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bamspeedy

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  1. You should move it to the bottom of the list if you want that mod to be considered more important than all others. Do you have an 'alternate start' mod? If so, that could cause a problem: (not sure if a custom race might also cause the conflict, as I'm not sure what he means by 'DEFAULT character generation', if it means the default tutorial or one of the default races)
  2. I had this annoying sound when I installed the newer version of Companion Share and Recruit. If you did install this mod then search for the sound fix for it (rather than 'CSR Sound Fix' I believe it's named 'CRS Sound Fix', so the person making the fix switched the letters around). Unless the sound fix is now already included in the latest update of CSR.
  3. The xx means that it will vary depending on where Knights is in your load order. You can use OBMM to show the Form ID code (what the xx is) by just hovering your mouse over the mod. Or you can count the mods and convert it into hex. Converting goes like this: First mod (#1)=00 Note: This should be oblivion.esm 2nd=01 (the next .esm if you have any more, otherwise it would be the first .esp) 3rd=02 4th=03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 14 15 16 17 18 19 1A
  4. That's because you used the baseID and not the RefID. His RefID is 00015EB0 http://www.uesp.net/wiki/Oblivion:Adamus_Phillida
  5. This won't fix your guard/arrest problem, but regarding your problem with Adamus: How did you teleport Adamus to you? If you used: prid <RefId> moveto player then you should have been ok. But if you used: placeatme <BaseID> Then you made a copy of him, and the copies tend to ignore most of the quest scripts. Personally, I prefer to use player.moveto <RefId> so I can find out exactly where the NPC had wandered off to. (save first in case he was in some strange/dangerous place or so after finding out where he is you can go back and find him manually rather than teleporting, now that you know where to look).
  6. I would also recommend the UOP for the first play-through. Sure, it fixes some minor graphical things, but it also fixes some quest-breaking bugs which you don't want to have to deal with. http://www.tesnexus.com/downloads/file.php?id=5296 Unofficial SI mod (if you have Shivering Isles): http://www.tesnexus.com/downloads/file.php?id=10739 And Unofficial Mods Patch (if you have Knights or any other DLCs): http://www.tesnexus.com/downloads/file.php?id=9969 You should play the base game (no mods except the UOP) for a bit so you know what is normal in a game and what the mods change. You don't want 50 mods installed and then come across something that seems strange and not know if it's a screwy mod or if that's just how the game is supposed to work. I would also recommend a User Interface mod so you don't need to scroll through your inventory and other screens so much. I liked the BTMod when I started and now I am using Darnified UI (since I couldn't get BTMod to work with the Steam version). If you are playing in full-screen mode then either one is fine, but if playing in windowed mode then Darnified might not be the best because of the smaller font (unless you have a huge monitor).
  7. I'd recommend taking a look at these through TES4Edit. That can give you more detailed explanation of what is being changed with those records/form IDs. Sometimes it is little harmless things like a rock being moved from one position to another, sometimes it is the fog in a cell being changed from .0000 to .0001 and sometimes it is major like the script attached to an object being changed or deleted.
  8. I know of three causes for this to happen. If you complete the entire Knights of the Nine questline you get this bug, which can be fixed by using the Unofficial Mods Patch (which contains the Unofficial Knights of the Nine patch). The other way this can happen is from using tai (toggle AI) or tcai (toggle combat)-I'm not sure which one it was. If you perhaps decided to try to make the game easy for you by effectively stopping the AI from attacking you then you have this animation problem where your character won't sit down in chairs. This can be fixed by simply turning the AI (or AI combat, whichever it was) back on with the console (~) and typing in tai or tcai. The third is from a bad mod, so try disabling some mods and see if it works (don't save the game). When you find the offending mod then disable that mod only, and then you can save. http://www.uesp.net/wiki/Oblivion:Umaril_the_Unfeathered_(quest)#Bugs
  9. Unofficial Oblivion Patch http://www.tesnexus.com/downloads/file.php?id=5296 If you have Shivering Isles, Knights of the Nine or any of the DLCs then get the unofficial patches for those as well (all but SI is found in the Unofficial Mods Patch). I'd also suggest some sort of UI (user interface) mod, which allows you to see more of your inventory rather than constantly scrolling through it because the default screen only shows 4 items at a time or whatever it is. I liked the BTMod but I had trouble getting it to work with the steam version (I don't know about Direct2Drive) so I went with Darnified UI (which there is countless variations of the Darnified UI to choose from).
  10. You start a new game and you want to complete all the quests. And let's say you've already played most of the game so that this isn't your first time playing, and just exploring in some random direction (whatever looks interesting) doesn't work because you already know where most everything is. -Which quests would you do first? -Which quests would you save for last? -Would you finish the guild quests before starting on the main quest and miscellaneous quests? -Or would you clear the main quest before the others? -Or would you just start in one city and try to do everything you can in that city (whether they are for the main quest, a guild, or other quests) before moving on to the next city and trying to do everything in that city. -Start on one side of the map (like Anvil) and work your way across the map, or try to follow the main quest, but then stopping to clear side quests whenever you get near them? -Clear out all the DLC quests first? (if you have any DLCs) -Go do your mod quests first? -Spin a bottle or sword on the ground and go wherever it points to?
  11. Open the console (~) and type in: tt (toggle trees) tg (toggle grass) ts (toggle sky, which effectively also toggles the weather which is helpful when it's raining) Sure, the scenery is then boring and plain, but if your getting 7-8 fps then you want all the help you can get.
  12. With OBMM open, click on a mod and then click on 'move up' or 'move down' to change where it is on the load order. From your list I will say that Unofficial Oblivion Patch.esp should be before Unofficial Shivering Isles Patch.esp. Unofficial Shivering Isles Patch.esp should be after Shivering Isles.esp. The door is always there, you just get a different journal entry if you find it yourself ("I found a door" when you find it, rather than "I heard a rumor about a door" that you get after 24 hours).
  13. If the unofficial shivering isles patch isn't working then there is something wrong with your game (installation of the game, mods or patches, corrupted download of mods or patches, mod conflicts, etc.) and should have been a clue that you will have problems before you find those problems in your game (broken quests, etc.). None of those mods by themselves jump out at me as being a big problem, but I do know there are some problems if you don't put the mods in the correct load order. I see you merely listed them in alphabetical order, rather than load order. Use OBMM (or BOSS) to set your load order. BOSS is a better tool for setting the proper load order, but OBMM is easier to install and understand how to use (my opinion). In OBMM you can select 'import/export' and then select 'view load order', which gives you your load order in a format that is easy to copy and paste so you can put it into a forum post so we can see your load order and tell you if there is some problems with your load order. Edit: And make sure you are running OBSE, as many of the bigger mods require it.
  14. Don't forget torches are under 'worldobject' (light)
  15. Sounds like you have timescale set to 0 (or less than 0.1). When it's at 0 time does not move, but when fast-traveling (and probably sleeping) it gets all screwed up. Open the console (~) and type in: set timescale to 30 That should get the time back to progressing normally. 30 is the default speed of time for the game, 1 is real life speed of time.
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