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omeletted

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Posts posted by omeletted

  1. I faifh, I know where you are coming from but Neph is right. Any kind of compilation is way too much of a pain to even get started on and the majority of the modders still around won't agree to one. Just search on Beth for these kind of threads if you want to read about all the reasons, they invariably get locked in the end as well. Heck, there's one active thread right now.
  2. In additon, I cannot find the "Hide no conflict rows" option. It is neither in the "Apply Filter" window, nor in the context menu option that pops up on right-clicking the esp. Where would I have to look for it?

    At the right-hand side window, right-click anywhere and you should see the option in the context menu that pops up.

     

    Anyway, as you pointed out, just loading both mods and applying a filter seems to do the trick, with some interpretation. In my case, I mainly need to detect objects that are present in the first esp, but have been deleted from the second. As it seems to me, those items are recongnizable in the first esp by having no highlighting at all (just white background). Hope that's correct. They're a bit more difficult to detect, because they'res are not marked as conflicting rows. So it requires a lot more scanning through the list in order not to miss anything. But it might work.

    Yeah, anything only present in one esp but not the other wouldn't have any background colouring. If the record is in both but are the same it'd be green. So shouldn't take you long to eyeball everything.

  3. I usually just use Tes4Edit, it has a compare function as well. Much easier to work with and you can see exactly what was changed. Might not even have to use compare really, load both and you can see which records are different. Use the "Hide no conflict rows" option to see just the differences.
  4. In this particular case, that is a modders resource made by the author so there won't be any copyright issues. Of course, it'd still be courteous to inform the author of the usage. I have seen meshes made for Morrowind converted to Oblivion so it's definitely doable.
  5. It's already possible with Wrye Bash. You can save your load order list and have a different Save game profile for each of your characters. Switching profiles will automatically activate the load order list it was active with, if something is missing you can manually load it with the saved list.

     

    If that isn't enough and you want completely separate Oblivion installs, check out Multiple Oblivion Manager also known affectionately as MOM. :happy:

  6. Coronerra's maximum compatibility skeleton.

     

    If you follow the readme I believe there is instructions on how to use it with NPC monsters, but not sure.

    No, these creatures use a completely different skeleton. Coronerras' isn't useful here.

     

    It's stretching the mesh and texture laterally, accross the map or diagonal accross the screen. Where can i download these skeletons, will this over-write the skeleton file for the Clannfear Matriarch and Patriarch in Mart's Monster Mod? When i open MMM in Construction Set, and open up the Clannfear Matriarch i also see mesh and texture stretching too.

    Guessing you've recently installed UOP v3.4, it made some fixes to Clannfear and Daedroth meshes which conflicts with FCOM. Delete the following:

     

    Data\Meshes\Creatures\clannfear\Clannfear.NIF

    Data\Meshes\Creatures\clannfear\skeleton.nif

    Data\Meshes\Creatures\daedroth\Daedroth.NIF

    Data\Meshes\Creatures\daedroth\skeleton.nif

     

    That should fix them.

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