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oblivion.ini Oblivion.ini settings?
bradleybrand replied to bradleybrand's topic in Oblivion's Discussion
Thanks for your reply. All my life, I've been obsessed/fixated with Oblivion. I've been waiting for Skyblivion or an official Oblivion remake/remaster for many, many years. That's why I've always tried to improve the Oblivion we have, but you can only go so far.- 2 replies
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- rendering distance
- graphics
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Hello community, I was wondering what Oblivion.ini tweaks do you make? To improve Oblivion's graphics visually, whilst maintaining performance. There are some guides buried on the internet, but such sources have aged. Only in recent times have I discovered and tried the RenderInfo.txt method too.
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- rendering distance
- graphics
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Non-journal quests journal enteries
bradleybrand replied to bradleybrand's topic in Oblivion's Mod Ideas
Okay, thanks for looking into it. My thought was to keep track of ones which don't appear in journal (saying quest started and quest completed) -
I am looking for Oblivion location enhancement MODs for settlements and cities. I am not so keen of current existing MODs though. Whilst I appreciated some of the enhancements of the Better Cities MOD - such as areas of Bruma - I was not so keen of other areas, such as the Imperial City. I personally felt that the original Imperial City is one of the most impressive cities throughout the entire game and did not need further enhancements. Kvatch Rebuilt MOD did a great job at restoring Kvatch, with it's own well imagined, non lore-friendly, questline. I've even tried Sutch MODs - fully restoring the cut city of Sutch. Personally though, these don't feel like lore-friendly, vanilla-friendly, 'Bethesda work'. At least to me, they don't flow nicely within Cyrodiil. I feel that a problem with adding too much is that areas can become stale and boring. I understand more merchants can be added, but the game has many merchants already. More immersive features and immersion could be implemented, such as having to use anvils with repair hammers to repair weapons and armor. I feel these would be lore-friendly and somewhat vanilla-friendly additions indeed. I am not sure what concept art does and doesn't exist. I understand though some concept art is drastically different compared to existing locations throughout the game - such as current Anvil and the original concept art. It would be nice to have any possible cut locations, such as settlements and farmsteads, reimplemented in a vanilla-friendly, lore-friendly manner - using existing vanilla assets. I love how different parts of Cyrodiil use different styles of architecture - seen throughout the different cities. If every Cyrodiil city had the same architecture, that would be quite boring. I do feel Cyrodiil, with it's existing locations, could be further enhanced in a vanilla-friendly and lore-friendly manner. I wish I could motivate modders to work on brand new enhancement MODs but admit a lot of the modding community has left the forever aging game. As for NPCs which become obsolete and forgotten once quests for them are completed... if they haven't got existing homes to live in... perhaps these could claim a newly implemented house throughout a city. At least to me, this would be vanilla-friendly and lore-friendly. These NPCs which stand around doing nothing could be reimplemented into enhanced cities, adopting brand new roles, tasks, goals and routines. This would further enhance the game in my opinion. We could discuss many ideas, which would take many countless hours to implement, however. I dislike the Creation Club with it's paid MODs for games such as Fallout and Skyrim, but there is one thing which caught my eye - "higher quality MODs". It made me think - why not have MODs of a higher quality for Oblivion, too? Following Bethesda concept art. Implementations which naturally flow throughout the existing game's world and environment. Creations which look and feel like they could have been created by Bethesda themselves - without the bugs. Performance friendly. I've tried modding myself but have ran into issues I haven't been able to overcome. Any suggestions?
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- enhancement
- locations vanilla
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You need to remain calm. Firstly. Clean start. Backup. Start again which a fresh clean install of Oblivion. Copy your game's directory, paste it somewhere. Rename as backup. Secondarily. Use Wyre Bash or Mod Organizer 2. I wouldn't recommend OMM (Oblivion Mod Manager) anymore. Thirdly. Understand there are ESSENTIAL MODS and ADDITIONAL MODS. Your ESSENTIAL MODs - make the game stable and playable, fundamentally required. The Unofficial Patches are requirements. Fourthly. On Nexus MODs pages for MODs, the MOD page should tell you about required MODs for the MOD to work. Fifthly. [MOD MANAGER DOWNLOAD] can sometimes be used to download MODs with your mod manager utility. Sometimes clicking this button will tell you or additional REQUIRED MODS for this MOD. Sixthly. Manual work. Understand MODs. xOBSE (also known as OBSE) is a requirement. This is installed manually. Without any mod manager utility. Any OBSE plugins you download, are manual too. (Folder: Oblivion/Data/OBSE/Plugins/) Essential OBSE plugins: - Manually place OBSE files in game's directory - Manually place OBSE plugins (Folder: Oblivion/Data/OBSE/Plugins/) Blockhead Blue's Engine Fixes Elys Universal Silent Voice (USV) EngineBugFixes FastExit OBL Mod Limit Fix Map Menu Doesn't Click While Dragging SkyBSA OSR (Oblivion Stutter Removal) Console Ignores Player Seventhly. Sometimes MODs don't work correctly because of - Archive Invalidation. Sometimes Mod Manager utilities have features to fix this issue. There's a MOD which may fix for you - ArchiveInvalidation Invalidated. Eighthly. Early modding, have small list. As your modding knowledge expands, you'll be better at fixes any issues you may run into. Have the ESSENTIALS and bare minimum. Don't go crazy with random MODs. Ninthly. Use LOOT (Load Order Optimization Tool) or BOSS. This will fix the load order of all your MODs so that they work in game correctly. Certain MODs must be loaded in a certain order. LOOT will tell you of any MODs which need manually 'mod cleaning' (next section). Tenthly. It takes bloody time. Highly recommend manually 'mod cleaning' utilities. Sometimes built in Mod Manager utilities (Mod Organizer 2). Really does improve performance and prevent crashes. Program utility - TES4Edit - has TES4EditQuickAutoClean. LOOT will tell you what MODs may need manually cleaning. If you follow these steps correctly, all should work fine. If you mess up, revert back to a backup. If you're still stuck or confused, watch YouTube tutorials on Oblivion modding. It's not easy, but I promise you results pay off and make the game even more enjoyable. I'm not saying follow my MOD guide as it could be too advanced. But take a look to get an idea what is ESSENTIAL and OPTIONAL. List of MODs for 2023 If you need any one-on-one help, private message me. We'll get MODs working for you buddy.
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Downgrading & Playing With Old MODs
bradleybrand replied to bradleybrand's topic in Fallout 4's Discussion
Problem Solved: So basically I uninstalled Fallout 4 and started fresh. Used a downgrader tool which asked for my Steam login. Started again. Behold, MCM (Mod Configuration Menu) finally works. Thank you guys for your assistance and patience. -
Downgrading & Playing With Old MODs
bradleybrand replied to bradleybrand's topic in Fallout 4's Discussion
Another issue with F4SE. I think MO2 wasn't correctly launching the game with F4SE. I've tried accessing this through virtual folders. -
Downgrading & Playing With Old MODs
bradleybrand replied to bradleybrand's topic in Fallout 4's Discussion
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Downgrading & Playing With Old MODs
bradleybrand replied to bradleybrand's topic in Fallout 4's Discussion
I need some help. I downgraded my game to - v1.10.163.0.1 I'm using Script Extender - f4se_1_10_163 Majority of MODs, such as Sim Settlements 2, working fine. FallUI working. Cannot get Mod Configuration Menu (MCM) to work. Tried reinstalling different versions of that. Tried an older version of Workshop Framework and it informed me it's out of date. Just cannot get the configuration to work. Any suggestions? -
Hello Fallout 4 community, I seek support and guidance. I want to improve Fallout 4 visually and improve performance. I want to utilize FallUI with it's extras, and make use of Sim Settlements 2 with addons too. I have been playing on the next gen update of Fallout 4 but FallUI and extras doesn't seem to be working correctly (unless a fault of my own). I dislike Creation Club content too. I want to play Fallout 4 how I remembered it. When it was stable and fun. When the MODs actually worked. What do you guys suggest I do? I'm confused with downgrading...
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Please re-update. All Bethesda.net links are broken entirely.
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Non-journal quests journal enteries
bradleybrand replied to bradleybrand's topic in Oblivion's Mod Ideas
UESP has about 11 hidden quests - https://en.uesp.net/wiki/Oblivion:Side_Quests#Hidden_Quests So example... I wouldn't have quest logs for - 'Black Bow Bandits'. However, maybe 'Attack on Fort Sutch', 'Bittneld and Emfrid', 'Illegal Cargo', etc. These are quests which could be easily missed unless you read a Oblivion WiKi. There's even 'Unwanted Tenants' for the Battlehorn Castle DLC. I completed this task after seeing a YouTube video about it, but wouldn't mind this quest not having any journal log or entries. -
All Bethsoft.com links are now broken. Can you update this?
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The quests which don't appear within the journal maybe harder to track. Perhaps we could make them appear in the player's journal as actual side quests? Seems not so difficult to modify?
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Hackdirt - mining village of cultists In TES IV: Oblivion, there is a small mining village called Hackdirt. Hackdirt has a lot of history and lore within the Elder Scrolls series. Throughout the village are cultist residents who worship the "Deep Ones" - which they once encountered throughout the village's network of underground mines. Within the game's files there is even a audio file for the "Deep Ones" too, but they are surrounded with mystery. Whilst the quest was an exciting experience, the village has no purpose once that quest is completed. It just becomes a place the player must never re-visit ever again. It's a missed opportunity for something special. Mod Request I thought it would be nice to bring life back to the village settlement. We have to remember, the village may not have always been influenced and controlled by the "Deep Ones" and the cultists. There must have been a period of time when the village was just an ordinary village, with various residents. We all know that the game does not have too many settlements, despite Cyrodiil being a major province of the empire. It would be nice to have a questline where this village could be renovated, reconstructed, and restored to a once former glory. Assault on Hackdirt (quest) The attention of the 'Imperial Legion' has been captured, with all the reporting of kidnapping, killings, and even sacrifices. The 'Imperial Legion' have been instructed to further investigate the troubling matter. The 'Imperial Legion' establish a small camp, near to Hackdirt, where the Imperial Captain will start to conduct investigations into the matter. From there, the player can assist the 'Imperial Legion' with Hackdirt and join the assault to bring an end to the cultist residents. Once the assault is successful, this will bring an end to the cultist residents and the "Deep Ones" will disappear from the mines, fearing the escalation. This will stop the kidnappings, the killings, and the sacrifices. If possible, any NPC rumours of Hackdirt can be disabled. Once the player and the 'Imperial Legion' have completed their assault, the village of Hackdirt will be for sale. Hackdirt - For Sale Since all of Hackdirt's resident will be dead, there will be nobody left. The village will be for sale if the player chooses the path to renovate and reconstruct the village. There will be an available player home too. I hope the MOD can have a lot of customization and decision making, to help choose the path the village will take. Furthermore, I hope the MOD can include compatibility with LINK - MOD configuration tool. Residents, Businesses, Taxes & Rent If the player purchases Hackdirt village, I would like the player to have many different options available in shaping the village's progression. Throughout time, the player can choose to rent out houses to brand new residents. These residents will adopt jobs and roles, such as farming. Over time, these residents will pay rent (or taxes) to the player. The income can help with further village upgrades and development. The player will have some control over what businesses setup within the village. The player will be able to choose a type of shop, such as a weapons store or a book store. Construction of the ruined buildings The player will be given the option to reconstruct the old ruined buildings throughout Hackdirt. These can be useful for increasing the village's population and for even more tax/rent income. There will be some different customization options available for the player. The Inn, the General Store The inn will be one of the main locations for village residents and travellers. Further upgrades can be made to the inn. The General Store can be somewhat customized by the player - they can choose what type of store is setup within the village.