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Deleted3619564User

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Everything posted by Deleted3619564User

  1. And so! ....it is!! Oblivion Reloaded's v4.2.0 release date 28/05/2016 Skyrim Reloaded's v1.0.0 release date 28/05/2016
  2. ENB is an add on, Skyrim Reloaded is a game patch and implements the Creation Engine. You can use both ENB and Skyrim Reloaded. Also patches a lot of other things (not only graphics) and enables the possibility to replace the game shaders (i recommend to look to Oblivion Reloaded page to understand better). Not all the features will be included in the first release.
  3. SR beta under testing! It will be out asap!
  4. Skyrim Reloaded - SKGE is coming!! Oblivion Reloaded - OBGE version here: http://www.nexusmods.com/oblivion/mods/45749. Skyrim Reloaded project is in progress. There are several things to re-arrange due to the new Skyrim's graphics engine, but it should be out as first release in May. Not all the features will be ported from Oblivion Reloaded because Skyrim already has some of them. The project will be in progress for all the year 2016. Have fun!
  5. Simply they are not bugs. They are features and you can manage them by the settings. Read the manual. It has been written for a reason. 1. Prevent OR to manage the FOV by the fov setting. 2. Disable the camera mode or change the position of the camera by the OblivionReloaded.ini. Have fun!
  6. The Oblivion Reloaded project is near to the end: http://www.nexusmods.com/oblivion/mods/45749. Skyrim Reloaded project will start at 01/01/2016. Have fun!
  7. You should add the way to endorse again for new releases of a mod and create a link under the written "ENDORSEMENTS" (something like "details") or replace the actual link with a sub-section with the endorses for each release. Eventually a user could endorse only a "max value" of releases.
  8. The topic is the same. Simply i didnt receive any answer from nobody. I'm glad you've watched at least what I have suggested.
  9. Obviously i know you are the site owner; i know the site, who are the admins and the staff and i follow often Nexus. We are not speaking about who is the site owner. You are right, you are the site owner and you decide about what to do. I have a company with 30 employees, between managers, developers, graphics designers and web admins. Do you know from where best ideas come?....from the customers, from the users. Discussing on a forum is the "life" of the forum. Making a decision is an other thing. The first step before a decision is to open a discussion and to evaluate if/what to do, speaking about that, comparing the ideas, suggestions.....etc. If you restrict this to your hand/mind, it is difficult to manage everything and to give a real evolution. I would be happy (and probably many users) to see a discussion about what i suggested.
  10. For a site with over 9 millions of members, you should have some co-admin while you are on holiday. Anyway, Rome was not built in a day. I gave you some ideas if you want to reorganize this forum, now it is rather messed up. This forum is too big to be managed like many other ones. Best regards.
  11. No comments........ No answers......... No answer at the PM to the admin....... Well.......it seems a good reason to not renew the premium membership when it expires.
  12. @Dark0ne and the forum's admins I am a premium member and one of the modders of the Oblivion's community. My files are published only on Nexus (I do not know if anyone else has done publications out, without my authorization) because i think this is a good site. The nexusmods has a good structure. So, I am happy to contribute with my membership but i would voice some suggestions about the forum. I remember when Nexus had different sites and it worked pretty well (also less users) years ago. As we know, after the "merging" of all sites into the new one (i dont remember if 1 or 2 years ago), the site began to be slower and often in maintenance mode; at today i see a new revision where a series of features have been cut out due to lag problems. Nexus has a lot of users and it is checked constantly by the staff but often to ban users or alert them, while on the other site it is "heavy, slow, dispersive and full of garbage". For garbage i mean a lot of threads/posts that should be managed in a better way. An example; if you search "grass", there are over 1000 threads that speak about the same thing/problem/argument. This is dispersive and searching is difficult. You should think to add to the forum some bots (or anyway auto-functionalities, because it cannot be done by a human/staff) and re-structure a bit the site: - when a thread is posted, it should be "classified" with a series of tags (if a problem, a request or general discussion, which category etc) - the bot should prompt the user when he/she tries to post a new topic, making an instant search about the same argument, and asking if post anyway or jump/link to an other similar topic - the topic could be also "merged" into a thread of the same type immediatly if found (or to prompt the user for that) - the bot should recognize the argument and redirect you to the correct "tree section/category" - the bot should recognize the argument and suggest a first solution (a heuristic method could be good too) - the topic should be closed successfully when the solution is found and it should be marked (to view it well) to have a fast access to it - put the most important/discussed threads in a very "showcase" for a fast searching (it is not the same thing of the FAQs) - repetitive threads should be deleted after a period or archived sending eventually an alert (email or message to the people) This would make the forum cleaner and faster not only technically but also in the use of the forum itself. These are only some of the ideas and suggestions, obviously they can be many. Anyway the concept to be solved (in my opinion), is that the site has a lot of features but not structured properly and there are too many topics. For example having a button "showcase" seems to be like "pinned topics" but it is totally different in the use. Often also the same functionality put in an other way, makes the difference. Thanks for your work.
  13. It is a known problem. You have to disable the steam overlay (as you have done).
  14. Oblivion Reloaded has a real mounted combat and spell casting (no fake). http://www.nexusmods.com/oblivion/mods/45749
  15. Not only for interior. Also for exterior. You can change the water for example for the IC waterfront (exterior).
  16. To be more specific, the problem seems to be only on the stickied posts.
  17. You can do nothing about the "turning". It is a thing of the Oblivion engine. To avoid the pop, set in Oblivion Reloaded max distance value 10000, min 8000. This gives you a fade effect on transitioning between the far land an the near land.
  18. First of all, use the name of the object and not the id when you use the additem. The id can change at runtime. Then it seems you are mixing the base object with the ref. You need to set the gold value on the ref if you use ModChorrolHouseKeybook.SetGoldValue, while it seems the base object id name, so you need to do: SetGoldValue 1 ModChorrolHouseKeybook Anyway the wiki: http://cs.elderscrolls.com/index.php?title=List_of_Functions
  19. Yes. Using Wrye Bash. Select the savegame. Export character.
  20. You must use a quest script. Begin gamemode Playerref.addspellns yourspell Stopquest npcaddquest End Create the npcaddquest quest and set the script on the quest. Done.
  21. Dear friends, i realized a new OBSE plugin for Oblivion: Enhanced Grass. After several years after the release date, Oblivion at today remains one of the best video games in the world. The Bethesda Softworks made an incredible work creating a series of games that can be modded and the OBSE Team gave a giant contribution creating the OBSE main plugin. Oblivion has several limitation, and lot of them have been removed by modders. Now it is the time to remove the grass distance cap! And so it is! There are so many threads on the grass distance, but now i can tell us this: - a cell is 4096 units - the grass distance is CAPPED to the 3x3 cell (not 5x5 as many of us think) - the fGrassEndDistance in the ini file is 8000 for a reason: just a little bit of 2 cells (the player cell + 1 cell in front - or around -) - the max possibile value fGrassEndDistance is 8192 because even if you raise that value, the grass is not rendered over the 3x3 grid - raising the uGridToLoad (7 or 9) doesn't help because the limit is CABLED in the executable I rewrote the Oblivion grass engine. Now, by the Enhanced Grass plugin, the grass is rendered up to the normal LOD (the uGridToLoad): - uGridToLoad at 5 > max fGrassEndDistance = 12288 - uGridToLoad at 7 > max fGrassEndDistance = 16384 - uGridToLoad at 9 > max fGrassEndDistance = 20480 I'm testing the stability, performance and conflicts. By now it seems everything ok. I will make a final test in this weekend and i will publish it on next week.
  22. Wow......your load order is very long!!!! But how many mods are? You cannot load more then 255 mods in Oblivion. You need to merge them.
  23. Yes......it seems.....but i am a developer. I made something in graphics but I am not able myself to do what i asked for. I'm searching for a contribution but it seems nobody helps :) I'm also looking for another way: replacing the distant lod shader by a grass-supported type, but it's hard to investigate, so i need time.
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