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hal900x

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Everything posted by hal900x

  1. 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?
  2. 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!
  3. 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.
  4. When I use the Skull of Corruption, both suddenly go naked. Is this normal, or caused by one of my mods?
  5. 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
  6. 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?
  7. 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.
  8. 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?
  9. 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.
  10. 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"
  11. 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.
  12. 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.
  13. 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.
  14. Thank you Dragon. I am going to go ahead and buy a DRM free version of Morrowind...I used to have one, and iirc the game is portable, and can run as many separate installs as you like. I'm ditching Steam version, hopefully I can find a legit copy of Morrowind somewhere tho...GOG doesn't have it, a crime. I could swear the MLOX that comes with MGSO successfully sorted my load order, but not anymore apparently. I'll look into that sound file, I think you are right. Any good codec tool can allow you to selectively disable and enable, but knowing what actually shipped with Win7 is more research than I care to do.
  15. Yes, just specific saves, and the common factor seems to be that I am standing directly in front of various NPCs. I cannot locate any warning(s).txt file in the main or data file folder, just two old ones: C:\Program Files (x86)\Steam\SteamApps\common\Morrowind\Data Files\Sound\Vo\r\m from 2 weeks ago and C:\Program Files (x86)\Steam\SteamApps\common\Morrowind\Data Files\Icons\Byb from 2003. It's a steam install so perhaps there is a profile folder somewhere? Contents of the more recent warnings file follows: Sound Error: Can not play file. \\SDF-2\BETHESDA\Projects\MOROWIND\Morrowind\Data Files\Sound\Vo\r\m\\\SDF-2\BETHESDA\Projects\MOROWIND\Morrowind\Data Files\Sound\Vo\r\m\Atk_RM012.mp3 I may go ahead and update the various components of MGSO, or start from scratch without using it. MLOX does not change my load order no matter what I do, so I do the best I can manually. I will go ahead and update to the latest version and import a new MLOX database. Someone on another board linked me to the ongoing MGSO update/patch thread. Normally I'm not lazy or dumb enough to use compilations, but I started out quick and dirty and rapidly got deeper into mods. Yes I did update my merged lists patch after every new mod, and I always repair the save as well. Yes the saves in question are purple. As for that codec reset utility, did you mean "know" = "no"? If not, please provide a link to the new utility. As I mentioned, I am manually disabling codecs individually using InstalledCodec.exe FYI, UAC is disabled in case the install location is a concern. Thanks for your help.
  16. Hi folks. Not a happy camper today. Suddenly, after many days of gameplay, Morrowind crashes whenever I try to load a save in which I was standing face to face with an NPC. Other saves seem unaffected. I have mods, mostly MGSO. I cannot think of any mods that were added at the time this issue cropped up. Nolore was the most recent, iirc. Load order follows: Steps I have taken so far: - Updated masters in applicable savegame file via Wrye Mash - Recreated merged lists patch and enabled - Uninstalled any known DVD playback and/or mounting software such as Daemon Tools, etc., as well as anything else that looked like it installed it's own codec, e.g. remote control software - Disabled any non-Microsoft Codecs via InstalledCodec.exe utility - Set DisableSound=1 in morrowind.ini - All volume settings to lowest setting via in-game options - Set 3D sound to "software" via in-game options Current enabled codecs: Manually disabled Codecs: I note that no matter what I do to the sound options or .ini, I can still hear a snippet of game music before it crashes. As you probably know, when loading a savegame, you will hear Morrowind's sound some time before you see the video. It is not until the video loads that the crash occurs. I am at my wits end. It may be that I just need to disable the right (or wrong) Codec, but I don't know them well enough to start disabling MS codecs. Unfortunately there is no tool ike Nightmare 2013's old app for use with Win7. I am using the onboard Realtek sound that just about every motherboard has, and have disabled all playback devices in windows except speakers and headphone jack. Your help is greatly appreciated, let me know if there is any other info I can post.
  17. I was just missing a trigger event. IIRC it was entering the cage and speaking with Sammy, but I could be wrong. Answer your own posts, ppl.
  18. Answer: I was just missing a trigger event. Not a very well scripted quest. Sorry I'm not 100% on the details, but once I got inside the slave pen and spoke to everyone, I was able to move on. I want to say it was the Sammy dialog that moved it on.
  19. I posted this in the F3 troubleshooting forums, but I could not find any mention of this issue in the Vanilla bug list so it could be caused by a mod. At the appropriate point in the quest, I cannot speak with Forty or Crimson after midnight in Paradise Falls. They give me the usual pre-quest shrug-off. Using updated unofficial patch 1.8, launching with FOSE, with the 3GB hack on. Mod load order: Fallout3.esm=1Anchorage.esm=1ThePitt.esm=1StreetLights.esm=1BrokenSteel.esm=1PointLookout.esm=1Zeta.esm=1Unofficial Fallout 3 Patch.esm=1CRAFT.esm=1CALIBR.esm=1ImaginatorFO3.esp=1TheInstitute.esm=1AWorldOfPainFO3.esm=1ArefuExpandedByAzar.esm=1FO3 Wanderers Edition - Main File.esm=1FO3 Wanderers Edition - Alternate Travel.esp=1EVE.esm=1Mart's Mutant Mod.esm=1DCInteriors_ComboEdition.esm=1Megaton House and Theme Overhaul.esp=0CEI - CaesarrulezExcessiveInteriorsEN.esp=0WIP_BigTown.esp=0UndergroundHideout.esp=0MetroCars.esp=1Dread Dogmeat.esp=0DarNifiedUIF3.esp=1KillableChildren - CotW.esp=0KillableChildren.esp=1KillableChildren - MMM.esp=1NotSoFast.esp=1ArefuExpandedByAzar-Radio.esp=1Flashlight-LOS.esp=1megalight.esp=1HZSmoothLight - FO3.esp=1dD - Enhanced Blood Main.esp=1Fo3HirezdMinigun.esp=1GNR Enhanced.esp=1Existence2.0.esp=1CONELRAD 640-1240.esp=1CASM.esp=1FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=1FO3 Wanderers Edition - Optional Restore Tracers.esp=0FO3 Wanderers Edition - Main File.esp=1FO3 Wanderers Edition - DLC The Pitt.esp=1FO3 Wanderers Edition - DLC Broken Steel.esp=1FO3 Wanderers Edition - DLC Point Lookout.esp=1FO3 Wanderers Edition - DLC Mothership Zeta.esp=1FO3 Wanderers Edition - DLC Anchorage.esp=1FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp=1FO3 Wanderers Edition - Optional VATS Halftime.esp=1Mart's Mutant Mod - Natural Selection.esp=1Mart's Mutant Mod - Tougher Traders.esp=1Mart's Mutant Mod - Zones Respawn.esp=1Mart's Mutant Mod - DC Interiors.esp=1MMMParadoxIgnitionRC6.2Patch.esp=1Blackened FWE + MMM + EVE.esp=1JIP Companions Command & Control.esp=1Fellout-Full.esp=1merged_patch.esp=1
  20. Neither Forty nor Crimson will initiate dialog with me after midnight in Paradise falls, as should be possible at the appropriate time in the quest. I am playing a modded game, but I wanted to ask first if this is a known issue. Patched to updated unofficial patch 1.8., launched via FOSE, 3gb hack implemented. Thank you.
  21. Thanks, I didn't notice the FWE install had enabled both tracers. That must be a glitch, as I am 100% certain I only checked Automatic. I don't think there is a solution to my problem, although I'm surprised nobody came out with a mod for this. I guess it's something you wouldn't notice unless you run a map replacer.
  22. I should probably be a little more clear: I know you can change the overall color of the Pipboy and the HUD, but that color always overlays the Pipboy interface, including the map. What I'm trying to accomplish is remove this filter entirely. White is the best but it's still a white filter on top of everything.
  23. I have installed "Better High Detail map and Icons." The map is visible but the map screen is tinted green, making the colored details of the new map difficult to see. The install script for this mod optionally installs "ShilohDS Clean Pipboy Screen" which I did. I added "No More Dots" on top. A few potentially relevant (or misleading) bits: I installed "User Interface Organizer" (UIO) beforehand but I have yet to figure out how to activate UIO via hotkeys or an item. Perhaps someone could point me to a good thread for UIO. I have also tried to change the Pipboy color using Fallout 3 Interface Color Changer, using an RGB value suggested on the Nexus page for the map mod, which did change the UI font but everything in the Pip-Boy is still green, green green. DarnUI was installed early in the lifecycle of this modded playthrough, I overwrote DarnUI's map_menu.xml (may not be exactly the correct filename, btw) with the Map mod's copy. Thenk yew veddy much, in advance. Load Order: GameMode=Fallout3 Fallout3.esm=1Anchorage.esm=1ThePitt.esm=1BrokenSteel.esm=1PointLookout.esm=1Zeta.esm=1Unofficial Fallout 3 Patch.esm=1CRAFT.esm=1CALIBR.esm=1Project Beauty.esm=0EVE.esm=1ArefuExpandedByAzar.esm=1TheInstitute.esm=1DCInteriors_ComboEdition.esm=1AWorldOfPainFO3.esm=1StreetLights.esm=1FO3 Wanderers Edition - Main File.esm=1Mart's Mutant Mod.esm=1ImaginatorFO3.esp=1FO3 Wanderers Edition - Alternate Travel.esp=1KillableChildren - CotW.esp=0KillableChildren.esp=1KillableChildren - MMM.esp=1DarNifiedUIF3.esp=1DUIF3Extras.esp=1Project Beauty- Broken Steel.esp=0Project Beauty- Point Lookout.esp=0Mart's Mutant Mod - Natural Selection.esp=1Mart's Mutant Mod - Tougher Traders.esp=1Mart's Mutant Mod - Zones Respawn.esp=0Mart's Mutant Mod - DC Interiors.esp=1NotSoFast.esp=1ArefuExpandedByAzar-Radio.esp=1Fellout-Full.esp=1Flashlight-LOS.esp=1megalight.esp=1StreetLights - Wasteland.esp=1HZSmoothLight - FO3.esp=1dD - Enhanced Blood Main.esp=1Fo3HirezdMinigun.esp=1GNR Enhanced.esp=1Existence2.0.esp=1CONELRAD 640-1240.esp=1FO3 Wanderers Edition - Main File.esp=1FO3 Wanderers Edition - Optional Restore Tracers.esp=1FO3 Wanderers Edition - DLC Anchorage.esp=1FO3 Wanderers Edition - DLC The Pitt.esp=1FO3 Wanderers Edition - DLC Broken Steel.esp=1FO3 Wanderers Edition - DLC Mothership Zeta.esp=1FO3 Wanderers Edition - DLC Point Lookout.esp=1FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=1FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp=1Blackened FWE + MMM + EVE + Project Beauty.esp=1CASM.esp=1merged_patch.esp=1 slight edit: Blackened patch has been switched to reflect Project Beauty uninstall.
  24. Thank you, thank you so very much. I know they say FWE improves the FPS side, but for me, what it really did was restore the RPG elements. Amazing. I wish anybody still cared what I think, or I would make an in-depth video about exactly how it restored those elements for me in a game I had huge expectations for as a Fallout 1/2 fanboy, but was always so Monte Haul that I felt superhuman for the entirety. Now I AM the Lone Wanderer.
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