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MarkInMKUK

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Posts posted by MarkInMKUK

  1. You could download Paint.NET (or use Photoshop with the dds plugin) and remake the window textures with the revised names if you wanted to - shouldn't be TOO hard and would improve the "correctness" of the windows.
  2. Well, on general principles I'd add the Unofficial Oblivion Patch (SI) and the Unofficial Official Mods Patch to that little lot, plus (because I get fed up with random crashes) OBSE, weOCPS and FastExit.

     

    However, looking at your list the only ones I don't have in my own setup are #0A, #12, #13 and #17.

     

    Two suggestions:

     

    Check the requirements for all the mods, and make sure you have anything they require like OBSE or specific plugins for it like Pluggy.

     

    If you are on Vista or Win7, move the game entirely to c:\Games\Oblivion from c:\Program files\Oblivion, and reinstall all the mods as the UAC often breaks stuff. Instructions to do so are HERE.

  3. I believe someone was looking at animated objects. If you can animate an object (wigs, for instance), an animated helmet might be doable.

     

    You can then script the change from static open, to dynamic open-to-closed, to static closed, to dynamic closed-to-open objects.

     

    I've stopped assuming what you can and can't do having seen some of the hitherto-impossible stuff that's being done now by some modders.

  4. The horse armor DLC means that, for a fee, the new horse can be armoured at the Chestnut Handy Stables. Each new horse you have armored is a separate payment.

     

    As far as i know, the Saddlebag mods for storage don't, generally, add visible bags to the horses - the storage still works though.

  5. Given the style of helm, it ought to have a flip-up visor, so you'd normally have it up and flip it down in a fight. That would add complexity of course, as it'd be a pair of extra animations and maybe scripting too.
  6. Excellent idea. Will give it a try next time I start a game up. One comment - is the time of day fixed as I've never (in the vanilla game) emerged in the evening or night? If so, can it be changed by your mod to a random time to add to the replayability a little bit?
  7. In which case I retract my slightly sarcastic comment - I didn't realise they didn't give you manuals - although I'm sure I've seen a PDF manual for oblivion floating about someplace.

     

    From a Steam forum posting:

     

    "On the Steam store page for each game, when you scroll down, if there is a manual for the game, you will usually find it in the right hand column near the bottom."

  8. The problem is that there is no "underwear" slot for clothing in the body design. The original body was designed to always have underwear, and a nude re-texture will always remove that.

     

    Having said that, there are plenty of equipable female underwear mods, which I suspect use ring or tail slots for underwear, or a script to force an item of underwear to be worn if the outer clothing is removed. I suggest reading a few of the readmes for such files to see what is happening, and maybe some of those mods cover male bodies too.

  9. Semtex - Wow!

     

    One comment on the "with-bow gallop" shots - one of the things that centaurs are traditionally known for is being able to shoot from a gallop - I have no idea how you would have to alter animations to handle this or, indeed, whether it's possible at all. Also, if you CAN implement that, with the usual proviso about not running into trees/walls/whatever, they should be able to turn their human part enough to shoot behind.

  10. OK - a few things to tidy up for starters - did you actually READ the comment lines?

     

    DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]

    Note: Obsolete. Upgrade to UOP Supplementals 3.3.4 or higher. Then delete this file and rebuild the bashed patch.

     

    Loth's Blunt Weapons for NPCs.esp

    Requires: 'FCOM_LothsBluntWeapons.esp'.

     

    Battlehorn_mobs.esp

    DLC_MOBS.esp

    Note: Don't use Battlehorn_mobs.esp, Lair_mobs.esp, Mehrunes_mobs.esp, or Thievesden_mobs.esp if using this as this includes all those.

     

    Get those fixed, and re-run BOSS, and re-read, and build the bashed patch properly, and try again.

  11. "Lore-friendly" is very subjective. I tend to avoid anything which runs along the lines of "I added this suit of armor/weapon and you have to buy it at..." because that (usually) means the modmaker didn't bother to even pretend it fitted into the game's own levelling structure, so it's usually either WAY overpowered or just plain "wrong" (mesh bikinis with an armor rating of 5000 or something silly).

     

    On the other hand, you can find mods which, while not exactly 100% lore friendly, DO fit more-or-less properly into the game world, and are a real blast to play. If you don't mind some (very) explicit adult situations, Claudia's Little Secret is great fun, just extrapolating from existing lore and adding a sexy twist to it. I also second the comment above about Integration: The Stranded Light - VERY closely lore based AND one heck of a good mod.

     

    There are several threads around about lore-friendly and realistic gameplay - I've kicked off a couple and more are there for the reading. One group of modders is seeking to undo the bodge perpetrated by Bethesda and make the Argonians and Khajiits look more "beasty" and less like something from a low-budget 50's 'B' movie or an early Doctor Who story. However, many mods not labelled as specifically "lore correct" are, in fact, perfectly fine - they just take a little thought to decide whether they suit YOUR perception of Lore-friendliness. There are weapons, armour, towns, dungeons, and even entire new races, which are all correct according to "lore"

     

    Start with the stuff given, and look at other stuff - pick and choose as you go and make sure the game always feels right to YOU, and you'll be fine.

  12. The reason to use an object not a spell is - an object can be dropped by anyone, no matter what their magic ability. A spell has to be cast. Much like a scroll in pen and paper RPGs may be cast by anyone, a droppable portal object would be more in keeping for a thick-skulled barbarian type.

     

    Of course this kind of thing is far more use in a world with working teleporters (example: Antaloor from the Two Worlds game).

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