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Everything posted by eclipsezero
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Oblivion runs fine until I load/quickload a save
eclipsezero replied to eclipsezero's topic in Oblivion's Mod troubleshooting
So....got my laptop cleaned, now 100% certain it ain't my laptop. Oh wait, that's not it. I fixed this s***. Aaaaaand THE CULPRIT WAAAAAAS ... My music mods. And OBSE plugins. Dynamic Music System and the accompanying OBSE plugins. Specifically though, I am guessing I just didn't install them right, Trifle apparently required some adjusting for those to work alongside it??? IDK, I get a bit lost on this stuff. So I believe it did still end up being my current ineptitude lol, just not where I expected it. Its cool tho, I can live without em. Ran Oblivion for more than an hour with minor slowdowns(but the normal kind for my system, not like before) and zero crashes and everything. Enemies were normally bashing my skull in, things were happening normally, and.... Well s*** what now Do I like PLAY Oblivion? ... God this is surreal, I have tried this on and off for like 3 years now. Never reached a playable state till now. I could even mod Skyrim now. ...But man, its like What meaning is there to my life ;___; But yeah aside from my dumb exaggerated attempt at humor there, I believe I have fixed the most pressing of things. Not sure there's anything left. There's this shadow pop in thing that happens with trees, but I don't think its anything major and I could learn to live with it so yeah. Thanks for all the help! Will update if anything does end up happening >3> -
Oblivion runs fine until I load/quickload a save
eclipsezero replied to eclipsezero's topic in Oblivion's Mod troubleshooting
Ok, I am completely stumped here. Tried running Vanilla from MO, outside MO...tried removing INI's from the Oblivion folder in My Documents, tried turning off HDR/bloom/antialiasing, tried running with just Unofficial Patches installed... and all I get is a bloody gray screen in vanilla. I can see the HUD, and NOTHING ELSE. WHAT, WHATS HAPPENING HERE, I DON'T UNDERSTAND. YOU KNOW WHATS WORSE? I CAN SEE EVERYTHING IN MY MODDED GAME AHAHAHAHAHAHAHAHA ... Its all gone so wrong and I don't understand anything ;____; on the other hand, im certain its not my system because everything else is running just fine. So lost. Don't know where to begin. EDIT: Solved with this: http://www.nexusmods.com/oblivion/mods/20348/? and due to a helpful denizen of the Nexus chat pointing me towards it! Didn't even have a shaders folder originally. WOnder if I am missing anything else that should be there... WELL ANYWAYS, ONWARDS TO FURTHER TROUBLESHOOTANG! -
Oblivion runs fine until I load/quickload a save
eclipsezero replied to eclipsezero's topic in Oblivion's Mod troubleshooting
Oh dear, this is embarrasing. Um, I forgot to mention, I am talking about an entirely *new game* here. Sorry ^^; So it's definitely not A-Bomb...something else. Talking about game performance here. Runs well for a bit of time and then Sloblivion happens. AFAI can tell it's not my system...actually, maybe that might be it. BRB gonna try vanilla Oblivion for a sec since MO allows me to do that. -
Oblivion runs fine until I load/quickload a save
eclipsezero replied to eclipsezero's topic in Oblivion's Mod troubleshooting
Actually...seems like its worse. It runs fine for a bit of time...and then slows down exponentially. This is confusing. I am not sure what I added that could cause this. Already removed UL and RAEVWD(Except for core) and ShadeMe. Why would it run fine for a minor amount of time, and then get slow as s#*!? I also have OSR installed, so that should be helping with stuff like this... -
As per title. It's modded using Mod Organizer and running Wrye Bash/OBMM via MO as needed. Everything else is seemingly fine, but whenever I quickload/load while playing the game...EVERYTHING SLOWS THE FK DOWN. Like. WHOA. I am completely stumped as to what can cause something like this. ^Load order. Any ideas as to where I should start? ^^;
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I am trying to get a combat/gameplay experience that's hopefully even slightly simiar to Duel Combat Realism from Skyrim, meaning, similar to vanilla but ten times better: Duke's Combat Archery Vanilla Combat Enhanced Tactical Combat Better Blocking Balanced Magic Unidirectional Attack Migck's Fixes Sneak Detection Recalibrated As far as I can tell, only Tactical Combat seems to adjust enemy combat AI to a certain degree, while the rest mess with various damage values and stuff. I would also like to use Maskar's Overhaul, but I can't tell if it's compatible with all this or not @_@ Final question: Is Supreme Magicka worth it, or do I stick with Balanced Magic? Also, is Deadly Reflexes 5 worth chucking the above combination away for, 6 seems a bit unstable?
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Been googling for a while now and I can't seem to find a definitive answer on this. Some people have apparently used Deadly Combat well enough with PerMa, but is there anyone who uses Duel and PerMa together without any issues? Do all the stamina features of Duel still work or are they affected? Also, are there any updates announced in advance when it comes to this mod?
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Automatically acquiring spells from SkyRe near Fellglow Keep
eclipsezero replied to eclipsezero's topic in Skyrim's Skyrim LE
Ok, tried to find out if any particular mod was causing this by disabling them one at a time, none are causing the issue. Not sure about Druid Essentials though, tried checking it but the game crashes without it enabled :V and it apparently changes stuff on the map V: No idea what else I should try. -
Comments from the Nexus page detailing my issue Load Order: TL;DR Traversing the area directly left of Fellglow Keep(small-ish area) for some reason randomly gives me spells from SkyRe, various Dwemer and Skeleton constructs and also Blood Magic/Sacrifice. Also messes with Ghostwalk from Apocalypse for whatever reason. I have tried cleaning the Master files(Update, Dawnguard, Hearthfire, Dragonborn) but other than reducing load times and increasing speed a bit the issue is still there. Going to try Skyrim while keeping single mods off at a time now, but I could use some advice on what else I should try/do, don't really know what else I can do so yeah :V Also, is a 6/7 MB savefile normal?
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Question regarding NMM installations
eclipsezero replied to eclipsezero's topic in Skyrim's Skyrim LE
Welp, ended up just manually installing both. Going to hope to god that it works properly this time, lost about 20 hours before :C Also, how reliable is this BOSS load order? Hopefully final question, it's a bit offtopic: Should I clean the main Bethesda files? Skyrim/Update etc. before starting my new game? -
So a couple of hours before, I decided to basically reinstall Skyrim and all my mods again due to some issues with the game and some doubts I had regarding my save file, and I've been using NMM to do so. Every, single, one. However, a bit of a weird issue is happening with NMM installed mods, Wet and Cold and Better Stealth AI for Followers. I have NO idea why, but their .esps are not showing up in my load order, seeing my old(before reinstallation) BOSS log, they should be there, but they aren't this time:V Is this supposed to happen? May sound extremely dumb, but do they get created after I actually start playing the game or something? Feeling confused here.
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I get a no error CTD whenever I try to go near the Ritual Stone. The road I am on has a tree on it, and there's Guldun Rock nearby which I haven't officially discovered yet ingame. After thinking it may be due to needing to clean my Skyrim/Update/Dawnguard/Hearthfire/Dragonborn esps and then thinking maybe it had something to do with Deadly Dragons Assault timer, I discovered something. As soon as I 'discover' Guldun Rock, I am able to go past the tree all the way to the Ritual Stone, no errors, no nothing. I have no clue why, and could use help with this to avoid future issues. Also, quick note, I put back my backup versions of the cleaned esms created by TES5Edit. Mods I am using, in their load order, which is done by BOSS: Also, another issue: Preeeeeeetty sure the water shouldn't look like that, I thought Skyfalls would fix the issue(Unless I am misunderstanding it completely, got it yesterday) or there's something wrong here IDK. I was going to upload my BOSS log as well, but I have no clue how to do that >3>;
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Er, I think you may have missed my post which is why I am reposting this, if you have already seen it I apologize >>; More of a question than a request really, it would be nice to have your opinion on this :3
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I already made a thread about this, so the main reason I am posting this here is because I wish to know whether this is even possible. If you wish you can do it, but its NOT a full on request V: The differences are merely there for cosmetic purposes and to differentiate them from standard hostile Draugr, so you could use ingame models :V
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Not sure if lore friendly or even possible. This is what I came up with in around 30 minutes. My thoughts as to how it could be, can be done in a different way. My main suggestion is pretty much having Draugr as a playable race :V
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What the title says. A mod which allows you to use your own character from one savegame, for a different character. Kind of like how you can race a Ghost of yourself in various racing games. This follower need not look exactly like their true selves, but could have a transparent ghostly look(Like the various ghosts ingame, or the wolf spirits from the Companion quest line. A blue transparent look.) This follower would use the equipment equipped on him at the time the game was last saved while playing as him, and whatever magic he knows, and finally the shout or ability equipped(Can be expanded for all shouts, just said the before part for simplicity's sake). This character-follower need not have any voices at all. This could also be expanded to allow various peeps to upload their characters for follower use by other people in their own games. Is this possible at all? :V
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Is it possible to make a mod where you can throw items? This can be any item at all. This can be a addition to the stealth system as well. Example: Throw an item near an enemy while in stealth mode and the enemy goes to investigate, giving you a chance to either behead the poor sod or just pass by him or something. This can be used in normal combat as well, to knock over enemies or something similar. Another combat based addition could be to kick up sand or dust on an opponent, disorienting them. Could be a sort of 'throw' move or something, not sure how else to describe this. Each throwable item would work in different ways of course, a knife would impale an enemy, and a chair or similar item would knock them over. There could be an entirely new skill tree for throwing, with perks that allow you to throw heavier items, or say, maybe living creatures(Humans or otherwise) as well! Anyone interested? :V
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Could be just me, or the fact that I haven't gotten very far in Skyrim yet, but so far food has been entirely useless to me. Nor have I seen any quests related to it(Please correct me if I am wrong, as said, I still haven't progressed too far.) Now the Creation Kit is out, so it should be possible to make food play a bigger role in the game? This could be done in various ways, maybe even a whole questline for it? The quest could be comedic or serious. Some possible scenario's for the questline: 1. A simple one. There's a contest held in some city to see which man or woman in Skyrim can create the best food. This could include several rival characters and stuff. 2. This one is probably not lore friendly, I dunno, this is my first Elder Scrolls experience so yeah :V Basically this revolves around an ancient city in Skyrim renowned for its food, however it was wiped from existence for some reason. Its food was said not only to be great in taste, but able to grant abilities to those who ate it. After all this time, some old recipes have been discovered and its your job to recover them and let Skyrim experience the wonder of these food items once more. 3. This one is probably more comedic, or depending on how you look at it, completely and utterly idiotic(Or just plain impossible). It involves the civil war. The quest revolves around a old cook who believes food can solve many things in the world, and wants to train you so you can broker peace between the Stormcloaks and Imperials. You learn tons of recipes, then the leaders of both sides are called, you have to make the food and enchant it in a specific way which will make them come to terms with each other. This might be impossible, so if needed, the scenario can be tweaked to make it two rival families or something. Actual gameplay mechanic ideas: 1. Cooking food itself. Like lockpicking, why not have a small and simple minigame for this? I am not really sure how it would work at the moment, I will update this once I get some ideas. Sorry :C 2. Enchanting/enhancing food. What if you could enchant food with magic, or enhance it with stuff such as potions or poison? For example, one mechanic could be added that makes certain enemies hungry. Now leave some poisoned food without them noticing and slip away, if they eat it, they die. Potions can enhance food and add to its properties, perhaps sometimes the result could be greater than the items on their own. Or magic, enchant it with a healing spell, and it will continuously regenerate your health for some time when eaten, or enhance it with fury and give it to someone, which will make him or her attack anything in sight. Or perhaps a fire spell, which if anyone eats will be burned from inside out. I guess those are enough examples lol. 3. Magical food. Not to be confused with enchanted. Basically, food made with Draugr or dragon meat/bones or something. Food made with Draugr..er, stuff, would allow you access to any locked shout you have found for a period of time, food made with dragon bones would allow you to breathe fire and jump much higher for a time. You get the idea. Sorry for not going into more detail, currently in a hurry so I am not sure whether it makes any sense or not lol. Hope you peeps consider this idea :3
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To expand a little on my previous idea, the quest would start after reading a book hidden somewhere in the Bard's college. After which if needed, a NPC could be added who briefly explains the history of the book, how everyone gave it no attention and believed it to be a scam or something, for character development sake, the writer could be the NPC's father. After that, using the clues in the book, it would p. much be a scavenger hunt, but instead of treasure there's songs. This might be pushing it, but maybe you could get the cover peeps to participate, and kinda speak to the player before playing the cover, as if they were actually speaking to Dovahkiin and giving him their best wishes or something. Hope i am making sense here :V
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Y'know all these awesome Skyrim bard song covers? Initially I was just going to ask for a ingame bard mod, replacing their songs with these versions, but that would just feel jarring, different voices and all. Instead of that, I had a (I think) better idea. What if there were certain places in the game where you could hear the song? There wouldn't be any NPC's singing it, it would be different. There could be for example, a void which if you examine, you can hear one of the various covers. Or a river from which if you drink, you can listen to the song, a different cover this time. Each of the various covers could be added. In fact, we can go further and makes this a quest for the Bard's college or something, to find the voices of another world(I.e, our world, the covers) and examine them/record them or something. This could have ingame benefits as well, such as giving you increased speechcraft or something for a time, but unlike blessings, these would be stronger depending on whether you listened to the full thing or not. And like i said, it would not have NPC's, but hidden locations and items which if you examine, you can listen to the song. Like a tree, or a river, or a dead corpse(Yes) or something. Whatcha peeps think? :V
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Even just the last conversation would be helpful better if 3 or 4. EG: got some quest go see so&so and there's 3 of 'em and no map marker....all i can say is....err what was them names?...whether or not no map marker is a bug ...it'd still be nice to recall the names. tc. Yeah, that could be possible, just having a temporary log. Had a small idea about how this would, er, not sure how to say this, 'appear' ingame. It would be a book you can carry around which would automatically update itself, or you can give it to your follower, in which case it will record the follower's activities as well. This way if you ever want to pause the record, you just need to place the book somewhere else/remove it from your inventory.
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LE Fixing Sanguine's easily-breakable quest
eclipsezero replied to phobrek's topic in Skyrim's Mod Ideas
IIRC the woman you are talking about is in Whiterun? I ran into the same issue, postponed the quest, went to Whiterun and suddenly got info i had no clue about. Confused the hell out of me until i read up on the wiki :V So yeah, +1 from me, this fix would be great. -
Conversation logs would be great too, but seeing the amount of dialogue in this game, it would be a pretty huge task >>; Also, maybe the text logs would be different for each day(IRL days, not ingame). This way, if you have a slight idea of which day you want to look up, you don't need to scroll through a potentially huge text file of an entire log, and can directly open a particular day's log.
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Nothing to complicated, at least, the idea itself. A mod that logs all that you do, and the quests you complete or the activities you do(smithing, enchanting etc.) Its arranged by time, upto what time it records can be modified by the user. It also generates a text file with the log in case a person doesn't want to open up the game to see what they have done. Probably not too helpful for many people, but for some who have poor memories or just want to keep a record, this could be useful. Thought this up after a couple of weeks of not playing Skyrim, since i have forgotten a lot of stuff that i did, if something like this was available, i could have remembered. Another function could be adding your own notes in the log, in case you need to remember something which can't be recorded in the log, for example, any plans you have. Hopefully this makes sense :V And hopefully, its not a horribad useless idea >>;