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Posts posted by MarkInMKUK
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Two things:
(1) Move your Obblivion install out of the Program Files (x86) directory - we normally recommend something like C:\Games\Oblivion. That stops the UAC blocking attempts to install mods, as Windows thinks it's a malware attack. The procedure is here - have a good read before starting to do it.
(2) According to one page, the function at the start of the script file in the OMOD checks the version of OBSE_Loader.exe, so despite it being a Steam install you CAN try copying the exe file into the Oblivion install directory, to see if that fixes the problem. If you check the script in the OMOD, there's usually a point right at the beginning where it checks the OBSE version. The section can be deleted IF you are certain you have OBSE working, then the OMOD will install happily. Also check you have the latest OBMM version, as they may have fixed that in the latest version (I don't use Steam so I can't tell for sure).
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With Directx 9.0c, it's well worth downloading the administrator release version from Microsoft and installing that, as sometimes the version on game discs does some odd things. If you save the file you can always use it again if another game mucks it up too.
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I'd back the ini file up first, then delete it and run the game up from the official launcher to recreate the ini file. You WILL lose any custom ini file tweaks of course :(
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Silentx - if you haven't already done so, 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 Uofficial 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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A little more info please:
(1) Operating system version
(2) Source of Oblivion (Game of the Year discs/Steam/Impulse/D2D/whatever)
(3) Oblivion install details (Just Oblivion / Oblivion + Shivering Isles / O+SI+Knights of the Nine) and verions patched to.
(4) DirectX version installed (start/run/Dxdiag - bottom item on first pop-up page should be DirectX version)
Hopefully that'll turn up a clue.
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Streamline helps with lower spec machines, by smoothing out the fps rate at a low but near constant level. However, on a higher end machine, it can actually take your fps WAAY down as it takes even a momentary drop as a reason to reduce fps across-the-board drastically, and even if you uninstall it, it doesn't remove the adjustments made to the .ini file - you have to force a re-creation of your ini file from scratch.
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Try HJSplit to reassemble the parts. Also make sure you have Shivering Isles installed, and patched to version 1.2.0416.
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is it posable to make a castle and city thats like 1200 bc styel and what would it take if it cane be done
Please start a different thread as this has nothing to do with the last post.
And 1200 bc? Are you sure that's the date you mean?
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Can you even DO a search on "FPS"? Most of the forum search engines are set to want a minimum of four characters......
Seemed to work ok on a reasonably quick check - just needed to limit it to Oblivion though
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Great subject. I love the Witcher series too.
However a total conversion is a mammoth undertaking. Nehrim, which is probably the best total conversion to date, has taken years. The results ARE stunning, but the workload for a dedicated team of modders is immense.
However, good luck with the mod if you decide to go ahead after taking a good look at the size of the project.
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Do a forum search on FPS - we've given advice several times in the last few months and if you read and try everything to do with FPS since (say) Christmas, you'll be 99% there.
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Sadly, I think you'll have to live with E-cup until the F-cup stuff gradually gets done. oh, and the forum mods don't like "bumping".
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Not specifically. the three items shouldn't overwrite each other.
Check the usual mod-related things - Archive invalidation, no "Data" folder INSIDE the data folder, etc.
You don't say whether you have ever successfully installed any other mods before. If things still don't work, please post the following
Oblivion/Shivering Isles version, including source (Disc/steam/Impulse/D2D/whatever).
Any patches applied (SI update to 1.2.0416, Unofficial patch, unofficial SI patch, etc)
Operating system version.
Install location for Oblivion.
Whether you have any of the following mod utilities installed - OBMM, OBSE, OBGE, Wrye bash.
if you have any other mods installed, a list of installed mods (in spoiler tags - use the box to the upper left of the text window currently showing "Other Styles" to select "Spoiler")
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Just a quick comment on Wrye Bash - I tried an update from v291 to v292 yesterday, and tried the standalone instead of the python-based version. Failed totally to run. Used the python-based v292 and everything was fine.
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The BBB relies on three things
(1) A skeleton which supports BBB
(2) Meshes which have been set up to use BBB. A BBB bare body will "bounce" with the correct input, but if the armour is NOT BBB-enabled, the bounce will not happen.
(3) Animations which make the skeleton DO "BBB things" , to move the meshes.
If any of these three are missing, then nothing will happen.
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Game of the year version should be fine - that's the latest release once you install Shivering Isles (from disk 2). Make sure the update patch you use is the SI patch, NOT the Oblivion UK or US patch.
You may find that it's a problem with paths and pathname handling. Mods using OBSE might cause more problems, as I have no idea how OBSE would run on a Mac - not my field of expertise. I suspect that the usual fixes using Wrye Bash to help mods "play nice" would be a whole additional can of worms.
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Once it's installed, peer at the data folders to check it has put stuff in the correct places.
Note: if you can't see a difference with QTP3, then it's NOT working. You HAVE set up Archive Invalidation, have you?
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Add the FastExit mod - it helps with that problem. Also suggest adding weOCPS (Winston Earle's Oblivion Crash Prevention System)
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Note: AMD processors noticeably outperform the Intel equivalents at the same clock speed - a Phenom at 2.2 is close to an Intel chip at 2.6-2.7GHz. I'm using an older AMD Dual core at 3GHz, and it beats the same clock speed Intel dual core in another PC hands down for speed.
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Croc? Just stand a daedroth in the water so only the top half of its head shows :)
More usefully, if you check the old Morrowind mods, there was a mod which gave enhanced swamp sounds. Contact the modder and ask if you can port his resource over?
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Drake TheDragon's Argonian Beautification/Scripted Argonian Feet setup allows a different body type for Argonians. Warning: You also need a specific clothing replacer to match the body chosen. Work is in progress to do something similar for the Khajiit race.
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Check the stuff carried by Vvardenfell Imports - they might already have it
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A decent video card may well redress the balance in some areas - but the bottlenecks like AI will still exist.
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Thinking more on the magic side, how about a % chance of a magical backlash which could take the form of a fatigue hit (exhaustion), or physical damage and a personality hit (burned you and wrecked your looks), or additional; infamy, or whatever? Vary it from spell to spell, and you get a penalty for tinkering in stuff you are not supposed to do, but also a chance (rising with magical ability) to get it right, learn a spell properly, and gain the benefits. You'd probably want to make some backlashes fatal, to warn that a spell is too powerful for the character's current level - they'd have to reload.
a time traviling qwest
in Mod Ideas
Posted · Edited by MarkInMKUK
Concept sounds interesting, and the Time Travel idea should be fairly easy to implement - it's just two different worlkdspaces like Oblivion and Shivering Isles. Groups are harder, but you may be able to use one of the Companion mods to build a small party up.
However, you're going to have to put in a fair bit of work to start with.
Firstly, research - find details of the area of the world you want things to happen it, and then research those areas at the times you are thinking of. Find images of the clothing, housing, towns, etc.
Secondly, draw maps. They don't have to be VERY detailed, but they give any potential modders details about how many cities you are thinking of, and thus some idea of how many months work you are expecting them to give you for nothing. Each city should have its own map, laying out things like marketplaces, shops, housing, official structures like jails, palaces, and barracks, ets. Are the cities walled? Maps should also tell you the type of terrain - where you want mountains, type of land (green/sandy/rock), etc.
Thirdly, outline quests, at least pinning down how many npcs are directly involved. Write conversations for them. Think about main characters, and define each one - name, gender, age, looks, social status, clothing, daily routine, etc.
If English isn't your native language, which judging by your post above it may not be, then get a native English speaker to proofread any dialogue you create for the mod - your spelling doesn't do justice to your ideas.
Once you have at least made a start on the stuff above, add information to your post to tempt people to help with the mod. If you require help on a specific item (scripting, or a specific item design, for instance), post requests for those individually rather than buried in your main mod post - that way people will see them. Make the post title relevant - put "Help needed with blue velvet dress mesh" not just "Help".
Good luck.