Jump to content

diosoth

Members
  • Posts

    192
  • Joined

  • Last visited

Everything posted by diosoth

  1. Load order. I don't know when this started affecting me, as I only noticed recently due to putting off the main quest. I'll check the game later when I get a chance and see if this affects the few Argonian females in the OOO "smuggler" camps and a couple other places to see if it's a general problem or only affects certain female Argonian NPCs-
  2. It seems the "ears" of certain Argonian females are missing, essentially any of them that have that Ferengi styled head wrapping. It seems to primarily affect Kud-Ei(pictured) and Tar-Meena of the vanilla game, though likely a few others too here and there, as well as ones in mods. I suspect it's a mod issue, though I have no idea which one but I can rule out a good number as they're mods I've used before. So of course my main suspect is UOP, which has already caused a few conflicts. This isn't game-breaking but a bit annoying. It doesn't affect any other Argonian female, or any of the males, or any Khajiits, only the ones that have the head wrap, so likely it's that one ear mesh that's missing. Its not a missing mesh or texture, those tend to leave rather obvious signs, looks more like something has just unequipped the ears.
  3. I can safely say the Maglir issue is due to OOO. For whatever reason OOO seems to prevent the stage dependent scripts from running properly. When you enter the Blackwood Company hall, it's supposed to add the 3 needed quest keys to their NPCs, and runs several scripts to kick Maglir out of all his factions and add him to Blackwood Company. These scripts don't always seem to run, even in a vanilla game, and OOO definitely makes it worse. I think OOO is also conflicting greatly with much of UOP somehow... and BOSS and UOP say to load it before OOO. Though why Bethesda decided to run that faction script then, instead of as part of "More Unfinished Business" when Maglir actually defects, I have no idea.
  4. Offhand, I would guess the Vipereye Ring and the Shield Ring(Fighters Guild reward) MIGHT be due to Unlimited Amulets & Rings, which does alter the base rings to take up no slot. As for the Fighters Guild and Maglir not being removed... I run nothing that plays with FG, and the only quest mods I use are Lost Spires, Verona House and Cybiades.
  5. I have UOP 3.4.1 installed, as well as the SI patch, plug-in patches, etc. I run BOSS for my load order. I've found some changes are working but some are not. The Ring Of The Vipereye is still tagged as a quest item, and killing Maglir after destroying the hist tree counted as killing a Fighters Guild member and gained expulsion. In short, some of the major fixes have worked, some have not worked and I'm wondering why. It could be load order but I use BOSS. It could be a conflict with other mods but I don't know how or why.
  6. I reloaded from a prior save(right before I started the Azani Blackheart quest chain), and did my best to try and duplicate the glitch, but it wouldn't. I was able to go through the quest without problems. I've been unable to get the glitch to happen again. Though I would like to know what happened, in case it decides to do this again. Load order is set by BOSS.
  7. I'm working on the Fighter's Guild quest series, and am up to the Azani Blackheart portion. After talking with Oreyn and being told to meet him in Leyawiin, I've begun to encounter a major problem, where the activate key stops working. I can not open doors, push buttons, talk to people, or do anything. The only way to clear the problem is to save, exit the game, restart and resume, but this is a temporary fix. When I go through a door it seems to stop working again. I have never had this happen before, not in any install of the game, and not now until I started this quest. The only new mod I'm running this time is UOP.
  8. offhand, I'd guess something messed with NPC path grids terribly, enough to mess with Martin's movements, or the main quest is being conflicted by another quest mod.
  9. What about a skeleton that's essentially the vanilla body, but adds the extra bones for the BBB breasts and nothing else? Would that be possible? I've noticed that the universal skeletons literally just pile everything on(otherwise they'd not be universal), meaning they have a lot of bones that probably aren't needed unless you go absolutely mod heavy. At the very least I see wings, skirt and flail bones which I don't think I have ever used for anything.
  10. Exactly. Last night I tested it out with the Amazon Man Hunters at Dzonot Cave(OOO). Even with corpses on the ground the FPS was still pretty bad. Fighting them was a slide show. Getting near Vilena Donton at the Chorrol Fighter's Guild was also pretty bad. After removing Maximum Compatibility Skeletons and going back to the default vanilla skeletons, things massively improved. I could go near these same NPCs without trouble. The Amazons are actually the worst for fighting as they each tend to cast a self Light spell and much any light source like that- torches, magic, Illuminate Staff- drops my performance slightly, even with a "no flicker" light mod(which only works on certain vanilla light sources anyway). I've tried to find some way to outright disable the slowdown from these lights but have never been able to do so. But even so, without the skeleton I can still fight them with only a slight performance hit, with the skeleton things become almost unplayable. Same for much any group of female NPCs such as Golden Saints and Dark Seducers, which tend to be found in groups. It doesn't seem to affect males much even in groups, but I only use female body replacers and leave males with the vanilla bodies.
  11. Even without BBB installed, I still find I need a proper skeleton installed to use any armor that's BBB enabled, otherwise the breasts go all weird and stretch to infinity. The downside is, using Coronerras' Maximum Compatibility Skeletons even without BBB installed stresses my game when I have any female NPCs on screen and it gets quite bad in combat areas. before installing the skeleton, fighting through OOO's Dzonot Cave and the Amazons was no chore... now, it's literally a single-digit FPS slide show. I can just remove the skeleton but that means avoiding BBB enabled armor which I find a lot of it now is usually rigged for it. I know there's Universal Skeleton Nif which is newer but I'm not sure switching to it will do much good. I suspect the enhanced skeleton of any type is putting extra strain on my video card, which is good enough to run the game but not good enough to run it at high settings.
  12. I don't think it's the cause, I know it's the cause. It's the only mod file I've got installed that alters those monsters.
  13. While playing through Lost Spires, I saw something stretching off through one of the caves, which means there's a skeleton issue. It turned out to be an issue with a "Speckled Daedroth", the top of its head was stretching off into the distance. I found a folder under "data/meshes/creatures/daedroth" which had a skeleton file. I removed that skeleton file, which fixed the issue as when I reloaded the game, the Daedroth's head was working normally. Until I played more, and used the Wabbajack on a random monster which turned it into a Daedroth, and its head was stretched off. So obviously, deleting this new skeleton fixed the Lost Spires version, but broke the vanilla one. Of course, I get to another Lost Spires cave, where there's a Speckled Daedroth and Speckled Clannfear, and the Clannfear's head is stretched off into the distance. I know the vanilla Clannfear isn't doing this, and I even tested it by renaming the skeleton.nif file, which "fixed" the stretching heads. So I determined that these new skeleton and mesh folders for these creatures is due to Unofficial Oblivion Patch, specifically the 3_4_1 update. From the update log- So they updated the character models for these creatures to use new skeletons and meshes, but it has the bad side effect of breaking the recolor copies in Lost Spires(which uses a BSA file and is likely not reading the new copies). It's certainly not game-breaking, but most definitely is annoying.
  14. I had a thought... basically, a plugin for each of the guild quest chains that would effectively "complete" each one's story as if someone else went through it. It would set the quest stages appropriately, remove killed NPCs and place someone else at the top of each of the guilds. Same for KOTN and certain other major quests. This would be used by people who don't play those guilds(noble characters who skip the DB, for example) but want the extra immersion and lore. It would also have the effect of making it impossible to join those guilds by removing the ability to enter.
  15. Yes, right forum. I'm not asking someone to make a mod, I'm asking about existing mods.
  16. I have to reinstall the game after a HDD replacement and am digging into mod downloading before I proceed. That said, I want a mod that enhances the heads of the Khajiit. I'm not looking for "anime catgirl" race replacers but would like something that lessens the "housecat head on a human body" look. I don't care if it looks a bit cartoonish. I'm generally concerned with heads and faces, not bodies. I'll just use the HGEC female body again with a hi-res texture pack, and as for males I don't bother with male body replacers. I'm almost thinking of something like this- http://tes.nexusmods.com/downloads/file.php?id=35306 But would like to know what other options exist before I install anything.
  17. Level 15 is where it starts to get easier, though if you want to do side quests and mod quests first, starting at level 30 will allow you to basically rush through the main quest. I would really not suggest doing Kvatch until at least level 10.
  18. It's not reinstalling the game that bugs me, it's having to redownload and install numerous mods. I'm looking at maybe another week before I'm even playing the game. And I'll have to go through all those manual .ini tweaks again.
  19. Best Buy has a $50 APC supressor/battery unit which I will buy once I have funds. As for a second HDD, right now I do not have one and with prices having gone up am not likely to be buying one anytime soon.
  20. A power outage yesterday surged my HDD and totally fried it. Great. I had to install another HDD. After I'm done with essential programs and sorting through all my backup data DVD-Rs, I have to get back to installing games. That means my recent Oblivion playthrough is incomplete. This time... I'll go with HGEC but I may exclude BBB. It looks nice but I think it was a major cause of performance lag for me, as a screen filled with female NPCs would slow down FPS. I'll stick with Oblivion XP, but I think that rather than DarnifiedUI, I'll use DarkUId instead, for the WZ inventory menus. One of my annoyances with Darnified is the tiny inventory icons, which isn't helpful when I try to rely on those icons when dealing with mod-added clothing and such. It tends to be easier to tell what's what in a store mod if I can see what I'm buying. Plus DarkUI's similar to MapleStory's inventory menus which I'm used to. Granted, my concern now is that this HDD is a WD green, while the one that fried was a WD blue. I do wonder if the slower access speeds will affect me in any major way running Oblivion. I actually used to run this green drive, until I got hit with a rootkit last year and my only option then was to replace the HDD and reinstall the OS from Gateway recovery discs(PC places were quoting between $100 and $200 for "virus removal" and at the time I had zip idea of what specific virus I had). With my blue fried yesterday I was able to take my green drive to a local PC shop, have it cleaned of the rootkit for cheap and use it. I never noticed any major hassles with gaming while using it before, then again I didn't run anything as intensive as Oblivion.
  21. An entire remake of that game would probably take a team of people several years, if they kept the original size of the map intact. Daggerfall was done in "real" scale with no compression. Morrowind and Oblivion are highly compressed compared to how big they're supposed to be. It's why you can walk from the east to the west in minutes, instead of days. Now if you cut the land mass down and kept in only the essential towns, dungeons and NPCs I suppose it could be done, seeing as much of Daggerfall is literally just there but can be ignored. The only solid mod I know of is Cybiades, which recreates 1 tiny island.
  22. I'm looking for "belt" clothing. Chest belts that look good with arrows and waist belts for swords, so that arrows and scabbards aren't floating in place. Growlf's Hot Clothes 5 has some but they're for the Exnem body and clip like mad with HGEC(I use the EBE body). I know I saw some belt mods long ago but I think they're off the Nexus now. Eyecandy Compilation has some, but they're all for the Exnem body and I can't use that as it conflicts with some of the EVE HGEC clothing replacer items(it uses a BSA pack which interferes). Apachii Goddess Store has 1 HGEC belt but it's a bit... "not lore friendly", and has some clipping issues(not so much the body fit but all the junk hanging off of it). The only one I've found that works well is this one(which sort of surprises me)- http://tes.nexusmods.com/downloads/file.php?id=37322 It works with the EBE body with no issues, though it only works well if you're wearing plain pants or a bikini, and having options is always good when I decide to go with different armor. But still no luck finding a suitable arrow sash(the one in Hot Clothes, despite some clipping, is also on the wrong side).
  23. I downloaded the patch. The new full armor mesh is fixed but you packed in the separate cuirass mesh by mistake, not the greaves.
  24. I don't mind the pilgrimage, so long as I have a wayshrine map marker installed. The default "no map markers" setup did bug me to begin with. The map that the prophet gives you is also only halfway useful, even with it I had an annoying time finding these shrines. With map markers, the full pilgrimage takes maybe 2 minutes provided you've discovered the shrines already, and it makes the prophet's map more helpful.
  25. The Countess Of Bruma described the Draconian Madstone as looking like a snake coiled around itself. The actual amulet is an unremarkable piece of shiny green rock attacked to a piece of metal. Not that this is a big deal but it does strike me funny that she takes this thing, no questions asked, when it doesn't even resemble her description, and you seem to know it's the right object as well.
×
×
  • Create New...