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Pumpkinbot

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Everything posted by Pumpkinbot

  1. Those are exactly what I was looking for! Thank you! I'd me more than happy to take a look at others, if anyone else has some they'd like to share. EDIT: These armors are really nice, but what about clothing? I'd really like some sort of dancer or shaman outfit for a Redguard Mystic I've been wanting to make, but one that doesn't shout "I'll be in your bed for a few hundred Septims". :tongue:
  2. Shot in the dark here, but maybe there's no reference when the game executed the "disable" command, so it defaults to disabling the player, which crashes the game? Try "disable <NPC ID here>", like "disable 30a8f".
  3. Just what the title says. I'm looking for a mod that replaces the boring default armor and makes it a little more interesting, but all I'm getting are skimpy chainmail bikinis, or ridiculous Final Fantasy armor. That's fine, if you like those sorts of things, but I'm wanting armor that fits in with the Oblivion style. A little more skin shown on the female armors is fine, but I'd like more skin covered than not.
  4. "Ah, well. That was fun for a while, watching you mess around with your load order for a spell. Time to set things right again. Best part is, it'll just make you go mad! Hahah!"
  5. Nah, wasn't started on Solstheim. Maybe it wasn't to the north, I dunno. And after searching around the UESP, I think it was Snowy Granius that killed me. I was level two or three, and I was a Dunmer thief. Light armor, blade, sneak, etc.
  6. I recently installed Oblivion XP, and now my game won't let me create a new character, or load a preexisting character. Probably a load order issue, right? Here's what I've got, as (mostly) sorted by BOSS. I'm using the updated version of Oblivion XP, too. Oblivion.esm Open Cities Resources.esm Unofficial Oblivion Patch.esp UOPS Additional Changes.esp UOP Vampire Aging & Face Fix.esp Oblivion Citadel Door Fix.esp (Unofficial Patch fix for citadel door volume) DLCShiveringIsles.esp Unofficial Shivering Isles Patch.esp USIPS Additional Changes.esp Natural_Weather_by_Max_Tael.esp Natural_Habitat_by_Max_Tael.esp Natural_Water_by_Max_Tael.esp Symphony of Violence.esp (New combat sounds) kuerteeCleanUp.esp (Prevents save file bloat) Spell Delete And Item Remove.esp sr_super_hotkeys.esp (Shift/Alt for more hotkey wheels) EVE_StockEquipmentReplacer.esp (Clothes for HGCE) Knights.esp EVE_KnightsoftheNine.esp Open Cities Reborn.esp (No New Sheoth, too much lag) Natural_Vegetation_by_Max_Tael.esp HUD Status Bars.esp EVE_ShiveringIslesEasterEggs.esp Alternative Beginnings.esp Elx - Realistic Gravity.esp NoBackwardsRunning.esp (Slows player when running backward) StealthOverhaul.esp Enhanced Grabbing.esp (A.K.A. "Putting It In Its Place") Denock Arrows.esp (Press grab to not waste nocked arrow) Oblivion XP.esp (Guess. :tongue:) EVE_KhajiitFix.esp (Fixes female khajiit textures) Oblivion_Character_Overhaul.esp Hidden.esp (Enables hidden hair, such as bandana'd khajiit, not recognized by BOSS) Birthsigns Reimagined (Not recognized by BOSS) bgMagicEV.esp bgMagicItemSigil.esp bgMagicEVStartspells.esp bgMagicAlchemy.esp bgMagicPotionNumberSoulGemValue.esp (All these are part of L.A.M.E.) UVIII.esp (Unnecessary Violence III, not recognized by BOSS) OBSE plugins are... Blockhead.dll FastExit2.dll MenuQue.dll obse_jail_fix.dll obse_training_fix.dll OBSE_Kyoma_MenuQue.dll open_cities.dll NifSE.dll OBSE_EnhancedCamera.dll I've removed everything I had that I thought would interfere. Advance Health Regen, Realistic Levelling, Realistic Fatigue...But I'm still getting a crash every time I try to enter the game. Halp? EDIT: I should probably mention, I'm using DarNified UI. When installing the Oblivion XP OMOD, it asks if I'm using DarN, and I check yes, but it always asks me to overwrite hud_main_menu.xml and hud_reticle.xml, but no matter which one I allow to use those two, it doesn't seem to have any effect. EDIT2: Uninstalled Oblivion XP, game ran just fine. Installed it manually, and it's still crashing. Eugh. EDIT3: I...am very confused. I decided to take off everything I thought would even slightly conflict, and see if it was multiple conflicting mods, instead of just one. Took off Unnecessary Violence III, Stealth Overhaul, and Realistic Gravity. Game ran just fine. Put them on one by one to see if there's any conflicts. UVIII? Nope. Stealth Overhaul? Still works. Realistic Gravity? Not crashing. So...my load order is exactly the same, my mods are all still there...but my game suddenly works. Some Oblivion scientist wanna tell me what witchcraft I just performed?
  7. Huh, I coulda sworn that was all vanilla. My memory's a bit foggy on the enemy strength, though. I just know I followed the main storyline (with no mods that touched player/enemy strength in any way), even took a break to grind when the guy in the first house told me to do so, came back a few levels later...and proceeded to get two-shot by a necromancer or something on a bridge on my way to the next objective. I remember installing an alternate start mod, chose the "shipwreck" option, and once I got out of the shipwreck and onto land, I got massacred by some form of lowly wildlife, like a wolf or skeever or something. Kicking myself for not remembering what it was called. I think I was far to the north.
  8. I've checked around the Nexus already, but couldn't really find anything. I'm more curious what other people are using. Also, Why Do You Have To Freaking Capitalize Every Word? That's just annoying and hard to read. >.< I'll take a look at GCD, though I'd much rather have -no- chance of that RNG miss. And yes, torches are a thing, but if I'm using a shield, 2H, or bow, I'm screwed, because I can't hold the torch. Archery is my favorite playstyle, and it also requires...seeing, so I'm more or less going to have to completely avoid caves. De-leveller mods were the first thing I looked for, but I couldn't find a thing. :T I was hoping for a specific recommendation, heh.
  9. Long story short, I want to play Morrowind, but there's just a few things that completely ruin it for me. Any chance there's mods that fixes these? -Miss chance. I stabbed the guy. He was less than a foot in front of me. Don't tell me I missed because of some arbitrary chance system. Really, all this does is mean I have two things in control of me aiming: me actually aiming, and a random number generator. Funnnn... -Spells failing. Same as above, mostly, but it also just baffles me that even mages HAVE to care about our stamina. -Non-levelled mobs. I expect to get chewed out for this one. I don't like wandering into a cave and seeing a mudcrab that one-shots me, whereas mudcrabs further south are trivial. Why? It's still just a stupid mudcrab. This is a big issue for me. Makes alternate start moss useless, since I'm level 1 in a level 17 area. -Pitch-black caves. I literally cannot see anything inside caves. Does it make sense? Sure. But it means that I'm severely hindered if I'm using a shield, or a two-handed weapon. Gameplay-wise, that's just a terrible idea. I'll add more if I can think of anything else. It's been a while since I played Morrowind,
  10. I've always had a strange relationship with mages in The Elder Scrolls. In Skyrim, which I played first, equipping spells in my hands seemed to work much more naturally, especially for targetted spells. However, it was much more cumbersome to use spells like Waterwalking and shield spells, so I spent about 33% of my playthrough in menus. In Oblivion, it's the complete opposite. I can now play, for example, a proper paladin. Sword in one hand, shield in the other, and backed up with Restoration magic in the magic slot. But Destruction spells now seem weird and just plain not fun. In Skyrim, I felt as if I were actually charging up a spell and launching it, but in Oblivion, it's just "Hit this button to deal damage, maybe". One fix, I think, for both games, would be to set buff spells on the C button, and have offensive spells (mainly Touch and Missile spells) in the shield/sword slots. For Skyrim, I'm pretty sure it could be done, you just have to change the equip slot for those spells to "Shout". In Oblivion, however, it'd be much harder. Perhaps a mod that, instead, runs a script when you equip a spell that gives you a magic "sword" or "shield" that casts a fireball when you "swing" (or "block")? If there's anything like this for either game, especially Oblivion, please let me know! TL;DR Is there an Oblivion mod that lets me equip spells in my hand, as well as on my C button?
  11. When I'm facing one direction and press S, my character instantly turns around and starts walking backwards. Normally that's not a problem, but I'm using the Enhanced Camera, and if I look down at my body while pressing S, it...looks quite ugly. My body just turns around while my "head" stays in place. So, is there any mod that adds backwards walking like in Skyrim? Bonus points if it slows down my backward walking speed because my low level archer is having zero problems. Bandit? Lol, just run backwards and shoot arrows. EDIT: I did find this Natural Walk mod, but...I'm not entirely sure if this does what I want. I can't quite tell, due to the...not-English of it. Also, a lot of comments are saying that the mod screwed with their game, even after uninstalling it.
  12. I'm considering buying Oblivion, and, naturally, I'm gonna mod it up the wazoo. Any suggestions? I've played Oblivion before, but not too extensively, and I've played the everliving crap out of Skyrim. So based on my likes and dislikes from each game...what Oblivion mods should I get? What I liked about Skyrim -Perk trees...sort of. Lets me customize my character and choose perks I want. I like the idea behind this, but...more on this later. -Graphics. Yeah, graphics don't matter, blah blah blah. But even though Skyrim's three years old now, it still looks fantastic. -Equipping things in hands...sort of. I can't quite pin down what it is, but I like the idea of putting X weapon in Y hand more than just "EQUIP DIS SWOARD". Funny thing is, I never dual wield, and I don't magic often. *shrug* -Story. Dragons. Yespls. I'm usually not a fan of the "chosen one" plots, but DRAGONS, MAN. What I didn't like about Skyrim -Performance. Less Skyrim's fault and more my computer, but a half a second to a full second input lag? Nopls. A new computer is too expensive right now, so suggesting I should upgrade my computer will get you nowhere. I want to, but I can't. -Min-maxing mentality. I've always hated min-maxing in games. In Skyrim, if you're going for a warrior archetype, you are GOING to dual-wield swords. It's just the best. Thieving? Sneaking's OP, have fun. Magic? PFFFFF, no, man. Only use Illusion. Thankfully, though, I found mods that make the game much more balanced. -Perk trees. They're either OP, useless, or flat-out broken. Ties in with min-maxing. Nobody used heavy armor, because light armor is a "better" version of it. Sneaking is ridiculously OP, and Shadow Warrior just makes you unkillable. Again, mods have helped this, and I like the idea. Vanilla perks = bad. Modded perks = good. -Magic. More of a personal bias, but I don't care much for magic builds, because I don't like messing around in menus to switch spells while playing. In a fight, I generally like to stick with one set of weapons, that's it. Not a fan of switching weapons, and magic does this constantly. The fact that dual-wielding doesn't play nice with keybindings is also a problem. Things I liked about Oblivion -Oblivion itself. Neat as s#*&#33;. Nothing else needs to be said. -Birthsigns. I like the idea of something you can choose, like the Atronach, that changes the way you play completely. -Weapon variety. I was a bit disappointed that Skyrim only has swords, axes, maces, 2H variants of those, and daggers. But there's a ton more in Oblivion, and that's neat. -Performance. My computer sucks. Old games run great on it. -Hand-to-hand. -Mysticism. -Athleticism and Acrobatics. Though really, those should be merged into one. Things I hated about Oblivion -Mastery levels. In Skyrim, you can choose to spec into dual-wielding, or just using one 1H. In Oblivion, there's no choice, it's just every 25 levels, you can do a thing. And it's usually not even something interesting, it's mostly taking away a restriction. Jumping while casting? Woooo... -Graphics. Now, I'm not one that needs 1080p to even consider playing a game. I find a lot of charm in graphics of older games, like Morrowind (which I played once), Pokemon GSC, and the PS1 Crash Bandicoot games. But Oblivion seems stuck in the middle for me. It doesn't quite have the charm of Crash Bandicoot because it's a bit more sophisticated, but it doesn't have the resolution that Skyrim has, because it's older. That, and the male human faces remind me of Woll Smoth. Or, uh, Kom Jong On. Probably the easiest to fix. -More generic landscapes. In Skyrim, you could plop me down almost anywhere, and I could tell you what hold I was in. Each place has a distinct thing about it. But in Oblivion, I got so lost within the Imperial City because every building looked the same. -Drowning in stats. This is probably the one I'm going to be murdered in my sleep over. I liked the removal of stats in Skyrim. It seemed like an antiquated system that didn't really need to be there, and Skyrim simplified it. They didn't "dumb it down", they removed overcomplicated mechanics. Maybe I just need more time with it. *scratches head* -UI. What even is the UI? Everything's so tiny and tucked away in the far corners of the screen! Skyrim's UI wasn't the best, but I could at least tell what was what, and didn't have to squint to see my health. Also probably easily fixable. -Healing. If I get punched, I either a) have to be an alchemist, or b) have to use my Restoration. No passive healing, either. You get poked by a spider, that poke is there forever, no matter how insignificant. If I'm a big-ass Nord that shuns magic, I'm going to die, a lot. -Fatigue. Or more specifically, the way fatigue influences the damage you deal. If you're out of fatigue, you deal pretty much no damage and are going to die. That's it. It felt less like an offensive thing and more like a secondary health bar. Maybe I'm just expecting it to work like Skyrim and obviously being disappointed? -Sneaking. Sneaking is just a Yes/No thing in Oblivion. I prefer Skyrim's approach, where it's a "Kinda looking" to "HOLY s#*&#33; THEY'RE ONTO YOU". But in New Vegas, I didn't mind this. It clearly said if they were searching for me, if they saw me, or if I was hidden. Maybe that's just the UI problem, again, with the eyeball not being quite as intuitive as big, bold letters saying [CAUTION]? -Of course, the "levelling problem". I don't want to have to micromanage my stats just to make sure I don't become comparatively weaker as I level up. Again, probably also easier to fix. That's...a lot of little things I didn't like. :T But I really didn't hate it as much as that suggests. So uh, yeah. Any mods you guys think would be right up my alley?
  13. Ohhh, I see! Thanks, I'll try that out. c: EDIT: Strange. I deleted the PlayerStartMarker in Doc's house and tried to name a new one in my new cell the same thing, and it said "Nope, can't do that, a reference is already named that." Still, after looking through VCG01's script stuff, I might have what I need. I named the reference in my new cell SPNVPlayerStartMarkerREF (with SPNV being an acronym for the mod name), I made Kick In The Head no longer automatically start, and I made a new quest that does automatically start, and at step 0, I told it to player.moveto SPNVPlayerStartMarkerRef. Testing it now! EDIT 2: Welp, it crashed. When I made a new game, it immediately spawned me in a black area with nothing. All the UI elements were there, but the compass had one of every marker all the way to the left, and there was an enemy health meter that was empty. A few seconds later it crashed. >.> So I guess that's what happens when the game has nowhere to spawn the player. Gonna dig around a bit more.
  14. Huh. Simple as that? Doesn't sound bad. If I can't find XMarkerHeading in the object window, where do I find it? EDIT: While I'm at it, I should also make Ain't That A Kick In The Head not start automatically, right? Would that cause problems? One of the problems I had with Roleplayer's Alternate Start is that it auto-completed that, so I moved on to They Went That-A-Way, despite me not being the Courier. :P Now, my ex-Legion slave has the option to ask everyone in Novac where a man I never met went.
  15. Since New Vegas is seriously lacking in alternate start mods (with Roleplayer's Alternate Start being the only one I came across), I've decided to go about making my own. It's coming along nicely, but I've ran into a problem: I don't know how to make the player spawn in my new cell. I've opened up Roleplayer's Alternate Start for a reference, and it looks like the mod author deleted VCG01PlayerStartMarkerREF from Doc Mitchell's house, and added in their own reference, but I have zero experience with references, and the GECK page on them doesn't tell me anything about how to add them. I posted on the Steam forums about this, and that's what led me here. Here is the original thread. Guy sent me a bunch of links, but there's just not a lot of information on it online. :T Closest he sent me was a guide on how to make an alternate start mod for Oblivion, but Oblivion's just too different from New Vegas for that to really apply.
  16. I'm giving a go at reviving BeelzebossErik's Character Traits. I think I've got the basics of the Creation Kit down (or at least, the basics for what I need to do), but I've ran into a problem. I've made a handful of perks redirecting to spells with the desired effects.I just started with fears, such as Nyctophobia, fear of the night, but, when I load it up in-game and added the perk to a brand new character and waited until those conditions were met, it never kicked in. :T What's supposed to happen, is, when it's night and the player is outside, the character's magicka and stamina regeneration is cut in half. I made a perk named "Trait_NyctophobiaPerk" and linked it to a ability spell named "Trait_NyctophobiaSpell". The effects are "AbDamageStaminaRate" and "AbDamageMagickaRate", both at 0.50 magnitude and 0s duration (because it's supposed to last until you get indoors, or until it's daytime). Conditions for both of them are "IsInInterior == 0.00 AND GetCurrentTime <=5.00 OR GetCurrentTime >= 21.00", all on the subject. But nothing's happening when those conditions are met. Nothing at all. I've added the perk through the console, I've added the spell itself, I've tried one of the other ones I've put in, but none of them even appear in the passive spell effects menu. Wat? I can supply the mod itself, if someone wants a look themselves. EDIT: The perks aren't linked up to any perk trees, though. They're going to be selectable through an MCM menu, once I get around to that. Would that make a difference? >.> EDIT2: Okay, I might have been an idiot and this is now one of 'those' threads. Turns out, the spells were marked as...well, spells, rather than abilities. So the game was more or less waiting for me to cast a spell I can't cast. :v Trying it out now and seeing if that was the problem! EDIT3: Good news is, I'm not an idiot, that wasn't the problem! Bad news is, I still don't know what the problem is. >.> I'll fiddle around with the other spells and see if I can get at least one of them to work.
  17. The shouts are currently split up into four different sounds, from what I can hear. With one word, it's just "Fus!" With two words, it's "Fus...Ro!" With all three, it's "Fus...Ro Dah!" So there's one sound file for the "Fus!", another for the "Fus..." when holding down the button, "Ro!" for releasng the button and doing a two word shout, and "Ro Dah!" for holding it down the entire time. It's always bugged me that there's the pause while I hold down the button. So I started thinking if there was a way to change this, and I think there might be. It's simple, but it'd have to be done for each level of each shout of each voice. 1) Keep the one word "Fus!" as-is. 2) Change the charging up "Fus..." to the character taking a deep breath, like they're preparing to shout. Gives the player some sort of feedback so they know their button is registering. 3) Splice together the "Fus..." and "Ro!" sound files to have no pause. Just "Fus Ro!" 4) Splice together the "Fus..." and "Ro Dah!" sound files to have no pause. Just "Fus Ro Dah!" It's simple, but it would be time-consuming. :T I've looked around the Nexus, mostly in the audio category, but I can't find anything that does it, only stuff to make the women sound like anime characters. *cough*
  18. I'm thinking about making a dungeon that adds notes and books to tell a story. A major questions nags at the back of my mind. I've Googled, but haven't found anything, if at least partly because I'm not sure how to concisely word it. Are there any particular cells that I shouldn't edit? Like, I'm sure editing the middle of Whiterun would be a very bad idea, since I'd just be adding the entrance to a single dungeon, when there's other mods that completely overhaul the cities, such as Open Cities, Better Cities, Worse Cities, Cities of Questionable Quality, Cities with More Cheese: Rainbow Edition, etc. I'm more worried about, say, placing my dungeon in an area that just happens to be in the way of this one NPC's path she walks from Evil Dungeonland and Markarth every four days, or something, or that I edit a cell that's used in a popular mod, meaning nobody's going to download it. (And frankly, if that were the case, I wouldn't blame ya. :P)
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