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Everything posted by MarkInMKUK
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The UESP Wiki lists several "Unfinished Quests", which leave traces behind and are, in some cases, "fixed" in the UOP. Has anybody ever worked on these to turn them into "proper" quests, or if not, why not?
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One file that proved problematic for me was the Better Cities equivalent of "ImpeREAL City Unique Districts - All the Districts Visible From Cyrodiil.esp". Certainly it caused problems til after I re-ran the TES4LODgen, so that may be worth running. If you look at the FCOM Superpack forum page, and find the installation instructions, they deliberately disabl;e OOO in one or two of the Wrye Bash merges to make things play nice - again, try it and see what happens. Nothing blindingly obvious though :(
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Arrows are tagged to disappear because every single one takes processing time to render. A few dozen arrows soon adds quite an additional burden, especially on lower performance systems. You can tweak the arrow fade time in Wrye Bash but not make them permanent
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Helping New Player w/Impulse version, advice?
MarkInMKUK replied to Telyn's topic in Oblivion's Mod troubleshooting
bben - is it possible to pin a topic about Impulse and D2D versions to the top of the forum? The we could just redirect the poor blighted individuals to that in future? Or is there one already that I've missed seeing? -
(Edited due to not having read the post above properly)
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Helping New Player w/Impulse version, advice?
MarkInMKUK replied to Telyn's topic in Oblivion's Mod troubleshooting
Re UAC - The usual recommended location is install on Windows 7 is c:\Games\Oblivion. However, moving an install is a horrible process, probably involving delving into the registry. With the Impulse version that may be further complicated, I have no idea. Generally, Impulse and Direct2Drive are almost impossible to stabilise because of the .exe encryption, and any recommendations to deal with that would be banned by the forum. My recommendation would be to buy a copy of the game on disk or get the Steam version, as they are both compatible with OBSE - sadly I see no way other than that of improving things. -
Have you tried the other head-related slots - I know the head is rendered in a different way than the body, and it may be that you have to use something like the teeth or tongue or whatever slot. Those would, of course, be covered up by a mask so are probably fair game.
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"Proper" khajit and argonian bodyshapes/animations
MarkInMKUK replied to MarkInMKUK's topic in Oblivion's Mod Ideas
Hi Razorpony - Those look to be a great start - MUCH more realistic for a cat-based rear foot. I also like the exposed foot + shinguard approach, however for some boots it may make sense to have some kind of sole (for example, if a boot adds electrical resistance or heat resistance, the sole is the obvious place for that to act). I know Drake's got a few Argonian meshes for things like the arena sandals so maybe it would be a good idea to look at those With Drake's script, you install a specific pair of body replacers and armor/clothing replacers for the Argonian race - male and female can have different base models (I use Robert male and HGEC AA-cup female). The meshes and textures for the clothing are renamed with a suffix and stored separately from the main clothing. If a renamed footwear mesh exists, that will be used by the character, otherwise the bare foot will be used. I was thinking on the stock footwear side, and it might make sense to have the Khajiit bare footed for normal shoes. Females, however, might tint their claws to the colour of the footwear - so black and gold shoes would become black nails with gold tips - is that doable? If it is, could the fingernails also be tinted for females to match their upper body clothing where that seems appropriate - using the same method that I believe some robes do to have integral gloves. Knowing how some women love their nail art, that could be quite fun (although a fair bit of work - time for me to learn how to do textures I guess). Gloves might become fingerless, to show the nails, or have integral nail sheaths to give a clawed glove effect where that seems appropriate. Trying to get my internet back today - one final company to contact and i *hope* to be back online from home. Edit: <curse, swear> Another seven to ten days before i have the net back at home - don't you just LOVE British efficiency? Mark -
Oblivion not working after downloading patch 1.2
MarkInMKUK replied to VisualVertex's topic in Oblivion's Discussion
If you have JUST Oblivion installed, use the Oblivion patch (being sure to get the correct version - either UK or US - they ARE different!) - if you have Shivering Isles installed then get the Shivering Isles version, and ONLY install that, do NOT install the Oblivion one. The general recommendation then is to install the Unofficial Patches for Oblivion, shivering Isles, and whichever official mods you have (Knights of the Nine, Horse Armor, etc., etc.) There's also a supplemental update to the Unofficial Patch which sould be applied AFTER all that lot. I downloaded them all, and made it into one big OMOD file so it's easy to reapply -
Help for a principiant with OOO!
MarkInMKUK replied to maxdragone's topic in Oblivion's Mod troubleshooting
The standard OMOD installer I downloaded offered the lite version as an option when installing. A suggested mod if you DO use OOO is NOT to install Living Economy, but install enhanced Economy instead - it's a more recently updated mod which does similar things, and is easier to configure -
If you are at all worried, download them now and burn to DVD just in case. I've only ever had problems with mods where the author decided to withdraw them - luckily they have both made them available elsewhere but that's never guaranteed especially when one of them is a self-hosted site - the owner may decide to stop paying for bandwidth at any time.
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The question is - WHICH body replacer did you grab, and which textures are you using with it. There are three or four female body replacers. Slof's BB is designed to work with ROBERTS female body, NOT Exnem or HGEC or BAB or any other one. If you search for "Roberts female body replacer" you should find version 12 easily enough, and that works with slof's textures. I would post links but I'm typing from a not-so-smartphone
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Cannot Merge Mods into Bashed Patch
MarkInMKUK replied to shopsD's topic in Oblivion's Mod troubleshooting
I can't think of anything specific to Vilverin that may cause a crash - there's only one linked quest - unless you have a mod which adds more quest items to Vilverin for some reason. It's possible one of your other mods has played with something that you find there, but it's kinda hard to diagnose. However, it's not listed as a known "crash point" so the chances are that the crash is due to something other than vanilla Oblivion. -
"Proper" khajit and argonian bodyshapes/animations
MarkInMKUK replied to MarkInMKUK's topic in Oblivion's Mod Ideas
Hi Razorpony, The "mesh deformation" would require separate tow "bones" I think, as you'd need them to "spread" slightly when they hit the foot-down position. We'll leave that as a "maybe/someday/never" part of the ideas I think! (Too many bright ideas at my end for them ALL to be possible). As an alternative to the "feet as an ability" idea, Drake's scripted feet have a facility where they check whatever you try to put on your feet, and if a substitute mesh has been made then allow you to equip the relevant footwear, otherwise they are unequipable - both by yourself and by NPCs. This means, of course, that part of the conversion for both races has to be replacement meshes for those boots which are quest-related items, or we've effectively broken the quest. The downside is that you cannot "remove" the feet to wear human boots. Alternatively we could script a dexterity and speed penalty for a Khajiit wearing human boots, I guess. I've been having a look at the feet in question again, and JazzJR's foot shape is closer to what I had in mind - if you look at a cat standing on its hind legs (as I do often - our male cat can JUST get his paws over the edge of the kitchen worktop when I'm cutting cheese!) you'll see where the "heel" ends up is a lot higher than on the feet you uploaded - that's the difference between digitgrade (standing on toes) and plantigrade (standing on sole of foot and heel) footshapes. Maybe some kind of compromise between the two would work, but you really need that "heel" to end up as high as possible. There should be a corresponding shortening of the other leg bones to adjust for the increased foot height. so possibly a slightly modified skeleton would give the best attempt, but I'd need advice from someone who has tweaked skeletons before deciding that. I LOVE the hand meshes though, so we'll HAVE to put those in :) I also like the replacement head mesh - maybe we could offer that as an option? I spent a while looking at tiger feet this weekend - they are slightly blunter clawed than I remembered, but the claws still look more cat-like than the ones in JazzJR's feet, which almost look dog-like. The ones on your feet may be closer - it's a little hard to tell. The other thing which is distinctive about cat feet is the pads underneath - again, tiger feet is the reference point I think. I'm hoping to have internet access at home back again by Wednesday, then I can do more than squint at my smartphone screen to make out details. -
DarNified UI Fonts too small
MarkInMKUK replied to harvengure's topic in Oblivion's Mod troubleshooting
This thread makes me REALLY wonder about MY eyesight, because i actually went in and REDUCED the size of the fonts a little - playing at 1920 x 1080 on a 22" LCD monitor... -
A few additional ones: - One-handed swords that are larger than a greatsword, being swung by a petite elven character with no regard to weight or inertia (mostly mods, but it gets silly even in the vanilla game) - The mix of creatures in the tutorial dungeon - wtf is a zombie doing in there? There's no evidence of a grave anyplace... - Sewers that don't actually perform a function - no water cascading out of the outfalls after rain. - Super-rain - falls straight through rocks and stones. - No clothing requirements for different weather conditions - you should bake in full plate in a desert, sink like a stone in full plate, and freeze unless in furs if you head up towards Skyrim. - Conversation topics - why on EARTH would a city full of people spend their whole time discussing mudcrabs and goblins? Once the Emperor is dead, that should be high up. Then the invasion should add conversation topics. But, no... "I saw a mudcrab the other day..." - Clothing - does nobody ever CHANGE their clothes? - Tides - or lack of them. - Ships at the IC waterfront - which sailed up a small stream under low bridges? OK, so there are mods for some of these - but I REALLY hope they do better in Skyrim.
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Remember, many spiders eat their mates - although if you date her first she MIGHT let you hang around for a second date...
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If you are just after visual tweaks to Oblivion, QTP3 is the biggest visual overhaul. There are things like Slof's Oblivion robe Trader that tweak one specific area, but they need searching for by category (and Slof's file is hosted offsite). If, however, you want to push your computer to the limits, and add to the world, try installing the full Unique Landscapes compilation, and THEN a texture pack on top. There are also night sky replacement mods (several), water replacers (several), weather replacers (All Natural seems to be recommended most often) and vegetation tweaks. If you want to add to the cities too, add Better Cities and the compatibility patches. Improving the "feel" of Bravil can be done by installing Bravil Blood and Mud Anglais. Beyond that, it's adding in individual additional castles. villages, etc. Body mod wise, it depends what you are after. The Roberts Male body is excellent, as is the Roberts Female body. If you are after the "surgically enhanced" look, the Exnems/HGEC series of eye-candy bodies have the sucked-in waist and inflated boobs some people prefer. Remember you'll need to add a stock clothing replacer for whichever you choose, and some custom armors may not be available to suit your chosen body. You can, however, improve vanilla faces immensely by installing Tamriel NPCs Revised (and possibly Hotter Younger NPCs - female) Have fun
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"Simple" huh? I suggest you hunt down a few animation tutorials and find out just how simple it is. You are asking someone to make a replacement for every animation file that the player can use, as ALL of the player animations are wingless. Take a look at Drake the dragon's anthro dragon race - he is the only guy I am aware of who is actively modding a winged race
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"Proper" khajit and argonian bodyshapes/animations
MarkInMKUK replied to MarkInMKUK's topic in Oblivion's Mod Ideas
Hi razorpony, The feet you did are likely to be our starting point as they are the best we have. I'm offline til Wednesday so can only join in via smartphone til then. Part of the plan is to use Drakes script as a basis as this allows you to choose a different body for Argonians, so that should hold true for Khajiits too. Ideally i want the feet to look a little less thick- clawed - whether that is doable maybe you can advise. Drak uses Slofs claws as a resource fot the reptiles but they look too bulky to me for khajiit - again maybe you can advise. Also if there's a way to make the mesh flatten a little when "stood on" just to make walkinh look more natural. I await your inpit eagerly. -
Sean Connery as a dragon? Hmmm... rings a bell :) Maybe one of the modders could make a npc replacer - Oblivion the Hollywood version. You'd have to drop Lynda Carter in as one of the character she voiced - and how about Samuel Jackson as Baurus?
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Better nude textures for Khajiit and Argonian HGEC?
MarkInMKUK replied to Amossk's topic in Oblivion's Discussion
Try improved argonian body textures (IABT) and improved argonian facial textures (IAFT). For those wanting a more reptilian argonian instead look up "argonian beautification" Sorry no links I'm typing this on a not-so-smartphone -
Re the question of tides - I don't know whether water level settings for a cell can be altered by a script. Could add a whole new dimension to dungeons if you had to race a rising tide or drown... The problem with "extreme weather" like hurricanes is the aftermath - how do you save "damaged property"?
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If the snow never thaws, it's even easier than the grass... Which reminds me - with two honking great big moons - why are there no tides in Cyrodiil...?
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It's certainly no more unstable than my manual FCOM was at the same time - so it's not a "bad install"