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Graphics Overhauls - Alternatives to Oblivion Reloaded?
CAKEPWNER replied to CAKEPWNER's topic in Oblivion's Discussion
Seeing as it's been hidden for "copyright" reasons, no I can't say I have. -
Are there any decent all-in-one overhauls or at least combinations of mods that provide a decent graphics overhaul that aren't Oblivion Reloaded? OR is a bear to get running right, and I hate the extra features the devs decided to shoehorn in and force on you that have nothing to do with updating the graphics. It's terrible, really. I know Oblivion Graphics Extender is still available, but it hasn't been updated in so long I can't help but wonder about its stability and compatibility with other mods.
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Having problems installing Oblivion Reloaded. Using Steam version of Oblivion with all DLC (Game of the Year Deluxe). I have some other mods downloaded but none are installed aside from OBSE and the 4GB patch, wanted to get OR working first. Using Vortex as my mod manager, but installed OR manually so Vortex isn't seeing it. It shows in the plugin dialogue box when Oblivion is launched through Steam but when launching Oblivion through Vortex it fails to load OR and just loads plain Oblivion. Additionally, there are issues with OR even when launching through Steam. I started a new character to test it out and most textures appear not to have updated, and both Renault and I believe Baurus were not wearing their armor. The head bobbing and first person camera added by OR were working however, so it appears some things are being called and others aren't. Wondering if this is because Archive Invalidation isn't working through Vortex due to Vortex not seeing OR's files. Thing is I have no idea how to install OR through Vortex, even by adding it to the Oblivion mods folder created by Vortex. When I tried that it picked up the various data folders (Sound, Textures, etc.) as plugins. Frankly, I'm lost. OR is a real bear to install. Help would be greatly appreciated.
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Just got Fallout 3 up and running. GOG version. Light list of mods, only have the Updated Unofficial Patch + Patch Update, Simply Uncut, Command Extender, FOSE, the 4GB patch, and I'm using Vortex's Archive Invalidation. Launching through Vortex with launcher pointed at FOSE's launcher executable. Everything should have been installed correctly, I'm not new to modding by any means though some of the manual installs for these can get convoluted. Anyway, my issue is that the dialogue subtitles started to not "progress" a few hours into play, around Arefu. What I mean is the initial subtitle slide for the characters first line of dialogue under any given topic would appear, but it would not show the next slide of subtitles for their subsequent lines as they continued to talk through that set of lines. Happened most often when I skipped dialogue. Another issue is that the reticle started having the "highlight box" become stuck on after pointing at an object, person, etc. Right clicking to zoom would remove it. No idea what's causing this. The dialogue display was also bugged a bit, options were overlapping or something, hard to describe. Next issue is the first crash I've experienced in this play through, and it happened thanks to the infamous Grandma Sparkle. Went through her dialogue, opened her trading window, then said bye and it crashed immediately. Load screens are nice and quick, game is super duper smooth and there were no issues present in the first few hours. Not sure what's going on.
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Yeah, I'm consistently surprised by some of the choices Beth made with their game engines. For being a AAA studio with loads of professional talent they sure have a habit of making absolutely mind-boggling design choices. Good point on the navmeshing, that would likely need some work. It's amazing how much of this game is still broken all these years later. Regardless, this still doesn't appear impossible but I could be wrong. It would certainly require scripting but I don't see where that stops anything from happening. Hexef claims he could fix up his mod with some scripting and that there's nothing stopping him besides not wanting to bother. Just a wonder that there hasn't at least been a fleshed out light-weight AI improvement mod. I don't think a deep, ground up overhaul is necessary, some tweaks to just make the AI a little less dim feeling would be great.
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I was never a raging fan of the combat AI in either FNV or Fallout 3. The AI combat reaction range is abysmally short, their chase/search range is abysmally short, they seem to have a thing for standing in the open when in combat, and they're just not very impressive overall. I'm not saying the combat AI is totally broken because it's not, but it's what I would call "functional". It works, and that's about where it ends. There have been attempts to address this so it's not like modifying the combat AI is impossible, see Enhanced NPC Awareness and Combat Enhancer for examples. However, both of those have notable shortcomings, glitches, and neither reached a finished state. What I'm wondering here is what does the community think the possibility is of herding a couple modders into such a project long enough to see it through to a finished, polished state? This is the one area that was never adequately addressed by the mod community and thus left one of the most impactful areas of the game falling short compared to all the glitch fixes, content add-ons, and graphical overhauls. You can completely redo essentially every aspect of both FNV and Fallout 3 except the lackluster combat AI. Honestly I'd do it myself if it weren't for the fact that I hate the GECK. I've tried making mods before and I'll admit that even trying to implement something seemingly simple can turn into a headache, but I'm failing to see why experienced modders couldn't pull this off given that others have already shown that changes can be made in this area.
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Yeah, I figured this would be an issue. The only other option I see is to install the No Main Quest mod with an alternate start mod and no essential NPC's mod, then build from there. How is FROST with regards to compatibility? I wanted to install quite a few new creature/NPC mods, weapons, armor, clothing, texture packs, and a few other things. I seem to recall that FROST had some compatibility issues with things that affected or were affected by game play modifiers - I.E. weapons and NPC's due to the re-balancing that FROST does.
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Title doesn't explain well. I've modded Fallout 4 HEAVILY in the past but haven't played in over a year now. I've always had the idea to turn it into a hard core free roam survival game tailored to my tastes. Something along the lines of FROST is what I mean, wherein the Fallout 4 main story and all quests, NPC's, etc. are removed in a total world overhaul. I know some will probably say "well then just get FROST", but there's things I really don't like about it. There are enough mods out there to create the experience I want, provided there's a relatively simple way to do away with the quests and NPC's. Once that hurdle is cleared I can do whatever I want. That said, is what I want possible? Can the entire story structure (including side quests, DLC quests, and friendly NPCs) be removed without otherwise having a large impact on the base game?
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Hello, I'm working on the first mod I've ever made for anything and I'm obviously making some mistakes so I need some help. I'm trying to create a "Gecko backed" version of an armor mod, the "Wasteland Looter", found here on the nexus in two places as a ported Fallout 3 mod. The mod I have that added the armor is this: http://www.nexusmods.com/newvegas/mods/54107/? The armors editor ID in the GECK is: FNVNTResourceWerneLooterArmor What I was trying to do was create a new version of the armor that is crafted at campfires in the same way as the gecko backed armor added by Honest Hearts. The ingredient list was: 1 Wasteland Looter, 1 of each, tanned: golden gecko hide, fire gecko hide, green gecko hide. The output is supposed to be a Wasteland Looter armor with the typical gecko backed armor stats (fire/rad/poison res. +15) and a boosted DT from its standard 8 to 12. I went through the effort of creating the new armor, new armor effect for the new armor, and the recipe to craft it but this is where I started running into problems. 1: For one I don't understand the whole "active file" thing. I just activate (check the box) the required mod (the one linked above) and the Honest Hearts master file. I don't know which needs to be the active file and why or even what that does. 2: I ended up accidentally figuring out how to kinda save my changes as an esp, but I don't really get it yet. Point being I do have an esp that I created that I assume contains my changes, new armor, etc. but I don't know for sure whats in it. 3: I tried launching the game with my esp activated, and everything works fine (no crashing/weird bugs) except when trying to craft the armor at a campfire theres tons of issues with it. First, I wanted it to be craftable at 90 survival, but the requirement keeps getting reset to 0. Second, theres 2 of my new armors in the campfire misc section, but one displays an "ERROR WITH CAST" message in the ingredients area and is missing the pipboy icon. The other one displays fine, but the survival skill req. is at 0 and I can't get it to use tanned GREEN gecko hide from Honest Hearts rather than the "normal" gecko hide. I tried editing out the above issues in the GECK but I keep getting a duplicate of my armor recipe (shows as RecipeGBLooterDUPLICATE000) and the survial req. and gecko hide keep resetting to the above stated improper values. Sorry for the giant wall of text, but it was the only way I could thoroughly explain my problems. I hope that mess above makes sense to someone. Any help at all would be greatly appreciated, as I'm pretty much totally lost at this point. As an aside for anyone wondering, the Wasteland Looter armor is considered a modders resource, as stated on its creators mod page for the orginal Fallout 3 version of the mod: http://www.nexusmods.com/fallout3/mods/18598/?