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Everything posted by MarkInMKUK
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Has anybody toyed with making Cyrodiil seasonal - a proper winter, spring, summer, autumn cycle. Obviously there would be trees to work on, but also plants would become seasonal too, so alchemy would become ...er...more interesting. Then there's a knock-on effect on weather types - and cloud cover at night - maybe even the star map. Not to mention temperature. And, no, a "leaf fall" mod isn't quite what I'm after - although leaf colour change / genuine fall / bare trees / new leaves IS
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On the plus side - it's easier On the minus side, you're working with someone else's selected addons for FCOM, which you may not agree with. But it's a fairly simple thing to try, and if you don't like it, just uninstall and start again
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Latest patch (1.2.0416) won't install
MarkInMKUK replied to Xenobuzz's topic in Oblivion's Mod troubleshooting
No, it just means that Bethesda speak the same gibberish to both. Thank goodness the Nexus hosts a backup copy of the CS. -
On a quick glance through: EVE_StockEquipmentReplacer.esp Bash Tag suggestion(s): {{BASH:Graphics,NoMerge}} Note: For Vanilla, do not use with OOO/MMM/FCOM, use that version instead. FCOM_Cobl.esp [Version 0.9.9] Bash Tag suggestion(s): {{BASH:Delev,Relev}} Requires: 'Cobl Glue.esp' and 'OOO 1.32-Cobl.esp'. Note: Do not use COBL and Tamerielic Ingredients at the same time. Note: Do not use with latest MMM/FCOM/COBL - superseded by MMM_Cobl.esp Salmo the Baker, Cobl.esp [Version 3.05] Bash Tag suggestion(s): {{BASH:C.Owner,Names,Invent,Factions,Actors.Stats,NPC.class,Actors.AIData,Actors.AIPackages,Graphics}} Note: MAY cause CTDs. Cause uncertain despite extensive debugging. Disable if experiencing a persistant crash. Plus you may not have done this: Scribe Supplies.esp Note: Not Better Cities compatible. Already included in Better Cities IC Market District. Note: Or use the replacer esp in from the BC package (same name). That's the first set of things to check. Also try the bashed patch settings on the installation page of the FCOM Superpack forum - they worked for me with FCOM Better Cities - VWD of the IC.esp [Version 4.7.0] can also cause problems if your graphics card is at all stressed - try disabling it and see.
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Oh, yes - Simplicia the Slow - quavery old beggar / swap to highly cultured female voice / swap back ... NUTS!
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Requesting the creation of a large, detailed Underground City
MarkInMKUK replied to Dorude's topic in Oblivion's Mod Ideas
I suspect you're out of luck this close to the launch of a new game - you're talking several months work at least. May I suggest looking at the Underdark series of mods and trying those, or alternatively learning to use the construction set yourself and trying to make even 1/100th of what you are envisaging. -
Problem with Light Spell Recolor
MarkInMKUK replied to kevindrosario's topic in Oblivion's Mod troubleshooting
Firstly, have a read through the "How to..." thread for plugins and mods in the Mod Talk section. It's possible that you are missing a step which the author didn't put in his readme, which is "Archive Invalidation" - try downloading and activating the mod called "Archive Invalidation Invalidated" as this is often the easierst, if not the technically most perfect, way to achieve this -
Enchanted Weapons have torch like glow
MarkInMKUK replied to Thebestname's topic in Oblivion's Mod Ideas
Maybe skyrim will sort it out Of course, a glowing weapon would cause serious problems when sneaking :) I can't see a bright glowing dagger with fire damage being popular for assassin-types -
Enchanted Weapons have torch like glow
MarkInMKUK replied to Thebestname's topic in Oblivion's Mod Ideas
I think there is a scripted "torch as a weapon" someplace, but I suspect that's done using OBSE and something very clever too. It always struck me as odd that the default torch wasn't a club + fire damage as well. I'm making the assumption in the suggestion above that it's easier to make a torch that looks like a sword, and add damage, than to make a working weapon act as a torch too, but if you've already done a script to do the latter then doing the former may be redundant. -
For me it was the arrows in the sewer. FLOATING iron arrows? Even if they were just iron headed, they should have floated vertically, point down, but no.... cork arrows anyone?
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Enchanted Weapons have torch like glow
MarkInMKUK replied to Thebestname's topic in Oblivion's Mod Ideas
It was a genuine ask - I'm well aware that Oblivion has some real limitations at times, and that was one I'd never thought of before -
Time to learn a bit then :) If you look at an OMOD-ready archive, there are a series of files which define how the OMOD works. Take an OMOD which you know has a check for OBSE version in it, and use the export to folder option in OBMM to make it into a folder containing the files. Inside that folder is one called "OMOD conversion data". Open that folder, and there will be a couple of text files and a couple of non-text ones. It's the text files we are looking at. info.txt tells you which files are in the OMOD - we can ignore that for now. script.txt will have a set of lines at the top which look something like this:- IfNot ScriptExtenderNewerThan 0.0.18.0 Message "This mod requires Oblivion Script Extender v0018 or higher to work." "Warning" FatalError EndIf Those are the lines from PiiiP, so you are looking to check whether the lines in the other mod are different. If they are, you may have found your culprit. And even if not, you have at least learned something :).
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AFAIK (and I'm no modder), the chest armor replaces the whole of the top half of the body, hence you need to provide the arms and stuff too. You have to (obviously) assign skin texture to those bits which are exposed or they won't show up, or (possibly more authentic for samauri) a silk cloth texture as a lot of oriental armor had a silk underpiece to help absorb arrow shots. I'm sure if I'm wrong an experienced modder will correct this :)
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I know naff all about scripting myself, I just know that DrakeTheDragon has managed it in that script someplace. If you pm him maybe he'd be willing to talk you through it. You WILL also need a matching clothing replacer too, or the clothed body won't look any different.
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When finding HGEC replacers, bear in mind that the armor is designed to look like it is for one specific bust size / butt size. If you select a AA-HGEC replacer, it will fit onto your character, but you'll lose the bust and butt if your basic install is a F-cup/LL-butt body shape. Check the description carefully to see whether it is close to your intended cup size. If you have an odd combination like AA top/LL butt, you may need to mix and match meshes between different replacers, but that gets VERY complex - and any one-piece armors will still be "wrong"
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Try Ctrl+Enter - that's the usual way with OBMM
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"Proper" khajit and argonian bodyshapes/animations
MarkInMKUK replied to MarkInMKUK's topic in Oblivion's Mod Ideas
Heads up - New Upload - Khajiit Replacer 4GVN - no idea what it's like yet as it only JUST got posted by the uploader Edit: Scratch that - it's pretty much a "dark elf to replace Khajiit bodies" mod from the look of the screenies, certainly no help for our current hind feet problem -
I'll do a little checking on mods and ships at the weekend if I get time - then send you a list of mod and affected berth. Ideally, of course, the mods would detect better cities and disable their own ship model, but that'll probably happen a couple of weeks after the "Skiing Holidays in Hell" brochure arrives through the door.
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What Do You think About "Nehrim" ???
MarkInMKUK replied to muratguler's topic in Oblivion's Spoilers
Unless a lot of people give up lots of time, it's unlikely to have an English voice file set. The subtitles are fine for most people - it's just like a subtitled foreign language film. -
If you haven't done the Aleswell quest yet, Fort Caractacus has a shedload of invisible creatures which are possibly a "special case" for the rendering engine - those may be contributing.
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Recommended Mods for an Oblivion Newbie? [2011]
MarkInMKUK replied to PsalmLove's topic in Oblivion's Discussion
I'm going to come at this question from a different angle - what mods do I enjoy the most. I get frustrated with the original game because the main quest is, to be honest, quite pedestrian. So the mods *I* recommend are ones which add more complex quests to the game. Two which I am currently playing are "The Lost Spires" and "Integration". The latter, especially, comes with a list of other mods which MUST be installed first, so read the readme thoroughly before starting. Missing pre-requisite mods = massive problems and crashes. There are lists of additional quest mods around - google for "oblivion quest mod" and find one of the bigger lists. As far as other mods go, I started with a basic install of Oblivion/SI/DLC modules, with the official 1.2.0.416 patch, and the unofficial patches, and the supplemental unofficial patch. I use OBMM almost exclusively, I just use Wrye Bash for the bashed patch functions. When there's a way to use OMOD files in BAIN, I'll swap over, but currently the changeover is too complex for my brain to handle. I then added a few cosmetic mods, notably TNR and Younger Hotter female NPCs because some of the original faces were ... shall we say ... unaesthetic. I then added the Better cities mods, all of them, and the Unique Landscapes mods too AND the patches - if both mods alter the same area, a patch is used to adjust things so they meet in the middle. Don't be afraid of patches, but apply them carefully - if you don't have the mod, don't use the matching patch. -
DestroyYou95 - have you read up on how to create an OMOD version of a non-OMOD mod using the Create feature in OBMM? Mods you add without using OBMM won't show in the OMOD list because they don't have an OMOD file. The esp files they contain SHOULD show in the esm/esp file list on the left. However, some mods, such as texture or body replacers, may not have an esp and so will not show up at all
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Check the omod installation script for one of the mods that works, and look at the test to see what the OBSE version is. Compare with the same test in the file above. If the way they do it is different, there is the likely reason the detection doesn't work. Of course, the other mod may not attempt to check - in that case it's no wonder it doesn't give an error.
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@vorians - there are several of the "Arrive at anvil by ship" starter mods, I haven't tested them all so it might be worth a check to see which ones use which berth. I know that with one of the mods the interference between the two ships was so complex I had to tcl my way out of a bulkhead to play. One remaining thing - could the options menu actually indicate the CURRENT status of things like wine barrels and openness of cities? It's easy to lose track, and the prompt on the screen about what has altered is, obviously, rather lagged from when you make the change.
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Any BSA extractor should be able to do that. I think there's one in OBMM? However, you might prefer to install and use one of the maximum compatibility skeletons - I use THIS one, They handle the various body replacer mods nicely, and can add extra features which may be useful.