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MarkInMKUK

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Posts posted by MarkInMKUK

  1. Yes, you are quite correct. Vanilla clothing looks crap on a high-res body replacer.

     

    The clothing carries its own skin area, AND its own shape. You WILL get visible seams as the vanilla skin is used by vanilla clothing. Solution? Download a stock clothing replacer for HGEC in the cup size you prefer.

     

    As you have already downloaded the EVE HGEC Bodystock and Clothing mod, the fact it didn't fix the problem probably means you didn't actually get it to work. If it HAD worked you should have seen much better joint matching at wrist and ankle, and no obvious seams at those points. If that's not what happened, something didn't install correctly or the mod did not get correctly enabled.

     

    As for the neck seam, yes, it's there, and probably always will be, because of the way the game renders heads and bodies. The usual seam reducers hide it by adding a necklace or pendant on the seam line.

  2. Another quirky idea you may wish to consider:

     

    The weapon only gains power-ups from souls captured from "fighters" - which can be expanded to cover anybody who is currently armed as a handy definition - "magicians" - needs to find a suitable detection mechanism - and "monsters" - anything which will inherently attack YOU. It doesn't care whether they are "evil" or "good" or "neutral" - just that they are "worthy opponents". A stealth kill is fine - it's a strategic attack so still a 2worthy" method.

     

    The idea is that if you run around invisibly slaughtering non-combatants (deer/sheep/shopkeepers/farmers) then the sword will refuse such souls - it is, after all, a magical fighting weapon not an executioner's axe. In fact, you may wish to deliberately REDUCE its power for every "innocent" killed. This doesn't stop it being used by evil people, but does stop mass pointless slaughter.

  3. Assuming English OR American release discs (Run the game after EACH step to make sure it still works - it SHOULD be fine but things CAN go wrong):-

     

    1. Install Oblivion, DO NOT PATCH

    2. Install Shivering Isles, THEN the Shivering Isles English Language patch IF NEEDED - if you were using the Game of the Year edition it would automatically be patched to v1.2.0416 anyway, but other versions will need patching.

    3. Install any DLC mods you want, especially Knights of the Nine.

    4. Istall OBMM, BOSS and Wrye Bash, and make sure they all start ok. I usually use OBMM to do the next 4 stages.

    5. Install the Unofficial Oblivion Patch (UOP)

    6. Install the Unofficial Shivering Isles Patch (UOSP)

    7. Install the Unofficial Official Mods Patch (UOMP). Ensure you ONLY select the mods you have installed otherwise it WILL crash.

    8. Install the Unofficial Oblivion Patch supplementals.

     

    Then back up your installation before adding other mods - I use mTES4 Manager to handle cloned setups which is pretty simple to use.

     

    Next, add OBSE, Fast Exit 2, Windom Earle's Oblivion Crash Prevention System, OBGE, and any common plugins such as Pluggy and Elys' Universal Silent Voice.

     

    Check it all still works, back up again.

     

    Next I'd suggest big cosmetic stuff that you ALWAYS use, for example Menu changers, map changers, your usual body mods and matching stock clothing/armor replacers, also graphical overhauls such as QTP3.

     

    Backup again (are you noticing a theme emerging here?).

     

    Then start adding other mods, one at a time, and check stuff starts ok each time. Each time, run BOSS once it is installed and rebuild your bashed patch in Wrye Bash. Once you are happy with it, backup again - disk space is cheap these days.

  4. I'd open it up a teeny bit, and say "self-interest", whether that is greed, sex, promotion, or whatever.

     

    Other motivators which came to mind but don't appear to be the main one in my area of the world at least are: Survival, Belief/Faith/Religion (lumped together for convenience although they ARE all different), Altruism, and Stability.

  5. Unlikely to be related, but if you have Wrye Bash installed you should be able to use the Bashed Patch options to fix the vampire face error and the Custom Race problem, which is two more mods you can remove from the heap. Also (as a diagnostic thing) try using the ShowRaceMenu console command to select a vanilla race, and check whether the crash still happens - yes, I know it'll screw the stats so do NOT save that changed character.
  6. Maybe add a quest to release the souls - or at least to give them a chance to be released. One soul would elect to stay ... and thus you'd be able to keep the enchantments frozen at the level where you released the rest, and gain a sword "companion". Of course, you have to decide - is this soul a "good" character, a "bad" character, or what?
  7. I still think adding a song performance to Elragail is a good start :)

     

    She frequently visits the Tiber Septim, which has a large area for people to congregate and act as an audience. At a specific time, adding a script to move her to the end furthest from the door, stand at the foot of the stairs, pull out her instrument and sing a folk song would be in keeping with her profession, and would prove out many of the functions of your mod before trying to create a whole new character and guide them around Cyrodiil.

     

    Once that set of functions work, then a performance in public - maybe in the Arboretum - and attracting an audience would be a logical next step. The Estrus mod has a "make the crowd gather and watch" functionality built in, so seeing how it is done there would be a good step.

  8. On a marginally more serious note, if you want actual songs related to Oblivion quests, try posting on the rec.music.filk Usenet group (look under Google groups - sadly like much of Usenet it's full of spam over the top of the legitimate posts) - you will find SF and fantasy related songwriters by the drove there, and some may be willing to even record songs for you to use.
  9. Write cheesy limericks

     

    A prisoner slipped from the jail

    And fought monsters o'er hill and dale

    Caught a rare unicorn

    And then took Battlehorn

    And that's just the start of my tale...

  10. I started typing, and the boss wandered by before I could edit it and add the fact that I think it's a great idea. Anything which adds realism and immersion is good, and wandering minstrels and troubadour troupes would be excellent.
  11. well, it may never get made, but there are resources for musical instruments on the Nexus. I'd start with adding to the AI of an existing Bard - maybe Elragail in the IC - she already visits the Tiber Septim Hotel regularly so adding a singing event should be fairly simple. Then build on that to make a group who wander - and will defend themselves against bandits etc.
  12. Sources of supply always make sense to me - I'm too much of an engineer to ignore the lack of a support structure I guess :) Now you need a blacksmith or two...

     

     

    There should also be logging for a wood source, probably a sawmill too, and then carpenters who can build custom furniture (from a list, takes time, more expensive but better than usual stuff)

     

    And lots of other ideas to add. There's a resource with a moving horse-drawn cart around someplace - could be nice just to see it travelling full to a sawmill and empty to the logger's camp. Pulling logs out of the forest with a horse is also a good idea, and again needs just a tweak to the cart mod - doesn't even need rotating wheels.

  13. You may get away with loading all the mods first - just insrall Oblivion and get it running first, make a totally fresh save to force the ini file to update, then add the mods. If a mod is missing and you try to load a save it CAN crash if you have a mod-added object in your inventory, or other things of that kind. Worth trying that way first as it could save a fair bit of time - if it doesn't work you only lost a few minutes testing it.
  14. I'd suggest installing Oblivion and Shivering Isles to C:\Games\Oblivion NOT to C:\Program Files (to avoid UAC problems assuming it's Vista or Win7 based), then OBMM and any other utility programs such as Wrye Bash. Basically anything that uses the registry, needs to be installed from scratch.

     

    Your general idea MIGHT work ok, but...

     

    Oblivion.ini is going to need to be totally regenerated from scratch to use your new hardware.

    Once shivering Isles is installed, check you are at version 1.2.0416 - if not, download the Shivering Isles patch ONLY and apply it. Do NOT apply the Oblivion patch unless you are NOT going to use Shivering Islers.

    All mods need to be deactivated and added one by one using OBMM.

    Many mods may have updates which fix bugs - I'd suggest downloading them and updating them.

    Remember to apply the Unofficial Oblivion, Shivering Isles and Official Mods patches as appropriate.

  15. Hi Vastion,

     

    Nice looking setup :)

     

    it's a tad formal looking for MY personal tastes - stuff in the 15th century tended to be a little more haphazard rather than laid out like the centre of Milton Keynes - but you certainly have the fine house and the support structure in place, along with a lovely front view from the house. :)

     

    I actually watched a programme today which showed Burghley House, which has its own restoration experts on site. They have a converted stable block for their workshops, and that's the sort of impression that strikes a chord with me. I guess there's a frustrated craftsman inside me struggling to escape...

     

    Obne idea which is a tad unusual for siting a house is - how about built into the landward side of a cliff, with the rear rooms looking out to sea having walked THROUGH the cliff. The roof would be the cliff itself, and the structure would (of necessity) be mostly carved stone.

  16. Question 1 - can you take a sword, and a torch/gem, and script the torch/gem to mimic the actions of the sword as it is used?

     

    Question 2 - can you turn the torch/gem into a rod shape and still have it emit light, and still do #1?

     

    Question 3 - can you delete the sword blade mesh/texture while still being able to use it as a weapon (invisible blade effect), and move the rod-shaped torch/gem into the place the sword blade would have been, while still doing #1 and #2?

     

    Question 4 - can you use a script to turn the torch/gem on and off, ideally using an animated mesh to get the "grow from handle" effect?

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