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About hal900x

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Skull of Corruption: Should they be naked?
hal900x replied to hal900x's topic in Oblivion's Discussion
thanks I will do that. -
Skull of Corruption: Should they be naked?
hal900x replied to hal900x's topic in Oblivion's Discussion
I would still like to fix this. It's one of the toys I'd most like to try before beating the game, and I'm soon to do that. Any help on where to look/begin? -
If you resurrect an NPC in Oblivion, the NPC is still tagged as "dead" for quest purposes. In Skyrim this is solved with the "recycleactor" command, which resets all tags, pointers, etc on an NPC. I tried enable and then disable on an NPC after resurrecting, and it didn't work. I want the game to be unaware that the NPC ever died. Is there a way to do this in Oblivion? Thanks!
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Skull of Corruption: Should they be naked?
hal900x replied to hal900x's topic in Oblivion's Discussion
It's pretty crazy, but here it is. I figure if it's not vanilla behavior I'm screwed, since narrowing it down from this monster of a list will be quite a chore. -
When I use the Skull of Corruption, both suddenly go naked. Is this normal, or caused by one of my mods?
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bethini (and launcher) settings don't seem to be saving
hal900x replied to hal900x's topic in Oblivion's Discussion
Nope, read-only attribute was first thing I checked. And I'm 95% sure this behavior was occurring in the launcher pre-mods, not that I have anything as radical as OR installed. IIRC others have seen this behavior in vanilla as well, though I couldn't tell you where I saw that. Regardless, I'll go ahead and post my mod list anyway: Bain Packages: Active Mod Files: EDIT: The following were installed manually (or are external programs) outside of WB:Engine bug fixesNVAC-New Vegas AnticrashConsole Paste SupportOblivion Display TweaksOblivion BSA decompressor -
bethini (and launcher) settings don't seem to be saving
hal900x replied to hal900x's topic in Oblivion's Discussion
Indeed I do run all things Oblivion as admin. Not sure how you allow it to make changes, but it was able to write to it, else the ini wouldn't be there right? Does Oblivion have a service account you need to manually grant Modify to or something? -
I posted this in the mods forum but I think it applies to vanilla as well, since the Oblivion Launcher had the same issue before modding. However, I had hoped that Bethini wouldn't have the same issue. In the launcher, clicking on a preset will immediate re-check vsync option after I unchecked it. Bethini does the same. If I exit Bethini and then relaunch it, it's back to showing the recommended tweaks unchecked again, etc. Does Bethini read Oblivion.ini each time it launches? I should hope so. I confirmed it's not read-only, so I'm not sure what's causing this. Note that this behavior is without actually running the game.
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It should be said that I don't know what I'm doing. I'm learning, slowly, about the tools. I'm also learning that properly installing mods into Oblivion requires full workweek levels of study. I am following the guide at https://www.nexusmods.com/oblivion/mods/49898?tab=description and have now posted a snarky topic there stating that the guide is anything but basic. Enough with the humorous asides. After installing OSR, I installed Bev's INI tweaks. However, i failed to delete the folders that weren't related to OSR before installing. I therefore uninstalled Bev's in Wyre Bash, deleted the extraneous folders, and reinstalled. I got a popup which, intending to read, I somehow dismissed accidentally. Looking through my Oblivion folder structure, it looks like it was just a backup of the ini settings I removed, hopefully. Then I reinstalled Bevs in Wrye Bash. At that point, OSR turned yellow. According to the Wrye Bash general readme, this means there is an underride. OK, that makes sense..must be as a result of my messing about. I'll anneal OSR. Still yellow. Refreshed all the data, just in case...still yellow. This concerns me, as i'm discovering that a single misstep when you're not knowledgable can lead to much suffering. What did I do wrong, and how might it be fixed?
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Another issue or non-issue I have is that Mod Manager II is giving me a notice that I have files in the "Overwrite" pseudo-mod it keeps. These files appear to be generated by Distant Lands (all appear under a "distantland" folder when I choose "Information" dropdown), so I have not removed them or shunted them into an installed mod in my list. Does Distant Lands generation run from within MM2 always produce these? The filenames are version, world, world.dds and world_n.dds, as well as a subfolder called "statics" containing static_meshes and usage.data.
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Hi all! Just getting back into MW and the modding of it. I'm using Morrowind 2020: Thastus Edition as a guide. The current step for me is the Water and Waterfalls section in the Mesh Fixes and Improvements subsection. Launching the game, I receive the following errors: TES3Stream Warning: Model "Meshes\x\EX_common_window_01.NIF" tex not found "Textures\glow\tex02_dark1.dds"! "" "Textures\glow\tex02_2.dds"! Texture Load Error!: Textures\glow\tex02_dark1.dds "" Textures\glow\tex02_2.dds I vaguely suspect these might be related to the Project Atlas step, but this may be a red herring. I have not run any .bat files as the guide skips it. I would be happy to receive an answer to my specific issue, but even better would be pointing me to guide(s) on mod troubleshooting in general. I reviewed the tes3cmd wiki but there doesn't seem to be any diagnostic steps, just cleaning procedures, and I've been given to understand that cleaning mods willy-nilly can cause problems. I have all the tools recommended by the guide (such as MLOX, Wrye Mash, Tes3CMD etc) installed but don't know how to use most of them. As I read through the guide it's becoming clear the author left out many important pieces of info and additional steps (such as generating Distant Lands after each mod that requires it, for example), so I need to familiarize myself with MW modding and troubleshooting before proceeding any further. Thank you! (Mod List)#Mod_Priority,#Mod_Status,#Mod_Name"0000","+","Unmanaged: XE Sky Variations""0001","+","Unmanaged: Siege at Firemoth""0002","+","Unmanaged: master_index""0003","+","Unmanaged: LeFemmArmor""0004","+","Unmanaged: entertainers""0005","+","Unmanaged: EBQ_Artifact""0006","+","Unmanaged: bcsounds""0007","+","Unmanaged: AreaEffectArrows""0008","+","Unmanaged: adamantiumarmor""0009","+","DLC: Tribunal""0010","+","DLC: Bloodmoon""0011","+","Patch for Purists""0012","+","FwuffysCliffRacerSolutionsV1.0""0013","+","Texture_Fix_20""0014","+","Texture Fix - Extended""0015","+","Texture_Fix__Bloodmoon_11""0016","+","Bloated Caves""0017","+","Expansion Delay""0018","+","Less Generic Nerevarine""0019","+","Less Generic Tribunal Fixed""0020","+","Less_Generic_Bloodmoon""0021","+","Djangos Dialogue""0022","+","NastierCtong12""0023","+","What Thieves Guild""0024","+","Great Service""0025","+","Idle Talk""0026","+","Ultimate_Icon_Replacer_v1""0027","+","Potions and scrolls icons + Sorting""0028","+","JiFFY's Morrowind UI Revamped""0029","+","Smaller Crosshair""0030","+","Spell Scroll Text Overhaul V 1.1""0031","+","UI Expansion v1.1""0032","+","Better Dialogue Font""0033","+","HD Intro Movie""0034","+","HD Concept-art splash screen and main menu""0035","+","Morrowind Optimization Patch""0036","+","Project Atlas""0037","+","Better Meshes""0038","+","Dwemer Meshes""0039","+","Mesh Improvements Optimized""0040","+","RR - Better Meshes V1.4""0041","+","MOAR_Meshes_1.05""0042","+","Intelligent Textures""0043","+","Aesthesia groundcover""0045","+","Vurts Corals""0046","+","Connarys Bitter Coast""0047","+","Apels Bitter Coast Region Retexture""0048","+","Connarys Grazelands""0049","+","Connarys West Gash""0050","+","Connarys Webs""0051","+","Connarys Caves""0052","+","Correct_UV_Rocks_1.5""0053","+","WIP Detailed Correct UV Rocks""0054","+","ORR_New_Glass""0055","+","correctUV_Diverse_Ore_veins""0056","+","Enhanced Water Shader for MGE XE 2.0 Green-Blue Water""0057","+","Dongle's Waterpack Plus"
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Hellooo! So I FINALLY, after many installs and months of man-hours messing with mods years ago, completed Morrowind. I am now completely obsessed, and need more. I played through with OpenMW, but did not really take advantage of it's new features. Very few mods, mostly vanilla, no mod manager. I think next I'll use original Morrowind, vs OpenMW, because there is more mod support. However, I am keeping both installs in parallel. What do you folks prefer for a mod manager? Usually I go without, manual installs, but I want to install a ridiculous amount of mods this time around for a complete remaster, so to speak. I have downloaded Wrye Mash, Mod Organizer 2, Morrowind Mod Manager, and Vortex. Also curious if there are any mod managers that really support OpenMW. I played around a little with Vortex, but didn't care much for the interface and was a bit concerned how it functioned in parallel with OpenMW Launcher.
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Hi gang, I've just redownloaded Morrowind for the umpteenth time and installed OpenMW for the first time. Decided to give Vortex a go as well. Installed just a few mods: Patch for Purists, Expansion Delay, and ncgdMW. Patch for Purists has two ESPs and one ESM, Expansion Delay has an ESP, and ncdgMW has neither. All three mods are enabled with no conflicts in Vortex. I then fired up the OpenMW launcher and observed that the ESM/ESPs were not enabled there, so I enabled them. So far so good. However, I see under the Plugins section of Vortex that these mod's data files are disabled. It's been years since I modded anything so I forget what the difference between mods and plugins (and whether there is overlap between these two terms) is. Do I need to drag the disabled data files over to enabled in Vortex? Also, any input about juggling mod management between Vortex and the OpenMW launcher would be very appreciated, as I will be adding more mods as I go along.
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So here's the story: after weeks of meticulously crafting the perfect modded FO3, I had my secondary hard drive where it was installed crash. I still had my primary drive though. The NMM executable during FO3 was installed on the primary drive, but I had redirected the other NMM folders such as "Mods" to the secondary drive that failed. Along came FO4. I reinstalled NMM for that reason. I am not sure whether I uninstalled the old NMM first...I don't think so...although the install process may have automatically uninstalled the old version first(?) I installed the NMM executable to the same default folder on the primary drive as it was during FO3. NMM came up with the search dialog for supported games, I think I cancelled it, and from that point on every time I tried to run it I get an error "NMM is not set up to work with Fallout 3, rescan from the change games toolbar" or something to that effect. Which I cannot do, because upon closing that message the program simply exits. So I said screw it, and installed a minimal number of mods for FO4 manually. Now I'm done with FO4 and thirsting to go back to my perfectly, meticulously modded FO3 that took me a month of selecting and testing just the right mods, manually fixing load orders, getting just the right cooperation patches, running repairs, setting executable launch orders and so on till infinitiy. Fortunately I was able to restore the failed hard drive, where FO3 and the old subfolders for NMM exist. I do NOT want to have to start from scratch. So how best to proceed, in hopes of avoiding rescanning everything and redoing all my very hard work? Since NMM will not even load, is there a file I can edit somewhere to restore it to how it was? Can I fix the various pointers and indexes that were there before? Are they stored in the Registry, a DLL, XML file or what? And, I am not even sure why it won't get past this error dialog screen in the first place.
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MGE XE Anti-Aliasing: shimmer and general AA questions
hal900x replied to hal900x's topic in Morrowind's Troubleshooting
Hrrrm ok. So would SSAA deal with the lack of mipmaps somehow? That seems to be the case.