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MarkInMKUK

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Everything posted by MarkInMKUK

  1. I just had a look at Blockhead, and parts of the description look to me that it might be able to put tattoos on the skin of specific NPCs, both facial and body (although don't try to do one that runs from body onto face as that might be problematic)
  2. Some of us never left Oblivious ... er ... Oblivion :D
  3. Glad I could help - I'll have to change my tagline to "Itinerant Pedagogue". and, yes, the "Full Editor" gives me the option to handle the tags myself - I didn't notice the option when I tried to edit them
  4. Darn - can someone edit the tags at the top - that should have been graphics and nighteye separately not the portmanteau word that ended up there
  5. Hi meathead, There are a few things that might have caused the crashing if you just installed OBMM and BOSS. The ones that have happened to me include - not running OBMM in safe mode and manually installing a mod, which screws up OBMMs database - Not using Timeslips original OBMM but one of the OBMM expanded versions, which don't default to safe mode - incredibly easy to screw the databases then - Not reading the messages in BOSS's output and doing what they advise - can give all manner of problems - Failing to install a prerequisite for a mod - generally leads to real oddities The fatal crashing after using BOSS sounds like a mod load order ... did you check whether the actual order displayed in OBMM changed after running BOSS? Particularly with Windows Vista or 7, and an installation in the default <Program Files (x86)> directory, this can happen a lot due to UAC stopping the necessary date stamp alterations
  6. Hmmm... Maybe what's needed is a general purpose overhaul for items that should (or shouldn't) sink. The odd immersion behaviour is, after all, immersion-breaking. Naked or lightly clothed bodies should probably float, but heavy armour (including chainmail as it's metallic) really ought to sink. And the good old iron arrow, if light enough to float, should float point-down and fletching up. Maybe that, at least, is do-able.
  7. I suggest you run SM Essential Kills by Strategy Master - should remove the "divine protection" problem from essential NPCs for you.
  8. OK - Stability mods: I see you have FastExit 2 already (at least, I *HOPE* it's 2) I suggest Streamline (currently v3.1.1.1), Windom Earle's Oblivion Crash Prevention System (v28.3) and Oblivion Stutter Remover (4.1), plus a set of ini file adjustments which can be automated. I also suggest thinking about the 4GB patch logistics: Running it on XP x32 requires a mod to the boot command line to enable PAE; Should run ok on Win XP x64; I've never tried Vista so you need to check whether Vista x32 enables PAE; Should run ok with Vista x64; Win7 already has PAE enabled in the x32 version, and the x64 is fine. Anybody using Steam (and that is a large group these days) MAY find that Steam randomly updates and overwrites the patched version of the XP executable, as it obviously changes the checksum of the file. If you want to make it more foolproof, I suggest a batch file that copies the original Oblivion.exe, patches it, and renames it - then a second batch file so that when you start oblivion it backs up the original exe, renames the 4gb patched version to oblivion.exe, and then runs that - and reverses the process at the end of gaming.
  9. Hi QQuix, Good to see you are still working on the mod - I had a hardware-induced hiatus of a couple of years duration and only got back to Oblivion a few weeks ago. Look forward to play-testing alphas ... <hint, hint>
  10. OK, it's maybe thread necromancy - but after a fairly major Pc problem (involving the on-board voltage control and lost of smoke and popping noises) back in 2012, I have FINALLY managed to get a PC put together that is capable of playing Oblivion again. I had a netbook for a spell, but that's also expired :sad: I'm re-reading all the old posts, and am still in awe of what you guys managed to achieve. Razorpony's K.A.T.S. is great, I just have to re-collect all the bits I need to get it working on my new setup, and then on to Drakes mod. The centaur models in the shots above look wonderful too. One comment on Centaur sizing - with mods that give you bigger/bulkier nords and orcs, are there also different centaur race variants depending which human race the front most resembles? Darn - there I go asking those questions again ... if I ask too many someone's going to shoot me I hope.
  11. A simple idea, but probably less simple to actually execute. What I am hoping for is a "realistic" racial ability Nighteye variant for Khajiit. By realistic, I mean one where there has to BE light for it to work - a zero light area WILL require a separate light source before even a Khajiit will see. However, once above VERY minimal levels, a Khajiit will be able to see without needing any artificial assistance. I've taken a look at several shader mods and another that converts the nighteye ability to a racial power - Timeslip's Nighteye Shader Replacement mod was the starting point, the idea for the in-focus area came from Less Overpowered Nighteye, and the beginnings of the need for it to be an always-on racial ability were launched by Khadjit Nighhteye Fix. Background: I have cats as pets (or, maybe, I'm THEIR pet can-opener - I'm not sure which is the predominant view). I becaome interested a few years back in the way cat vision works, and this mod request is the result. Cats can, apparently, see six times as well as humans in poor light conditions. They also have poor RED vision, but see green through to blue sections of the spectrum as well as humans do. They can also handle brighter lights than humans, and adapt to light level changes faster than humans do. How the mod needs to work: Normal (100% of maximum) ambient light down to about 75% of maximum: Normal colour vision (or, optionally, a custom shader with the red saturation level reduced by 50%). 75% ambient light down to 60% of maximum: progressive desaturation until the shader gives a clear, but monochrome image - mimicking the effect of the colour vision fading out as light levels drop. 60% ambient light down to 15%: linear reduction down to normal "60%" darkness level. Possibly including a reducing size in-focus area mask and (if using OBGE) a depth of field reduction. 15% ambient light down to 5%: linear reduction back to human view of darkness levels. 5% ambient down to 0%: as humans. Note: This shouldn't affect the "normal" night eye spell, which should work exactly as before - this is a replacement for the Khajiit racial ability and should be enabled all the time. A Khajiit casting Nighteye should be able to see exactly as a human would, and when the spell times out would revert to the racial power automatically running. So ... is there anybody out there who wants to tackle this request? I am (of course) happy to test the mod, but I lack the requisite knowledge to even BEGIN to do something like this.
  12. Something to take care of with the UOMP - there are a couple of occasions where you might wish to disable the patch for one of the DLCs. For instance, I run a copy of "The Fighters Stronghold Upgraded" which, for compatibility purposes, replaces the original esp with another of the same name, and clashes with the UOMP patch if that is also installed. It has to stay the same name as the original for things like SM Plugin Refurbish (a recommended inclusion in your overhaul, btw) to work.
  13. Regarding a point you made in the opening post, the mod that many people gives you the closest feeling to having a real companion is this one - Companion Vilja - by Emma and CDCooley. It's fully voice acted by the mod author, with her own native accent (which is authentically Nordic!), and some of the in-game conversation has been based on suggestions by one of the most prolific fantasy authors of modern time, Terry Pratchett. While not a "daughter" mod, you may find that it at least provides a "real companion" feel to your game.
  14. Probably the first "oddity" most people become aware of with the physics in Oblivion is - why on Tamriel do Iron Arrows FLOAT?!?!? Is there a way to make them sink - after all, npc's can sink below the water surface - why can't arrows? Or is there a mod that corrects this and I've just failed completely to come across it while looking? (OK, yes, the tag about "immersion" is kinda tongue-in-cheek!)
  15. If you check the Interesting NPCs thread, the guy there has recruited some reasonable voice actors. Maybe some of them would be willing to voice bits of your module too?
  16. Aha - thank you - yes, I *HAD* updated DukePatrick's mod recently too. OK, will download it and try again
  17. I've recently added a few mods, including Dungeon Quest Awareness and Secondary Location Map Markers, along with a few updates. I'm suddenly getting an (apparently random) popup on the screen saying "Hostal" and an OK to click - this sometimes happens 10-15 times at 1 second spacing. Because it's intermittent, and sometimes doesn't happen for a day or so, it's hard to debug and work out which mod it might be. Any body else had the same popup and know which mod it is? Or have a simple way to find out which mod it's part of? It MAY happen at the point a hostile npc/creature comes within a certain range, but if so the modder needs to spell it rather more accurately...
  18. Thanks for the suggestion. It's made a huge difference in immersion ... now if only it stopped the enemies hearing the slightest footfall too...
  19. Much of the combat realism mod is being covered in Duke Patrick's Heavy Weapons Combat mod, which (if anything like his Oblivion mod) will be a well thought out and practical combat overhaul. I suggest taking a look at his readme, and concentrating on a "mod of a mod" for any areas where you disagree with him, thus saving yourself oodles of work by making his mod a pre-requisite.
  20. Well, yes and no Yes, there ARE lots of ideas - but the ones who DO want to start a massive "new world" need to spend time defining the world first - and in offering suggested "starting maps" which fit vanilla resources fairly closely they can evaluate the scope of work far more quickly (at least, that's my way of looking at it). And if the thread quietly gets swept under the carpet, then so be it...
  21. Try Arthmoor's Alternate start mod for lots of different alternative beginnings
  22. OK, i like the idea. However, there's a shedload of animation work to get it to behave in game. And, ideally, it'd be different animation for creating metal, glass, ebony or leather-based gear, in all of the variants.. But, good luck - I'd use it :)
  23. Maybe shoe could then "have a heart attack" and expire in the shackles... :)
  24. Re: the custom body per race stuff to create variable ratio body parts with age - take a look at the Unique Beast Races mod which splits the body meshes up for each race type - might give a few pointers
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