-
Posts
1536 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Posts posted by MarkInMKUK
-
-
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
-
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.
-
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?
-
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.
-
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.
-
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.
-
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...
-
Suggestion - don't install living economy, but go for enhanced economy instead - it is easier to customise and the mod author is still active
-
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.
-
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.
-
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.
-
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.
-
"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.
-
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
-
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.
-
Ah, it's not just me then - phew!
-
if you can select them with the console, the first two letters/numbers of the ID will tell you which module in your load order they are from. ex if the first numbers are A0 then it's module A0 in the load order list in Wrye bash
-
Use Elys universal silent voice addon to give longer for the dialogue options
-
For the rich, a gel wrist rest does the same job more hygienically - but the socks are a good tip
-
A few hints (very general)
Run BOSS, and read the comments it puts next to the files after sorting. Delete the ones that it tells you should not be run together - that'll be a good start.
Don't install several different versions of the same mod - you have a V3 and a V4 male replacer from Beautiful People listed - probably one of those is wrong (unless the readme says otherwise).
Read the readme files - work out what you need to have installed and what contradicts with other parts of the same module.
Check how your bashed patch is set up - don't just blindly tick everything but read and think about what you are doing.
And never, EVER, add "a heap of mods" as it makes debugging a problem nigh on impossible. One at a time, and test before adding another. That way you ALWAYS know that it's a problem with either the latest mod, or something the latest mod is incompatible with - makes debugging easier.
-
Try spelling it correctly, and looking on the UESP Wiki page
-
Murder needs to be fine-less as well, it's a little unnerving that you can kill whomever you like, provided you're rich enough to pay the guards off.
That just adds an air of realism - murder these days is a cheap crime. We have a double murderer in for "life" locally who is due to be released after only 7 years. You get longer than that for financial crimes :(.
-
Ok - in simple terms a scripted OMOD lets you select options during install in a way that a BAIN installer doesn't. It then installs the resulting selection over the top of your current installation.
If, however, a,"virtuall obmm" could be made, the output from the OBMM could then be installed using BAIN with all the benefits that would bring,such as uninstalling and restoring previous file versions.
It hasn't happened yet though :(
-
There's another more recent "Prison Mod" thread which was started without realising this one existed - this seems to be by far the more developed setup.
Maybe different entry levels into the "system" depending on crime committed - petty crime and it's a couple of days, mass murder and it's Death Row...
Heavy slow down whenever my character takes damage
in Mod troubleshooting
Posted