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Striker879

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Everything posted by Striker879

  1. Excellent. Glad you've got things sorted out and have 'lost' your skeletons.
  2. What texture size are you set for in your game video menu (from the main menu select 'Options' then 'Video')?
  3. Here's two CS Wiki pages that may help you find the problem: Dialogue Tutorial and A beginners guide, lesson 6 - Quest Dialogue - Edit - Here's another that may be relevant: Unclean Dialogue
  4. All you wanted to know about Wrye Bash but were afraid to ask ... aka Wrye Bash Pictorial Guide.
  5. If your CPU is 'teetering on the brink' and you don't have a discrete sound card (onboard sound generally uses the CPU and RAM for all but it's most basic functions) then it makes sense that creature sounds trigger your low FPS. You are already rendering the human sounds for your character, so NPCs won't have the additional impact that critters will. - Edit - Have a look at Quiet Feet, it may help.
  6. The biggest advantage that Wrye Bash and it's BAIN installer have over OBMM could be called 'intelligence'. By that I mean that BAIN will remember what files were replaced by a mod after you install it. So if you install mod A and it includes a cuirass and textures for example, and then you install mod B that changes that same cuirass but uses the textures from mod A and then install mod C that changes the texture, you could uninstall any of the three and BAIN will figure out which files to pull out of it's 'overwrite backup' and keep your game humming. Sort of like what you'd need to do if manually installing and uninstalling, without all the keeping notes for yourself or head scratching when you're trying to figure things out. OBMM on the other hand would leave your game messed up if you used it to uninstall unless you used it to uninstall all three and then re-install the two you wanted. Other advantages offered by WB would depend on the type of mods you typically install. If it's houses and clothes/armor and you're not into any of the big overhauls (Better Cities, OOO, MMM etc.) then you may be like me, able to get along just fine without it. If you do use some of those overhauls (that typically can create a lot of conflicts with other mods) then WB offers the 'bashed patch'. In a nutshell what a bashed patch does is takes those conflicts, resolves them, disables the conflicting parts in the conflicting mods and puts it's solution to the conflicts in the bashed patch (which is just an esp with all the changes WB has come up with). There are mods that won't work together at all without a bashed patch. Another WB advantage is it's ability to allow you to exceed the 255 mod limit imposed in the game. It does this by identifying mods that can be merged together and then 'ghosts' those esps so they don't count towards the 255 total. There are a number of other things WB can do (use faces from old saves, fix vampire faces etc.). It's described as the Swiss Army Knife for Oblivion (and now Skyrim as well). The price tag is complexity. Many of the old roadblocks to new users have been addressed (install complexity was a big one) but it's still a powerful tool that takes some learning (Wrye Bash Pictorial Guide). Though I've been a holdout against using it for a couple of years my own mod list is getting closer to requiring WB (probably my next character ... but I said that about my last guy). - Edit - Crashes on exit are also a 'feature' of the game, especially once you start installing and uninstalling mods. Good saving practices can help (it's reduced my crashes on exit drastically). Never use quicksave, it's a known corrupter of save files. Use either the save from the Esc menu, never overwriting a save, or use the save available from the console ('save <yoursavename>', without the quote marks or brackets).
  7. I empathize ... unresolved issues bug the heck out of me too. It's a shame we had to resort to that old tried and true but rather crude method of finding 'Necromancer Faction'. A reverse of the disabling trick will help find the culprit for what's not letting your game start. Rather than re-enable all your mods except Necro Faction, do it in small chunks, testing for problems in between. When re-enabling them pay attention to little details like mod dependencies (master files required by a mod). If you look in the vanilla game launcher 'Data Files' you'll see the masters required by a mod when you highlight it in the list. Most often it will only say 'Oblivion.esm'. Some mods have more than one master required though. For example CM Partners.esp lists Oblivion.esm and CM Partners.esm as masters. If you re-enabled CM Partners.esp without re-enabling CM Partners.esm the game would crash at start-up. Work your way through your mods a bit at a time and you'll have a short list of candidates when and if you start crashing. If you crash right off the start make sure you can get the game going with no mods installed first. I myself manually install almost all my mods. I used OBMM to install a select few back when I was first getting started modding (HGEC and CM Partners are the only two still using omods). With the exception of those two I don't use OBMM to disable/re-enable mods, I use the vanilla Data Files from the launcher. I also almost always uninstall a mod when I'm troubleshooting (generally by moving the files and folders to a temporary backup until I decide to send the mod to cyberheaven). I know ... I like doing things the hard complicated way (and I can see Hickory and Nephenee13 rolling their eyes ... I'm still a Wrye Bash hold-out myself).
  8. I know that the issue has been brought up in the Companion Vilja mod comments, but I also know that it's a lot of reading to wade through. I can't remember Emma's answer, but she will.
  9. While the vanilla game does have Skeleton Guardians the refID from your screen shot says these are from a mod. You've disabled the mods from 86th to 88th on your list but what about 85, 84 and 83 (in case your list is off in the other direction). The most reliable way to figure out which mod is number 56hex is with Wrye Bash (it lists all your mods with their hexadecimal load order number). Oblivion Mod Manager is the next best way to get your load order that I know of (Nexus Mod Manager probably can do it as well but I've never seen the utility). You definitely can't use the vanilla game launcher 'Data Files' ... that's just an alphabetical list. If you can't figure out which mod using the refID then you're stuck with disabling half your mods and seeing if that solves it. If they are still there then the mod will be in your other half. Keep disabling big chunks until you don't see them any more. Then re-enable those last mods you disabled one at a time until they're back. For testing keep going back to the save that has them right with you. Another way of doing it is working through your mods one at a time starting with ones you suspect or have no way of knowing what they add to the game. Keep taking notes on what you've tried ... troubleshooting can be tedious enough without going back over the same ground time and again because you can't remember if you've already tried something.
  10. If you mean 'can you use a wander package to get an NPC from an interior cell to an exterior cell' ... then yes. I use wander packages to get my girls from White Stallion or Benirus to their swim locations (X Markers). If you mean 'will an NPC with a huge radius wander package that could take the NPC outside of the interior cell ever leave that cell' ... no. I use large radius wanders for default editor location wander packages so that you are more likely to find them in unpredictable places inside the cell. Works to a point ... your character needs to be in the adjoining cell for a while to give the AI a chance to decide where they'll be when you go in the door, otherwise they're right by their editor location (ever notice how if you are just booking it from the IC Talos Plaza gate to the Market District the guards and NPCs will always be in roughly the same spot, headed the same way each time). - Edit - Rather than use a travel package in your example why not use a wander (small radius) at the same vendor X marker for the duration you want them to be there. In your example it would be wander 256 location near reference X marker, start time 08:00 for 12 hours. When the time is up they will either start a package that begins at 20:00 or execute their default package. On the subject of how long it takes them to reach their destination I follow them a couple of times. When the AI is calculating on where they should be I think it depends again on whether or not you give the AI time enough to calculate that before you get to that spot (I tend to run everywhere, often I'll 'beat' the AI and find my girls just exiting for their swim when they should have already arrived when it's not too long after the start package time for example).
  11. No problem ... that's why I also mentioned OBMM (Oblivion Mod Manager). Using it you can just count down from the top of the list after you've used the hexadecimal to decimal converter. Even if your count doesn't get you on exactly the right mod, the one you're looking for will be only one or two above or below in the list. You should be able to figure it out a lot easier anyway. I take it that these skeletons are either marked essential (unkillable) or they respawn. As a last resort you could disable them using the console. Just open the console (hit the tilde (~) key), click on one of them (which gets their reference ID shown at the top of the screen) and then type 'disable' (without the quote marks) and hit Enter. Close the console (hit tilde again) and that one should be gone. Repeat the same for the other.
  12. You could open the console and then click on one of them. The first two digits of their refID will correspond to the mod that added them. Those digits are in hexadecimal format. Either find the mod using the hexadecimal number in your Wrye Bash load list or use Hex to Decimal Converter to find it in your load order in OBMM (if yours is like mine, OBMM doesn't properly report all the load order numbers because I mostly install manually). For example I have a little homegrown mod on my machine that adds some sheep in Aleswell. One of those sheep has the refID 3f01ea9c. When I enter 3f into the converter it tells me that my mod is the 63rd one in my load order.
  13. The game is very open ended. By that I mean you decide whether or not to finish the main quest. Even after you finish the main quest you can still play using that character for as long as you like (my original character, aka MyOldGuy, has well over 1300 hours, has done everything except the Dark Brotherhood and final Arena quest, and I still play him because of the companion mod I use on that guy). There are plenty of vanilla game quests you can do after, before or during the main quest. To give you a leg up on what comes with the vanilla game have a glance through the UESP Wiki page for Quests. If you prefer to not see possible spoilers just click the top level links (e.g. click Anvil and then you'll see a list of all the quests that start in the city of Anvil, with a very brief description of each quest). If you do download and install the Unofficial Oblivion Patch it will fix many (if not all) of the game breaking problems with the original game's quests. Alternately you can just read the 'Bugs' section on each quest (scroll to the bottom of the quest page ... that section is always at or very near the bottom of the page).
  14. In general Nexus Mod Manager has trouble installing body replacer mods. It sounds to me like the file femaleupperbody.nif got put in the correct location but not the file femalelowerbody.nif (and it's too early to say whether femalehand.nif and femalefoot.nif are installed correctly). My suggestion is to extract the download to a temporary folder so you can locate and install the missing files. Most downloads from Oblivion Nexus are 7-Zip format these days (and 7-Zip will handle other archive formats just fine). I'll use HG EyeCandy Body as an example. After you extract the download you'll find six folders. The ones we'll need are 'Common' and 'Nude'. Inside Common you'll find three folders, 'Feet', 'Hands' and 'Textures'. When you look inside Feet you'll see a folder named 'Meshes' and if you look further down the folder structure you will see it goes 'Meshes\characters\_male\femalefoot.nif'. That's because there is only one foot option no matter which other body options you choose. Inside of Hands you'll see 'Fighter' and 'Normal'. Which one of these you'd choose depends on which version of the upper body you'd like, one of the Fighter upper bodies or one of the Normal upper bodies. You will see that either one has the same structure (Meshes\characters\_male\femalehand.nif). The Textures folder is common to any body options (and I'll explain it at the end). Moving to the Nude folder you'll see five folders, 'EBE', 'Fighter Upper Body', 'GUTS', 'Lower Body Set' and 'Normal Upper Body'. The Fighter Upper Body and Normal Upper Body folders have a number of folders, one for each cup size option. In each of those you'll find the same folder structure (Meshes\characters\_male\femaleupperbody.nif). The GUTS and EBE folders don't offer cup size options, so they only have a single Meshes folder. In the folder Lower Body Set you'll find four folders, 'L', 'LL', 'M' and 'S', corresponding to how large or small a bottom you prefer. Each of those has a Meshes folder (Meshes\characters\_male\femalelowerbody.nif). To work correctly you'll need four nif files. Those will all need to go into your game's 'Oblivion\Data\Meshes\characters\_male' folder. In the case of Hands you will need to pick the one that matches your choice of upper body (either Normal or Fighter). In the end, when correctly installed you will have 'Oblivion\Data\Meshes\characters\_male\femalefoot.nif', 'Oblivion\Data\Meshes\characters\_male\femalehand.nif', 'Oblivion\Data\Meshes\characters\_male\femaleupperbody.nif' and 'Oblivion\Data\Meshes\characters\_male\femalelowerbody.nif'. The last piece of the installation is the Textures folder. All of the contents of that folder from the extracted download will go in your game's 'Oblivion\Data' folder (so the final folder structure will be 'Oblivion\Data\Textures\characters\argonian\female', 'Oblivion\Data\Textures\characters\darkelf\female' etc.). Naturally, if you read through and understand this and then look at what NMM has installed so far you will see what files it has already installed and what is still missing. By default the game can only use one female body style at a time. Until you install a body replacer it uses the vanilla body stored inside the game's BSA files (e.g. 'Oblivion\Data\Oblivion - Meshes.bsa'). When you install replacements in the correct folder structure and activate something called 'archive invalidation' (which I believe NMM does for you) then the game will use the replacements instead. The original game assets are always safely stored in the game's BSA files. I remember when I first started adding mods. The body mods were the most confusing, until I understood a few key concepts. Hope this explanation helps.
  15. The only source for DLCs today (outside of eBay/Craiglist etc.) is Steam (not sure of the DLCs are available separate from the GotY on Steam though).
  16. There is a limit to how many textures a quad can contain. Here is a link to a TES Alliance forum post on the subject (darkstone's question followed by DarkRider's explanation).
  17. You'll need to extract those assets from the vanilla game BSA files ... specifically Oblivion - Meshes.bsa and/or Oblivion - Misc.bsa found in your game's Data folder. I use Oblivion Mod Manager myself, and always extract to a folder outside of the game folders. Others will swear by BSA Commander.
  18. Try setting the wraith's intelligence to less than 30. I believe all NPCs and creatures require 30 intelligence to use doors.
  19. Are you using BSA Alteration for archive invalidation along side a mod that changes the game's textures?
  20. Judging from the credits section of the Maple Cottage mod Emma used Stroti's resources for her weapon rack containers. - Edit - Another pet peeve of mine concerning weapon racks/stuff on tables/all things Havoked + companions ... they don't mix worth beans. You pick up and clean up the messes and they just keep on making them.
  21. You could go with the elegant solution. Rather than have bows hanging from your rack that the user/Havok can remove turn the rack with some bows hanging into a container, that would then contain whatever swag you want the user to get. Examples of this approach can be seen in any of Emma's recent house mods (e.g. Maple Cottage). The container is a static so nothing goes flying and you can decide on what weapons/armor look best display wise without needing to worry about game balance issues. For example you could have a daedric, ebony and elven bow hanging in the static but only have iron and steel bows in the container, preventing a level 1 user from getting items not available until later levels, but at the same time your decor won't be outdated for a level 40 player. After using and modifying a lot of house mods the one feature many have that has little utility for me is those weapon racks (try putting stuff in them in-game and you'll see what I mean ... and once you get what you want in them Havok plays havoc as you've outlined).
  22. I agree with QQuix ... I have used and continue to use Forum Rules and Strikes as a way of understanding where the limits between acceptable and not acceptable lie. Perhaps fewer details for the Strikes/Warning, as that person is still a member, or a hidden first warning as QQuix suggests.
  23. Another alternative is seloblBod (which I use alongside ziitch's excellent version in my BBB Designer Body Spell mix & match personalization).
  24. - Edit - Oops ... posted the same link as dubiousintent had already linked.
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