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Everything posted by rockbiter68
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Hey all, I was wandering if there was a way to install Nehrim completely separate from Oblivion. I mean completely separate as in both my Oblivion install and Nehrim use their own save folders, INIs, and load orders without having to swap files out to move back in forth. It'd be like going between Oblivion and Skyrim, for example: I can just start one or the other up and not have to worry about anything else.
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So I've encountered a strange problem. I recently obtained an Ayleid longsword off a bandit leader (don't ask me to name it... They have those weird names). Anyway, when I'm in dungeons, houses, or interiors in general, the sword displays fine. However, as soon as I leave and go into the exterior world, the sword kinda... Disappears. Not entirely, though. I can still see the scabbard and the glow bits (like the pommel and that gem (?) in the cross guard. But nothing else... Like some of the texture is somehow becoming invisible. When I hit something with it, it gets all bloody like usual so I can see a red version of my sword, but that's about it. It's really strange and I've never encountered anything like it. I was hoping somebody here might have a solution. I can post screenshots and even my load order if necessary. I guess I should note that I'm using Oblivion Reloaded and Every Cell Settings for it, if anyone thinks that may have something to do with it. I've also extracted both the meshes and the textures from the "meteoric" folders in the OOO .bsa. Other than that, I'm all out of ideas. Any help? EDIT: It's also probably worth nothing that this happens in both first and third person. However, the sword will ALWAYS display when I open my inventory menu, no matter what.
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No mouse movement! Help!
rockbiter68 replied to rockbiter68's topic in Oblivion's Mod troubleshooting
Actually, nevermind. Figured it out. Somehow the mouse sensitivity got set to zero... now idea how something like that would even happen, but it did. -
Um... OK. Not sure how this happened. I was dropping the few stolen items I had so I could pay a bounty in Bruma. Paid the bounty and then went to pick all of the stuff back up. Well, some of it was from the Bruma Mage's Guild, so naturally I got arrested again. I think I hit the "Alt" button (which is my dodge button for Deadly Reflex 5) to dodge a guard's attack just as the pop-up came up telling me I was expelled. I couldn't exit the pop-up. Task Manager and closed the game, but now when I load my saves, I can't move my mouse. Please help.
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[Mod Request] E3 2014 Hud & Inventory
rockbiter68 replied to SteeloBrim's topic in The Witcher's The Witcher 3: Wild Hunt
Totally agree with this. That E3 2014 HUD is much better than the one the game shipped with. I hope someone with the required talent makes this. It'd be a vast improvement. -
Constant CTDs. At my wits end.
rockbiter68 replied to Zemoco10's topic in Oblivion's Mod troubleshooting
Alright, first of all, I admit that I didn't look at every single mod in your load order. I will mention, however, that I've had trouble with Get Wet causing CTDs before. Might have been something on my end, though, so take that with a grain of salt. I have more important suggestions than that. I recently reinstalled Oblivion with OOO, OCR, Unique Landscapes, Deadly Reflex, etc., etc. It's a fairly large install, although a lot more streamlined compared to what I usually do. Anyway, to cut to the chase, I was getting CTDs, even though I really shouldn't have been. The following has helped me out immensely: Firstly, I recommend making the following teaks (if you have a multi-core CPU) to your Oblivion.ini if you haven't already: Source Second, I recommend getting Oblivion Reloaded. It's Purger is very useful for performance/CTD reduction, and the graphical options are nice to (grab this mod to go with it... purely aesthetic, mind you, but if you manage to get your game running smoothly check it out). Thirdly, I didn't notice Oblivion Stutter Remover on that list (possible I overlooked it). Get it. There's some very useful tweaks you need to make in the .ini file that will help immensely. Unfortunately, I can't remember what they are specifically, as I had to do some digging to find them myself. If you PM me, though, I'd be happy to send you my OSR .ini file that you can use. And finally: MoreHeapThis more than anything else has helped reduce my CTDs to being practically nonexistent (or maybe it's this in combination with the above? In any case, I can remember only one time in the past two weeks I've have a CTD).In any case, get it, and change your .ini file (there's only like, two settings) to the following: Do all of that, play for a few hours, and see if you have any reduction in CTDs and let me know how it goes (be sure to PM for that OSR .ini file). If none of this helps, we can try taking a closer look at your Load Order. -
EDIT: Fixed. It was a Load Order issue. Unfortunately, I've come across another issue that is much more severe that I really need help with. If you'd like to help, the thread is here. Thank you. Alrighty. Title kinda says it all, so I'll keep it short. I use Open Cities Reborn, Unique Landscapes, Bruma Mage's Guild Restored, and Frostcrag Spire. Just got to Bruma via teleportation from Frostcrag and left the Mage's Guild to walk around the city, and, well... The castle looks like this (had to trim the image down because for some reason my .jpg was too big): Honestly, it's pretty abysmal. Not a small tear that I can just overlook... and it extends to the Chapel. Don't know why it's happening myself, so I thought I'd post here and see if any of you fine people might now why this is happening. For good measure, I've included my Load Order, which looks fine to me, but it's pretty clear that I might be overlooking something here. My Load Order: I'd appreciate help if anyone can help me pinpoint what's going on here. Thanks.
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LE Is there a mod to control when Dragons start spawning?
rockbiter68 replied to rockbiter68's topic in Skyrim's Mod Ideas
I had forget about Skyrim Unbound. I remember looking at it once, but I had already started my game at that point. Might be an option in the future. And also, as stupid as it may seem, I'd really prefer not to enable Immediate Dragons mid-playthrough... but I suppose that's also an option right now. How difficult do you think it would be to make a mod to enable what I'm asking for? I suppose I could try and take a crack at it. -
Putting this in requests because I'm not sure if there is a mod that does this already. But the title pretty much says it: I'm looking for a mod that controls when Dragons start to spawn in the game. I think (correct me if I'm wrong) they don't start spawning until either after you kill that first Dragon at the Western Watchtower or until you visit the Greybeards? In any case, I know it's after some point in the main quest is when they normally start to spawn. Also, I realize that there is this mod that allows Dragons to start spawning at Level 1. However, I'm not looking for that. I play with Requiem, Deadly Dragons, and DCO so fighting a Dragon at Level 1 (after testing that mod out, they really do start spawning immediately) is literally impossible. I know everyone probably doesn't have the same kind of setup I do, but I think it'd be nice to be able to control when they're spawning from a role-playing perspective. I guess what I'm looking for is a mod like this one (except for Skyrim obviously). It lets you control the minimum level and the minimum amount of days that would have to have passed before Dragons start spawning. This way, it seems like the world doesn't revolve around you, and allows you to still fight Dragons without starting the main quest as well as giving you the option to complete the main quest if you want to. Kind of long-winded, sorry. But does anyone have any idea if a mod like that exists?
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EDIT: You can all disregard this post. I've solved the "issue" on my own. It's actually a feature added by this mod that I forgot to switch of in the .ini file. Alright, so... Just reinstalled Oblivion after reinstalling it a couple of days ago (I accidentally broke it while recreating a Bashed Patch). The only reason this is relevant is because the issue I'm having now wasn't present before, and I have nearly the exact same mod setup; only a few things were removed and a few things were added. The problem when attacking NPCs (NPCs only, not creatures) is that their level displays above their health bar: I have no idea why this is happening, but I'm starting to find it extremely annoying. I confirmed that it was the enemy level because I checked the level of Conjurers on UESP, and as weird as it may sound, they can be Level 0. Also, a summoned Dremora Caitiff (not pictured, sorry) had the number 6 above his health bar. Checked the UESP again, and Dremora Caitiffs are Level 6. I'm posting my Load Order in case it's relevant (I apologize in advance, as it is rather lengthy): Please help. I really don't know why this is happening and I really don't like their levels being displayed like this.
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Hey all, I'll keep it short and sweet. The title pretty much says it all. When you upgrade to the second version of the Scrapper perk, it has the oh-so-useful feature (not!) of highlighting your tagged items. Now, I find the item tagging useful, but the godawful green highlight on everything is EXTREMELY annoying. Seriously, it's so distracted from gameplay, especially when you're in combat. Is there any way to remove it?
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EDIT: "Blood Shader to Show Enemy Health" may be a more appropriate name for this topic. Well, I suppose I'll just cut to the chase on how I got this idea (and elaborate on said idea, if the title isn't clear). I've been creating a mod list for some time to use with Requiem 1.8, and during that process I installed Important Information Overhaul by Apollodown. So it occurred to me that since this mod makes the game more immersive and detached from my HUD (using Less Intrusive HUD II to make it as minimal as possible), that it might be more the game similarly might be more immersive if I disabled health bars from my enemies, since I can't see my own and would thus draw me into the combat more. But the problem is that this would put me at an unfair disadvantage. Since I will be using Requiem, enemies are already more challenging, and not knowing what their health is at would make it more so. Furthermore, while I cannot see my own health bar, I still have a means of knowing roughly what amount of health I have left due to my screen turning more red. So this is where my idea comes in: having a blood shader (this may not be the correct term for what it is, but I believe that is what I am looking for in this case) apply to enemies that makes them more and more bloody depending on their percentage of health. If I'm still not being clear, because I may not be as my knowledge in this area is pretty limited, Chivalry: Medieval Warfare employs this effect. While you can't see the health bar of your opponent, you can roughly gauge if he is almost dead or not because of how bloody his character is. Understand that I already have Enhanced Blood installed, but this doesn't help because an enemy with a lot of health can look more bloody than an enemy with little health. The blood shader I am proposing would be dependent on the enemy's percentage of health, making them more and more bloody as the percentage goes down and thus keeping it fairly consistent. Again, look at Chivalry: Medieval Warfare. Even if anyone is not willing to do this, which I entirely understand, I am willing to learn. If anyone could point me to some good tutorials or pointers on scripting and creating shaders for Skyrim, I would be much obliged. Of course, I will be doing some of my own research into this, but I'm quite incompetent when it comes to matters like this and if anyone with knowledge and experience would be willing to help me/create this mod, it would be great. Anyways, that's my idea. Sorry for the overly (and perhaps unnecessarily) long description. Thank you for reading.
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If you've ever used this mod: http://www.nexusmods.com/skyrim/mods/49036/?, you know that combat is be rather... painful with it. Other than than, it works great and I love the mod. So it would be great if you could actually go into combat with this mod and be able to do it (without just using that in-game option to switch to vanilla first person for it). It'd be nice if the weapon view could be adjusted so you can see it like you normally would in first person, and still be able to see your body like you do in the normal mod. Same with weapon swings, etc. (and it would also be cool if you actually swung your weapon where you were aiming, because if you notice in third person you always swing right in the middle, even if your looking straight at the ground. Obviously, doing this wouldn't look quite right in third person, so as the title says, you could just use FNIS to enable them for the player only so you get the best experience in first person and NPCs still look normal in third person. Just an idea. I'd do it myself if I were actually good at animating.
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I was just wondering if it was at all possible for the game to be able to play the vanilla town music when you use Open Better Cities (or I guess any Open City mod). Normally when you go into one with this mod enabled, it just keeps playing the explore music, which doesn't quite fit being in a town. I'd like a mod that would simply switch the town music to play in the cities, even though they're opened up. I'm not opposed to doing this myself, I'd just need a little instruction on how to do so.
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Is it at all possible to make a mod that adds descriptions to weapons, armor, misc items, etc? You know, like some older RPGs do. I tried seeing if I can figure it out in the CS, but my knowledge is quite limited. I know that this mod wouldn't be all that useful, I just think it'd be a nice touch.
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Decided to re-install Oblivion with a FCOM install. I'm sure these forums have seen their fair share of threads regarding this, but I can not for the life of me figure out what I did wrong. Here's my load order: Active Mod Files: I'd really appreciate any help with this. I've been battling it all night and, as I said, I really can't find the issue. I get an instant CTD when I start up Oblivion.
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Yup, still getting crashes. Sorry for the post spamming.
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Scratch that, I fixed it. I threw in the weather.asi for Script Dragon and changed the weather. That fixes that problems. I will update regardless if I get any more CTDs with my bashed patch.
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Ok, on the blue sky/lighting bug (I think now it's related to weather). I think I figured out what's causing it. I noticed this only happened after returning from Pelagius III's mind. I redid the quest, and when after completing it and leaving the Blue Palace, the sky was a greenish color... the same color it was when I was in his mind. And loading the other save, the sky was the same blue color that I've been talking about. It seems whatever the weather/sky/lighting is when I leave Pelagius's mind (it changes at different stages of the quest, if you remember. i. e. On the path of dreams, everything darkens) will be the weather/sky/lighting when I return. The problem is... I still have no idea how to fix it.
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Did that. Still getting that blue sky/lighting bug.
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Also, downloaded and ran TES5Edit... But I'm not quite sure what to do with it.
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A quick question on Wrye Bash. The first time I run it, it creates that initial Bashed Patch, "Bashed Patch, 0.esp". Do I need to do anything more to it? Sorry if this is obvious. I'm new to the program.
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Hm no... haven't used Wrye Bash. I'll do that. I'll also try the Save Game Cleaner, see if that does anything.