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Posts posted by MarkInMKUK
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Still need the information I asked for which may be relevant, rather than which web browser which isn't.
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Some of the fatigue-type mods may do it - but unless someone knows one off the top of their head you'll have to browse through the readme files.
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A couple of possible reasons:
(i) Windows Viosta or 7 on laptp, installed to default place - UAC stopped mod installing correctly.
(2) Archive Invalidation not set.
Failing that, how about a tad more information - such as a full mod list, installation path, utilities, Oblivion version, Operating system version, etc. We ain't psychic.
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The only attempted mod for rain collision problems which I'm aware of is Reneer's Rain Mod. However, on many systems it seems to cause a CTD as soon as you go outside. You MIGHT be one of the lucky few though.
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Apparently that's one big advantage if you use BAIN for installation instead of OMODs - if you uninstall stuff it can automagically sort out missing textures and meshes. However, it's a steep learning curve compared with OMODs...
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Suggestion: As people's taste in hairs differs, why not find a few shots of the type of hairstyles you want and post them here - much easier than trying to describe them.
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If you try a BAIN uninstall you will find that it doesn't remove all the shaders for some reason- go into your shaders folder and look in override and delete all PAR vso and pso files- there is a lot of them.
Further to the above, if you check the BAIN documentation it actually states at the moment that BAIN installation shouldn't be used for shaders.
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Hi Wetblanket - that's one I'd missed - looks interesting and a useful mod to know about. Sadly it doesn't help with showing a bow on back if using your sword, or vice versa, at least from a brief readthrough.
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If you run Windows Vista or 7, before you even attempt to mod the Steam version, use Bben46's guide to move it out of the Program Files directory. There's a specific link to the Steam forum posts on moving your Steam installation. That will stop Windows User Account Control from preventing many mods from installing correctly. Once you have done that, most mods should install smoothly.
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Firstly - up your processor SPEED (NOT number of cores). A faster processor will always beat a slower one for Oblivion as it's not a multicore program. Overclocking may cause instability however. Also you may need to up the memory speed to match the processor speed.
Secondly - if on XP or Vista Try the Omega video drivers.
Thirdly - You could try the QTP3 Reduced and Redimized pack - that'll help but will reduce quality a bit. Also check for FPS patches for Better Cities.
Now we get complicated.
Fourthly - Run BOSS, and then use TES4Edit to clean any mods it shows as having dirty edits. Just doing that can reduce wasted processing time.
Fifthly - use PYFFI to reduce all of the mesh complexities where it won't show. Reduce EVERY mesh that the instructions tell you that you can safely reduce, including the original BSA files - you have to unpack and repack them, and the processing takes a few hours so set it going in the morning before work.
Sixthly - check you have nothing running in the background - antivirus programs often have a "scan on file access" setting and as Oblivion spends much of its time opening and closing files, that makes it sluggish.
Oh, and a separate sound card can help too - frees up your CPU to work on the stuff it SHOULD be doing not creating footstep sounds.
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The nearest that I am aware of are a "Shield on back" mod and "Inventory is a backpack", which at least make it LOOK like your character is lugging junk around, However, a mod which specifically shows your out-of-use weapons on your back/sheathed/whatever won't work using the current game as you only have ONE weapon (or potentially two if dual-wielding) equipped - the rest are in your inventory. Maybe someone clever can do something using your hotkeyed items - but if you have two different swords or two different bows hotkeyed you can expect a problem.
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AtlasS - probably ... there's also a guy working on an "on-the-fly" mesh combiner which would turn the two items into one composite item visually. All a moot point unless people want to start tinkering.
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Maybe a Gila Monster looking skin?
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Take a look at the flame atronach skin - it's apparently animated.
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(1) Check your antivirus isn't running a scan on every file access.
(2) Also look to see whether you are accessing the HDD at 3 second intervals both while running Oblivion AND without. I had a problem last year with an adware remover - it filled the hosts file SO full that Windows tried to load it and failed, repeatedly - every few seconds.
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As long as a repeating particle movement pattern will do, you could have a texture with a looping animation like an Atronach skin. Then you don't have to generate the effect on the fly, just while making the model.
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(1) Do you have a separate sound card, or onboard? If it's onboard, get a cheap addon card and shift sound processing off the motherboard - this can be a cause of fps droop at times.
(2) Try the Omega gaming drivers - they gave me quite a fps boost on XP.
(3) Post a mod list. If you are running certain mods, such as Better cities AND Unique Landscapes AND the patches AND graphics improves - then some areas such as Anvil Waterfront will cause slowdown, period. Because Oblivion is a single-thread game, three of your four cores are unable to help with the numbercrunching, and the remaining one DOES have a limit, which certain areas and mods WILL make it hit.
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@Utyran - maybe it escaped your notice, but the item which was pictured as a Gambeson was displayed worn OVER chain mail - http://www.a2armory.com/images/medievalcostumes/men/lionheartgambeson.jpg - and all of the discussion has been very relevant to how to achieve THAT effect in game. A Gambeson should be capable of being worn on its own, or over armour, as a padded under-tunic is an aketon (which, as it is worn underneath IS completely concealed by other clothing).
As for the discussion, the original poster asked for a MOD, not just an item as a resource. That means a big part of the thread is VERY likely to be about how to make the clothing work/look correct in game, and in the case of an item such as a Gambeson, that has to include how to portray it as being worn over (or under) armour, or potentially on its own. Armour is, and always has been, a layered item - from an undertunic, then padding, then the armour itself, and then any Gambeson / surcoat / tabard over the armour for identification. The same technique used to achieve this visual effect should also then be applicable to basic clothing such as a jacket worn over a shirt, IF it can be made to work. Also any stat changes from the additional layers should be factored into your defence, even if the item concerned is completely concealed.
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@alonsomartinez - I quite agree - 24 versions would be a stupid amount, and only someone totally obsessive would want to do that. I think, assuming (1) you can add a Gambeson in a neck slot and have it display correctly over the top of the armour already equipped, and (2) that a script can select between two versions of the mesh depending on heavy or light armour already being worn, that there would be a total of four meshes - Male (light), Male (heavy), Female (light) and Female (heavy). The heavy armour meshes should be first to be made, as they will also fit over light armour, albeit with an air gap, so just having those two would give a working set of items.
@Candex - "fridge with legs" is pretty much how it would look - or maybe a "marquee with legs" as it would be more tent-like.
@Utyran - if alonsomartinez is kind enough to originate a pair of meshes for male and female, if you can modify them to create a working system of equippable gambeson+armour sets, then I'd be very happy to see the result. I just think you'll end up with an awful lot of work script-wise to make the exchange of stats work. You'd also have problems if you had a Gambeson with its own enchantments to add to the armour stats, such as fire resistance. Then there's the additional problem of "on-the-fly" stat changes not always being saved in the save game. But please feel free to prove me wrong - anything which adds to the things we can do with Oblivion is well worth doing.
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You need to move your installation from the default place to C:|Games\Oblivion - UAC is causing you major problems
My standard cut'n'paste "how to":
If you have Windows Vista or Windows 7and 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).
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.
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What if you make the gambeson with different versions that simply appear as though the armor is under it? Make different versions for each of the armor types, and give it the same armor rating as a cuirass of that type (ie: ebony gambeson = ebony cuirass in armor rating).
Yes, that could be done - although it's a lot of extra work. But then what happens when someone uses a non-stock armour item? If it can be made to use an additional amulet slot, the gambeson should overlay even custom armours IF they have a reasonably standard mesh shape - of course, the Manga-style "offspring of a demented thorny devil lizard" types won't work without clipping issues, but then the people who installed those probably wouldn't have downloaded a mod full of realistic medieval clothing anyway.
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3 - dating system. Have a word with Grumpf_be about the cutscene methods he used in Claudia's Little Secret. They were all animated on-the-fly using clones of your character and other techniques I never followed, with custom animations and dialogue as needed. Maybe his technique could be adapted to what you want to do. There are also a couple of guys who he was tutoring in multi-person animation stuff on the cLS forum - maybe one of them might do some animation work for you. He also has a kissing animation which he might be willing to allow you to use...
5 - Children might be do-able using a variable skeleton system, changing individual bone lengths and overall scale dependent on age of child. There's also the x117 race with the 1.17x sized skull to make the proportions look more childlike.
Don't give up on the mod completely, maybe take a bit of a break and then come back as a "Project Manager" role to break the missing items down into lists of external work to be done - modders may be willing to do one or two individual items to meet your spec, and then you'd hopefully only need one short-term co-worker to smooth the edges off where things weren't 100% correct. I was astounded by how much work people have been willing to put in on the Khajiit and Argonian body shape work - if you get a similar amount of response you should be able to finish this off :)
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@Utyran - try thinking for a moment? The Gambeson is supposed to be worn OVER armour - be it chain mail, plate mail, ebony, or whatever. So how does "just making a mesh" help is show the armour of the correct type with the gambeson OVER it? If you REPLACE the armour with the Gambeson, then the armour stats all vanish because you have taken it off.
Problem with exnem body
in Mod troubleshooting
Posted
OK, I'm assuming that the download you grabbed was THIS one - http://www.tesnexus.com/downloads/file.php?id=19107 ?
So which folders from it did you copy to where?
And do you already have any other mods running?