash once every six hours isn't bad. I don't use overhauls or graphics enhancers either (but I do have a lot of armor/clothes and house mods). I save every hour or hour and a half (never use quicksave and always save into a new slot ... don't overwrite a previous save) and then once every few hours I exit to the desktop and restart the game if I'm still going to play. Helps keep everything stable. As you are playing along the game is keeping track of all the stuff you've done (dungeons you've been in, individual flowers you've picked, where you left that last dead body and what you're now carrying in your inventory after looting and picking pretty flowers ... etc, etc, etc). The longer you play without saving and exiting the game the more it needs to accumulate in active memory waiting for your next save and exit. When you do save and exit it can start with a fresh read of Oblivion.esm modified by the info in your loaded save (a save is really just like a mod ... a record of changes made to a master file). Then it keeps track of your flower picking killing ways all over again. - Edit - Providing your disk can be read and the game starts it's OK.
  19. Providing you have the Knights of the Nine DLC you should include Knights of the Nine Revelation.
  20. The vanilla game has 8 equipment slots for non-beast races and 9 for beast races. That's a limitation imposed by the skeleton.nif for non-beast races and skeletonbeast.nif for the beast races. Mods introduced skeletons with extra bones that added support for wings and added a tail for non-beast races. Many clothing/armor modders started using the new tail slot on non-beast races. Some conflicts will result ... if you were playing a non-beast race you wouldn't see this problem for example. Those mods should probably include a disclaimer saying that they are for non-beast races. This isn't a problem with vanilla clothing and armor as there are no items for the tail slot except the tails for Khajiit and Argonians.
  21. I use Personality Idles - Modified version - NPCs and companions ... doesn't change every female but does it using their class. If you're comfortable using the Construction Set it's a good base for extending it yourself.
  22. No problem ... Dark0ne and the coding team have been busy hiding stuff in lots of new places ... trying to keep us young I guess (as in the 'you can't teach old dogs' type thing).
  23. We still got 'em Bben ... click on Nexus Profile (left side of profile page, lower down the list) and then kudos are up in the top right. I took the liberty of dishing one out for you (or we can count that one as from me, as I agree reading the rules deserves some sort of award).
  24. Only one I can recall running across is Improved Fire and Flames ... couldn't tell you anything about how good it is or anything though (look in the Optional Files).
  25. I don't mind questions at all. Only two ways of learning anything that I know of are asking questions or making mistakes (though sometimes you don't know to ask a question until you've made the mistake). Claudia's was designed (or has evolved perhaps) more as a total overhaul like Nehrim than an ordinary mod. Subsequently you can't really do much of the vanilla game while it's active. Have a read through the last dozen or so pages of the mod comments and you'll find that mentioned a few times (and perhaps it's even documented in the readme or manual for CLS, though I know I've seen mention of how far out of date the documentation had become with the latest iterations of CLS). BOSS will never recognize all mods. If mod author and/or mod users don't report a mod to the BOSS team there's no chance of it being added to the database. Same with your own mods if you start creating them. For example none of my homegrown efforts have ever been released publicly. If I used BOSS I'd need to either hand place them in my load order (which would only last until the next time I worked on them as load order is time/date stamp dependent) or add them to the list of unrecognized mods. Again Hickory will know more about the ins and outs of BOSS than I (considering that I don't use WB I also don't use BOSS ... I'm a pretty primitive guy). Another good source for BOSS info is Surazal (works either on or closely with the BOSS team, and has a couple of handy tools for managing your BOSS lists ... do an advanced search on Oblivion Nexus with Surazal in the 'Uploader name contains' field). Modding and acronyms seem to go hand in hand. Drove me nuts when I first got started. The thing to keep in mind about replacers is that install order is important ... last installed is what the game will use. That's because of limitations in how the game is designed. Many if not most of the common assets can only have a single model (or sometimes one for males and one for females). There can be only one skeleton.nif and one skeletonbeast.nif for use with the player and NPCs. No matter which way you install them, if Mod A and Mod B both include skeleton.nif and you install Mod A first and then Mod B the game will only use the skeleton.nif from Mod B. Exceptions to this are BAIN (the install tool in WB) and manual install providing you extract to a temporary folder and detect conflicts. I belong with the second group and Hickory and Nephenee13 are the advocates for the first (BAIN will detect overwrites and alert you, so you can choose which file to use). OBMM has no such ability (it's not really any different than simply extracting the download directly into your game's Data folder without regard to overwrites). If a mod only comes as an OMOD I use OBMM to extract the OMOD to a folder for that reason (so that I can examine the files and folders and compare to my game's current content). Did I mention that modding is also a minefield? If it's big castles you yearn for then have a look at Battlehorn Castle Upgraded (providing you have that DLC). From all I've read it's the best of the Battlehorn mods. Other companions will have varying degrees of sophistication compared to Vilja ... some will be close and others closer to CM Partner level. The ones that Vilja has special interactions with are listed in her documentation. Some of those are fully voiced both ways (Fergus is an example of that I think) and others are limited to extra voiced content from Vilja. If you're using Packdonkeys Vilja has some 'extra' content there too. Tell the donkeys to wait rather than stay here and make sure Vilja has some carrots in her inventory. If you're lucky you won't have to wait too long before Vilja complains about 'your donkeys' and their thieving ways. The Aleswell and Red Rose houses also have extra content for Vilja (extra dialogue and menu options). One of the coolest features is the Companion Keys. Give one to any non-hostile NPC and go through the 'introduction to Vilja' and they get extra options (look for ingredients, follow Vilja etc.). It's fun having an extra pair of hands along that's not bumping into your butt every time you stop. Not wanting to speak for Hickory, but it's also possible he was a bit terse because of past experience. We often see mods accused of problems that turn out to be rooted in improper installation or missing requirements. Not saying that was the case here, but if you hang around here long enough you'll see that 95 times out of 100 it's pilot error and not the plane manufacturer at fault. Usually it's the brand new mods and obscure never been heard of mods that cause problems. I keep track of the mod comments watching for the new ones. When we run into one of the obscure ones we're at as much of a loss as the user unless we can either get a link to have a look or someone comes along that has past experience with it. Remember your tools ... mod comments are your friend before installing or even downloading a mod. MOM and a testing profile will save your character's game if you are religious in utilizing that method of trying out mods, especially the obscure ones. Would you fly in a plane that your 'jack of all trades' neighbor built in his basement, designed while he sat in the bathroom and learned to fly by watching a couple of YouTube videos? - Edit - Hickory's post reminded me ... meant to say that when I tried Highwood I think one half of my SLI had already died (I lost one card and then much later the second). It didn't start out as a real powerful SLI ... a pair of 8800 GTS cards with 768 VRAM each so Highwood would have only had a single card to work with. Plus my rig only has 2 GB RAM.
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