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Everything posted by Zeke2112
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Thanks for the help. :smile:
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Well, that's definitely beyond my skill set today. But it is a direction to start learning and the first time anyone anyone has identified the potential code problem location for me. Also, it's weird that the only commonality is the code patch in the two iterations of this problem. Not something I can modify via console command? Time to start learning and investigating, I guess. Thanks.
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Odd how I would have that on a setup of just Rebirth and code patch only, and then later with a bunch of mods, code patch, and no Rebirth. Both being fresh installs of the game from scratch. But I have to believe you are telling me the truth on the "s" thing because you wouldn't call it characteristic if it didn't happen often enough. Yet though a useful clue it still doesn't narrow down where I'm getting the reach distance issue. The "s" issue just being one of annoyance but the reach distance being a real problem. Is there a console code option to adjust reach distance? Any other ideas on how something like that could happen? I've got to solve that somehow or it's first try a registry cleaning and after that begin to suspect that somehow my old game discs have suddenly decided to read improperly...and I've never heard of that happening without physical disc damage.
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I've been using The GOTY disc set since 2004. Basic setup and mods at different times. Other than the typical mod problems I've never had an issue with the basic game. Recently though I used just the Rebirth and Code Patch combo with nothing else. It too worked fine. Then the latest issue of Rebirth came out and I noticed two problems when I loaded that version. First is at every "OK" button there is a lower case "S" in front of the OK. The s shows up also in front of every choice button in the chargen menu at the start of the game. It doesn't affect play but that seems real weird. It's the other problem that is a game breaker. Character reach distance is shorter. You can't pick up paper off the ground, open trap doors on the floor, and you have to be a lot closer to activate anything. It's a real PIA. So I figured that it was either the code patch or the latest iteration of rebirth. I uninstalled everything and did a fresh installation. I used the code patch again because I saw nothing in the choices that would do this. I used different mods this time instead of Rebirth. But the problem remains. I guess I need to try this now without the code patch. But my question is whether the registry might retain something. I always do full uninstalls between games and reload everything when I'm in the mood to run a new game. Rebirth and code patch are more like actual programs than mods, and there is no uninstall for them. Could there be something in the registry that reloads these problems every time I install the game? I always empty out any leftover files after an uninstall, btw. Running registry cleaners is a dicey thing. I'd rather ask if anyone has seen these problems before (reach distance and the "s" thing) or if anyone knows if the registry could retain some issue that carries over when you reinstall the game.
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I'm looking for someone who has the MW Rebirth mod 3.8 and 3.81 mod packages. 3.9 came out and the 3.8 can't be downloaded anymore. 3.9 added a lot of changes to actual gameplay I don't like. Sneak was changed to be vastly harder. Security patrols have been amped up to 2X moving speed. Fast travel has been made silly expensive. It isn't even canon anymore what with finishing the main quest doesn't stop the blight storms. If anyone has the 3.81, 3.81 I would appreciate getting it from you.
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People place mod suggestions here all the time. It's not your job to police it and tell folks just to make their own. Just because you have a problem with people only posting suggestions doesn't grant you the right to stop it. Once you saw that it was a mod suggestion and you didn't care to help you should have just kept moving on, instead of trying to force people to quit suggesting and make their own. If you have a problem with people posting mod suggestions you should take it up with the moderators/admins here, not the membership. Learn some boundaries and accept you don't own this forum.
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Again, what seems obvious and simple to you is confusing to others. It's not just the primary command line. It's getting all the if/then parameters lined up right. Look how easy it is with the console to just COC to another place. But with the scripting you have to turn the item on and off to one or zero, ask the question if you want to travel, reset the values so it doesn't constantly keep sending you back until you reequip, etc, etc. Miss one reset value and either nothing or ugly things happen. Trying to toss out a comment with the punch line included doesn't magically lift the fog of confusion. Even with this last post of yours I could simply post my last post and still stand behind it as still not any closer to understanding. If your goal is to somehow convince me that scripting is easy and I should make the mod, then you have wasted your time and mine. There was a reason I gave the thread its title of suggestion. A mod like this will require some scripting. That scripting person will not be me. At this point you are giving the impression of contempt.
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Says you. It requires scripting. I once tried to make a simple teleport ring for a new home mod. Looked at existing teleport devices and some mods. Thought I figured the scripting out. I was wrong. Maybe because you understand scripting makes it seem like it wouldn't be hard. I once tried to understand my nephew's calculus book and that didn't work out either. To him it seemed completely easy and obvious. He couldn't understand my confusion. Your comment serves no help. Either you can make it and won't bother, or you can't make it. Either way, nothing was gained by your comment.
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Yeah, there is two full tiers to modding. Scripting is a completely different level of competency. Hence why I'm here tossing out a perfectly good idea rather than acting on it. If all I wanted to do was add some new armorer in a cave somewhere that's no big deal.
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True, but that one was infamous for a type of crash related to mining. Plus you had to do the crafting yourself yet still need all the regular armorers to advance you. So if you are playing one of those big mods that change a lot of features and how vendors work then you have a potential glitch at every place that sells armor. Worst part is all you can do is make the same old in-game stuff that you've been selling by the truckload after every smuggler cave brawl. I guess that's fine if you want to role play at making things but those who want to keep adventuring with their characters and see new loot to buy with their wealth probably don't want to gather a bunch of scrap metal for making armor they have likely already sold by the metric ton already.
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Doesn't it seem strange that with ebony, glass, stahlrim, and admantium that Morrowind has official options to collect that stuff and make armor and sometimes weapons as a player customer by specialist smiths, but nothing for dwemer scrap metal? The stuff is all over the place and even a couple Thieves Guild middleweights can use the stuff to fashion automatons, but no smith will try to hammer the stuff into new armor? Doesn't even need to look like old dwemer armor. Something like the standard steel plate design, just in the yellow metal. Forging practices changing over time meaning the old dwemer armor style not possible anymore because the method was forgotten. The new stuff maybe not much more defensible than the steel stuff but likely a higher potential enchantment value. It could make for a very modest storyline mod too. With the official proscriptions on trading in dwemer artifacts, but yet still everyone and their brother owning various paraphernalia, the guy making standard steel plate armor out of dwemer scrap might choose to do it very low key and the player needing to go through a few front men first who want their suspicions salved first by player actions. Have a couple front men in a couple big towns and the armorer working in a remote cave somewhere. For his wares he sells what looks like the standard steel versions of weapons and armor, but the color change added. Some modest boosts in effectiveness that rises beyond steel but not into the levels of ebony or glass, plus the player is also expected to supply the raw metal scrap as well. Or skip the whole front man story line and put the guy up in Solsteim outback where no one cares much about the old dwemer on the other island and imperial presence is very thin. For that matter, the smith could make armor and weapons from other collected raw materials too. Something better to do with all that scrap metal than selling to the pawn brokers and alchemists. If there is a mod that does this I haven't found one by searching at the various DL sites. I make it a suggestion because my modding skills are limited. Scripting isn't in my wheelhouse. You want a house made then I'm good for a modest one. But to require payment beyond just gold from a merchant needs scripting and out of my league. I can volunteer to test drive it though. Speak up if you like the idea as either a player or modder. Modders do like to see advance interest before they take on a project.
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It must be over a decade since I last played MW. I looked back at all my old content mods I had saved and realized I must have loaded close to 70-80 back then. I also remember that I used to spend as much time trying to get all those mods working together as much as I was playing. I don't want to do that this time. I see a lot more compilation mods have been added over the years, so I don't need tons of little mods to get a lot of content this time around. On the other hand, I remember that big compilation mods are more likely to clash when they meet another of same scope. I also realized that so many mods now are devoted to appearance and adding realistic looks to things, especially the races and clothes in the game. And I really don't care all that much about that like I used to. What I care more for are more buildings and quests. More about things I will do in the game than what it will look like. So then my real question is how do I get just a handful to perhaps a dozen mods that really add a massive amount to the game? Mods that change whole towns or many towns at once. Mods that add lots of storylines and quests. And yes, maybe a few appearance mods that add lots of good appearance changes, providing they add a lot of new gear as well. And of course none of that steps on the vanilla game either, except to bugfix or balance. I have the GOTY version with the included xpacs. If you were going to limit yourself to 10-15 mods and still wanted to triple or quadruple the amount of things to see and do then what would they be? I hope it goes without saying that these shouldn't clash with each other. Also, if you feel that just 3 to 5 of these massive mods will do the job then you can fill out the rest of the short list with smaller scope mods that really make the game a lot better. Thanks in advance. :smile:
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I get it. Go read - Don't ask because you are tired of answering with your own words. In every post I've made so far I've asked what is OBSE and no one answers. I get to told to go read a link for other programs. You also missed my point when I said "world changing mods". I'm not putting in OOO, FCOM, or gigs of new stuff. To put in a small number of minor mods, they are no longer minor if you need vast complicated and numerous utilities. If you need more than one or two simple/easy ones then I'd say the community needs a paradigm rethink. What most normal players want is something as easy as putting in a store bought xpac. They don't want to go into the various ancillary programs and learn them, much less learn how to adjust them. They only want to get back to gaming. Most of these utilities are geared to those who like to putter making mods or radically change the game. That is only a niche part of the gamer community. Fine, I can take the hint. I'll go somewhere else and ask.
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But you give me links to a bunch of different utilities I hope to never use. I have no intention of adding world changing mods or many gigs of content. You have links to almost as many utilities in total that I plan to add in just small basic mods. I have no intention of playing Oblivion to the 10th Power. Just a bit of extra content to poke around with for a second and likely last run through the game. Most of them are small location mods. Almost no armor/clothing/weapon additions. Just a few things to stop a couple of my biggest irritations. Just some minor things to give a bit of variety for the second run. I won't be playing Oblivion for years, given it is already obsolete to my OS. If I need a dozen utilities to run 20 small mods and I need to spend days learning every technical detail of those utilities then I'll just go buy another game to amuse myself. Maybe I need to rephrase the question. How do I run a few minor mods without having to learn and add a whole bunch of utility programs? As for your irritation with me glossing over your first response, I'm not responsible for the fact you are tired of repeating yourself to others. Your post wasn't very helpful and very impersonal. No one has yet to actually spend time typing a sentence or two giving me a layman's description of OBSE or Wyre Bash. I have said repeatedly that I've looked over the readme links these programs give and don't get what I want. They plunge immediately into vast technical explanations. I don't wish to learn how to code or make mods. It seems that a short summary is impossible to find. So no, I'm not going to click your 19(!) links. I've done a lot of that before I even made this thread. I don't want to install mass quantities of utilities, much less learn their intricacies. What I want is the most minimal amount of utilities I can get by with and the easiest way to use those few without having to learn everything else they can be used for that I won't be using.
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So then I don't use Wyre Bash to manage my mods? Also, what purpose does OBSE serve? I noted Bashed Patch shows up in the basic data files list when you start the game, but while the stuff given from the KoTN disc are checked off, both the main game master file and the Bashed Patch are not. Do I need to check off these two? Do I need to check off everything I put in?
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No, I do not. Do I need it? Smooth613, I appreciate you posting, but your post is indicative of why I started the thread in the first place. You ask about my load order, when I stated in two posts that I have not even installed them and I'm not sure how to get them ordered properly. Then you give cut/paste advice about Vista when I've already stated in my OP that I run Win7 64 bit, I already have vanilla Oblivion running fine in the secondary Program files, have it patched and even used Wyre Bash a little. I just ran a vanilla game with several hundred hours and dealt with the only issue that cropped up. So how does that cut/paste advice help my problem? Your 2nd paragraph did answer one question from my OP about the unofficial patches but then went on into stuff I covered already. My vanilla game runs fine. Sure, I have no problem putting in each mod and testing them once, but eventually they must go together. That's a load order issue and one of my primary questions in the OP. The last paragraph tells me I should use certain utilities. I was clear in my OP that I already know about some of them, but I don't really understand them....even after reading the info posted on them. I realize you are trying to be helpful, but I would request you actually read my OP to understand my actual questions and to give me answers that were not cut/pasted from somewhere else.
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As I said, I know about putting the stuff into the right folders and checking them off in the data files. But load order always gets talked about being important and there is little discussion on the topic to be found. Readme's aren't always helpful about load order. They all seem to want to be first or last. Also, I'm not exactly sure how to make them order the way I want. Simply checking them off in the data files at the start doesn't do that. I really do need someone more familiar with OBSE and Wyre Bash too.
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Hi, new here. I've done a lot of reading first though to try to understand mods and their installation. While I see a lot of advice it all seems disconnected and I end up with more questions than answers. Forgive me, but as an older person it just seems some of the advice skips past what might m obvious to some, but not me. Fortunately I'm not completely hopeless and have a rough idea. I will try to be as comprehensive in this OP as I can so you aren't forced to keep poking me for info. I have Oblivion (Collectors DVD version issued right at the beginning) and the boxed KoTN and SI xpacs. I run Win7 64bit and the game is installed in the secondary Programs directory (Program Files x86). I patched it with the right SI patch and I've run a complete vanilla game so far with only one issue. I needed to install Wyre Bash to deal with the Abomb issue when my game had a lot of hours on it and I went to SI where everything began hanging up and crashing. That fixed the issue just fine. That one fix was pretty easy to work out, but honestly, I haven't a clue whatever else Wyre Bash does and reading only seems to make me more confused. I want to start a new game with about 20 small mods. No world altering stuff in mind. Here's a list: Unique Dungeons Lich Lair Better Rosethorn Manor Aylied Treasury Imperial City Shack Basement Bottomless Cavern Torynwyll Fort Novi Sad Vergayun Verwen Brewery CM Blackie the Fence Tamriel Rare Traders Arena Girl Better Hunting * Oblivion Farmers Market * Keychain Landmarks with Wells More Merchant Money Balanced No Merchant Barter Chatter Adventurers Spells Ranger Armor and Light Daedric Armor My Bruma Fireplace Pitcher Plant Harvestable Salmo the Baker I also want to use all of the unofficial patches. I downloaded OBSE simply because Keychain said it needed it. I have no clue how, when, why, or where to use it. Of my mods only the two asterisked ones may interfere with it each other since they are both around Weye, but neither is one of those big Weye expanders so I'm crossing my fingers. Years ago I played Morrowind and used mods. Back then I remember hand installing the mods by putting all the files in the right places and checking off the mods in the data files. I never liked the idea of letting them self extract from the compressed downloads. Given all the Vista/Win7 warnings about location I figure hand install is still the best plan. I hope I've covered all the background data you need. (Sorry about the long read). So here are my questions. When do I install the unofficial patches? Before I put in the mods? What am I supposed to do with Wyre Bash (already installed) and OBSE (still in Zip)? Treat either like a mod? Any extra work I need to do with them? Load order always kills me. Which order should I use for my list, to potentially also include the unofficial patches, WB, and OBSE? Also, how do I get them to order right?