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MarkInMKUK

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Everything posted by MarkInMKUK

  1. 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.
  2. Looks stunning! I love the idea of different robes for each school. Will it also be compatible with any physical changes made by Better Cities?
  3. They also often use race replacers, and enhanced head meshes
  4. Well, I sugggest posting your mod list - at a guess you've just added something (Deadly reflex maybe?) and things have changed?
  5. Babies? They'd cry, puke, and fill their diapers like most babies - IF they are aiming for any degree of realism.
  6. Well, Wrye Bash is nearly essential to use many of the more complex mods - now is a good time to get to grips with it. If you post the relevant chunks of the instruction here, then we can advise you as to what they mean, so that you can do it. You didn't expect something that fundamentally complex to be a one-click-install did you?
  7. There's also a setting to remove general wind effects someplace - or it may need a mod - might need searching. For a general performance boost (every little helps) try my guide to PYFFI for the bewildered - obviously you'll need to run PYFFI on the mesh folders added by any mods you are running, and any .bsa files they have added, but that WILL reduce the load on your CPU a bit. It is apparently tested with OOO and other major mods. It certainly doesn't count as an "instant fix" though.
  8. If the missing meshes are the iron bow in the tutorial dungeon and stuff, there's a set of "improved" meshes on the Nexius someplace (typing on smartphone so can't track them down - sorry)
  9. I'd go with silence for dealing with mage characters - stops a lot of the ranged magical incoming stuff
  10. There are also assorted mods for HGEC H-cup - search for "hgec stock"
  11. Once you've moved the Oblivion install, run BOSS to sort the load order - the launcher shows Oblivion.eam loading AFTER your mod, which can't work.
  12. (i) if on Vista, use Bben46's guide to move your instal directory out of Program Files - we usually suggest c:\Games\Oblivion. That will stop User account Control making mods fail to install properly. Having said that, that may not be the problem here - it's just a preventative measure for the future. Check the dates on the Bravil Sea Domes EXPANDED.esp and Oblivion.esm. The launcher looks like Oblivion is loading AFTER the B.S.D. file, which shouldn't happen. If the dates ARE the wrong way aeround, i.e. Oblivion is "newer", then use BOSS to sort the loading order.
  13. A mod author can give you permission to upload a PYFFId version, that gets around the copyright problem. However, for most mods the performance gain will be small - it';s the sheer size of the original mesh .bsa's which should give a noticeable performance boost
  14. I'm also willing to bet the load order wasn't sorted using BOSS, which will (for the files it has liosted) sort Masters and dependents into the correct order so they work.
  15. I'm currently playing about PYFFIing my meshes and replacing the original .bsa files with the revised meshes. My questions are - (1) what compression setting does Bethesda use in their own .bsa files? and (2) what effect on the game itself does the compression setting have?
  16. 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. There IS a program called QuickPAR which can be used to patch files, and people could generate .par files from the processed files, compare with the original files, and create enough "blocks" of data to update the original file, then upload those ... but that'd be a whole new file format for the Nexus to handle. Unless and until Dark0ne approves that approach, I'm not even going to go there...
  17. I'd go with BBen46's reinstall guide, and get the out-of-the-box Oblivion functioning before trying to mod it again. Being on XP, you can't use the Readyboost suggestion as that's Windows 7 onwards - unless someone has a utility to create a readyboost for XP? More RAM will certainly speed stuff up though.
  18. Might be useful if you posted how, for people to learn from in future?
  19. You could try installing the Better Redguards mod - it helps them look less like they are seasick.
  20. I took the easy way of installing it (In my opinion, although I'm better at making mods than installing them). I ran the .exe, then moved the appropriate files (esms, esps, and BSAs) into the regular Data folder, unpacked the BSA files, then just ran it like a normal mod, except that Nehrim.esm was checked in lieu of Oblivion.esm. I run Nehrim using the mTES4 Manager - I used it to clone my Oblivion installation and then installed Nehrim over the clone.
  21. Initial post edited with step-by-step walkthrough "My installation" added.
  22. mALX1 - please feel free to post details of Work-in-progress and bugs with it here - as it's totally relevant to the thread and you've got some of the most talented and Khajiit-friendly people on the Nexus already here. Decently animated tails would REALLY enhance the Khajiit, and I'm sure both the Argonian and Anthro-Dragon races would show emotion through their tails too.
  23. You could try using PYFFI to reduce the complexity of the meshes by removing hidden nodes, etc. - I'm currently writing a basic walkthrough HERE. There's a Python version for Mac, I think - if not try the PC one with an emulator. You may need to edit some of the files to reflect the Mac directory structure.
  24. Could actually be a little complex - they DO always align to you can see both ears no matter which was Mickey is facing - no-one knows how thick they are! :)
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