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Everything posted by Striker879
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@ hori873 Emma is extremely active at supporting her companion Vilja mod. I'm sure she wouldn't mind recommending an additional companion or two for you, in fact I've seen her make posts recommending others. She'll know which ones go best with Vilja. Just post your question in the Companion Vilja mod comments.
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Not sure how this site would work for identifying whether or not your Intel graphics is up to the task but it's worth a try.
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@bben46 ...gotcha, we're on the same page on registry editing. When and if I post that link again I'll be sure to use extra emphasis on the CCleaner recommendation. Good you're watching my back.
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Don't forget to maximize your skill bonuses before you level up. Sometimes it's good to not sleep. :biggrin:
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The DVD uninstall method that is mentioned in bben46's excellent guide is the most reliable method of uninstalling Oblivion (here's a link to another description of the method). Don't neglect the CCleaner step ... leftovers in your registry can mess up your re-install.
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Two ways you can do it. With your house open in the Render window either click the little tool bar icon that has the orange dots with the yellow lines connecting or go to menu World --> Edit Cell Path Grid. Each triggers the path grid display in the Render window and acts as a toggle. You'll need to toggle off if you decide to move something to simplify your path grid. Here's a CS Wiki simplified tutorial on path griding. Edit: What a team ... thanks BiskmatarCatlyst, now we've got it well covered! :thumbsup:
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I'm no scripter but I found this tidbit in the CS Wiki Common Bugs - Moveto Oddities:
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Two things that make a house companion friendly are proper path griding in the Construction Set (so they can move around without trying to walk through things) and beds and chairs marked with the 'persistent reference' flag set on in the Reference dialog of the CS (so that NPCs can use a chair or bed).
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Sound like it will be a simple install for your downloaders then, drop an esp into Data. Here's a link to LHammonds Readme Generator, but I'm not sure if you'll need that after looking through all the selections available on the TES Nexus Add a file page. Good luck!! Edit: Here's a link to 7-Zip if you don't already have it.
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This doesn't help you do that in the CS but may be what you're after ... Oblivion Face Exchange Lite
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Have a look at this thread. I think you are both talking about the same vanilla 'feature' of the game.
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Speaking as someone who has never released a mod, I'd say your esp and any new resources (meshes, textures, animations etc.) you developed bundled up in a 7-zip archive. Click on the Add New File link on the right hand side of this page and don't forget to select a category.
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This quote from the US Toshiba site for your laptop: Intel's graphics solutions are not widely known for their horsepower.
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Best castle/estate/mansion/player homes addon.
Striker879 replied to Ghoulz's topic in Oblivion's Discussion
As I mentioned in a PM, I'm wondering about your issue being either installation related or mod conflict related. Further findings I've made regarding the reason for "needs clean save or console command with existing savegame". When the version 1.05 author Miltiades raised the outdoor structures to get rid of the water in the entry way problem, the Aranmathi entry door will appear in it's original location (i.e. not raised to the new elevation) because it's location is saved in your old savegame. I have found the same thing in my 'personalized' version 1.04 now that I've raised the outside structures. It needs a clean save to correct, which means emptying everything out of the whole house that you've stored or placed there, disabling the mod, making a new save and then re-enabling the mod and put all your stuff back. The alternative offered ("or console command") is outlined in the version 1.05 AranMathi-105-List-of-Changes.txt included with the download (excerpted here): Further investigation makes me certain that any "mod de-isolation problems" are non-existent, just another case of me running off on a wild tangent. Comparing file sizes between version 1.04 and 1.05 says de-isolation is not the problem. Version 1.04 (which requires version 1 to be installed first) is required by version 1.05 for meshes and textures. The version 1.05 download only includes two replacement meshes and one new mesh along with the esp. -
My Oblivion.esm shows an X ... but I can't say for sure if it's ticked by default or not, don't recall ever unticking it. I would say your's should be ticked too.
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2 OBSE array questions (and 2 "General")
Striker879 replied to hawke1133's topic in Oblivion's Mod troubleshooting
Thank you for the kind mention hawke1133, but my contribution is almost of a 'punctuation' level compared to fg109's and particularly QQuix's. That you are able to grasp the logic behind the "let ix := -1 while ( ix += 1 ) tells me we aren't in the same league ... I'm still completely lost on seeing how QQuix's first draft edition of fg109's original post is able to do the same job. I ran into the same problem years back when I tried to learn C++. I'm able to "Hello world" and write basic stuff. All the "Learn C++" books I bought would eventually venture into areas where even stepping through the code and watching variables change in the watch window wouldn't help me get my head around 'how' it worked. In truly elegant code like QQuix's, there's a level of abstraction or something going on that works on a plane I'm unable to fathom. If I try my hand at scripting, you'll see my "Help" posts here, don't worry. -
If you didn't create an OMOD did you activate your mod in Oblivion launcher before you started the game? Even if you go back afterwards and launch the game with OMM you'll need to activate with the launcher (unless OMM is capable of activating non-OMODs ... out of my usual practice).
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I just had a look at Jauffre's page on the UESP Wiki. You won't need to enable him ... just moveto player and then resurrect 1 (that's a one) should do it.
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A look through the UESP Wiki article on Baurus doesn't offer much help. If he survived the Great Gate battle he should wind up at Cloud Ruler. I didn't accompany Martin, Jauffre and Baurus back to Cloud Ruler because I wanted to be in 'my proper' clothes for the Bruma statue. When I finally did make it up to the temple they were in the main room, as usual. You can use the console to get them back if you don't mind 'cheating'. If their dead bodies have disappeared you just enter at the console prompt: prid 00032A17 (prid 0001CB98 for Jauffre) enable resurrect 1 moveto player If you aren't at Cloud Ruler Temple when you do that they'll walk there themselves. Depending on where you are at the time (and whether you've 'cleared the way' to Cloud Ruler from there) you may want to provide escort for the journey.
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Do you act like a Normal Person in OBLIVION?
Striker879 replied to F4OST's topic in Oblivion's Discussion
I try the advanced search (and mod description contains in the regular flavour search). Sometimes I get lucky before my patience runs out. Most of the time I revert to the tried and true guy method ... click on this one ... see if it's the right one ... hit the back button ... And I am gratified my Lady/Lord is pleased. Long live the Queen/King!! -
Outstanding!! Get gaming!!
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No he can survive. The key thing is everyone's health before you step into the Great Gate. As soon as you do that, all fighting ceases at the gate. I have an large area health buff on target spell I created specifically for the moment before I step into the gate (I was more worried about Martin, but Jauffre and Baurus benefited as well). Edit: Jauffre and Baurus will stay at Cloud Ruler if they survive.
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Can't find this mod: FCOM crafting shop
Striker879 replied to redeyesandlonghair's topic in Oblivion's Discussion
There's nada in the mod description for requirements and only a brief mention around location of the smithy for incompatibilities. It's not a recent mod, and even in the mod comments (a total of 13) there is only a single mention of OOO (see first comment after the site bot and answer from the mod author). I only recalled seeing it from some perusing I did in that section once (and it did kind of catch my fancy a little with using some of those almost worthless items). -
A bit more info please: 1) Operating system (i.e. Windows 7, Vista or XP). 2) Oblivion and CS install location (i.e. C:\Program Files\... or C:\Games\Oblivion\...). 3) Are you running as administrator on your Windows log-in (and if not details of how you start the CS).
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Can't find this mod: FCOM crafting shop
Striker879 replied to redeyesandlonghair's topic in Oblivion's Discussion
Is The Secrets of Blacksmithing the one you were thinking of?