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Everything posted by MarkInMKUK
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I guess you could try some of the sound tweaks - maybe the card can't handle enough sound channels. other than that, it's over to other people to help I'm afraid.
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I believe you can also change the skeleton for your race, which can adjust proportions. You can certainly assign body type on a by-race basis, take a look at the stuff DrakeTheDragon has done for his Scripted Argonian feet mod, and have a good look into the scripting. I currently use a HGEC AA-cup for Argonians, and HGEC E-cup for other races, but i could have just as easily installed BAB or Roberts female in place of the AA-cup. If you change base body type, you *DO* have to install a compatible clothing pack too, or you'll have clipping issues.
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"Proper" khajit and argonian bodyshapes/animations
MarkInMKUK replied to MarkInMKUK's topic in Oblivion's Mod Ideas
Don't fret about the lack of new mods. We've got a fairly good set of starting resources - it's now down to me (and anyone else who wants to tinker) to try them out, and see what we can and can't do. Once that is done, we'll have a clearer idea of what we can achieve, and how to get there. I'm fully aware we'll need someone who can play with meshes to get feet to fit seamlessly, but at this stage getting Khajiit feet to auto-equip happily, and to handle all the same things Drake's Argonian feet will, its my target. Then we can smooth off the rough edges a bit. Of course, Skyrim may be out by then and have perfectly working Khajiit and Argonian bodies with proper feet - but somehow I doubt it. -
When you deleted the ...er...unofficially sourced version, did you also delete the save games directory in My Documents/Games/Oblivion? If not, you will still have the Oblivion.ini from the old crashing version, and it may well cause problems. It may even be pointing to a directory which no longer exists, to look for resources. Delete the Oblivion.ini from that directory, and restart Oblivion, that should recreate the Oblivion.ini file with default settings, looking at the new installation. If that doesn't help, you may have to try Bben's Complete Uninstall/Reinstall instructions. That will clear out the registry and give you a fresh start. Sadly the rule is - you get what you pay for.
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help with load order (boss messed up)
MarkInMKUK replied to darkciper5's topic in Oblivion's Mod troubleshooting
BOSS doesn't CHECK load order, it CHANGES load order - that's where the "Sorting" bit of its name comes in. In OBMM - have you added or removed a mod which had a colour that was NOT blue or green for the little square next to the mod name? If so, that's possibly where your missing mesh problem came from. Whenever you add a mod, it is added to the list with the date of the file in the archive. If that is before or after an existing mod, it'll squeeze in between them. When you use BOSS, it then changes that date to get the load order correct. However, BOSS does tend to assume you are using it with other files such as OBMM or Wrye Bash to handle conflicts, like where two mods both change the same texture file. If two mods have changed the same mesh or texture, and you then deleted one mod along with its meshes and textures, the previous version of the mesh or texture does not magically reappear, so you get missing meshes until you reinstall the first mod. If you take the time to learn how to install stuff with BAIN (Bash Installer facility) then that problem is greatly reduced, but I've yet to find a walkthrough for BAIN that didn't assume you already knew how to use it. -
Enchanted Weapons have torch like glow
MarkInMKUK replied to Thebestname's topic in Oblivion's Mod Ideas
Two questions: (1) Does a torch illuminate the dungeon if carried - I believe that's a "yes" but it might not be that straightforward, knowing Oblivion. (2) Can the torch be modified to be a weapon, while still retaining the illumination? If both of the above are "Yes", then ... (3) Can a torch be made to look and act like an enchanted two-hand sword, while STILL illuminating stuff, then substituted for the sword? -
help with load order (boss messed up)
MarkInMKUK replied to darkciper5's topic in Oblivion's Mod troubleshooting
BOSS uses the date and time stamp to set the order in which files load. They SHOULD all end up with the same date, and with increasing times from top to bottom of the list. (1) Check you have downloaded the latest masterlist.txt for BOSS, and have overwritten the original one. (2) Check whether there are any mods which BOSS didn't recognise be reading the text file. I notice you don't have a Bashed patch.esp - does that mean you are not using Wrye bash to handle mod conflicts? -
Problem to create a new menu icon.
MarkInMKUK replied to Gradashy's topic in Oblivion's Mod troubleshooting
For a free program that opens dds files, try paint.NET - that may help you in future -
@Guardianl Semi-serious question - what's Halo? I play PC games, and only a few. Therefore the chances of having known all about halo is nearly zero. I have heard the name, but as it wasn't relevant to the games I did play and like, I ignored it. I'm not alone. And I've been playing video games on PCs before IBM MADE a PC. Assume just makes an ass out of u and me.
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Lots of people have the same issues with boots and quests. Until a talented modder with spare time and an interest pokes his/her head up and takes it on, we're all sorta stuck. Basically every boot set in the game needs to have an equivalent "beast foot" version made that can be set to equip, at least in the case of the scripted Argonian feet. The Wolven anthro race, and the "cat-footed" Khajiit mods, also have the same issue. It's what we get for preferring an authentic-looking foot to the one we're given by Bethesda. I think on the mod you have, there's a "no feet or claws" option? Try that version JUST to get through the sticky bits, then revert, maybe?
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You might find one of the other Bethesda games more easily moddable for the technological side too - Oblivion might be ok for The Force but the technology might end up more like The Farce.
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Drunken Gamer - if I remember rightly, a little shock damage (well, ok, a heck of a lot of shock damage) really helps with Umbra
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There is a precedent for having gloves as weapons, used both in an arena or as a secondary weapon on horseback - the cestus, an armoured, spiked glove.
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There's a slight differencve between a polite request and a toddler bellowing a demand - currently you come across as being on the wrong side of that line.
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Is the lagg the computer or the game?
MarkInMKUK replied to ValiantTheBrave's topic in Oblivion's Discussion
"lag" means "I do something, and it takes a while before I can see it happen on screen" - if you're getting lag, it's not due to framerate. If that's not what you mean, it's not called lag. And if you can see 1/45th second of lag, then don't ever go to the cinema as it must look like a boring slide show -
I think one of the clothing mods ads a stray stormtrooper too
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Any mod making use of precious stones?
MarkInMKUK replied to fuzzybeastie's topic in Oblivion's Discussion
Try one of the following: Secrets of the stones (Beta) Theryon Keep weapon charged -
"Proper" khajit and argonian bodyshapes/animations
MarkInMKUK replied to MarkInMKUK's topic in Oblivion's Mod Ideas
Try a full stop, and hitting Enter to get a new line - works for me :) -
The problem with the rats is - there are three sizes of brick, and three sizes of hole, and they have to match.
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You may have noticed the other big omission - children. The potential for abuse has been highlighted and so they're sadly lacking. I guess it's all related
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<sigh> Another realism breaker then :( At least it's not quite like Neverwinter Nights with the dolls houses containing a football-field-sized room
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One realism breaker for me is the "teleport" when opening a door to a house. Obviously there are mods which make the interior a permenant part of the outside world, always linked, but what I'm after is a little different. Is there a way to, when a door is activated, connect the outside cell to the inside one, then open the door onto the interior. As soon as you leave the dwelling again, the link would be broken. That way you'd never add a vast overhead to existing outside world cells, but would keep the immersive interior feel. The idea is that such a mod should, if possible, also mean that any addon mods will have connected interiors by default, as the same scripting should workl for new buildings and old ones. It would get more complicate with buildings that just don't fit, of course (the Tiber Septim basement springs to mind), but is it possible? A final side effect is that it should be able to make NPCs actually use exterior doors instead of teleporting through them - the sight of people actually opening a door, and locking/unlocking them, would really help immersion. (Currently on strong painkillers for toothache so if this all sounds like the ramblings of a fevered imagination, it may be. Please let me down politely)
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converting a morrowind clothing mod to oblivion
MarkInMKUK replied to demongoat's topic in Oblivion's Discussion
If you search for the RTeal High Heels mod, then you should find a working High heel system. You could convert your shoes to that style of operation, and upload as a resource. -
I think if you can add easy integration of third party maps (using an ini file maybe?) then you have a USP (unique selling point)