Jump to content

MarkInMKUK

Supporter
  • Posts

    1536
  • Joined

  • Last visited

Posts posted by MarkInMKUK

  1. 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?
  2. 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.

  3. (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.

  4. 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
  5. 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?

  6. 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...

  7. Ok, sounds like a plan, I'll upload her as you said. Right before the sewer ends so that people can use the last "make any changes" to what they want. Cool.

     

    And the colors are hard to deal with on redgaurds your right. I don't think I'm going to get anywhere close to Grace Jones :/ She's like beyond black, Id have to do a body texture to go with the face if I ever get it somewhat alright just so the color matches lol.

     

    You could try installing the Better Redguards mod - it helps them look less like they are seasick.

  8. Does Nehrim require me to make a copy of the Oblivion directory?

     

    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.

  9. 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.
  10. 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.
  11. There is also a PYFFI Patcher - which will JUST work on the main bsa files and improve the speeds for THOSE meshes. It should be FAR faster but I've never used it myself.

     

    Remember - if you have installed some of the replacement mesh mods, these meshes will NOT be affected by the patcher - but the main PYFFI version WILL attempt to optimize them if they are fed into it.

×
×
  • Create New...