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MarkInMKUK

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Everything posted by MarkInMKUK

  1. note: Saddlebags might also count as "owned containers" - depending on how many horses you own that could add a few more IDs to track. Then there are mods such as COBL's Luggage...
  2. WHAT is reading as invalid, and EXACTLY what is the message? If your version of Oblivion is not properly patched to v1.2.0416 all sorts of mods won't work properly.
  3. According to the Open Cities forum there was a patch in the works some while back. Check their download area for patches.
  4. Does Ozma's Hi-Res textures for HGEC cover the Moonshadow elf?
  5. 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).
  6. There's thus useful function on the nexus called "Search" If you type in something you want to find - "uncapper" for instance - it gives you mods which fit the description. I suggest you have a look through the results it returns, and see which of the mods labelled "Uncapper" might do what you want. :wallbash:
  7. First thing to do is move the game to C:\Games\Oblivion - that'll save MANY problems down the line. There's a guide to how to do this on the Nexus. Next, download and install BOSS (Better Oblivion Sorting Software). That will, when run, organise your mods so that they stand the best chance of working together properly, including sorting out the problem with .esm and .esp files being in the wrong order. Remember to update the masterlist file for BOSS before running. Next, read up on how to install mods - the working stuff you've been lucky with but at least one is screwy or you wouldn't have the OMOD conversion data folder where it is. The sticky topics are tyhere for a good reason - read them! You may also find OBMM (Oblivion Mod Manager) to be very useful, although with only a few mods it isn't actually necessary. It is used to handle the OMOD mod files, and can save a fair bit of aggro. Wrye Bash is the best manager, but is far more complex to get working and become familiar with.
  8. Well, two things stick out. (1) You are almost certainly going to need to install Wrye Bash, and learn how to use it to help the mods play nice. (2) There aren't currently any pregnancy/childbirth/babies/kids mods as the potential for abuse is considered too high. There's a pregnant body and pregnant dress mod for HGEC but that's more or less it. There are also a few sex mods, such as Claudia's Little Secret, which can be downloaded here, but the ones from Japanese/Russian sites often contain content taken from other mods without permission and are not supported here. Basically, if a mod isn't available on the Nexus, we can't give you support. Certain mods will get you banned from the site for asking about them (and ignoring a warning once).
  9. Take a look at the cutscene work that Grumpf_be did in Claudia's Little Secret - that's all done "on the fly2 during the game and does a lot with camera angles and so on.
  10. Razorpony - There's a set of worn leather armour, and a set of rusty iron armor, plus the sackcloth stuff in the cell. Quirkyblonde - the guys who are tinkering with the centaur are da mage and Semtex, with occasional input from the rest of us. Hopefully one of them will spot your post in the next day or two. They know more about horse-related animation than most, and may appreciate a variation on your horse tack removal/replacement mod.
  11. You would also need to cateforise armor types with their ability to resist piercing. For example, a roman-style linen and leather armour will stop an arrow cold at nearly point-blank range, it's the roman equivalent of a flak jacket. Quilted armor works much the same. To make it all balance you'd need to do a fair bit of research and work out what is best against what, building both attack and defence into the mod.
  12. Excellent idea. You'll need scripting and animation to get it to work, plus turning horse armor into an inventory item in some way (or maybe some sophisticated version of the grab key). Might be worth talking with the guy doing the Centaur mod - he's been posting in the thread on Proper Khajiit and Argonian bodyshapes and animations - he might haver some useful insights into the horse body models.
  13. Check that your main antivirus is not set to "scan all files on access" or similar - Oblivion continually accesses all sorts of files and this can cause major stuttering. I had to exclude the files accessed by the Oblivion and OBSE process to get stuff nice and smooth
  14. Seems to be around on plenty of Japanese sites - probably means it's full of stuff we can't link to from here
  15. You will, of course, also need OBSE v20 and the Pluggy plugin installed
  16. Oooh - I like that! For the test release - can you do the junk in the tutorial? Running a new created character from scratch would be perfect for me if possible.
  17. Well, I'd start by finding and installing the two required mods. They will come as part of the Beautiful People 2ch-Ed mod and the CM Partners mod respectively. Once you have installed those, then install the one you have been sent. If you then get all kinds of oddities like missing faces, ears, hair, or dodgy body textures, then you have other problems and the mod originator may well be the person to help you directly, as you almost certainly have a mod clash/overlap someplace and without knowing HIS mod, we can't help much.
  18. "took Oblivion out of the program file" ... how? You can't just drag-n-drop it, as the registry still thinks it's in the original installation place. You HAVE to use bben46's uninstall/reinstall procedure or you're just piling new error upon old error. In short, how about doing what we are TELLING you to do instead of your own random ideas which are just complicating things. :wallbash:
  19. What Wrye Bash needs is an OMOD-interpreting front end. Using that to create the BAIN install would give the best of both worlds - the ease of an OMOD and the correct operation of BAIN when it comes to overinstalls and uninstalls. Personally I find BAIN installations to be almost inpenetrably difficult unless they are totally trivial, so I'm sticking with OMODs for now. It's like stepping from Windows to Linux - the difference in understanding needed to do even the most simple thing is a vertical learning curve, and the "already can" people write the instructions for other "already can" people rather than the "haven't yet learned" ones - again very much like Linux.
  20. Slof's female stuff is exclusively done for Robert's Female body, IIRC - any conversions to HGEC are against her wishes
  21. I may be obtuse... but WHY would you want a big cardboard box over your character every time you went into sneak mode? Would kinda get in the way of vision
  22. Maybe you should answer the questions people keep asking you - like WHERE you have the game installed, and which OS (it's been asked twice now)
  23. There is, of course, one proviso - some mods catually conflict in the way they work, so no amount of merging will allow them to both work. Example - if two mods both change the destination cell of a door, only one can poaaibly ever work at once. Also, if you have two different scripts running from the same trigger, they may "fight" or one may always get priority, depending how they are written. Animation overhauls may also cause problems - you can't have two different animations with the same name, so one will have to be given priority. Finally, some mods are not as "clean" as they might be, and may actually not merge well due to internal errors. You have 2010 mods. You have no way of knowing that all 2010 can be merged successfully. I'm willing to bet that some, at least, will come in the problem categories above. Just because you CAN merge mods, doesn't mean that the merged mods are going to work the way you expect. Take a look at the mods, group them in terms of what they do. Cosmetic mods will probably merge ok. Landscape mods may need patches to work together, which you may have to create, or may flat-out interfere with each other. Scripted stuff such as quests may cause impossible clashes - if a npc has two different mods affecting him, the dialogue from one may not ever get triggered. All you can do is suck it and see. Good luck.
  24. Speaking of armour, I just finished watching a demo of how effective Roman plate armour was. They took a roman overlapping plate chest piece (one of those ones that's built like a millipede body) and fired a bolt at it from a (Roman) portable ballistra with a projectile velocity of about 100 miles per hour. The overlapping plates actually absorbed the blow and the bolt fell away without penetration, apart from when it was angled to enter between joints. That's more or less the equivalent of stopping a .45 dum-dum bullet - higher mass but lower velovity, giving much the same kinetic energy on impact, in a projectile designed to cause the same type of damage to the victiom. I'm beginning to appreciate more and more just how good ancient technology was. In China, quilted silk was used to stop penetration of arrows, with the layers acting like Kevlar fibres to snag the tips and stop them penetrating. There were also sites around the world known for producing vastly superior steel - for example the wootz steel used in Damascene weaponry - possibly sites where a meteor had impacted and spread a mix of alloying metals such as manganese and chromium into the iron ore. However, back to something closer to the original thread comments. If you wanted to make suitable multi-part outfits, to allow layered clothing effects, you'd probably have to create some ompressively complex "combined" clothing items, covering all possible combinations of the items you wanted to layer. A bit of clever scripting could then look at what you had chosen to equip, and select the correct clothing combination mesh and textures to display that combination. For example, if you had three tunics, each with a different elemental resitance (red=fire, green = poison, white = ice), you would need six different item models to display all of the different combinations of those tunics (fire, poison, ice, fire & poison, Poison & ice, ice & fire, All three). If you could assign a different material to each layer "on the fly" that would reduce to three models (single layer, two layer, three layer). However, the practicalities of doing that is beyond me - I just use mods, I don't create them.
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