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Posts
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Everything posted by Kyuukei
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Could someone make the Essence Drain spell you get from wearing the Bloodworm Helm into a lesser power? Having the highest-level version of the helm at your disposal yet being unable to use the spell until you've mastered Restoration bugs the hell out of me, really. The ability to use the spell at all stems from the Helm to begin with, so it makes little sense to me. Plus, I rather like the concept of it being functionally immune to Silence <3
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Ah, sweet. Thank you <3
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Could someone make a mod that completely removes the passive glowy effect from enchanted weapons? Depending on the particular weapon, it can end up looking quite jarring, I find. I checked around for such a mod, but couldn't find anything for it. Thanks for reading; any help will be much appreciated.
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Oh yeah, I already downloaded that one, actually. The main reason I made this request is indeed because that mod lacks those two staves. Thanks anyway though.
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Could someone make a defensive offhand version of the Mage's Staff you get from the Mages Guild questline, and also do the same for Hrormir's Icestaff? I am fundamentally CS-illiterate at the moment, so that'd be pretty cool, and I would be eternally grateful. Ideally, Light Armour around Glass Shield level is what I'd prefer, but hey, I ain't picky. Thank you for taking a look.
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Killing Umbra without any healing or shield spells was fairly difficult. One of my mods raised my custom spells beyond my skill level for use, and I was like right next to her and too lazy to fix it...
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I had a similar problem before. At one point I had to reinstall the game from a backup, and so OBMM ended up with a dead shortcut that still tried to autorun my OMODs. If there is in fact a more sweeping problem at work, this probably won't help at all, but here's what worked for me: When you download or create an OMOD and it invariably doesn't work, simply rightclick and hit 'Open With.' In my case, there were two instances of OBMM in the menu that came up, and I had to use the first one. Fairly simple, really. If that actually works for you then the correct shortcut *should* be set as the default one from now on. Hopefully that does it.
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Personally, I use this mod here: http://www.tesnexus.com/downloads/file.php?id=31820 It doesn't make fences useless, since you obviously have to pass a disposition check for everyone who isn't one. Stolen goods do still count towards your fencing total, however. I don't really mind that, since they'd probably end up being passed along to the Thieves Guild anyway. Merchant's gotta keep a fairly low profile about that sorta stuff, after all.
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The fights that made me run like...heck...
Kyuukei replied to majikmonkee's topic in Oblivion's Discussion
Oscuro's Oblivion Overhaul. It changes a large amount of stuff in the game, but generally speaking it makes it harder overall, and also much more rewarding. As for Raelynn, it isn't like she has anything unique. There's some jewelry in her chamberthing, and some decent treasure chests, but no unique items or anything. Mostly she's simply a unique character that adds a bit of spice to earlygame questing (the inn and cave involved in the quest are quite close to the tutorial sewer exits). I love sidequests, so I did it for personal merit, hehe. -
The fights that made me run like...heck...
Kyuukei replied to majikmonkee's topic in Oblivion's Discussion
Recently I got the PC version of the game, with OOO up and running and everything. I did what I usually do on a fresh playthrough and first immediately went to Bruma to steal me some Black Hand Robes from J'Ghasta's house. Then, I went and killed some NPCs in the Skooma Den to gain admittance into the Dark Brotherhood and get the Blade of Woe (modded to be a Shortsword instead of a Dagger, yay! I love shortswords so). Finally, I proceed to Skingrad to get the lovably awesome Weak Fireball spell. Yay miniature explosions!! Traveled on foot most of the way, and got in a couple levelups. So I figured I'd be all set to annihilate Raelynn the Gravefinder... It turns out, whoops! I wasn't. I totally wasn't. Turns out, she and the other Necromancer in the room with her both had enough power to kill me pretty quick even without magic. I play a relatively squishy Breton mage, so at the time my health was quite low. Plus, she's also a Breton, and that 50% magic resistance served to very effectively negate my main strengths. I had to constantly summon and resummon Skeletons to tank her own summon and the Keeper of the Dead, which really ate up my Magicka. Her spells were sufficiently powerful to bring me down to about halfdead in one shot, so further MP was consumed rapidly by healing, and my own offensive spells really weren't doing much. Melee combat was also mostly out of the question, due to the aforementioned low HP and the fact that she had a Dwemer mace. Through careful attrition, I could get her HP fairly low, but then she'd just heal herself a few times and it began again. I died several, several times. Tried all sorts of different things, without success. At one point, I decided to try going outside to see if the local guard would deal with her at all... Aaaand instead of helping much, he mostly ended up lagging behind while she chased me around. She outran him quite easily, presumably due to his heavy Legion armour offsetting his level advantage over the both of us. Furthermore, I could only outrun her with my weapon sheathed, which made melee combat even less likely to work. If I recall correctly, taking her down was a matter of getting her pissed off at my skeletons long enough for me and said guard to sneak in a few swings. Even factoring that in, it still took several minutes to wear her down, and the guard really didn't do anything other than make it marginally quicker; she spent most of her melee time still trying to attack me, so evasion ensued. Much evasion ensued. It really was very effective at initiating me into OOO play. Raelynn was always a walk in the park for me in boring vanilla Oblivion, so this was a very surprising and welcome change of pace. I haven't had this much fun in a singleplayer game since Metroid Prime and Super Mario Galaxy 2. Conclusively: OOO is awesome. -
There's plenty of Soul Calibur mods that include the claymore version of this weapon from SCIII or later, but none for the kickass shortsword version that shows up II. Personally, shortswords are my favourite weapon type, so I would really like to see it added to the game. Ideally I would like a defensive offhand version as well, and no sheath for the main weapon (it has no sheath in canon, plus it would be nice and symmetrical with the offhand version). Up close, the handle and guard are actually really detailed; if making it look exactly like the original is either too much work or would make the filesize impractically large, I don't mind that not being done. Generally, I just want it to look nice overall. Here's some images: http://images4.wikia.nocookie.net/__cb20080818204829/soulcalibur/images/thumb/7/75/SoulCalibur_SC2.jpg/468px-SoulCalibur_SC2.jpg http://images1.wikia.nocookie.net/__cb20100809014327/soulcalibur/images/thumb/1/1c/Soulcaliburlegends_002.jpg/585px-Soulcaliburlegends_002.jpg http://www.aarongranofsky.com/Soul_Calibur_CG.html And here's its wiki article for anyone who is interested in the in-series lore: http://soulcalibur.wikia.com/wiki/Soul_Calibur Thank you very much for taking a look!
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I highly recommend looking into One Piece's soundtrack. Here's a couple that I use as battle music: http://www.youtube.com/watch?v=wtvI57_Js6c&feature=related http://www.youtube.com/watch?v=HNKoctocY2A&feature=related
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Was feeling nostalgic and looking through some MTG stuff today, when I came upon this. Jace's robes would make a REALLY cool Mage set. If anyone wishes to make it, I personally would like both enchanted and unenchanted versions. The card's effects don't really lend themselves to any Oblivion ability in particular as far as I can tell, so something generalized like Shield, Fortify Magicka, Intelligence, Willpower, Speed, and skills, would likely be appropriate, since Jace is indeed a rather powerful wizard in-universe. Either way, I would like it to be balanced in the context of higher-level OOO play. Below are images that show more or less the entire design, and one with the actual card effects. http://i592.photobucket.com/albums/tt10/Hawk7n6k41/JaceBeleren.jpg http://www.examiner.com/images/blog/replicate/EXID21272/images/481_jace.jpg http://i276.photobucket.com/albums/kk23/customheat/11_JaceBeleren.jpg http://www.eyeofthevortexonline.com/Images/articleGphx/dotp_jace.jpg http://i205.photobucket.com/albums/bb164/Talim_Rave/JaceBeleren1.png http://th05.deviantart.net/fs70/PRE/f/2010/047/5/9/Jace__the_mind_sculptor_by_NoOne00.jpg http://www.mananation.com/wp-content/uploads/2010/03/127286_CN.jpg http://www.mananation.com/wp-content/uploads/2010/03/127286_CN.jpg http://www.coolstuffinc.com/images/Products/mtg%20art/Promo/book-jace-beleren.jpg
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THAT would explain a lot of the dead links >.> Still quite new to the PC Oblivion scene, so honestly I had no idea that was the case, lol But yeah, 1.23 doesn't seem to be up anywhere now. Does anyone have a copy they could re-upload or something?
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You know what really grinds my gears?
Kyuukei replied to WeissYohji's topic in Oblivion's Discussion
Spoilers for those who haven't finished the main quest. It bugs the hell out of me how Martin insists on going to the Imperial Palace before lighting the Dragonfires no matter WHAT. Gee, Martin, it isn't like we're actively being invaded by the equivalent of Hell or nothing. And the Mythic Dawn and Dagon totally won't accelerate their plans because of Camoran's death, I'm sure. Honestly, I love Martin for taking the whole Emperor thing in stride as well as he did, and also for being as humble and polite in the end as he was when you first came upon him in Kvatch. The whole giant flaming dragon versus 100ft tall Daedric Prince thing also didn't hurt. But seriously, waiting at ALL to light the Dragonfires was just stupid. -
Does anybody actually have the most recent version of this mod? It isn't up on Nexus, and tessource is apparently down.
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Yeah, the one I downloaded appears to be set to an invisible quest, according to TES4edit. I'm not really sure what to change at all to make it work for me, since my knowledge of scripting is still rather lacking. Here's the beta version, if you wish to take a look at the scripting within it. Considering the Start Game Enabled thing, perhaps it doesn't work for me because I used an Alternative Start mod? Best guess I can make without actual scripting knowledge, anyway. http://www.tesnexus.com/downloads/file.php?id=21824
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An autorepair mod that kicks in whenever one exits combat or picks up something that can be repaired would be really, really nice. I've always found manually repairing stuff to be a bit tedious, especially when one hits the Expert perk. While there IS a beta form of this up on Nexus, it seems to be incompatible with Oscuro's (presumably due to not using the base repair formula at all), and only repairs the stuff you have equipped. Cumulatively, such a mod would save a LOT of clicking, especially for perfectionistic beings like me who like to keep things fully repaired whenever possible. Aside from that, having to stop to repair things via the menu after most fights interferes with the generally fluid nature of the game's pacing.
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I've been getting blank meshes and the 'WTF I'm a missing mesh' problem since the installation of Oscuro's. I first downloaded 1.32f, then switched to 1.33 and then the 1.34 beta and patch. I'm running on Vista (sadly), but didn't have any problems with the actual installation due to avoiding the .exe versions. Upon installing, I put everything in the Data subfolder, and only had to activate OOO itself on the Mod Manager, which I found odd. I've tried a few of the simpler-to-do fixes. On OBMM I tried both BSA alteration and redirection (the version up on Nexus doesn't have the 'directly edit' thingie shown in the guide I saw, just alteration/redirection and stuff), and I tried the BSA patcher as well. On both, it registers ~2600 changes, but doesn't solve the problem at all. I also downloaded ArchiveInvalidation Invalidated, but not quite sure how to work that. Is there something in the .ini I should modify? Perhaps back up saves and do a clean reinstall, or download an additional OOO file? Either way, I'm not entirely sure what to do. Thanks in advance for any help.
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Ah yeah, that did it. Before when I tried editing border settings I used the Oblivion_Default.ini, not the one you suggested. When that and Borderless Cyrodill didn't work I just got confused, haha. Anyway, yeah. Problem solved. Thank you very much for the help. Kudos given <3
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At the end of the tutorial quest, for some reason I absolutely cannot exit the sewers. A popup thingie comes up and says "I cannot go that way. I should turn back." and I immediately end up in the sewers again. I initially had this problem with the Delayed Start Arrive by Ship mod, assumed that could have been the cause, and tried without. Still stuck. Mods that I think could be relevant are: OOO 1.33 (with patch), MMM, AF leveling mod, Quest Award leveling, Stirk, and Sutch. I downloaded Borderless Cyrodill, which has not helped. If I should just list every mod I presently have up and running, please let me know. For the record, I am currently playing on my laptop as a placeholder until I have enough money saved for a nice gaming PC. Had to make some compromises, but it runs surprisingly well overall. Not sure if it could be a causative or not, though, as for some reason I cannot access Console with the expected keys (which is why I haven't yet tried just up and teleporting myself out to a city). I do have it enabled in the .ini settings, so yeah. The laptop in question does have a numberpad, in case that combination results in a unique Console key of which I am unaware. Whole thing's rather odd, really. Thanks in advance for any assistance.