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MarkInMKUK

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Everything posted by MarkInMKUK

  1. As we'd be doing custom animations / skeletons on a per-race basis, would it make sense to put any custom racial stuff into "meshes/characters/_maleKhajiit" or "meshes/characters/_femaleArgonian" or whatever? Then it's nice and logical, and other people can use the same directories for add-on resources without needing to do additional esp files, as the script should check these default directories for any override stuff first. I always find working with a subject in a file name easier to remember than a modder's name - of course if said modder prefers to have their name engraved in the file structure for posterity then obviously that's a consideration.
  2. It's nice to see so many people working on this while I'm internet-deprived. Allegedly I'll be online again on Thursday and can catch up properly instead of squinting at a mobile phone screen. Razorpony - I *REALLY* like the new footwear. Drake - glad you have joined the thread as you inspired me to believe it was all possible.
  3. Just from an animation point of view, and not in any way implying that Oblivion is capable of doing it ... for multi-skeleton animations, you're probably talking about working in something like 3dsMax. You'd need to create lots of animations - the ones that spring to mind are: Player mounts first, npc follows Npc mounts first, player follows Player already mounted, NPC mounts second Npc already mounted, Player mounts second ... then the matching dismounts ... then the riding animations as speed of horse changes. Then, of course, all the ones I didn't think of. Then you have to script the lot of it, and make the characters do what you want, when you want. You also have fun when the scale of player and npc varies - imagine an Orc and a Bosmer, and the changes that would make to the animation positions
  4. Obvious point from the readme file for the Tabaxi race 2. You will need Robert's Seamless Male body replacer and one of these female body replacers: Fantasy Figures or Exnem Eyecandy. No support (at this time) for vanilla or other body replacers! Note you have to install the male body replacer as well as the female one. It's worth installing those before doing anything else, as the problem may disappear.
  5. Well, it's fairly obvious that the Japanese are going to be taking a long hard look at Nuclear energy at this point, when they have to decide how to replace the reactors. Maybe geothermal energy would work for them - they're on a thermal hot-spot so have heat not too far down, and are surrounded by the ocean to act as the "cold" end. The Japanese could really set a new environmental target up for the rest of the world that way. And if you get a quake, the worst that happens is the geothermal stuff breaks - no toxic or dangerous substance leaks (apart from typical machine-levels of oils, etc.). Expensive? Yes. Efficient? Well, maybe. Free power once it's built? Almost. Green? Apart from "heat pollution" into the ocean, certainly. And "Peak Load"? In the UK most of our peak load isn't air conditioning - we use windows most of the time! The power use chart is directly linked to TV channels - when one of our soaps (Coronation Street) finishes at night, the peak power soars as several million kettles get turned on for a cup of tea.
  6. It sounds like you have a fairly fundamental problem with your setup if you also (from the other thread) don't see the results of a working ESP in your setup. If you are on Vista or Win7, did you make the usual error of installing Oblivion in the default location? that'll make all sorts of things fail to work correctly.
  7. You actually need a few more divisions in the boob size before hitting the end, as HGEC covers AA,A,B,C,D,E,F,H, K cups, then there are the "pair of perambulating boobs with a tiny parasitic human" ones at the far end. Also the cup size preferance may depend on the race involved ... big burly nords and orcs tend to look better with proportionally sized boobs. So an Orc may look best with D/E cup while a similarly proportioned Bosmer would only be a B cup. However I shall be very interested to see the end result! (Personally I like busty girls, within the "real" range, so C to E cup for a girl of average height and build)
  8. You might also find THIS article on radiation safety to be interesting reading
  9. http://www.bbc.co.uk/news/world-asia-pacific-12903725 Gives a clear and coherent status at the current time, with the closest we have to accurate figures.
  10. If you are getting the UAC asking you whether you want to change stuff every time with Wrye Bash, it probably means you installed into the default directory. The recommendation is to move your Oblivion install to c:\Games\Oblivion, taking it out from UAC control - this fixes no end of apparent bugs where the UAC refuses to let files update correctly. Bben46 has written a guide to how to (relatively painlessly) move your installation while keeping all mods and save games happy. If you are using a Steam version, there's a similar problem with the default install and a similar movement workaround, but I'm not sure whether it's spelled out step by step as it is for the disk installation.
  11. One thing to ALWAYS do after a mod install is a defrag of the disk - that makes quite a difference to Oblivion. I use Defraggler (Google for it) and schedule it to run every night to keep things working nicely
  12. The FCOM Superpack (Google it) has a set of installation instructions on their forum which cover, in great detail, exactly what to tick and not tick in the Bashed Patch install. I found that worked fine for my FCOM install.
  13. That setting certainly helps. However, for some kinds of conversation, it would make more sense for the npc's face to remain in a different position - i.e. if they are currently chained to a wall, or sitting, or whatever. Currently, the npc moves to the standing position to talk, even when this is "impossible". Any suggestions?
  14. Wrye Bash is for everyone, depending on what you need it for. Once you reach more than a few mods installed, it allows you to combine data from several mods into one patch, thus freeing up some of the slots for more mods (there's a game limit of 255 ESM/ESP files). It also lets you fix a few bugs in the patch file. Once you get used to it, it will do much more including act as a central point for launching many other modding utilities.
  15. Telyn - the book to track down is "The Time Traveller's Guide to Medieval England" by Ian Mortimer (ISBN 978-1-845-95099-6). It covers 1300-1400 pretty well, including things like wages, prices and social expectations for everyone from serfs up to the King. Easy reading too.
  16. One thing you can do along with the realism mods is alter the default timescaling so you don't end up having to eat ten times in one gaming session. Obviously switching to a "real time" scale is making the game seem "too small", as you can run across the whole gameworld in under 20 minutes, but setting it so a day lasts 4-5 hours means you only get one days-worth of meals, etc, in a session. I've been recently reading up on some of the realities of medieval life, and a "full realism" mod based on that time period would be awesome, but horribly complicated. Even running a small village "correctly" would push the AI system to near breaking point, if not beyond. But there are certainly many mods to help with immersion into the gameworld. Given the setting, and the game limitations, the most immersion-straining aspect for me is how easy it is to get really expensive gear. Based on Medieval wages and values, the relative costs of weaponry would make a dungeon crawl VERY tempting, even if the reward were to only be a better dagger - the costs of the items are THAT high compared with typical daily wages. Second to that comes the lack of infrastructure - where does the food come from, where are the shipments in and out of villages and cities, and why do the NPCs never seem to actually DO anything with their lives. Within those limitations, though, I try to role play as much as possible. At least I play a very solitary type, so I don't spend my whole time feeling that I'm lacking conversation with real people.
  17. One slight problem about playing Oblivion as The Doctor - wandering around killing things is not really his style. Far too much of Oblivion cannot be completed without a fair degree of straight-forward violence. Now, if you were playing as The Master or The Rani ... or even Captain Jack Harkness...
  18. Suggestion - don't install living economy, but go for enhanced economy instead - it is easier to customise and the mod author is still active
  19. Why not turn the Weye-most end upright of the bridge into a gated fort. That gives you a defensible position and makes sense of its architectural style. Do the same mods to thr city-end upright and it actually looks like a staged defence.
  20. For a completely hand-crafted game using the Oblivion engine but not mucch else,download Nehrim. It's a total comversion. Some texture improvers like QTP3 work with it. Otherwise you are stuck with the generic dungeon shapes in Oblivion.
  21. Textures can be made using Photoshop, or Paint.NET (the latter is free) Blender allows some animation work - more complex stuff may well require you to buy a package such as 3dsMax.
  22. Once you have BBC, or the Better Imperial City mod, then there is an upper story to the buildings, and p[laces you can put the house you want. Without it, you're a little lacking.
  23. "Lockpicking is too hard" Try picking a real lock or two. Actually other than the pick breaking so often, it's one of the most realistic elements of the game - I like it.
  24. Zaldiir - there's even a tape done many years back by composer Donald Swann with A Elbereth Gilthoniel on it. May take some finding now - probably long out of release. I think the title was "The road goes ever on". It also had Tolkien reading a bit of his Elven poetry on it
  25. Did you rebuild your Bashed Patch after installing and removing the mod. It may be obvious, but sometimes it can get forgotten and if it refers to a missing esp that'll cause crashes galore.
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