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bruisedooze

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Everything posted by bruisedooze

  1. This is kind of clever, thanks for posting this. The only drawback I find is that items still scale with the enemies. To fix that would require a mod though as far as I can tell. Another thing to note is that if you don't like the disparity between bosses and mooks to be so large, you can turn your difficulty slider down, and then just use a higher bonus to the base level.
  2. Just like any place it depends on the time of year. Unlike places closer to the equator, the time the sun rises and sets varies by extreme amounts. As Evilllama mentions, you get things like polar days and nights, days where the sun will never set or rise for days. There are some fantastic panoramic videos of the sun never setting, so you should google it to see for yourself. I think it would be a cool mod to have this change over the course of the year.
  3. In Morrowind there existed actual faction rivalries between various houses and guilds you could join, which would prevent you from progress in rival factions. Not only that but it influenced NPC reactions both positively and negatively. The Fighters and Thieves guild were heavily intertwined, and had an interesting questline associated with the rivalry. Oblivion had no choices, and Skyrim has only the Imperials and Stormcloaks.
  4. The problem you ran into has to do with modAV. The console command modAV adds permanent modifiers to the parameter in question. So basically they act like buffs and debuffs to the values you had. There are basically 5 related commands that can be used on skills. modAV: Adds the value as a permanent modifier to the skill ForceAV: Like modAV but gives the appropriate modifier to make the skill the value given AdvSkll: Advances the skill experience by the value given. This experience is registered towards levels incPCS: Advances the skill 1 experience level. Acts as a natural skill increase and will count towards the level SetAV: This will set your skill level to the value given without affecting experience towards your level. So what you want to do is use ModAV to restore the original values for your previous race, then use SetAV to set the skill to the value it should be. As for showracemenu you should be careful with it. I haven't played with the command in Skyrim, but in Oblivion if you weren't careful it would reset a lot of your stats. Basically in Oblivion you often had to change things with the console open, and then save the game with the menu and console still open. From what I've read in Skyrim a lot of things will be changed if the race is modified. So if you lost your old saves and old values you may have a bit of work to get what you intended. First undo all the 'modAV' changes you made. Then use SetAV to get them where they're supposed to be. If your level is about the same before then this should fix everything with only a relatively minor error in your actual character level/experience.
  5. This is what I'm waiting for before I get the game. There's no disadvantage to buying the game later, as enough people buy it on day one. A large amount of bugs will be dealt with either officially or unofficially, the mod scene will have gained a fair bit of ground, and by then the game will have been on a good sale. So in a nutshell, exactly what I did with Oblivion.
  6. I know it's from a couple weeks ago, but maybe you'll see this answer. The way GCD calculates level is a bit more involved than just 10 skill ups from Major and Minor. Major skills contribute more than Minor, which contribute more than Misc (I recall Miscellaneous skills affecting level as well at least). Every time I bother to look the 'progress' is 0/32000, but I still gain levels so you should be fine. If I recall correctly the actual level calculation is in one of the enclosed documents provided with the module.
  7. They mean maps that are an item in your inventory. In Knights you get this here map. I'm guessing they want higher resolution versions of such items? I don't know of any personally.
  8. The Finger of the Mountain spell is supposed to increase with power as your Destruction skill/level increases. I acquired the spell at level 2, but I'm now level 17 and a Journeyman in Destruction yet the spell is still the same strength (8 damage). According to the Readme there is supposed to be an ini setting related to this but I don't see any such setting in there, even after doing a text search for 'fing' and such. I don't know if Wizard's Fury is similarly affected as I have yet to acquire that spell. Here's my mod list. Nothing fancy besides OOO that would touch the spell, but the ordering should take care of that.
  9. I have this weird issue where the number of items stolen on my character is randomly increasing. I only just noticed this when I was standing among some NPCs just outside of Skingraad and then out of the blue they started calling me a thief. It seems my Item Stolens counter is increasing due to unknown causes, and if I'm around someone when it happens guards approach/I get called out a thief. I have a save where I can reproduce it easily enough but I don't know what's the exact trigger. I step out the west gate of Skingraad and stand near the stables on the road. By the time a guard comes by from chasing off (killing?) some enemies the Items Stolen counter increases and I get called out as if I stole an item right there. This imaginary item incurs a 1g bounty. If I run around town awhile, where nothing odd seemed to happen, the guards are at their post and I was able to continue. I thought I bypassed the issue, and after running around the area for awhile I noticed I had picked up two more thefts. All I had done was kill a few wolves and discovered the nearby shrines/stones in that time. My issue is the same as a previous post here, but this post was 3 years ago, the big common factor seems to be OOO. I haven't had luck finding more on this issue, but I'm hoping someone is familiar with this, as there was no more follow-ups on the previous thread. Here is my mod list
  10. The music subfolders are Dungeon, Explore, Battle, Public, and Special. Anything in the folders besides Special are played randomly. I'm surprised the music (sub)folders aren't there by default. I thought the music was installed outside of the BSA for those 4 folders?
  11. graphics settings ? For those with bad/better computers. You can change a lot more there than in the game menu. Allow screenshoot? You can edit oblivion.ini to change those without touching oblivion_default.ini.
  12. Yes I do actually, is that whats doing it?? The Streamsmooth portion of Streamline adjusts your video settings to maintain the FPS ranges you designate in the ini file. This portion of streamline will do the adjusting on the fly, so it overrides manual adjustments while it is active. As MOTOSCORPIO indicates there are documents that detail the various settings in the Streamline folder in your Data directory. If you don't want it to adjust those settings, you can turn Streamsmooth off and still use say Streamsave and streampurge.
  13. DarnUI gets the settings from various xml files that it installs in your Data folder, and as Naith indicates, doesn't save settings set while in-game. Many of the main settings are stored in hudmainmenu_config.xml. Such as scale, position of bars, icons, and enabling 3rd person crosshair.
  14. Nehrim does run with Steam but you have to be a bit careful. The exact instructions for Steam they provide in their Readme. Basically, the default method suggested by the Mod team is to place Nehrim as your main Oblivion install. It takes over as the Data folder etc. So you need to rename your old data folder if you want to keep it. You also can't use their provided launcher to play the game. You use your original launcher. So it likely wasn't working for Sebiale due to Nehrim not being in the Steam Oblivion folder, and using the Nehrim launcher to launch the game. Because of the replacement of the folder (and from the readme), you may get the impression you can only have Nehrim or default Oblivion operating. However, the data folder that your launcher will access is determined through the Oblivion.ini file. This means you can play both installs through having separate ini files (or ini edits in Wrye Bash), by changing the path information, i.e SLocalMasterPath=Data\ and font data (there is likely more but it's been awhile). Keep in mind this means you have to be more vigilant with installing mods, active mods etc. So profiles in Wrye bash become incredibly useful here, along with ini tweaks. You could even have more install folders if you like. You could have an FCOM folder, etc.
  15. HeyYou is right, you can't change the rate in the console. You can force a reset if you know the Cell ID with the command ResetInterior. The NPC respawning is tied to the cell resetting, so you need to mod the game setting iHoursToRespawnCell. Keep in mind the check to reset the cell is against the last time you were in the cell. So constantly revisiting a cell can prevent it from resetting. By default you have to be outside the cell for 72 hours. So if you want to respawn something without using a console command or plugin, just leave the cell and wait for 3 days.
  16. I don't think it would but it couldn't hurt to try. Basically I was curious about things that affect your armour skills which have a direct effect on your casting penalty. If you are conjuring bound armour that could be affecting it as bound armour is considered heavy armour. There are some mods that modify spell effectiveness based on fatigue but I don't see anything there of the sort.
  17. OOO modifies these settings within its own esp file. It modifies the parameter fMagicArmorPenaltyMax and fMagicArmorPenaltyMin. Changes the Vanilla parameters from 0.3/0.05 to 0.6/0.12. You have to change the value within the esp itself. However, no guarantee that this will fix your problem if it's fluctuating. 88% looks to be your max efficiency in OOO, but it's dropping to 78%. You don't have any odd spells that mess with your armour skill do you?
  18. Keep in mind those values are for out of combat regeneration in Supreme Magicka. In combat your regeneration (ignoring Mage sign) scales as 0.0033, a tenth of what it is out of combat. To disable SM from affecting the combat regeneration as well set zzSMConfigurationQuest.MagickaCombatBase to -1. If this was causing the crashing just copy the values for out of combat into your in combat values. Also make sure to modify the mage sign values if you do this as you don't want them to have lower regen rates than without the sign... A suitable middle ground I find would be to make the Mage sign match the rates of out of combat, whereas without the sign you only have a third of the rate. Keep in mind, magic regeneration in Supreme Magicka makes Willpower a more important attribute in regeneration, but not necessarily higher. In SM the regen rate is on par with Vanilla at about 50 Willpower, worse when below 50, and a fair bit better above 50 (about 25% better at 100 Willpower).
  19. This has happened to me with what seemed like a whole fifth of Chorrol. Basically all the buildings across from the chapel disappeared except for teh doors. The walls around the town in that section were gone too. This phenomena has happened twice to me before. The only mods we have in common when this happened to me are UOP and OBSE. I reloaded a previous save and the buildings came back. Not sure what caused it. Maybe reloading/overwriting quicksaves cause it? I was also having game stability issues back then so it's hard for me to say.
  20. I just noticed that the recent drivers I installed were released only two days ago, and before that I mistakenly had reinstalled a beta release instead of the WHQL ones after I was testing old sets of drivers on an old game a couple weeks ago. I went with the 260.99 drivers, which seems to be the drivers people have been sticking with on later release threads. Only been testing almost three hours but the slight stutter I would experience initially around portals and gates is gone so it seems promising so far (new ini file so the shaders are active). This may be preemptive but this seems to have been my issue.
  21. The older saves before the reinstall got up to 40+ hours. However the recent saves were tested from scratch and it was around 2 hrs. Only the things I mentioned seem to cause the issue. If there are other things that do I have not seen them yet. I also forgot to mention that reloading a save doesn't stop the behaviour if done from the loaded game currently experiencing the problem. However, if I jump to the main menu and load the game back up form there the problem disappears. What does Oblivion keep in it's memory when reloading from a reloaded game? I should mention I don't overwrite saves (auto save I disabled and I don't use quick save). If it's malware/virus it's buried pretty deep. Things have been pretty quiet on my utilities. I'll give cleaning a shot, it's due for a cleaning anyways. Thanks for the tips.
  22. After I play the game for a bit, when I take damage or get near an Oblivion Gate (Shivering Isles gate), the game will slow down a lot. Basically until the blur effect on damage goes away. This starts happening as early as about half an hour, but can start after two to three hours as well. This occurs with a fresh install of Oblivion. Fresh being I uninstalled removed my Oblivion directory with all mods along with the folder storing the game ini and save files. Digging around the forums (and google) and seeing similar problems it appears to be shader related, and for now I've disabled the refraction shader. This removes a stutter when I turn towards a gate, but I'm not sure if it will deal with the on damage effects. Do the blur effects on damage occur through the refraction shader? I've tried forcing 3.0 shaders and replacing the shader package (13 with 19), but that didn't help. I've also read issues maybe related to AA and the shaders but I haven't tested that one yet. I've tried other ini tweaks but they did nothing. I'm sorry for the questions, but the timeframe after which the symptoms start occurring make this aggravating to deal with, as it's hard to tell if the problem might be gone when it could just pop up again. Besides this one last problem the game runs almost smooth with everything maxed. There's slight stutter but that disappears with Oblivion Stutter Remover. Are there shader packages that deal with this? I found mods that remove the effect from certain spells and gates, but with the damage blur I'm not sure if they're entirely related. For reference I use a 8800GT, Athlon X2 5000+, and 3GB of RAM. Latest motherboard and video card drivers. I haven't had problems with shader effects in other games it seems, but that is anecdotal. The only things I've re-installed since the fresh install a couple days ago are OBSE v20, OBMM, Wrye Bash, BOSS, Unofficial Patches and Oblivion Stutter Remover. Just restating the problem occurred before I put these into place.
  23. Is this with a character that has really low strength? I know there's a similar thing that happens with Realistic Leveling, due to the lower values stats start at, you could be too weak to lift a corpse. Not at all sure if this will help but thought I would mention a time when I encountered something similar.
  24. I'm pretty sure it's one of Edhildils Tanlines textures. There are a few of them but that one is likely the Imperial texture. Imperial Tanlines Just search for Tanlines to find the others they have done.
  25. Looking at the SSs I took more closely I do see the lack of the switch like you're suggesting. The reason I thought it was that animation was due to an animation sequence in one chapel where a Khajiit continually interacts with an altar. The 'reach forward' starts happening and then the triangle pops up then disappears quickly. Because the Khajiit interacts multiple times with the altar, it kept happening and I thought it was something to do with that animation. The only other spot I saw this occur, that I can remember, was with one of the mages in Chorrol. So there are a few meshes being affected. When I got the chance to look at this on the weekend I have a better idea of what to look at. Thanks for the help.
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