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HikariWS

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Everything posted by HikariWS

  1. A funny moment with my loved Vilja... It's not hilarious, but the first time I was able to romance her and take her on a date, it was magical, she's so lovely! I wish I could marry her on Oblivion.
  2. lmao I also got here trying to find where Wolfgang is! Years ago we should have made a uesp for mod quests! Anyway, to answer myself, Emma-sama put the track on a very isolated inn. Its name makes it look like it's close to the Imperial City, but actually it's far from it. It's marked in red on the map, we just much probably haven't done there yet.
  3. Solved. I have junction pointing C:\Users\Hikari\Documents\My Games into another place. When I restored Windows partition, that junction failed and I didn't notice. All the issues were because files inside C:\Users\Hikari\Documents\My Games\Oblivion were not available. And, instead of saying so, it just failed or showed wrong error message. gg
  4. Solved. I have junction pointing C:\Users\Hikari\Documents\My Games into another place. When I restored Windows partition, that junction failed and I didn't notice. All the issues were because files inside C:\Users\Hikari\Documents\My Games\Oblivion were not available. And, instead of saying so, it just failed or showed wrong error message. gg
  5. I just restored my Windows backup from before Oblivion and its tools were installed. Steam recognized its setup and runs its launcher. But when I opened Wrye Bash, omg, all its settings are gone. Its mods tab wasn't ordered, which I could fix with BOSS (it worked). But its installers and saves tabs are empty. I use Wrye Bash to handle installed files conflicts and I have some saves profiles, so I'm desperate now. I have a backup of my Windows partition before restoring, so I can recover any file needed. Edit: I see E:\steam\steamapps\common\Oblivion Mods with folders Bash Installers and Bash Mod Data, with even a backup inside of it.
  6. I've found https://forums.nexusmods.com/index.php?/topic/40655-graphics-settings-are-constantly-resetting-when-i-restart-game/ from 2007, and no solution there. I just restored my Windows backup from before Oblivion and its tools were installed. Steam recognized its setup, but now every time I run it, its launcher resets video settings. Oblivion.ini is fine, it's not even edited. Any idea how to fix it? I suppose it's something that should be installed during the game install. Edit: well I executed Oblivion, and bad news. Even by setting its video again, when it launches it's gone. It's running on very low resolution. And when I try to open video settings in-game it crashes.
  7. lol cool I've been installing mods that make the game look more living. I tried SoC, Children of Cyrodiil, Cats & Rats. Sadly the chance of crashes increase with amount of mods. It's been a few days I can't play due to CTD when and wherever I leave a city to wilderness. I'm happy to see mod creators that support their mods, tnx :)
  8. PhilippePetain's suggestions are the best you can follow. Post here in spoiler tags your full load order (Wrye Bash provides the text ready to post). Say what mod manager you're using. I highly recommend WB, it's not hard as it seems initially, the basic features are very easy. UOP and SI are very common, I doubt any mod available today wouldn't support them.
  9. So isn't it related to crashes, it's just sounds playing together? Maybe importing sounds in WB will make them work together? Does Oblivifall also add sounds to many dungeons? I haven't seen any configuration setup in SoC, where can I run it? And I was talking about SoC lol most sounds from it are coming from far and are low and hard to understand. Rats sounds inside dungeons are closer, but city sounds that were meant to be people yelling are very low and unclear. Also there were people complaining about bar sounds, some seem to be a lot of people talking, but the bar has only a few people. I don't mind with it, just imagine unknown people filling the bar. But anyway it's better than vanilla emptiness, so I'd not like to uninstall it to try another mod.
  10. How much RAM Oblivion is eating for you? Mine with almost 100 esp intalled never passes 1.2GB. What really eats RAM is highres textures, specially the far distant ones. Is that the case? Are you loading only oblivion.esp and your mod? Have you tried a clean install?
  11. lol I installed MMM tweak and didn't even enter in game. It's uncompatible with MMM 3.8, a dialog keeps poping saying I have outdated MMM and must upgrade or uninstall the patch. IDK if it's just a version check or if MMM 3.8 changes things and Cobl Tweak gets unstable. I had no issue in the few seconds I played, just the dialog. Anyway I'm uninstalling this tweak.
  12. The problem with Cobl 1.73 is that it seems to almost not happen. Cobl 1.72 was around for 5 years and very well known then 1.73 was published on a single place with a small description of changes and even saying that most was just forgotten during these days. We expect it to enhance and fix 1.72, but I doubt its changes were properly tested. And now few people play Oblivion, even less for experienced players and modders that would know what to test. In time: Item Interchange was packed inside Cobl 1.73, but nexusmods has a more updated version of it. It seems to merge items and leveled lists of many mods, so that new containers and actors created from one mod can have new items created from another mod. I use Speed Loot so I rarely look at what I'm looting, but II seems to greatly enhance the experience of people that have many mods installed.
  13. I'm looking at Cobl SI.esp in TES4Edit, but I'm not skilled enough to understand it. Looking at Cobl Tweaks - MMM.esp I see it changes some ingredients and leveled lists, maybe to balance them for MMM and add Cobl ingredients into MMM leveled lists. There are some scripts, I have no idea what they do. I'll stick with MMM tweaks, MMM is everywhere anyway and I haven't played SI yet. There's a MMM plugin for SI that I haven't installed, I wanna play SI vanilla first before trying MMM changes, I suppose that Cobl for MMM would include its tweaks for SI when MMM does its.
  14. Yes I started with WB's Bashed Patch. I liked how it renamed some stuff and wanted to change them to even better sorting. I was also worried with problems regarding MMM and having to disable it and BP together. I just created a BP1 for tweaks WB provides, with no merges and imports, so that I can edit this BP1 and not have to recreate it. I also made some manual merges with TES4Edit separated from BP0, and created an empty esp for my own edits. And I'm still having trouble with missing hair and eyes from Cobl :/ For now I'm satisfied, BP0 is simpler and easier to rebuild, it only merges a few simple plugins and imports stuff.
  15. SoC says it conflicts with Oblivifall, could you take the time to look at it? I've played it for a few days and it's not as good as I expected, but it affects everywhere and makes the game more living.
  16. lol he posted that in 2010, I doubt he'll come answer, and even if he remembers if it worked for good :D I just found this thread on Google and decided to reply on it instead of creating a new one
  17. I have COBL 1.73 from http://www.theassimilationlab.com/forums/files/file/951-cobl/ That same page has a post asking about Cobl Tweaks, but no answer. I have MMM and SI installed. It has a version for both. So am I forced to choose one and give up on the other? And what tweks it does exactally?
  18. I'm having this issue, with lots of NPCs around the world. They have no hair and black eyes. I'm using COBL 1.73. Where is this cosmetic resources?
  19. What happens if TES4Gecko is used to remove a dependance and there is some object in the esp that depends on it? Please consider 2 situations: 1) The master esp adds a new object to the world and the demandant esp changes that object's position. 2) The master esp changes a oblivion.esm's object position and the dependant esp does it again.
  20. Yes, you ALWAYS need to activate mods 1 by 1 when starting a new game. Many mods run a lot of code and add stuff to inventory when they are loaded and identify they weren't active on the save. If dozens of mods try to do it together, crash is very easy to happen. Start by enabling only mods needed on char creation. Once you can save, do it. Then spend DAYS enabling and configuring mods 1 by 1, JUST the FUNDAMENTAL ones. Then go play. Enable 1 or 2 mods, config them, play and see if they are stable, go to places you can see them in action, test more, wait more to make sure no instability was added. Only then install another 1 or 2.
  21. This is what I do. I note in Evernote all the mods I have active in a page. Other pages for mods I wanna try, one for quest mods, one for companion mods, one for house mods, etc. And a page for mods I don't wanna try. WB is the best, I never tried NMM. MOM is essential to keep a clean vanilla setup at hand, for tests. I made a post somewhere detailing what I do.
  22. I discovered a plugin for TES4Edit that seems to be better than TES4Gecko. Anyway I've been inspecting Bashed Patch and saw that it undoes things done right by some mods, and keeps things that should be removed. Of course, it's an automated software aiming to do more good things than bad, for players not wanting to edit and merge plugins by themselves. But I want to, at least a minimum. ATM I'm trying to figure out how to copy an entry from an esp and paste it into another. I'll use it to fix issues and manually merge plugins. In example, Colourwheel did a great job overhauling woman and "womer" to make them sexier, but his female beat races tried to do the same but failed. I deleted all these NPCs from his esp, but rather I'd like to copy oblivion.esm's version of these NPCs and paste it into a new esp, and add it after Colourwheel. This way I'd not need to edit his esp and would undo what I didn't like on it. Another issue I have is the missing hair and eyes on a lot of NPCs. I saw there are some of them missing, I don't remember now which esp does that. I could leave the NPC in the esp and revert only hair and eyes back to original. Another advancement I did. I was really worried to have to disable MMM due to creatures added by it crashing the game. If I'd disable it, I'd lose all my looted items added by it. I was able to solve the crash by going to a house and waiting 4 days for them to reset, but I know it will happen again. I found that these items are in MMM.esm, I believe that leaving just this esm will keep these resources existing and remove everything else related to mod's esps. Anyway, I'll try to merge most of its esps and make bashed patch totally distinct from it.
  23. lol I'm learning TES4Edit and how to merge and edit plugins, I wanna make some changes and fixes in the world. It's very far from being a modder, but I think I'll be able to have enough control of my game. I've seen a handful amount of houses and have still a lot many to install and play. There are already a lot of house models, features to do and quests to play. I indeed think that what's missing is a place to have fun spending time and watching companions live. Good examples are the one I said of getting home and finding a companion close to the lake, or seeing Emma's sheeps playing around. The next step would be make companions have advanced interactions, but that's better left for TES6!
  24. That's what I was gonna say lol I see Oblivifall is a serie, IDK how I haven't heard of it before. Added to my (scarely growing) list of mods to try!
  25. Ok I installed CS, TES4Edit and TES4Gecko. I used TES4Gecko to merge some esp from Less Annoying Magic Experience. I merged 4 of them that WB marked green. Then I used CS to tag the new esp as NoMerge and added it after Bashed Patch. I used TES4Edit to see what it changes and if there was any conflict. I also used TES4Edit to edit Colourwheels Sexy Oblivion Overhaul, I remove some argonian and kajiit NPCs from it because I don't like his new races for them. That was fun lol I also found A beginner's guide that will teach the basics. I still don't understand a few things. How WB identifies that an esp is mergeable and marks it green? Or, why it leaves most esps as not mergeable? What may happen if I use TES4Gecko to merge esps that WB says aren't mergeable? My aim ATM is to create a custom esp to customize some things in the game, and to create custom "bashed patches" that are more modular and stable than the one that WB creates every time.
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