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COBL Races/Cosmetics Problems (?)
HarryM1986 replied to MURDERMASS's topic in Oblivion's Mod troubleshooting
1. Bain will list all files of a mod as 'missing' until you install the mod. Bain cross references the files in the archive structure of the mod with the archive structure of your data directory, if the mod is not yet installed bain will see all the files as 'missing' from the data directory. Install the mod and bain will tell you if there are any conflicts e.t.c. with other mods. One of the main reasons for this function of bain is for people making mods in 'project folders' in the bash installers folder through the bain interface. Once a mod has been 'finished' and packaged, this function can be used to see if the package process has missed any files from the mod the modder has just built. it is also good to see if, for instance you manually delete files from the data directory, bain will tell you which mod they have been deleted from by showing that mod as having files in the installation archive (package in bains list) but missing from the data directory. 2. Installation archives with a 'grey' text background refer to installation packages that have a subdirectory as part of the package that bain does not recognise or is not going to install (exe's for example). You can check the 'skipped' info window to see which folders/files bain skipped after installing. Taking Unofficial_Oblivion_Patch_v3_2_0_Manual_Version-5296.7z as an example ( i presume this is the same UOP you have as mine also has a grey background) Opening the archive by right clicking and selecting 'open' shows us that the two top level archives are 'data' and 'unofficial oblivion patch'. The latter is what bain does not recognise as the name 'unofficial oblivion patch' does not match any folder name in the Oblivion data directory, so bain by giving that archive a grey background is telling us that it will not install this folder. The folder archive of a Bain installer package has to 'mimic' the structure of the oblivion data directory. (this is known as a 'simple package') In a simple package there can be any folder named the same as any folder in the top level of the oblivion data directory: 'textures/meshes/sounds' e.t.c. (Also .esp's can be here, obviously) Any folder that does 'not' have a name matching one in the data directory bain will not install. There is one exception to this rule, and that is a folder named 'docs', any files in a folder named 'docs' in the top level of the bain installer package bain will put in the 'docs' folder bain has made in the data directory for this purpose. It is common practice to open an installer package directory and check that the directory structure is 'bain friendly' (that is, that the directory structure mimics the data directory structure). This is for simple packages. Complex packages are a little more complicated, i will explain them further down. Taking Unofficial_Oblivion_Patch_v3_2_0_Manual_Version-5296.7z as an example again. To get rid of the grey background we need to restructure the archive. We do this by right clicking the package and selecting 'unpack to project'. This will unpack the compressed archive into a folder archive, (the new project will appear on the list with a diamond icon, you can set bain to list all your project folders at the very top of the list, which helps to seperate them from the list) we can then open up the archive by right clicking it and select 'open'. We now need to simply rename the folder named 'unofficial oblivion patch' to 'docs' (as this is what the folder has in it). We can now repack the project to an archive (it is good practice to keep the directory name the same all the way through so it overwrites the old archive with the new altered one when you re-pack it). The archive should no longer have a grey text background as bain now recognizes all of the file structure in the Mods archive. It is not 'always' necessary to do this however, when you get used to the rule that bain will not install folders that it does not recognize you can choose to not install certain components like readmes as they are easily accessible by simply opening the installation archive in bain anyway. This is why it was not entirely needed to repackage the UOP archive as all it is not installing are readmes. When it 'is' necessary to do this is when the file structure of a mod is 'bad', i.e. when it does not mimic the data directory structure and the folders named badly have resources integral to the mods working properly. then it is important to restructure the package in a way that bain will recognize. For a simple package you just need to make sure that the structure mimics the data directory, having textures/meshes/sound and esm's/esp's at the top level. Sometimes the mod archive when downloaded will have a top level folder with the name of the mod, within that will be a 'data' folder and in that will be what i mentioned before ( a bain friendly structure). In this case copy everything out of the data folder, make a new folder in your bash installers folder and paste the resources in there. Give the folder the same name as the original archive (copy paste again if you like) and pack to archive. For a complex package with optional pluggins a general process should be followed. When creating a complex file structure, always start with a folder with the name of your mod, within that folder create a folder named '00 Core' or '00 Core files' or something similar. All files that HAVE to be installed should be placed in this folder, in a manner that they would have been put in the top level folder if it was a simple package (that is having the 'bain friendly' structure') In other words, treat the '00 Core' folder as oblivions 'data' folder. Next any 'optional' esp's, or optional components should be placed in a second folder named '01 *somethingorother*'. For example my OOO bain ready archive has a file structure as follows: 00 Core files (this has the main meshes/sound/textures folders and OOO esm/esp) 01 OOO full (this has the esp for the 'full' version of OOO) 01 OOO lite (this has the esp for OOO lite version) 02 Options only for full (this has the only option you can use with the full OOO version which is the OOO-DLT_Remover.esp) 02 Options only for lite (this has 20 ESPs consisiting of all the optional esp's usable with the light version, OOO-Deadly Combat/OOO-TheifGuild_Difficult for example) 03 Compatibility options (this folder contains the esp's used for making certain aspects of OOO compatible with other mods OOO-Magic Script effect fix.esp for example) 04 Other Options ... (more esp's) 05 Living Economy ... (more esp's) (seperate as i don't want it installed, so i simply don't check this folder when i install OOO) 06 Level rate modified ... (more esp's) 07 Docs (docs/readmes are in here 08 Extras ( OOO.ico and OOOupsave.exe are in here) As you can see the Core folder has all of the important files that HAVE to be installed and its structure is in a way that Bain can treat '00 Core' as if it were a simple structured mod in itself and install it. The same goes for ALL of the other folders. Bain will treat each numbered folder as if it were a simple structured mod archive. If there were any optional resources needed for any of the ESPs in any of the folders, you would place the relevent folders (textures/meshes/sound e.t.c.) in the same numbered folder as the esp that needs the resources. When it comes to installing, you will see that first off, the Icon for the mod archive in bains list will be light grey/white, this means that the mod has a complex structure and nothing is selected to be installed (so bain thinks there 'is' nothing to be installed), clicking on the mod will show you a list on the bottom right of the Bain window of all of the folders within the complex structure, selecting one of the folders (00 Core for example) will show any 'esps/esms' in the box to the right. For example in the example above, if i clicked on 'compatibility options' then the 3 esps in that 'folder' would appear in the list of possible esp's i can install in the box to the right. No texture/meshes/sounds e.t.c. will show up on the list as it only shows esps/esms. So make sure that the archive is packed correctly. The navy blue text is bain telling you that the mod archive is a package with sub-packages. The files to be installed, and thus the install state of the package will depend on which sub-packages you have activated. It simply means bain knows it is a complex mod package, don't worry about it. Using complex packages can be really handy, for example, if you have a mod with a few esps and you know you only want to use one, Make a folder, make a Core files folder and place the textures/meshes e.t.c. and esp you want in that folder, make a second folder named 01 optional or whatever and place the ones you don't want in there, then make a docs folder and place the readme in there, and you've just quickly made an easily install/uninstallable custom configured mod archive. A good example is a recently downloaded a mod that has 13 different flameparticle.dds files (its a mod that changes the look of fire in the game) i simply made 13 00 flame 01/02/03/04 e.t.c. and in each one i made a 'textures->fire->fireflame->fireflameparticle' structure, now all i need to do to try them all out is check 1 box in order, install, check it out, then move to the next one by checking the next box and right clicking the mod and choose 'anneal' and it will uninstall then re-install with the new settings i've chosen. Complex mod structures can be really helpful. Anyway, i've really gone down the rabbit hole with this one lol, hope you've stayed with me on this and its made sense to you though. I'll carry on answering your questions. 3. I've never had any trouble with Bain installing INI files, I've never really checked 'has extra directories' and bain has installed ini files no problem. As a safety net always look at the 'missing' and 'skipped' tabs if any files have shown up as in those categories in the overview tab for that mod. But really in the case of INI's i wouldn't worry and look at the relevent tabs and info to see if bain 'has' skipped or missed any and manually install if necessary, i've never had to, but the info is thee to see if it does ever happen so its not a worry. 4. Yes, hopefully what i was going on about earlier has made this point clearer to you, if a mod is a simple archive, it will simply have a red/pink icon and the sub packages window will be blank, with these all you have to do is right click and select install. The icon should go green if all is well, yellow if there are any conflicts or orange if there are any other mods adding the same esp/esm's. yellow/orange doesn't mean 'bad' its purpose is for information, conflicts can be deliberate, for example, a patch for a mod will often install a 'newer' version of an ESP, so one you install it the first mod that the patch is for's installer icon will turn orange to show you another mod has installed an ESP with the same name. But we know that, and it was controlled and deliberate. Looking on the conflicts tab will show you wich files 'this' mod has overwridden (listed in the conflicts tab as mods on the list with a lower priority) and files that have overwridden files in 'this' mod (listed in the conflicts tab as mods on the list with a higher priority). This is a fantastic way of really seeing down to a deep level of resource interaction as an aid of controlling which files override which files in conflicting mods (face texture packs for example) You can, with a little know how of installation order and resource conflict, get components of one mod that you want and components of another mod that you want working together, even though there may well be heavy conflict between the two mods overall. Sometimes though this is simply not possible. But i hope you get the idea. In the case of complex packages. It simply is a case of checking which components you want installed, ALWAYS remember to check the '00 Core' (or similar name) option, and then any other options you want installed, starting in the 'subpackages' tab, selecting the option you want in there, and then selecting which components (esp's) of 'that' package you want installed in the esp/esm filter box. Go through each subdirectory as needed/chosen for that overall mod archive and then install. It is also good practice to right click and 'open' the mod archive to have a look at and browse through the archive as necessary as a great way of 'seeing' what components you are choosing to be installed (including any possible resource folders in each subpackage, not listed in the bain window remember) as you are making your decissions. 5. I believe by saying 'configure certain aspects of the game' you mean an equivelent to what OBMM does by prompting a scripted dialogue asking you what components you want installed. The short answer is Yes. The long answer is a little more complicated. The scripted dialogue boxes in OBMM are simply a user friendly way of asking you which ESP's you want installed, it woun't tell you 'do you want 'xxx.esp' it will ask you 'do you want 'xxx aspect installed'; its essentially the same thing. To do this in Bain you simply need to choose the relevent ESP in the esp/esm filter after you have selected the relevent subfolder. With things like OOO it is sometimes required to 'make' a bain friendly archive of OOO before hand and then refer to the readme while choosing which esp's to install as a guide on decission making. I know this sounds long and boring but trust me, its worth it, purely for bains flexibility in and around mods in general, if things go wrong, need for uninstallation, conflict reports e.t.c. If you need help making a bain friendly archive of OOO take a look at this page which will walk you through the whole installation process :) (that page is part of a larger guide for installing OOO, check out the whole thing if you want to) 6. YES! Run BOSS everytime you install a new mod, it will place the esp exactly where it needs to be in the load order for you without you having to worry about anything, its an amazing bit of equipment! And also YES!! After ANY new mod installed, or ANY change to your load order, Rebuild your pashed patch!!! even if it doesn't seem to add anything to the patch, a change in the load order can confuse the crap out of it and it is not unknown for odd things to happen in game after a load order change/new mod addition without rebuilding the patch. The best steps to take in adding new mods are -> configure the mod -> install the mod -> Run an archive invalidation (if needed, i always run one anyway just to make sure) -> Run BOSS, check the notes against your new mod to see if boss tells you anything important about it (and also so BOSS adds any bash tags to the mod if they're required, another great feature of BOSS) -> Rebuild your Bashed Patch -> Finally, if the mod you added has changed any exterior cells (added new world parts buildings e.t.c. or mods like RAEVWD, then run LODGEN... which answers your last question. wow... finished. Hope this helps! good luck and throw any questions my way if you didn't understand any of what i said or if you run into any more issues along the way. (sorry about the spelling/typos, can't be assed to go through it all and correct em lol) Peace out. -
COBL Races/Cosmetics Problems (?)
HarryM1986 replied to MURDERMASS's topic in Oblivion's Mod troubleshooting
Fair enough, i guess i didn't cater for that point. I've just checked if IFT+FTE works over HGEC and better male bodies and yup, it works fine if you install HGEC first then Better male bodies/BMB face textures then IFT/FTE last. edit: on a side note if you are using All Natural its definitely recommended you also go for Immersive Interiors as it adds an amazing level of immersion to interiors (duh). If you'r going for that i would also recommend installing Animated window lighting system before Immersive Interiors as this adds yet another brilliant level of immersion to exteriors, especially in town, especially at night, especially with the darker nights aspect of All Natural. To install AWLS you need to download the base meshes AND one of the 3 texture packs, read the readme carefully on how to compile the mesh archive and texture archive into a single archive (if you are using OBMM) if u are using BAIN the two archives are bain ready and you just install the meshes archive first then the textures archive, again refer to the readme for which components to install. Chck the Jpegs for examples of what the different texture options look like. I eould advise choosing the 'brumbek mixed' texture pack, purely as that is what the readme recommends (and the only one i have tried) i have also heard that the illuminated within pack is nice, though there are some options in the brumbek pack which cater for IW. Check em out and see what you think! -
COBL Races/Cosmetics Problems (?)
HarryM1986 replied to MURDERMASS's topic in Oblivion's Mod troubleshooting
Wow now i feel out of the loop. I've been using the same OBMM i've had for quite while to Archive Invalidate and thats all i use OBMM for... Anyway, I personally don't use Coble races either. I'm using HGEC with the high res body/face textures. I also have IFT and FT by E but i've uninstalled them since using HGEC and not got round to checking if its cool to install IFT e.t.c. over HGEC from possible conflicts (still tweaking/adding to an FCOM build). Anyway, enough about me, Murdermass in respect to your build, i would recommend using All Natural ( random, the Nexus All natural page is saying the author has set the page to private and it doesn't seem to exist on PES, i'm now uploading the archive onto a file hosting website and will edit the link in when its uploaded) (edit: All natural <- I've uploaded my backup of the original archive from TES Nexus onto a file sharing website as the link seems to be down at the moment on TES Nexus) "All Natural combines a robust custom weather system that allows the use of weather types from all existing weather mods with custom versions of Natural Interiors and Real Lights in order to provide the greatest weather/environment experience possible." That mod incorporates the mod you are using allready, except with various other weather mods incorporated into it plus some other mods that are unique to AN that you won't find anywhere else. Also go for enhanced economy, Its a newer and better version of Living Economy, i know LE comes packaged with OOO but it is generally recommended that you not install the OOO version of LE and instead install EE as EE has super-seeded LE in functionality and immersion, its basically a newer and better mod. As Well as TNR you also have the option of Using Beautiful People which has some Ren Hair and face textures included. Either Way make sure you check out IFT and FT by E as overall they seem to give the best results for visual quality. HGEC also remodels and re-textures bodies for most of the races with Very groovy looking high res skin. I believe if you install this and then the face retexture mods over the top you will get the best results. (i can't seem to find the HGEC page on Tes Nexus but by all means have a look for it you may like the results...) In respect to QTP, if you find you're having FPS issues, try going for QTP redimized instead as allot of (if not all of) the textures have been reduced and optimized while loosing next to no visual quality. Regardless of which QTP you use make sure you get PYFFI optimized QTP meshes as this helps further reduce allot of the added computer load QTP puts on your build (making room to squeeze in other mods later on down the line) With regards to UL, make sure you check here and cross reference any relevent mods (any mods that place new areas/buildings into the game world e.t.c.) with any/all of the UL mods you have installed for possible compatibility patches. Always remember that INSTALLATION ORDER is very important when installing mods, if you find it helps, reference this page as a general guide on the order of installing specific types of mods. Its also quite helpful to reference this page and use the search function in your browser to find the name of your mod on the list (if its there) to see exactly where in your possible installation order its best to place. It may take some time to tweak about with your installation list to get the optimal order with minimal conflicts (or deliberate ones, remember some conflicts are intentional, depending on which aspect of which mod you want to override that of another mod that overlaps, DarN/Dark UI/Immersive Interface for example...) But its definitely worth it. Again i will mention that BAIN is fantastic for sorting out an installation order. Its possible to order all mods in the list, configure which components of each you want installed, select them ALL and install them all, in order, seamlessly, with one click. I had a similar issue as you have the other day after installing a problematic mod, i ended up having to do a complete re-install from Vanilla, it took me 20 minutes (otherwise it would have taken me at least a whole day considering the amount of mods i have installed) thanks to BAIN. Always remember to Run boss after every load order tweak or new mod added, then rebuild your bashed patch, again, every time you make a change, and finally run and archive invalidation. Those three last steps should be treated as a holy trinity. Good luck! -
COBL Races/Cosmetics Problems (?)
HarryM1986 replied to MURDERMASS's topic in Oblivion's Mod troubleshooting
Do you have any other race texture modification Mods? Have you run an Archive Invalidation in OBMM? Go to 'Utilities' on the right of OBMM then select Archive Invalidation, make sure the settings on the archive invalidation window look like this: http://img31.imageshack.us/img31/2285/capturetm.jpg Also make sure if you are using other race texture Mods that you INSTALL coble races AFTER the any others, or better still remove other race texture mods altogether as there may be resource conflicts between the mods. Wry's bashed patch 'may' fix this but there still can be complications that are un-fixable due to simple incompatibility. In the bashed patch make sure you have the relevent boxes checked in import NPC faces and Import races (i believe they are the right sections, i may be wrong though, look for any markers relative to Coble races) Remember the rule that if two mod resource files share the same file path the one installed after will 'win'. Wry Bash's Bain is great for getting a clear and quick overview of specific file conflicts between mods. BAIN is an acronym for 'BAsh INstaller'. I would highly advise using BAIN to install all your mods as the benefits of low level control and information far outweigh OBMM's even if the learning curve for getting to grips with Wrye bash can be quite steep initially. Plus there are some memory issues with OBMM, for example it will not know about resources you have installed into the data directory outside of the OBMM application. With BAIN you can uninstall mods cleanly even if they only consist of resource files, to which BAIN can be configured to automatically replace any overridden files the mod that has been removed had replaced. (known as Annealing) If you are interested in using BAIN (which you really should think about doing, as it pretty much eliminates issues like this, check out this website for a really good guide about using BAIN (and other Mods/Utilities and generally about modding oblivion in general) : http://sites.google.com/site/oblivionpoinfo/installmods Good luck, try what i mentioned, if it doesn't work, uninstall the mod and re-install (try to re-install using Bain so you can see if there are any file conflicts) and see if that fixes it. -
I've recently installed realistic leveling and when i leveled up the level up dialogue box appeared asking me what points i wanted to put into what attributes which is confusing as hell as i thought the whole point of realistic leveling was that you didn't have to mess about placing points into stats as the RL engine automatically defined stats based on everything it goes on about in the readme. It markets itself as an 'install and forget' mod. I'm really confused about why the level up box appeared and wondered if anyone could clarify to me exactly how RL works, how its supposed to work, and if i've done something wrong somehow. RL is deffinately working as in the debug text RL script runs frequently stating 're-calculating attributes'.... Am i 'able' to actually forget about having to try and do odd things to level efficiently and just am not understanding something about RL, or what? clarification would be greatly appreciated. Cheers.
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Thanks a million! they're exactly what i was looking for!
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I've recently Installed this mod (named in the title) over the top of an FCOM + build, i've not really looked into leveling mods and this one seemed like the best idea. The odd thing is I've leveled quite a few of my major skills since using this mod (which would normally level the level progress bar a bit at least) and the level progress bar is still showing 0%... Literally 0%. If it makes any difference i am also using Dark/DarN Ui and Immersive interface, also with a custom font for the menus and some other texts. I'm not sure wether this mod is supposed to act like this but i would like to find out wether this is normal or not before i put too much into this character (having just started a proper char after allot of screwing about with test characters while building this modded oblivion setup). Any help would be greatly appreciated. P.S. If any of you know of any decent leveling Mods that change the vanilla leveling system (which is broke on so many levels it sucks) then please recommend a few to me and i would be very happy. Also, along side this mod named i want to try to get 'progress' working along side it, another mod based around altering the stat gain parameters tied to skill progression, it seems like these two mods would fit like a glove. I just want to get this one to work properly first. Cheers.
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I've been looking through the mods for replacing animations to find one that changes the pose your character has in the menu but they all seem to be either crude idle or 'choose this pose' type mods. I haven't seen one that changes the 'menu' pose... you know, the ape like stance.... Its silly, and as i play in first person, the only common time i see my character is in the menu so i'd'e really appreciate it if anyone could help me find a mod to change this, and possibly talk me through how to install it. THANKS!
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you know i hadn't thought about this untill i read this thread, but i've realized i always follow a set pattern everytime i leave the sewers. I always turn right after the sewer exits and head up the hill to the right, swing left to the mini bay, kill the two mudcrabs, pick the nirn then double back up the hill, along the little ridge and up/round the side of the prison and into the Imperial city where i walk through to the IC market and go into slash and smash/best deff to sell/buy equipment, then i fast track back to the IC market door and head north east across the water and basially - wonder about over towards the jerall hills. After that theres no set path, i could go in any one of the caves/ruins i come across in there. But yeh, i always seem to subconsciously do exactly the same thing, especially the part when i just exit the sewers, the path i take seems to barely stray more than a few feet difference each time. odd...
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Oblivion's A.I. Versus 100% Chameleon
HarryM1986 replied to vergilfairlock's topic in Oblivion's Mod troubleshooting
don't forget to get to spend allot of time building your alchemy skill, And take time to learn some interesting potions/poisons. You can even make 5+ effect poisons if you put thought into it. Also try to memorize where certain ingredients grow in relation to the ingredients you need for stuff u make regularly, as a stealth based character, Alchemy can be by far your strongest edge. -
What is this Skin/Face mod??
HarryM1986 replied to HarryM1986's topic in Oblivion's Mod troubleshooting
I have the HGCE hi res skin textures, i am yet to install them, (I have 12 gig of Mods i had backed up from my last escapade at setting up a modded oblivion, My hardrive melted and i lost a seriously large FCOM+ build, luckily i had all my old mods backed up, i've recently come back round to putting it all back together.) I am now using Improved facial textures and another supplementary pack for it named something i can't remember ( FaceTextures2-14805.rar - replace these 14805 on the end of the url on texnexus when looking at any mod, replace inplace of the original 5 digits ). I thought the HGEC skin textures was for body only. Should i un-install the face re-tex mods i have on then install the HGEC textures, then place mine back over the top? i presume they are going to be conflicting so i'll play with install order to see which has the best result... Also, i would really prefer to install the HGEC textures via BAIN but the archives in the package are too confusing and unexplained to work out which resources to copy into a bain friendly archive. Any help on doing this would be brilliant! -
at 8:40 in this video the Guard's face looks amazingly realistic. I have beautiful people installed. This guy seems to be using Improved facial textures, i also tried that recently but the faces look no where near as realistic as this one. I half think that he may have a different facial texture mod installed at this point in the video. Can you have a look and provide me with your opinions? On a side note, what is the best known 'realistic'/most hi-res face re-texturing pack? thanks! http://www.youtube.com/watch?v=CCTLfKRUV9c
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Possibly, a Chorus plugin, a vocoder (and/or) a formant filter, some minor distortion and a little pitch shift. Chorus for sure though thats how you get the voice sounding like there are more than one voice talking in unison, a chorus, as it were. I do a bit of IDM production and i spend allot of time with my mate that has a degree in sound engineering. Try out what i said and give a shout back. I believe there is a free 'indeffinite trial' for a DAW (digital audio workstation) named REAPER. and google 'free <insert name of filter/pluggin here> VST' to find the pluggins you are looking for. i think there are a few VST's native to REAPER u might find what u need in Reaper already, i wouldn't know though i use Cubase. vst's are the pluggins you, well, plug in, to daws... soft synths, sends, inserts, that kinda thing. good luck! I think allot of it though is down to a really gargly voice actor. allot of the timbre probably comes from putting on a really harsh voice to begin with in the recording phase. you could emulate the harshness with distortion, give it a try, see which one works best. Muffin, i do believe you could be wrong with reverb, you loose allot of the sharpness with reverb and there isn't any release on the voice samples to account for use of reverb, you could always use reverb near the begining of the signal chain, bring down the release or bounce and edit the sample to cut off the tail then add distortion, I suppose you could use gated reverb instead which would sort of sound similar, but i honestly feel chorus would do the job much better. And wahwah, i really wouldn't have thought of that, wah wah is essentially a comb/notch filter sweeping the frequency spectrum, i can't really theorise how that would give dissonance to the voice, by all means try though. Interesting idea. OR, here's a mad one, record the voice, (add slight distortion?), pitch shift REALLY low, resample, pitch shift back up and time stretch back to the original length, then add Chorus, Vocoder, resample, a tiny bit more distortion... e.t.c. The first bit is what i'm emphasizing though.
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I suppose exploitations are impossible to truly code out of such a massive game. There are to many variables to truly balance everything, indeed, once you have high alchemy, all you need are enough 0.1 health potions / invis/charm potions / 5+ Poisons a strong enough enchanted bow and you're one shotting your way to victory everytime.... "loop-holes in the engine" The equipment available to you, if used intelligently seems to always out-weigh the level of danger and threat in the enviroment. I wish the game's difficulty setting, instead of a static increase in difficulty based on level, actually dynamically changed depending on the sum total of your level/stats/equipment and 'skill' within each battle (dmg dealt Vs damage taken e.t.c.) so the better you play, the harder it got, untill you reached your 'true skill' as it were and the game threw challenges at you in reference to your trueskill statistic relative to the intended difficulty of the area. Oh to wish lol, that though, would be truly epic.
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When Insanity Meets Actuality, What Ensues?
HarryM1986 replied to selvo's topic in Oblivion's Discussion
I'm honestly no modder. Just a theorist lol. But really, it simply sprung to mind when reading the posts on this thread. I have no idea how to implement it atall. Although i agree it is theoretically possible, as you stated it appears there will be to many conflicts with other mods and probably would entail every other modder out there to develop a patch, not to mention the work involved in the actual mod, not even starting on all the work involved figuring out a way for it to communicate with items placed in the world via other mods. The sheer work involved would be immense and unparalleled, and i presume would literally tower over any other mod in size and work involved, yes, even FCOM. The idea is there, though.