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Everything posted by ReverendFelix
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Anyone at least know how to change it if someone were to want to? Like reversing the gear animation or something?
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This is how it ended up for anyone curious; 1-tamriel.esp 2-ElsweyrAnequina.esp 3-Reaper's Esmeralda's Desert Manor.esp 4-Reaper's Esmeralda's Desert Manor Quickfix.esp 5-Tales from Elsweyr Anequina-Rev's Redo.esp 6-ElsweyrAnequin-ModerateIncreasedCreature.esp 7-TWMP_Valenwood_Elsweyr.esp 8-TWMP_ValenwoodRegrown.esp 9-ElsweyrPelletine.esp 10-ValenwoodIslands.esp Patched version And numerous UL patches Be aware I merged one of the fixes for reaper's manor to save a mod slot. Also, Elsweyr Pelletine is not active pending an update. Edit; Elsweyr Pelletine got the update so I went ahead and activated it. Make sure you clean it with tes4edit, just in case. It is still being developed at this point too.
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con_ToggleMapMarkers 0 does not work
ReverendFelix replied to zdswulyx2's topic in Oblivion's Mod troubleshooting
Occasionally tcl (toggle collision) doesn't work for me. No idea why... -
Smaller PC bounding box
ReverendFelix replied to ReverendFelix's topic in Oblivion's Classic Discussion
Still trying to solve this... -
I'll have to take a look at that mod you mentioned. I have now encountered all but two of my creature additions. These last are confusing me as to why the don't show up. They both use the same lists as the flame atronach. They also have different level set ups, so I figured I would have encountered one or the other by now, if not both. Have you been to oblivion? Those things are everywhere! (rhetorical) In any event as soon as I get them to show, this mod will be released. It's gonna be good ;p
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Firstly, I didn't make new leveled lists, just added to existing ones that clearly work. I have now had all but 5 creatures appear and function properly. That's out about 20 or so. I think I may just have set something wrong regarding the last 5. As to make them only appear at certain levels, instead of scaling appearances. Secondly, that mod seems cool, but I want to make this non-dependant on other mods.
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Compatibility Question
ReverendFelix replied to ReverendFelix's topic in Oblivion's Mod troubleshooting
Thanx :) Yay it worked! -
CSE window glitched
ReverendFelix replied to ReverendFelix's topic in Oblivion's Oblivion Construction Set and Modders
It does fire up the obse as well. But the coda part isn't present in the tabs up top. I don't use it but it lets me know the cse isn't working, and I'm really looking at the basic cs. I have proper install procedural information, but it is vague on what to do first. If I want to do a reinstall (again), exactly what files need to be deleted. -
Compatibility Question
ReverendFelix replied to ReverendFelix's topic in Oblivion's Mod troubleshooting
Here's a report... See all the unresolved stuff. There's my problem. -
So I checked and every vanilla leveled list I looked at is set to 0 chance. I remember reading about how this gives a 100% chance for a spawn from a given lists marker. I have simply drag n dropped my creature additions into select lists. Like previously stated, most of the creatures are showing up, but not all. What about the calculate part under what level the creature is. I don't understand that part all too well. I believe it means calculate up to a certain level for a creature, then it caps. Is that right? Anyways, probably gonna release a beta so I can get more directed responses. Thanks for all the advice everyone, btw... The name of the mod will be "Rev's Creature Compendium Addon". I am calling it playable at this point anyway, and any further updates should be safe.
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CSE window glitched
ReverendFelix replied to ReverendFelix's topic in Oblivion's Oblivion Construction Set and Modders
I can say I use a shortcut to launch the cse bat file. -
Striker879 "Also make certain to assign a percent chance for them to spawn (i.e. don't set it to zero) in the levelled list." I'll check on this. DrakeTheDragon "Also worth keeping in mind that the same leveled lists edited by different plugins natively won't "merge". Using Wrye Bash's bashed patch will help immensely with that." I never go anywhere without my bash patch:)
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Currently, I am working on a creature mod. I am having trouble figuring out why some creatures show up in spawns, but some don't. They all have been placed in leveled lists based on where I think they fit. I don't want to release a beta yet, knowing it isn't ready for public use. So I am unsure what to do at this point. Anyone good with leveled lists out there?
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CSE window glitched
ReverendFelix replied to ReverendFelix's topic in Oblivion's Oblivion Construction Set and Modders
Ok... Bad to worse. I did a disc clean up and optimize of my ssd, and now the CSE has reverted to the basic CS. WTF Batman! How is that even possible? Anything anyone may advise is greatly appreciated. -
Compatibility Question
ReverendFelix replied to ReverendFelix's topic in Oblivion's Mod troubleshooting
Yes. I also did a check with tes4edit. That's when I found some errors. It was regarding the burned houses. The only other mods I have that affect those are UL and Kvatch rebuilt. I think some edid's may have been changed in the latter mod. I am still lazily investigating the problem, I was just hoping someone had experienced this conflict before. -
The more you know...
ReverendFelix replied to ReverendFelix's topic in Oblivion's Classic Discussion
Thank you for the clarification. -
The more you know...
ReverendFelix replied to ReverendFelix's topic in Oblivion's Classic Discussion
I understand and abide Nexus TOS. I am strictly speaking legality here. I feel there should be an 'archived' section for mods that have clearly been abandoned for 'X' amount of years. 'X' being however long Nexus decides is sufficient, possibly based on other similar precedents. In my opinion, there are too many great works out there going to waste due to a technicality. By all means, you would try to get permission first for a time. But what about when that fails? At that point, the mods should be considered free resource. Isn't there a point when abandoned mods become Nexus property? -
Common statement; "You will also require permission from the creator of the mod to use any part of it in any mod you plan on releasing publicly." Funny thing... I looked up the statute of limitations on intellectual property. You know what I found out? It doesn't apply to mods. It only applies to ideas that can be copyrighted, registered as trademark, or patented. Because bethesda owns the oblivion game engine, they actually own ALL material made for it. And they have given permission to use anything they own, so long as it is not for profit. Don't get me wrong here. I have massive respect for my fellow modders. But here we are 13 years later, trying to get permission to use assets from mods that are long since abandoned. Only to be disappointed when we have to compromise and cut something out before release. Just food for thought... Rev.
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I just downloaded LOOT. I honestly haven't tried it. I will see what it has to tell me. Btw, I don't mean to sound dismissive. I simply have had the most success using mod knowledge and logically ordering them based on how they affect the game. Ever tried modding on xbone? I got open cities, project hippie, rdo, immersive citizens, aft, and about 100 others playing stable for tes5 special edition. And they said it couldn't be done...
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Simple Script request
ReverendFelix replied to ReverendFelix's topic in Oblivion's Classic Discussion
Well I typed it up in the cse and after making the spells I needed, it saved and compiled! I have only done a preliminary test at this point, but the results so far are perfect. I verily thank you for this and will credit you when the mod is released. -
Oblivion Mod - Voice Actor Wanted
ReverendFelix replied to ArxVallium's topic in Oblivion's Classic Discussion
I'll check it out. Thanx :)- 3 replies
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- voice actor
- tesiv
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(and 2 more)
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I haven't had much luck with them because they don't know of too many of the mods I use. So half just end up lumped at the bottom of the list. Trust me that doesn't work. Also I mod the mods I get, so they end up different than what the organizers think they are. I use wrye bash and my knowledge of mods and modding for placement. I am running a huge list that has been carefully ordered. My oblivion is 95% stable/bug free as a result. That's y. And thank you Envy:) We'll see how it goes!
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Simple Script request
ReverendFelix replied to ReverendFelix's topic in Oblivion's Classic Discussion
That should be fine. Thank you, I'll try it out and let you know how it goes. -
Oblivion Mod - Voice Actor Wanted
ReverendFelix replied to ArxVallium's topic in Oblivion's Classic Discussion
I'm not sure I have all the requirements met at this moment, but I would like to do this. What recording program would I need?- 3 replies
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- voice actor
- tesiv
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(and 2 more)
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Simple Script request
ReverendFelix replied to ReverendFelix's topic in Oblivion's Classic Discussion
This way. With the initial cast being activated by close proximity to the npc. (150 units)