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Posts
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Everything posted by Kinsume
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I will look into it, thank you.
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I see, that is a pity. Is there anyone working on something like it?
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So after not playing for a few months I decided to come back and see what new mods were available. After downloading several of them and getting it working I went to look for the Wars in Skyrim mod that was being worked on when I last played. Unfortunately I couldn't find a file or anything for it. What happened?
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Thank you.
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is there a mod or setting to keep you on the ground?
Kinsume replied to MALLIMOOSH's topic in Oblivion's Mod Ideas
That depends on how you play that orc. Obviously if you buffed up acrobatics on him and jump you're going to glide, but if acro is low then he is going to drop like a rock. -
I use the mod that the person above me linked. It works like a charm, shift click loots/buy/sells everything in the stack you click on with no confirmation options while control click loots/buys/sells things one at a time.
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The reason I placed this request in the Oblivion Mod Requests forum was because I have no desire to learn how to mod in this game. I have already found several mods that I am more than happy with, the only thing I believe is missing would be this minor tweak. To learn a game's entire modding system to accomplish said tweak would be ridiculous when, as you said, it is a simple thing to do. How long would it take an experienced modder to help me out? For anyone who hasn't kept up with this thread, all I am asking for is a mod that alters the sneak damage multiplier for marksman. Rather than a flat x3 damage multiplier for everything, I would like to see journeyman, expert, and master get a x4 damage multiplier. I believe that small tweak would balance archery to be on par with melee and magic mid to late game without making it overpowered.
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I just got a chance to look over that link, honestly I don't understand it at all. How hard is it to do, and how time consuming? Would it be too much to ask for someone else to make the mod and upload it?
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Well the thing is most of the monsters in FCOM have very high stealth values and most of the time can't be snuck around even with 100 sneak and a decent chameleon. Or so I've been told. Haven't played an assassin up that high yet, either way though I was reading that archery setup's intro and looking at the things it adds and I don't think I'd like it. Same reason I didn't really like Deadly Reflexes, it just added too much overpowered stuff. Edit : fg109 - What is the construction set? I am completely new to Oblivion modding.
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Apparently this mod doesn't work at all with FCOM. It merged fine into the bashed file but apparently something is overriding it. Would I be able to leave it out of the bashed file and have it activate at the end? Wouldn't that force it to override whatever else is making it not work?
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Thanks for posting, I think that mod is too much of an overhaul to work properly with FCOM. Unless someone else had tried it already with success. Let me know. Edit : That link there to the game settings. How hard is it to edit those values? Changing journeyman expert and master to x4 is exactly what I'm looking to do.
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Tossing a bump on this. Still looking for a mod that changes the archery x3 bonus to x4.
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As the title states my question is concerning this mod I just got "Prox - Arena Loot v1.1". I recently added it to my FCOM mod group and it didn't show any errors after being merged into the bashed file so I assumed it would work fine. However when I load my saved game the mod doesn't work as it was supposed to. I am still unable to loot the arena combatant's bodies. Is there a way to get the mod to work without having to start a completely new game?
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I'm semi-new to Oblivion mods, but after an hour or two of looking around with no luck I've decided to just make a post about it. I am currently using the FCOM mod, and as we all know with OOO in it the game is already much harder. However I plan to take it even further and play at 100% difficulty, with my goal being a marksman/mage mix of character. However with how underpowered archery is in the game I don't think it'd work. Now I'm not looking for a completely overpowered archery mod, I'm just looking for something that can change that x3 damage sneak bonus to x4 bonus damage. Early game it might be a bit much, but in the long run I believe it's the balance I'd need to pull off this play-through while not being completely overpowered. I mean sure I could just go pure mage and get like 8+ companions to roll with me and watch them dominate everything in sight, but then what's the point of playing on the hardest possible setting if I'm not actually playing right? So essentially what I'm looking for is either... A. A mod that already exists that changes the marksman sneak bonus to x4 damage, which of course has to be compatible with FCOM. B. If it's simple enough to do, a quick explanation on how I can alter the value myself. Thanks in advanced.
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Well since noone answered I went ahead and tested it all out. Installed all of the mods minus unique landscape and the desert mod. So far it's running fine, I think... Haven't really messed with magic much so I don't know if the new spells are in the game yet. Is it possible for monsters and npcs to learn them as well or just the player? Here are the problems I've run into... 1. I can't see the bar for the Deadly Reflexes momentum meter or w/e it was they called it. 2. With the feet mod I can see them sometimes when I look down but others not. The mod mentions something about rings and gloves messing it up so idk. 3. For natural environments, the grass is WAY too tall. I mean seriously I'm a wood elf trying to run though this crap and the grass almost goes up to my head. Anyway to tone that down a bit?
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I have recently decided to pick up Oblivion again, the last time I played it was when it first came out. After beating it I kind of put it away and never touched it again. However after coming to this site (I used the fallout nv to get quite a few mods and saw an oblivion section) I found several mods that look pretty cool. I'd like to install all of the ones I'm going to list, my main concern being compatibility of course. So what I'm asking is are there any known compatibility issues with the following mods together.... Midas Magic Spells of Aurum Deadly Reflex Natural Environments Unofficial Oblivion Patch DarNified UI Apachii Goddess Store Elsweyr the Deserts of Anequina Unique Landscapes Compilation OMOD The last 3 in the list I can live without, they seem interesting so i'd like to toss them in if possible. But I already foresee issues that might come up with that. Essentially the main ones that have caught my eye were the Midas spells and Deadly Reflex. Those are the two gameplay type mods I'm interested and would love it if both worked together. The rest of the main ones are just eye candy. I like my game to look as good as possible since I have a good enough pc to support just about anything I throw at it no problem. Thanks an advanced to those who take the time to help out.
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Giving this a bump, sorry about the double post but I'm about ready to give up on this. It's been 11 hours since I started messing with the mods and trying to get a decent setup of them working on this game and it's still not working. This is unreal. Edit : I got FOSE again, rememner having it with my last setup. Ran the game through that and now the white part with blood comes up and I can see the nurse and the dad's faces but they're blacked out. Then he says "Are you a boy or girl?" and no options come up to select from. Edit 2 : WOW REALLY!? The game reset all my options to "Default" which the game put it on high settings. I went back in and manually maxed everything, game started up fine. WHERE IS THE LOGIC!?
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Edit 4 : Well I managed to get rid of the errors for the MergedPatch file and got it added to the mod manager. Issue is it still sticks me at a black screen at the start of a new game... I don't get what I'm missing now... Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm CALIBR.esm FOOK2 - Main.esm FOOK2 - [DIK] DLC Improvement Kit.esm Mart's Mutant Mod.esm Project Beauty.esm Project Beauty- Broken Steel.esp Project Beauty- Point Lookout.esp FOOK2 - Main.esp FOOK2 - [DIK] DLC Improvement Kit.esp FOOK2 Main [Hotfix].esp FOOK2 DIK [Hotfix].esp FOOK2 - [EVE] Energy Visuals Enhanced.esp FOOK2 - Mothership Zeta.esp WeaponModKits.esp WeaponModKits - OperationAnchorage.esp WeaponModKits - ThePitt.esp WeaponModKits - BrokenSteel.esp WeaponModKits - PointLookout.esp WeaponModKits - Zeta.esp WeaponModKits - FOOK.esp Mart's Mutant Mod.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Zeta.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - Master Menu Module.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - Zones Respawn.esp Mart's Mutant Mod - Project Beauty.esp FOOK2 - Project Beauty.esp FOOK - DIK - Project Beauty.esp MMM, FOOK2.esp MMM, FOOK2 - DIK.esp MMM, FOOK2 - Natural Selection.esp MergedPatch.esp Total active plugins: 43 Total plugins: 46
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That's exactly the type of reply I was looking for, thank you. So let me get this straight, since I uninstalled everything and am redownloading all of the mod parts. Got annoyed earlier. With FOOK2 v1.1 Beta2 and MMM RC61 I do not need fellout, EVE, or EwE because they are integrated into them already? Edit : Also does this mean I can't use the Project Beauty mod? And also just to be sure I can use this texture pack, NMCs_Texture_Pack_for_FO3, and it won't mess anything up right?
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I recalled reading somewhere that FOOK2 and FWE were capable of being played together. So I guess the choice for me is do I want the gameplay difference of FWE or the item difference of FOOK2. Also, according to what you said about EVE and FOOK2. I don't need to have EVE selected on my list? And is there a compatibility patch for MMM 6.x? Edit : Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm CRAFT.esm CALIBR.esm FOOK2 - Main.esm FOOK2 - [*censored*] World And Neighbourhood Kit.esm FOOK2 - [DIK] DLC Improvement Kit.esm Mart's Mutant Mod.esm Enhanced Weather - Rain and Snow.esm EVE.esm EWE Energy Weapons Enhanced.esm Fellout-pipboylight.esp GalaxyNewsRadio100[M].esp FOOK2 - Main.esp FOOK2 - [EVE] Energy Visuals Enhanced.esp FOOK2 - [DIK] DLC Improvement Kit.esp FOOK2 - Mothership Zeta.esp FOOK2 - Project Beauty.esp FOOK2 Main [Hotfix].esp FOOK2 DIK [Hotfix].esp EVE.esp WeaponModKits.esp WeaponModKits - OperationAnchorage.esp WeaponModKits - ThePitt.esp WeaponModKits - BrokenSteel.esp WeaponModKits - PointLookout.esp WeaponModKits - Zeta.esp WeaponModKits - FOOK.esp EWE DLC Addon.esp EWE Load Order Fix.esp EWE Supermutant Energy Weapons.esp EVE Operation Anchorage.esp Mart's Mutant Mod.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp Mart's Mutant Mod - Master Menu Module.esp Mart's Mutant Mod - FOOK2.esp Mart's Mutant Mod - FOOK2 - DIK.esp Enhanced Weather - Rain and Snow in Fallout.esp Enhanced Weather - Radioactive Rain and Snow Plugin.esp Enhanced Weather - Weather Sounds in Interiors.esp Enhanced Weather - Sneak Bonus during Storms.esp Fellout-Full.esp Fellout-Anchorage.esp Fellout-BrokenSteel.esp Fellout-PointLookout.esp Fellout-Zeta.esp FOOK - DIK - Project Beauty.esp MergedPatch.esp Total active plugins: 56 Total plugins: 79 This is the new load setup, I've removed FO3 Wanderer stuff as well as the Beauty thing since for FOOK2 has it built in. Edit : I downgraded to the MMM 5 so the compatibility thing would work and the graphics are STILL messed up. Sigh.
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I got to step 5, it doesn't let me right click in the left side box. Well I can, but nothing comes up. Edit 10 : Well game loaded up, but it still ctd about 5 minutes in. Edit 11 : Not to mention malcom's armor is still glitching texture wise, as is the bramin in Megaton, and a few other creatures/people as I was running around. Edit 12 : Well the game seems to be running fine, but there are more and more texture issues with weapons and such. I suspect its something to do with the FOOK mod. Edit 13 : Redownloading FO3 Wanderer and going to overwrite the files to see if that fixes things as I just did FOOK's reinstall. If it doesn't then I'm out of ideas.
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Ok I got all of the files from FOIP and FO3 Edit. Now what? Edit : With those files placed into the data folder this is what my mod selection looks like with everything highlighted. What doesn't need to be checked? Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm CRAFT.esm CALIBR.esm EVE.esm FOOK2 - Main.esm FOOK2 - [*censored*] World And Neighbourhood Kit.esm FOOK2 - [DIK] DLC Improvement Kit.esm FO3 Wanderers Edition - Main File.esm EWE Energy Weapons Enhanced.esm Mart's Mutant Mod.esm Enhanced Weather - Rain and Snow.esm FO3 Wanderers Edition - Alternate Travel.esp Project Beauty.esm Project Beauty- Broken Steel.esp Project Beauty- Point Lookout.esp Mart's Mutant Mod - Project Beauty.esp Fellout-pipboylight.esp EWE Load Order Fix.esp EWE Supermutant Energy Weapons.esp GalaxyNewsRadio100[M].esp GalaxyNewsRadio80[M].esp GalaxyNewsRadio60[M].esp GalaxyNewsRadio40[M].esp GalaxyNewsRadio20[M].esp FOOK2 - Main.esp FOOK2 - [EVE] Energy Visuals Enhanced.esp FOOK2 - [DIK] DLC Improvement Kit.esp FOOK2 - Mothership Zeta.esp MyFOOK2 - No Rape Victims.esp MyFOOK2 - Black & White Tranquility Lane.esp FO3 Wanderers Edition - Main File.esp FO3 Wanderers Edition - DLC Anchorage.esp FO3 Wanderers Edition - DLC Broken Steel.esp FO3 Wanderers Edition - DLC Mothership Zeta.esp FO3 Wanderers Edition - DLC Point Lookout.esp FO3 Wanderers Edition - DLC The Pitt.esp FO3 Wanderers Edition - Followers Enhanced.esp FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp FO3 Wanderers Edition - Optional Restore Tracers.esp FO3 Wanderers Edition - Optional VATS Halftime.esp FO3 Wanderers Edition - Optional VATS Realtime.esp FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp FO3 Wanderers Edition - FOOK Support.esp WeaponModKits.esp FOOK2 - Project Beauty.esp FOOK - DIK - Project Beauty.esp Mart's Mutant Mod - Project Beauty + FWE.esp WeaponModKits - OperationAnchorage.esp WeaponModKits - ThePitt.esp WeaponModKits - BrokenSteel.esp EWE DLC Addon.esp WeaponModKits - PointLookout.esp WeaponModKits - Zeta.esp WeaponModKits - FOOK.esp EVE - FWE Master Release.esp EVE - FWE Master Release (Follower Enhanced).esp FOOK2 Main [Hotfix].esp FOOK2 DIK [Hotfix].esp EVE - FWE with WeaponModKits.esp EVE Anchorage - FWE DLC Anchorage.esp Mart's Mutant Mod.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - Zones Respawn.esp Mart's Mutant Mod - Master Menu Module.esp Mart's Mutant Mod - FOOK2.esp Mart's Mutant Mod - FOOK2 - DIK.esp Mart's Mutant Mod - FWE Master Release.esp Enhanced Weather - Rain and Snow in Fallout.esp Enhanced Weather - Radioactive Rain and Snow Plugin.esp Enhanced Weather - Weather Sounds in Interiors.esp Enhanced Weather - Sneak Bonus during Storms.esp Fellout-Full.esp Fellout-Anchorage.esp Fellout-BrokenSteel.esp Fellout-PointLookout.esp Fellout-Zeta.esp Mart's Mutant Mod - FWE Master Release + DLCs.esp Mart's Mutant Mod - FWE Master Release + Project Beauty.esp Total active plugins: 89 Total plugins: 89
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I have no idea what you just said lol... sorry to ask but would it be too much trouble to post the links and tell me what I need to do with those files? My modding experience with Fallout 3 thus far has only been to download the file and copy them into the data folder. Nothing like merging patches and what-not.
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Currently I've disabled FOOK2 and FO3 Wastelands gameplay mods and I haven't had any problems at all yet. Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm CRAFT.esm CALIBR.esm EVE.esm EWE Energy Weapons Enhanced.esm Mart's Mutant Mod.esm Enhanced Weather - Rain and Snow.esm Project Beauty.esm Project Beauty- Broken Steel.esp Project Beauty- Point Lookout.esp Mart's Mutant Mod - Project Beauty.esp Fellout-pipboylight.esp EWE Load Order Fix.esp EWE Supermutant Energy Weapons.esp GalaxyNewsRadio100[M].esp GalaxyNewsRadio80[M].esp GalaxyNewsRadio60[M].esp GalaxyNewsRadio40[M].esp GalaxyNewsRadio20[M].esp WeaponModKits.esp WeaponModKits - OperationAnchorage.esp WeaponModKits - ThePitt.esp WeaponModKits - BrokenSteel.esp EWE DLC Addon.esp WeaponModKits - PointLookout.esp WeaponModKits - Zeta.esp Mart's Mutant Mod.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - Zones Respawn.esp Mart's Mutant Mod - Master Menu Module.esp Enhanced Weather - Rain and Snow in Fallout.esp Enhanced Weather - Radioactive Rain and Snow Plugin.esp Enhanced Weather - Weather Sounds in Interiors.esp Enhanced Weather - Sneak Bonus during Storms.esp Fellout-Full.esp Fellout-Anchorage.esp Fellout-BrokenSteel.esp Fellout-PointLookout.esp Fellout-Zeta.esp Total active plugins: 50 Total plugins: 79 As for that one mod you mentioned, yes I do have it I just forgot to mention it as you guessed. If I don't need that invalidator mod because the mod manager has one built in then I'll just get rid of it. I just recalled one of the mods saying I needed to have it. As for the load order I just hit the button that let it arrange the order automatically and played it that way. If it's possible to get it running well with those other two mods I'm all ears, but if not I can deal with how I have the game now. Thanks for the response by the way.