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Posts posted by MarkInMKUK
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If I uploaded the .BSA file, I'd be uploading something which was, for legal purposes, a piece of copyright material. The PYFFI Patcher is the closest you'll get to an uploaded .BSA - it changes JUST the binary content of the BSA files to make them into a copy of the processed file. But, as I said, it only works for the few files they have released patches for.
But with a modified meshes only bsa (everyone can easily merge this into the original one) noone will have a problem.
Erm - "everyone can easily..."? Really? I never knew there was a way to merge bsa files. Maybe by 2everyone" you mean "fully experienced mod makers".
Of course, if you choose that route, the PYFFI patcher already does that anyway, AND probably more efficiently
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Hi Cliffworms,
A couple of questions:
(1) "Scaling" of sounds - e.g. if an inn has only one or two occupants, does the sound reduce to nearly nothing, or do you still get the "pub packed to the gills" ambience?
(2) "Dynamic" sound response - e.g. if you enter a goblin cave, and kill all the little blighters, does the "goblin cave sound" drop off as you clear them out leaving just silence?
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"The condemned man ate a hearty meal" huh?
Personally, if it were to be the last thing I'd ever enjoy, I'd go for either (a) a Chinese meal or (b) Curried parsnip soup, then Dover Sole with sauté potatoes and sugar snap peas, followed by Pork and Mushroom Casserole with Wild Rice, then a freshly made cheesecake topped with alpine strawberries. Viennese blend coffee to wash it down, and then a glass of lemonade with hemlock in (as apparently it's a painless death)
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This came out today, Looks rather good.
Thanks for the heads-up - that sounds excellent. I wonder if (for example) the "goblin background sounds" drop off in intensity and vanish as you kill all the Goblins...
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Having thought for a moment, no, I don't believe it does - there are specific cosmetic mods for much of the clutter and weaponry.
I think QTP3 is pretty much confined to "statics" - things which cannot be moved relative to each other, so landscape, trees, and buildings. Even then, there are addons such as window improvers and the like
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Skins of animals, monsters and characters, pretty much
Basically anything which can walk about
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According to the Wiki, the only way he can survive is if you never give him a crown of ANY sort.
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For the other DLC modules, try SM Plugin Refurbish - that delays their start points to be triggered by events or finding items, rather than them all being dumped on you as you reach a certain point in the sewers.
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Possible reasons for the patch finding a wrong file version:
(1) Wrong patch being applied - trying to use the Oblivion (US) patch on the Oblivion (UK) game, or the Shivering Isles patch on a game where you have already run the Oblivion (UK/US) patch.
(2) Steam version - it should be autopatched - however the problem with user account Control still applies.
(3) Direct2Drive or Impulse versions - they should autopatch like Steam, but any OBSE-based mods will NEVER work as the exe files are encrypted.
(4) No-CD cracks or other "unofficial source" versions of the game - if you have one of those, then tough.
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That may well be too many people :)
If you summon that many, the AI handling will freeze some of them, and some of the attacking enemies, as it can only handle a few characters at a time. That's why there are no "big battles" in Oblivion. There's a tweak to take up the maximum number of characters animated at any one time, but it's not possible to tweak it very far... and 20 additional characters is quite an extra load.
Quote from a test that was run a few months back on a well-set-up gaming machine:
"The average amount of NPCs each game supports before serious performance issues arise on my system may not be of help to you since you do not have my computer, but the numbers tell a story of just how good the various versions of the gamebyro engine and Radiant AI are at action scenes. So here is a rough guide for you modders, I recommend you try and stay roughly within these limits when placing NPCs in each of these games.
Oblivion = 15 NPCs
Fallout 3 = 40 NPCs
Fallout New Vegas = 20 NPCs"
Of course, if there are already 15 or so attackers (say a bandit camp) then the additional spawned characters will stand there like dummies until YOU kill enough of the attackers that the AI has space for the new spawns to act...
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(1) Remove Streamline and regenerate your ini file (or manually re-tweak it) - Streamline is effectively a FPS LIMITER and does that by adjusting the ini file. don't re-add Streamline until AFTER you get the FPS back up a little, and ONLY use the purge and save features, NOT the rest.
(2) HrmnsOblivionScriptOptimizationv1.0.esp is (in my experience) not as good as one might like at adjusting scripts, and has been known to make things more unstable. May be to do with OBSE stuff it was never designed to handle. Personally, I don't use it.
(3) UOP Vampire Aging & Face Fix.espVersion 1.0.0 - Install Wrye bash, merge a lot of your mods using it, and use the option in the Bashed Patch build to replace this ESP thereby freeing up a slot.
(4) With Better Cities and Unique Landscapes running, I can probably predict two places where you'll hit single figure FPS - Anvil Waterfront near the light-house end City Gates, and the Wheatfields added by the Rolling Fields UL mod. These WILL kill your FPS as there are just WAY too many complex meshes for a PC to handle well. As a side note, if you have large wine barrels visible beside the streets in the Imperial City Market District, and on Anvil Docks, disable them in the Better Cities popup.
I'm assuming that you have not yet finished PYFFIing all of your meshes, as it takes days of work to do them all. Check each of the mods you have added, including QTP3, and PYFFI everything you can.
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That looks like you haven't got the textures in the correct place. However, the windows ARE now part of the building...
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There is, of course, the Unofficial Shivering Isles patch to apply once you have Shivering Isles installed.
Check your Weather replacer as there may well be a SI addon.
Also check anything to do with trading as SI has its own trading stuff and may not behave 100%.
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Notes:
For Oblivion WITHOUT Shivering Isles, use the US or UK Oblivion patch to match your version.
For Oblivion WITH Shivering Isles, use the Shivering Isles patch NOT the Oblivion patches.
If you have the Steam version it will auto-patch. Use the correct method to install OBSE (read the readme).
If you have Impulse or D2D the exe file is encrypted and OBSE won't work.
If you have an "unofficial" copy then you are out of luck - the patch won't recognise a hacked .exe
If you have applied the Ram Booster patch, then restore your backup .exe and THEN try the official patch.
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Try replacing Illumination Within with Advanced Window Lighting System - IW relies on nothing moving buildings from their vanilla positions, while AWLS just alters the mesh ti illuminate so if the building is moved, the windows do to.
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@Koranoth - You've got a slug for a processor - Despite EVERYTHING that can be done, Oblivion still doesn't make efficient use of a multicore CPU, so your basic speed is only 1.6GHz. There's a reason for the minimum clock speed on the box.
@IIGaneshaII - Time to post a FULL mod list, with all OBSE plugins listed as well, and a DXDiag listing. Maybe someone can puzzle something out.
Double-check - you haven't installed Streamline have you? That acts as a very effective framerate limiter...
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Thoughts:
There are mods which allow throwing of weapons and objects, but I am not sure whether any have implemented a "boomerang" feature to return the weapon to you. I also haven't seen any "frisbee"-type weapons but that may be because I haven't spent much time looking. If one exists, the weapon is just a retextured version. However, if you want the glow area to emit light, THEN things may become impossible.
The suit is just a retexture of a latex bodysuit, which exists. Again, a true light-emitting glow may not be possible. Scripting might allow different colours on the same suit (ans weapon) depending on which mode you want.
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First, check the shortcut to Oblivion on your desktop. That should tell you where the game is installed to. If it's Win7 64 bit, then it's probably in c:\Program Files (x86)\Bethesda Softworks\Oblivion.
However, if you installed the game "straight" on Windows 7, you're going to have one heck of a time trying to mod it thanks to UAC (User Account Control). I suggest you move the whole game to C:\Games\Oblivion, using Bben46's guide.
Standard cut'n'paste instructions follow:
If you have Windows Vista or Windows 7 and are thinking of modding, do yourself (and us, because you'd no doubt be asking for help with it later) a BIG favour and use Bben46's guide here to move the game from the default install position to C:\Games\Oblivion. That stops the UAC from mucking up just about every mod you try to use, including (sometimes) official patches.
Many mods will require you to be patched to version 1.2.0416, and a lot will require the Shivering Isles expansion - if you don't already have Shivering Isles, buy it and add it to the game, THEN patch it (otherwise you'll need to uninstall and reinstall from scratch to add Shivering Isles later). If you JUST have Oblivion installed, use the Oblivion patch for your version (UK or US), if you have Shivering Isles too, JUST use the Shivering Isles patch (works on UK or US versions).
I strongly suggest adding the Unofficial Oblivion Patch (UOP), the Unofficial Shivering Isles Patch (UOSP), and (if you have Knights of the Nine and/or any of the official downloadable content files, the Unofficial Official Mods Patch (UOMP), plus the Unofficial Patch Supplementals and the UOP Dark Sister Voice Fix. They between them bugfix several thousand bugs and errors, and make the game much better to play.
Other "essential" mods are Oblivion Script Extender (OBSE), and then Fast Exit and Windom Earle's Oblivion Crash Prevention System (weOCPS) - the pair of those greatly aid stability and stop many of the more common crash scenarios from wrecking your game.
Once you have that little lot installed, then you should know where Oblivion is installed AND where your Data directory is, and can follow the original instructions.
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Additional suggestions:
Antivirus - check it's not set to "scan all files on access" and also check for a setting labelled "Heuristics".
Defrag properly - not the Windows half-assed approach. I use Defraggler (Free download - Google for it)
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A couple of suggestions:
You could try PYFFIing the meshes to reduce the processing load a bit - I'm currently working on that myself and have a walkthrough here.
Run the Oblivion Ram Booster AFTER backing up your Oblivion.exe.
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You've listed all the legal sources for downloads.
Steam is the only legal source for an unencrypted download version.
Suggestion - find a friend someplace Amazon DO ship to, with Paypal, pay them to buy and ship Oblivion GotY to you.
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Any attempt to upload spoiler-free mod descriptions is rather unrealistic. How can you define what a mod changes, if you do not refer to the thing it changes? That reference is often a spoiler, and it's obvious to most people that you will get those spoilers for that very reason.
Example - mod changes a character to add new quests before a certain point in the game. How is someone to know whether they can run the mod with an existing character unless the mod specifically states "Must be installed before Such-and-such character does so-and-so" - result, spoiler.
Spoiler tags is a good idea, BUT ... there are already too many people who can't even tick a category box on a mod - what hope is there for additional "having to tick a box" sections to be used?
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I've tried it both ways - it works equally well compressed and uncompressed. XP has a file size limit of 2GB, and even the main oblivion-meshes one isn't that large uncompressed so I don't think it matters much. The files are originally compressed (but I don't know what settings), but uncompressed SHOULD load a little faster I suspect.
Oblivion performance issues
in Mod troubleshooting
Posted · Edited by MarkInMKUK