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Everything posted by MarkInMKUK
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UAC is there for a reason. Turning it off DOES leave you more open to malware, and other "interesting" additions to your computer. It's a bit like disabling your car door locks because you have to use them to unlock the doors and "it gets in your way" - then complaining when your car gets stolen. :wallbash:
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I don't play any race mods as such, but I use some mods which improve the visual appearance of the vanilla races, especially Argonian Beautification and Scripted Argonian Feet. There's a bit of development going on to add similar improvements to the Khajiit race, which I will also be trying out. The type of race mod I might use at some point is one which adds lore-friendly, non-anime-looking additional races. I don't see the point of having a world with known lore, and then deliberately importing something outside that lore - if I want to play Lord of the Rings I'll use the Middle Earth Role Playing mod, or buy a LotR game
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Short answer - yes Cracks and No-CD patches sometimes stop things working - this is a known problem with anything which looks at the main Oblivion files. Cracks and No-CD patches are NOT supported here, full stop.
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It works alongside OBMM - you use OBMM to handle the installation, and BOSS to organise the files once installed.
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OK, I very strongly suggest downloading BOSS, updating the masterlist.txt file (instructions should be with it), and running it - it will auto-sort your mod files.
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I quote from my post above Windows 7 has this wonderful thing called UAC - User account Control - aka "that poxy thing that asks me if i want to take a 50:50/phone a friend / ask the audience every time I touch the PC" If Oblivion is moved to a different place, such as c:\games\oblivion, then UAC is not enabled for that location, and you can get things to work much more easily. Guide to how to do it is HERE. Please note that just uninstalling and reinstalling may not shift all the registry values, and can cause problems later. If you put it where I suggest, everything is MUCH easier.
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Actual "Female" dremora voice needed
MarkInMKUK replied to zombieslayer002's topic in Oblivion's Mod Ideas
Try asking at the Oblivion Voice Actor's guild -
Question - Do you use BOSS (Better Oblivion Sorting Software) to sort your load order? That often helps as the order it sorts things into is known to minimise incompatibilities between mods. The comments next to some of the files are also useful - they'll sometimes tell you that a file is known to be buggy, or that there is better alternative. They'll also tell you much of the time if something is missing.
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"Proper" khajit and argonian bodyshapes/animations
MarkInMKUK replied to MarkInMKUK's topic in Oblivion's Mod Ideas
I've seen some morphing clothing parts, with some pretty sophisticated sequences of movement, so anything may be possible. The tail movements would be extra/different animations I expect, but the fluffing up of the tail could well be a morph (unless you just swap mesh/texture files and get a jump in appearance :( ) If anyone needs some cat tail language reference shots, I have a tuxedo cat who has one of the most expressive tails I've ever seen on a cat - I can try to get a few video caps of him when happy / annoyed / sparring with his sister. -
Helping New Player w/Impulse version, advice?
MarkInMKUK replied to Telyn's topic in Oblivion's Mod troubleshooting
EdSurly - if you have a good system (and I *MEAN* good), try the Unique Landscapes mods as well, with Qarls Texture Pack 3 (QTP3). You'll need a fast processor (2.8GHz+ and plenty of RAM, and a good graphics card (ideally with 1GB RAM), but the results are visually stunning. Start with the Imperial Isles module, and prepare for the change :) Check for compatibility patches with any mods you are currently using (like Better Cities) -
Well, your first problem there is - you are trying to run a mod which requires Shivering Isles, and you don't have it. That's an almost certain crash-maker. Disable AWS-ShilveringIsles and try again. If that doesn't solve the problem, read through the readme for every mod you have. Any which say they need Shivering Isles, they say it for a reason. Disable them. Look for other pre-requisites that you don't have, and disable those mods too. Finally, if that doesn't help, you need to read up on using OBMM (Oblivion Mod Manager) and BOSS (Better Oblivion sorting Software) - they're almost essential tools in helping Oblivion mods to play nicely together. The third "big" tool is Wrye Bash, which is well worth learning, but start with the other two.
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can't enter bravil - crash
MarkInMKUK replied to BloodRaven666's topic in Oblivion's Mod troubleshooting
I use mTES4 Manager to handle it - once I have a working basic install, I clone it to make ones for modding -
Use the "Full Editor" option when replying, and look up at the top left when posting for a tab labeled 'other styles' from the drop down select spoiler. Put the listing between the two halves of the spoiler tag
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can't enter bravil - crash
MarkInMKUK replied to BloodRaven666's topic in Oblivion's Mod troubleshooting
weOCPS is the Winston Earle's Oblivion Crash Prevention system - it SHOULD help avoid common crashes Sounds like you have a big crash there it can't handle -
Rippling Flag...Possible?
MarkInMKUK replied to Natterforme's topic in Oblivion's Mod troubleshooting
I believe it can take place over a short period of time, through a few intervening stages. I assume it's some form of animated mesh, but I know no more, only what I pick up as I hang out here. [Edit] There appears to be some kind of tutorial for Blender HERE -
"Proper" khajit and argonian bodyshapes/animations
MarkInMKUK replied to MarkInMKUK's topic in Oblivion's Mod Ideas
Another item to add to the Khajiit realism discussion - TAILS (I was just reminded of this when our tortoiseshell kitty came hurtling past with her tail the size of a toilet brush). Khajiit ears are, as far as I know, linked in some way to the facial emotion states (I'm no modder, so please excuse my ignorance if I'm wrong). Can tail shape and animation be linked in the same way - so a scared Khajiit would have a "fox-shaped" standing-up tail, and an angry one thrash the tail from side to side, while a contented one would do those lovely lazy question-mark shapes? -
Which was precisely where we said DON'T install it ... :wallbash:
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Rippling Flag...Possible?
MarkInMKUK replied to Natterforme's topic in Oblivion's Mod troubleshooting
Picking up on something from another discussion, I am aware of three ways to make an object move (or appear to) in Oblivion. There may be more - if so can someone please enlighten me. (1) Animate the object using a skeleton. (2) Make the object with a morph of some kind (someone is currently making a helm visor that switches from up to down using that method) (3) Animate the texture (similar to an anumated gif file) For a flag, a morph might be useable, with some kind of script changing to a different morphing mesh when the weather changes. No idea how badly this would hit speed if you had more than one or two flags. There might also be issues with flags flapping "in sync" which would look odd. For clothing, you'd obviously have a skeleton action already in existence, and I have no idea whether a morph could be used as well (superimposed on the animated object), but an animated texture might be able to give an effect which would be at least representative of motion of, say, a cloak edge in the wind. Hope those comments make sense to a talented modder who can use them to do something for you. -
OK, first thing to do is move Oblivion... :rolleyes: Windows 7 has this wonderful thing called UAC - User account Control - aka "that poxy thing that asks me if i want to take a 50:50/phone a friend / ask the audience every time I touch the PC" If Oblivion is moved to a different place, such as c:\games\oblivion, then UAC is not enabled for that location, and you can get things to work much more easily. Guide to how to do it is HERE. Please note that just uninstalling and reinstalling may not shift all the registry values, and can cause problems later. Where you got Oblivion from is an essential bit of info - as some versions are encrypted and will prevent the use of certain mods, and require patches from specific locations to update.
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First stages to us helping: Post this info here: Operating system version Oblivion version, install location, and any official addons (Shivering Isles, Knights of the Nine, DLC modules), including type of instal (Disk / Steam / Impulse / D2D) Any Unofficial patches installed. Any expansion utilities installed (OBSE, OBGE, etc) Full mod list in spoiler tags, ideally exported from OBMM or Wrye Bash and showing mod load order. Also any recent changes - updated drivers, service packs, whatever.
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First stages to us helping: Post this info here: Operating system version Oblivion version, install location, and any official addons (Shivering Isles, Knights of the Nine, DLC modules), including type of instal (Disk / Steam / Impulse / D2D) Any Unofficial patches installed. Any expansion utilities installed (OBSE, OBGE, etc) Full mod list in spoiler tage, ideally exported from OBMM or Wrye Bash and showing mod load order. Currently you asked the equivalent of "My car won't go - why?" - we need far more info to even start guessing.
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can't enter bravil - crash
MarkInMKUK replied to BloodRaven666's topic in Oblivion's Mod troubleshooting
Look in the Oblivion install directory for any log files - see whether one of them says something is missing. -
Hi Crawlius, You might fine this thread useful - The Oblivion Voice Actors' Guild.
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"Proper" khajit and argonian bodyshapes/animations
MarkInMKUK replied to MarkInMKUK's topic in Oblivion's Mod Ideas
Semtex - there is at least one quest in Oblivion KotN (Path of Righteosness) where the player HAS to wear the Boots of Kynareth to complete it - so whatever is done for a centaur race, that specific set of boots MUST have an alternative which works for a centaur. Whether this is done using a blacksmith, or armourer skill, or just "magic" doesn't really matter. I suggest that, generally, some form of modified horse armour mesh should be used to substitute for the greaves/lower body, and that some form of wrapping or plating around the lower legs should be used for a footwear replacement (or maybe coloured horse-shoes?). The upper body armour, helmet and gloves should be more or less vanilla, apart from any mesh changes needed to avoid clipping issues. -
"Proper" khajit and argonian bodyshapes/animations
MarkInMKUK replied to MarkInMKUK's topic in Oblivion's Mod Ideas
Given the other stuff we do, you might be able to script the change for claws - swap meshes when the emotions are right. Or maybe, if you wanted it animated, a two-stage swap with an animated texture (invisible to extended) for the claws, then to the extended claw version. You don't NEED bones if you can fake it with animated textures. Of course, SWAPPING fast and cleanly enough might be hard. If that'd work, you might be able to do fancy things with animated tattoos for a different type of character - a dragon tattoo, that "comes to life" and then extracts itself from its wearer. I can work out the stages for that easily enough if the concept works, and you'd only need bones and stuff once the dragon started to separate itself - and then you'd have a tricky overlapping skeleton setup. Hmmm...