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Posts posted by MarkInMKUK
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We've got an ongoing thread in the mod discussion section entitled "Keeping it real" - it's not just a list of mods, but also a discussion area on what each of us feel would add or does add to realism - please feel free to chip in with your viewpoint over there
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Not so sure on the Morrowind mods which influenced Oblivion, but I believe Duke Patrick's Archery mod has influenced the way Archery works in Skyrim.
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I suggest checking your Active Effects tab first in case you overlooked something. If no joy there, post your mod order in spoiler tags for the experts to have a look at.
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The problem comes about because Bethesda may not hold the absolute copyright of the items in their games - they may well only be copyrighted [have licensed materials from another source] for use IN the game they were designed for - part of the problem of subcontracting design work.
You can use anything IN the game, as long as it's shipped as part of the game. Unused bits in the BSA are fine.
You cannot directly export/import a model from another game, nor directly convert it. That applies both to Bethesda's games, and those from other studios.
You CAN re-create a model based very closely on one from another game, from scratch, using the usual tools. You could also use an existing in-game model, modify it to look like the one you want, and use that.
Don't make it TOO perfect a copy, though, or someone will claim you directly exported it. Tweak it a bit - put a little originality in :)
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I checked her and her starting ID "1b0" Which I'm guessing is 21? Maybe?
1b (Hex) = 27 (Decimal)
Handy hint. Open Windows Calculator, select "Hex", enter number in hex, select "Dec" and see the equivalent.
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From the little I know about modding:-
To change the mesh/texture side for a sheathed weapon is probably not TOO hard. However, once you start to trying to DRAW the weapon, you have to have a specific mirror-image drawing/sheathing animation for your opwn character to use, and if you equip a left-hand-sheathed weapon, it'll then be wrong for drawing THAT. There may also be links to the bones in the skeleton so that the sheathed weapon moves with your body - every one of those references has to be tird to the mirror image bone so that the sword moves correctly when sheathed.
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"Red" in Bash means you are missing something which the file needs - or the thing it needs is being loaded after not before.
Use BOSS to sort out your load order, then see what Wrye Bash gives you. You may well need to build a Bashed Patch - use the Wrye Bash pictorial tutorial to learn how.
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If the water supply had REALLY gone, you'd expect problems for the inhabitants of the Imperial City - more ale consumption, rising ale prices, more public drunkenness (due to more ale), and probably additional random rat attacks due to them having been driven out of the sewers due to lack of water.
Trying to create the necessary mini-ecosystem for even that is a load of work for someone :(
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Hmm ... how about a mod to add thousands of hourly-respawning empty green litter bins with a "Keep Cyrodiil Tidy" logo... No, I'm NOT serious!
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If you are worried about where she came from, open the console and click on her. The first two characters of the ID shown in the console should be the module she was created by, in load order, in Hexedecimal (use OBMM or Wrye Bash ro see the load order). So if the string is 0C012345, you are looking for the 12th (0C=12) module in the load order.
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Dump them into a respawning chest
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Readyboost is, in effect, a very fast virtual memory. As you run out of conventional memory, data is swapped out to hard drive - the "page file". What Readyboost does, near enough, is swap to the much faster solid state drive instead. If you plug a memory device that is too slow (such as a USB 1.1 drive or an old, slow memory card) it won't let you use it for Readyboost as the internal drive is faster.
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I like the "Let the people drink" mod because of the drinking implication - would love to see it actually cause real problems once the water dries up but that would make it far more complex. You'd also have to set the starting point for the quest very carefully so your character could actually survive the quest if it was installed at the start of a new game.
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Mention of a stream reminds me - no horse troughs in game!
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I second that - it sounds like a great idea! I assume it's only a "realistic" thing to add if you have a cabin near a stream in-game - somehow it's not something to add to the waterfront hovel!
One possible addition - an Ice Chest for frozen food, and someone cutting ice from local mountain top and delivering it to make a primitive 'fridge. Maybe a very expensive magical version available once you've earned enough cash - a great reason to keep dungeoneering!
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Think about your food supply chain made me want to expand that even further.This is kind of ambitious, but suppose in shops you could buy some generic goods instantly, but if you went to a shop and wanted something fancy, like a silk robe, you'd be measured for it, pay, and come back later when it is ready.Tinker goods, pottery, simple glass, simple low quality weapons, baskets and other cheap containers, and low end armor you could buy ready made, but anything quality would have to be produced for you, or the perhaps shopkeeper knows adventurer types who will go rob tombs to get some of the rarer goods. Maybe you could become one of those adventurers, or a seamstress, a smith's apprentice, jobs that actually contribute to the economy.
I like the way you think!
The idea of off-the-peg vs. made-to-measure is a good one, and would add an air of realism which is somewhat missing at the moment. Making yourself into one of the "gofers" would be a good move too - would expand some of the merchant quest mods nicely.
I wonder if TheNiceOne fancies complicating the heck out of his nice neat "Enhanced Economy" mod...?
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I was thinking further on the stuff above, and came to the conclusion that one thing really missing is the food trading / cooking aspect of life. Currently NPCs just exist, they eat respawning food (if anyone ever bothered to even add that to the AI script) and they wander a pre-determined path every now and then to give the appearance of interaction.
How about this as an idea:
(1) To a market area: Add several (say 3-5) food traders (possibly only on specific days - maybe even different ones). Their inventory can be respawning at first, maybe later leading to a proper food growing / selling mod.
(2) To accommodation / characters: Add recipes. Add store cupboards with dry foods. Add perishable food storage and "Best before" dates for perishables.
(3) Add to each character (or family group) a number of mouths to feed per day, and a budget.
(4) Send said character shopping for food when stocks are low.
(5) Add regular cooking / eating times into the daily routine. An ideal time period to catch NPCs at home is during the time they need to cook - and a better time to chat than at mealtimes maybe.
From this idea:-
(A) A beggar, for instance, once they have money will probably immediately go buy food, eat it, and then return to begging. Once they have eaten (say) twice in a day, they will save the money and buy food the next day.
(B) A commoner will buy food for their group when they can afford it, checking all local traders to make the best use of their money, and will haggle for the best bargain. Their recipes will be for cheap but filling food, and they may need to buy from three or so separate traders to spend their money wisely. Excess money MAY be used to buy "staples" for the storecupboard to build up a buffer stock for favourite recipes.
© A higher class citizen (or servant thereof) will work with higher status recipes, and tend to favour the more up-market merchants, and will order their requirements several days in advance from (probably) just one main merchant. The merchant may then source those requirements from other lower-class traders, and add his markup.
At the end of a day, the amount sold will be re-stocked with a slight bonus quantity of the items - say 5% oversupply. As trading continues, the items being traded should show up as more common stock, maybe even at lower prices as they hold more stock and may even have over-stocked. Overstocking will result in smaller re-supply orders, and consequently a fall in stock held - driving prices a little higher. A dynamic economy should result.
Obviously a vast simplification of a working system, but it could be tried in (say) a village with four or five houses, and maybe a couple of regular food traders.
Of course, then we need a person who is gifted at scripting AND feels inspired by the idea enough to work on it.
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Check your installation folders again - if you still don't have extra textures you may still be being nobbled by the UAC under vista or Win7. As mentioned above, install to <driveletter>\Games\Oblivion, not ANYTHING where windows is playing around with user access.
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@ MarkinMKUK. Is there a thread somewhere explaining how to use these? I have Oblivion working on my desktop but on my laptop it crashes every time I play.
suzy
Suzy - it's worth checking your laptop CAN play Oblivion - it will crash on many laptops just because the graphics can't handle Oblivion. Your graphics card in the laptop needs to be either ATi or nVidia for starters - Intel graphics won't cut it
You could also try Oldblivion to ease the strain on the graphics card.
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Firstly, if you are going to put in ANY mods, you ought to move your installation of Oblivion from the default location to something like c:\Games\Oblivion - there are instructions on the steam forum for moving your installation directory. That stops Vista or Win7 from causing problems with its User Account Control system - ANY program installed in c:\Program Files\something can suffer otherwise.
Actually, there are a couple of additional mods you MAY want to add fairly early on - BUT ONLY if you get crash-to-desktop problems either while playing or when exiting.
IF, and ONLY IF that applies - download and install OBSE (Oblivion Script Extender) v20, weOCPS (Winston Earle's Oblivion Crash Prevention System) and FastExit - the last two use the facilities provided by the first to fix a lot of the common crash bugs. All three should be on the Nexus someplace. However, if you don't have crash problems, then don't add them.
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I suggest posting a full mod list, in load order, in spoiler tags - unless it's blindingly obvious to someone what has happened, then you'll need that anyway to spot the problem.
Double check for active effects - is anything nobbling your character like a spell or a disease or a cursed inventory item?
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I've seen the "fish on land" happening with just an OOO install, so it's a glitch in the OOO waterlife file someplace I think. But then, I've once seen a slaughterfish on land in vanilla Oblivion, so it may be a game bug which OOO makes more obvious by adding many more fish.
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Comment / discussion opener ... feel free to chip in and add your own viewpoint.
I have a problem ... I keep watching documentaries!
UK Channel 4's "Time Team" have just done an episode covering the way both houses and villages (in Britain) have changed over the last few thousand years. Part of this is the evolution of houses from round to rectangular structures, and part of it is the way we "lost" the idea of breaking the house into rooms when the Romans left, and then re-discovered it when villages and towns began to be planned again in the 13-14th century. Boiling down this, and other programmes over the years, plus visits to museums and the like, here's a list of things which don't quite stack up.
Things which most houses in Oblivion don't have:
(1) A method of warming the house. Even in the frozen north, I've yet to see a house which is actually built around a fireplace to keep warm.
(2) Cooking facilities - usually the same fireplace.
(3) Smoke exits for said fireplace.
(4) Proper internal lighting - most houses rely on add-on sources, not a candle sconce for light to spread from.
(5) Flooring materials other than stone or wood - where are things like rushes or ferns or (for the poorest) dried mud?.
(6) Houses that have "evolved" - with obvious later additions like a staircase added once upper floors became more normal - often added at the same time they moved from a central fireplace to one at the end of the house.
(7) No "older" houses - everything is built in a style which apes the 15th century or so, with nothing obviously older around. Yet the year dfates say that people have been here for rather longer.
(8) Doors which a cow can fit into - up until the 13-14th century, many houses had the livestock area at one end and the human area at the other, and the cattle / sheep / whatever were brought in using the same entryway.
(9) Personal garden - not a pretty "chocolate-box" type as in a couple of cottages, but someplace that the people living in the house could have grown vegetables and fruit to supplement their diet. Typically, a 14th century house would have a (low) walled garden behind, with a veg patch, naybe a few healing herbs, an area to pen livestock, possibly captive birds to eat, certainly rabbits for food, and behind that maybe a shared orchard for cider production - 6 trees would produce enough cider for the family to drink all year.
(10) Forks! Very late addition to the cutlery range - yet the ones in the game are "modern" four-tine types, not the simple two-pronged type which first arrived.
(11) Sewers! WHERE does the water in the sewers come from?
As for those "houses" in the Imperial City - how would anyone ever live in them? The shops are windowless, so no-one can see the goods inside unless you spend all your profits on lighting, and the upstairs would be dark and cold as there is no heating. There are no real individual touches to the dwellings - all generic furniture and identical bedding, etc. Argonians and Khajiit like different conditions from humans and elves, yet their furnishings and bedding, etc., are identical to human type. Where are the mementos of home - the desert silks for Khajiit, the lush greenery for Argonians?
We obviously can't do much with some structures - they have quests which have events happening in them. But some others we could alter and make "different" - and the clutter could easily be less generic when different races are involved. As a thief, I ahould "know" which race inhabits a building by the clutter, not needing to see them actually asleep before I realise.
We have complex glass and metal working. We have window glass, and polished metal, but no mirrors. We have beautifully made wooden bows ... and no beautifully made wooden sculptures. We have houses that are mass-produced (as they are all the same), yet aren't built by anyone. And we have European Gothic churches with all the inherent stonemasonry skills, but almost no use of the same crafts elsewhere in the world. Did they all build stuff then stop doing it and change jobs?
So - discussion points. Are we being short-changed by the game because of the above, or are we being given a reasonable "world" given the essential commercial compromises the game had to be produced with? Are the things I highlighted worth improving, or are they things you can mentally gloss over in your own game? Could the in-game houses / villages / living areas be improved, and if so, how should they BE improved? And which mods exist which alter these things for the better, if any?
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Nice spec of PC, but I'd add an off-board soundcard - that way you shift some of the processing burdern off the main board AND (if you pick the right one) can find one that emulates EAX properly under Win7 for older games
No more sliding please
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