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Everything posted by Striker879
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Personality Idles - Modified version - NPCs and companions
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If it's any consolation for you, my current old guy's saves are still derived from those old unstable saves. It took some time, but gradually good saving habits 'saved' those old saves, and brought them to their current state. I'm not a slave to the clock when saving (hence the need to occasionally use an autosave), but if I think "Hmm ... when did I last save" it's probably time.
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Similar to a regular follower doing the sheathe unsheathe animation. What happens if you go to an interior cell that has no guards and wait 72 hours plus a bit?
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Having never downloaded or installed the mod I can't say for sure if there are special trainers or if the extra training is added to the vanilla trainers.
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'Funny' until you wind up on the wrong side of it. Have a look at what the UESP Wiki for Console Commands says for the command 'payfine'. It may need a little help from 'setcrimegold' to get your NPC completely out of hot water with the guards.
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Does he have a low responsibility? Emma has set Vilja up with a low responsibility so she'll pilfer food and drink if she's out herself (she must have given her a high sneak as well though, as I don't recall her ever being caught at it). You can set NPCs and followers up with an unending food and drink supply ... just change the quantity in their inventory to -1 (minus one). Minus one bread, minus one beer or ale and a pewter mug and they'll be happy as can be with their eat and drink packages.
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Want to install some mods, need tips
Striker879 replied to skorpionss's topic in Oblivion's Mod troubleshooting
Or a list of names that are also links (like this: Claudia s little secret The complete story) To do that edit your original post so the links look like this except don't put the quote marks: ["url=http://oblivion.nexusmods.com/mods/33863"]Claudia s little secret The complete story["/url"] - Edit - Saw your edits. Here's a link to Bben46's wiki article Oblivion reinstall procedure. -
The Skyrim Nexus is the path to kudos these days (since the site upgrade).
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I have also read that loading from within the game can cause problems. Back when I was in the same boat as you from using quicksave and quickload I was in the land of Crash-a-lot. Since I have adopted good save habits and started only loading a game from the main menu (I always exit to desktop and restart but I think just backing out as far as the main menu would probably suffice) that same character now has well over 1300 hours gametime and would be considered generally stable. Mind you, I don't use any of the big overhauls but that character has over a hundred mods in his mod list (mostly armor/clothes and houses, along with a few gameplay changing mods and some homegrown mods). I try to remember to save once an hour (using the methods I outlined before) and generally I save and exit to the desktop every three hours or so. I'll only load an autosave in those rare occasions I've neglected to save recently and don't want to lose my progress. I don't use anything like Streamline ... just vanilla Oblivion save and load.
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Aetheric Cuteblade trouble
Striker879 replied to Knightofthe7shades's topic in Oblivion's Discussion
On some of the vanilla game quests you need to be sure to get close enough to the map marker to activate it before the quest stage will advance. Could be your problem here, if the map marker isn't right at the door and you didn't come close enough to it on your way there. Check your map and see if the map marker has been 'found'. -
For future reference: Oblivion reinstall procedure.
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Quicksave is a known corrupter of save files. Take Nephenee's (and my) advice and stop quicksaving. Use either save from the Esc menu, never overwriting a save (in other words always save in a new slot) or use named saves from the console ('save <MySaveName>' without the quote marks or brackets). When you notice that the save menu starts to get a bit sluggish opening either delete a bunch of old saves or move them to a folder outside of your saves folder (found in 'Users\[username]\Documents\My Games\Oblivion\Saves' for Vista and Win 7 ... 'Users\[username]\Documents\My Games\Oblivion\MyArchivedSaves' would be good enough).
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Have a look through the CS Wiki for Flags on Packages (especially the caveats noted on 'Continue if PC near'). You may have an 'unintended consequence' of a flag on another package.
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Read through the readme ... I know a lot of people have had issues with training and finding the right trainers.
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Make sure you have your texture size set to large in the video menu.
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Oblivion OBMM Archive Invalidation question
Striker879 replied to CasanovaFly's topic in Oblivion's Mod troubleshooting
Yes you will still need Oblivion Script Extender (OBSE) for the mods that require it. I would suggest getting OBSE set up either right away or after exiting the sewers (if you wait until exiting the sewers you have proved that the vanilla 1.2.0416 game is installed and working correctly). With the exception of mods that come packaged as an OMOD, all your mod downloads (from Nexus at least) will be either .7z, .rar or .zip files. Providing the mod author packaged the files and folders correctly you should just be able to move the download to the installers folder (or copy if you're like me and prefer to keep backups of the downloads). I've no experience with any of the major overhauls ... Nephenee will have a much better understanding there. I'd suggest starting with some of your simpler mods to get an idea of how BAIN and then bashed patches work. The rule is ... install a mod and then rebuild the bashed patch (after letting WB run BOSS). Once you get the hang of it I'm sure you can add more than one simple mod at a time (things like armor/clothes or house mods for example). I'd still do the big stuff one at a time and test thoroughly before moving onto the next (pretty trivial to figure out which mod is causing problems when you've only added one since the game last ran stable). -
Don't miss the 2nd link ... I edited my previous post.
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Have a look at the last part of the Blender/Custom Sword tutorial from the CS Wiki (section 8 Getting the Sword Into the Game). - Edit - Here's a TES Alliance tutorial (again for a sword but the principles still apply) with a bit more detail: HowTo: Using Modders Resources
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i need knowledge from experinced modders
Striker879 replied to ANARCHYRAGE's topic in Oblivion's Discussion
Well everyone was new to the site at one point in time, so it's a common offense. I'll assume you mean create your own mods (there are some who mean installing mods when they say 'modding'). I have found and continue to find lots of good info on the Construction Set Wiki. The NifTools site is a good spot to start for info on NifSkope. I don't have my complete list of Blender tutorials with me (working on my non-gaming laptop), but here's a couple to get you started: Easy Rigging in Blender and Blender 3D: Noob to Pro. -
Crash After Leaving Sewers
Striker879 replied to bickieditch's topic in Oblivion's Mod troubleshooting
Sorry about that ... very few have machines with more than one hard drive, and fewer still change the default install directories. Not sure if you would have already tried this, but often letting the game re-discover your hardware can help. To do that locate your Oblivion.ini file (which will be in Users\[username]\Documents\My Games\Oblivion not the Oblivion_default.ini located in your game's Oblivion folder) and rename it to Oblivionini.old. Start the game and let it load as far as the main menu screen. It will re-discover your hardware and generate a new ini using the Oblivion_default.ini. Often with modern hardware you need to go back into the game menus and get things like your screen resolution set back up (game doesn't do well finding hardware that hadn't even been dreamed of back when the game was released and last patched). If it works you can safely delete your old renamed Oblivionini.old. -
Oblivion OBMM Archive Invalidation question
Striker879 replied to CasanovaFly's topic in Oblivion's Mod troubleshooting
Sorry about that ... yes just click BSA Redirection and then close OBMM. Nephenee's suggestion concerning Wrye Bash has merit. WB's BAIN installation is far more robust than OBMM's OMODs, and depending on what type of mods you get into, it could be you'll need it just to get some mods working together at the same time. Yes it has a bit steeper learning curve than OBMM, but it will repay your efforts by being a far more versatile tool. Have a look through the Wrye Bash Pictorial Guide to get an idea about it. -
Oblivion OBMM Archive Invalidation question
Striker879 replied to CasanovaFly's topic in Oblivion's Mod troubleshooting
The recommended method these days is BSA Redirection. If you do it in OBMM just click the radio button for BSA Redirection and leave all the other options at default. OBMM doesn't have a 'Save' function ... it does that when you close it, so close OBMM after you've clicked BSA Redirection. I believe the instructions around adding stuff to ArchiveInvalidation.txt is old school stuff, not relevant if you use BSA Redirection. BSA Redirection is a do it once and forget about it solution ... no messing around with ArchiveInvalidation.txt every time you add a new replacer mod. -
Crash After Leaving Sewers
Striker879 replied to bickieditch's topic in Oblivion's Mod troubleshooting
You are finding out that it takes longer to get a bunch of mods that you install all at once to work than if you installed them one at atime (or in related groups) and test in between. First off, if you running either Windows 7 or Vista you'll be wanting to get Steam and Oblivion installed outside of C:\Program Files (the Microsoft security feature UAC will cause problems once you start running mods). Here's a link to Bben46's Oblivion reinstall procedure. 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. Once you get Steam and Oblivion in something like C:\Games start a new game and go through the tutorial dungeon to the point just before you exit the sewers (you'll see the exit off in the distance). Make a save using the save option from the Esc menu or the console command 'save <SaveGameName>' (without the quote marks and brackets around the name). This save will come in handy if you want to start a new character sometime ... you won't need to redo the entire tutorial. Once you exit the sewers make another save, again using either the Esc menu in a new slot or a named save (avoid the quicksave feature ... it's a known corrupter of save files). This save will come in handy if you want to test mods later. Finally, tweak your game settings and get everything how you'd like it. The game won't really start taxing your system until you exit the sewers and get out in the real gameworld. Go the the Imperial City Market District sometime during daylight hours and make sure your system is handling the load of lots of NPCs in the same cell as your character. A save here can come in handy when you're testing graphics mods that will drag down your performance. Now start adding mods, one at a time at first until you get the hang of it. When your vanilla game stops working and the only thing you've done since it last worked is added JoesCoolMod is pretty easy to know where to start troubleshooting. Start with simple mods, and get in the habit of reading mod descriptions, mod requirements, readmes and mod comments (especially mod comments ... that's where you'll learn what mods to avoid and pick up tips on how to avoid problems installing the mod). -
Bumping will get you either a strike or possibly banned on this site. Often when you don't get an answer it's because nobody has an answer for you. If you look through the comments on the Deadly Reflex mod comments you'll see that many people have problems with the mod, but nobody gets much in the way of answers. Few people really understand the mod, it's quirks and requirements, and those who do have been burned out trying to answer the continuous torrent of questions (some of which were not put in shall we say 'nice' terms). The mod author moved on to other things long ago. DR6 is the type of mod you need to be willing to do a lot of reading and testing/troubleshooting with. I believe DR5 has a better reputation for stability and ease of use, but I also understand it doesn't offer some of the features of DR6. Other than reading a bit of the DR mod comments I don't know much or have any experience with it. It does seem to me to be the type of mod that wouldn't get along well with something like 1st person legs. Your own research and testing may prove otherwise.