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Everything posted by bamspeedy
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Try setav instead. modpca/modpcs adds or subtracts the value player.setav sets the stat or attribute to the value listed ('player.setav strength 40' would set your strength to 40) With 'player.setav' you don't need your character selected in the console, with just 'setav' you would need to select him/her.
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Found it myself: http://www.tesnexus.com/downloads/file.php?id=10265
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Very high collision sounds...
bamspeedy replied to mackan95's topic in Oblivion's Mod troubleshooting
The sound bar for collsions is under 'effects', so are you saying you don't want to have to turn the effects sound all the way down, or the 'master' sound? Shouldn't need the master sound turned down, just the effects (so the voice, footsteps, and music can be left up). Since I know your game is heavily modded, is the sound too loud without all of your mods activated? If it is one of your mods causing the loud sounds then you should be asking this in the 'mod troubleshooting' forum. If it's one of the mods causing the problem (but you don't know which one): 1. Run a conflict detector and check for any mods that alter any sounds that could be for collisions (so in other words ignore mods that add just dialogue sounds). 2. If you can't run a conflict detector or if you just can't find any sound changes when doing it, then: De-activate all your mods and see if the base game-no mods- has the appropriate collision sounds (don't save the game). If the sound is OK then one of your mods is causing the problem. So then start activating a group of the your mods at a time, loading up that old save until you get where you get those loud sounds again. So when you have the problem again it will be one of the mods that were in the last group of mods you activated. Then repeat the process with this last group of 'suspect' mods and through trial and error you can find exactly which mod is causing the sound problem. De-activate that problem mod and play. If you really need that mod for other things (but with the sound problem fixed) then contact the author of the mod or ask the question in mod troubleshooting on how to change it, and since then you would know which mod is causing the problem it will be easier to figure out a fix for it. -
I had a problem with the arena once that I couldn't leave the arena because the game didn't acknowledge that the enemy was dead (resurrecting to kill him again didn't work). 'setstage' doesn't help with arena because the stages go right from 20 (got your raiment from Owyn to start the arena matches) to 40 (you are now the champion with only the Grand Championship match left), with no 'stages' between them. I fixed my problem when I found out that when I went in to alter the scripts for ArenaCombatant to delete the part where you can't salvage your opponents armor (so that I could) I also accidently deleted another part of the script. So I went in the CS, reverted that script back to the way it was supposed to be, and I was able to continue on with no problem (without starting a new game). Couple of possible fixes: 1. Run a conflict detector and check for any mods that alter any arena related scripts, quests, dialogue, or NPC. 2. If you can't run a conflict detector or if you just can't find any arena script alterations or arena related changes when doing it, then: De-activate all your mods and see if you can advance to the next opponent (don't save the game). If you can advance then one of your mods is causing the problem. So then start activating a group of the your mods at a time, loading up that old 'problem' save until you get where you can't advance again. So when you have the problem again it will be one of the mods that were in the last group of mods you activated. Then repeat the process with this last group of 'suspect' mods and through trial and error you can find exactly which mod is causing the problem. De-activate that problem mod, advance through the arena, re-activate that mod when done (if you really need that mod for other things)
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Need a good bit of help with conflicts.
bamspeedy replied to KrimsonAce's topic in Oblivion's Mod troubleshooting
I'm pretty sure purple bodies and objects means you're missing some textures, so I'm not sure a conflict detector will solve your problems. I'm not familiar with most of those mods, and the others that I have tried I don't know them well enough to know where they are supposed to be (I've tried them and have since removed them for whatever reason, such as with some of the adult mods, while I thought they were interesting for a little while, I didn't like it messing with the game too much or getting me too distracted....). Move Unofficial Oblivion Patch before Shivering Isles. Move Knights much further down the list (unless you've completed all the quests for knights). I'd look into Tes4Edit. With that utility you can see the conflicts better (OBMM conflict detector gives you a general idea of what conflicts-the record or Form ID that is being changed..... but doesn't give much detail-such as exactly how that record or Form ID is being changed). With Tes4Edit you can see better exactly what things are being changed/conflicts (after applying a filter), or there might be some other tools that are better than the OBMM conflict detector. Some conflicts are harmless (changing the fog in a cell from .0000 to .0001 isn't a problem if you don't have the nVidia black screen problem) or if the conflict is in a test cell, while others are major and could basically change everything from another mod loaded earlier rendering that earlier loaded mod essentially useless. -
Glith in Thives Guild- " Independant Thievery"
bamspeedy replied to Sobbyduck's topic in Oblivion's Spoilers
~ is in the upper left corner (left of the number 1 and above Tab) -
After making too many trips back to my house I just remembered a mod I had a long time ago. It let you cast a spell to 'teleport' your inventory to chests/containers you had previously marked (with another spell). The spell would bring up an interface where you could select which parts of your inventory you wanted to 'teleport'. So that way all your loot isn't stashed into one chest, you could split it up into 9 or 10 chests (one chest per category such as armor, weapons, books, ingredients, etc.) and you would never have to make a trip back home in the middle of exploring a cave/sacking a castle because you have too much stuff.
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Careful....Read the description of the product you want to buy carefully. If it's not the 'deluxe', it won't include 'all other add-ons'. Game of the Year: SI + Knights Game of the Year Deluxe: SI + Knights + all DLC I've been using Steam version of Oblivion along with using the CS, OBMM, TES4Edit, and TES4Gecko all seem to be working just fine (but I'm no expert to know if there are some incompatibilities I am just not noticing). OBSE made a .exe that is compatible (check the 'sticky' on the Steam-Oblivion forum), so that is not a worry like it was before they made that. Only problem I've had is getting BTMod (User Interface) to work with steam, though I have two disclaimers: 1. I decided to switch to DarnifiedUI anyways (though I don't like the small font in some places) 2. Maybe I could have got them to appear if I fiddled with archiveinvalidation settings some more. I hadn't played the game in a year or so, so I kind of forgot what I needed to do because I had some problems getting textures to appear with other mods-but eventually I figured it out and got the textures from mods to appear on the steam version.
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Main Quest Broken Because Toon won't sit
bamspeedy replied to Roxdad's topic in Oblivion's Mod troubleshooting
You aren't using TAI (turning off AI in the console), are you? That would prevent the player from sitting down in a chair. Otherwise my guess would be a missing 'sit-down' animation. You could 'set stage' in the console to bypass that part of the quest: See this page for the different stages: http://www.uesp.net/wiki/Oblivion:The_Path_of_Dawn -
TES4EDIT Assertion Failure Error
bamspeedy replied to pi3tr0's topic in Oblivion's Mod troubleshooting
So Tes4Edit crashes, or what exactly happens? Did you edit any of the mods? Did you make any of your own mods? Without knowing which mods you have there is no way to know which one is causing your error, and if you editted any of the mods yourself (if you don't really know what you are doing) then there is countless possibilities. If you have Oblivion Mod Manager then click on 'import/export' and select 'view load order' then copy and paste what mods you have (there are other ways to view your load order if you are using other tools, so you can search for those). -
When they say install mods 1 at a time they are not talking about the DLCs (like Knights), they mean the player created mods uploaded to sites like this one. It's a good idea to install them one at a time, and just load the game up to briefly test to make sure that new mod doesn't crash your game and that it appears to work the way it is supposed to. Make use of console commands to teleport to places so you can check things quicker (rather than fighting through the tutorial dungeon everytime). Some mods will only take 1 minute to check (user interface, water mod, etc.), others may take 10 minutes, it depends how much of it you want to test (for example: just checking to see if that new castle is there vs. actually going inside to make sure all the rooms in the interior seem to be in order). You don't want to install 20 or 50+ mods and then find one of them is crashing your game and have no idea which one it is that is doing it. It's most important to test the new mods that you are not familiar with. If you have already played the mods before (and not playing a changed version of it), it's usually safe to assume that it is safe so you probably don't need to test it. Especially if you saved the downloaded mod somewhere so you are not downloading a new copy (which might be a new version). If I am re-installing after only a week then I use my saved downloads, if I am re-installing after 6+ months then I will re-download in case there are updated versions/fixes.
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A Vanilla NPC is not turning Essential?
bamspeedy replied to tawney's topic in Oblivion's Mod troubleshooting
Didn't work for me, but it's worth a try. -
A Vanilla NPC is not turning Essential?
bamspeedy replied to tawney's topic in Oblivion's Mod troubleshooting
Start a new game. I ran some tests with a quick test mod and when starting a new game he is essential, when continuing from an old save he is not essential. When I erased all of his inventory he was naked whether I started a new game or continued from an old save. Note: player.placeatme 86755 will place a copy of him in front of you to test instead of trying to play through the whole dark brotherhood questline. (he may run away so you have to chase him if you are fast enough, otherwise just TAI to stop him) Nothing in the partnerscript sets them as essential. It's just each of the dozen or so companions included in that .esm/.esp have the 'essential' flag marked. That doesn't matter either, it only effects the default CM partners that are added in that particular .esp. (and not companions that are added by other .esps, but depends on that .esp/.esm as a 'master') -
Modding to the point where it's practically unplayable....
bamspeedy replied to Megatarius's topic in Oblivion's Discussion
I spent about a year or so not playing Oblivion and then when I went to play it again I started to download all my favorite mods that I remembered and the tools again. And this is an example of the last month for me: Downloaded the unofficial patches and other mods I remember I used. Start up the game. See the crappy inventory and map screens. -Go get a UI mod. Start the game and then realize I can't salvage Captain Renault's armor. -Make a mod where the tutorial blades equipment is 'playable' (and can salvage arena equipment, palace guard equipment and other stuff). Start a new game, take Renault's armor then see the pitiful default bodies/underwear. -Go get body replacer/underwear. Install a bunch of animation mods. Get this annoying bug where in first person view sometimes when walking/running, I will suddenly be looking straight up in the air and spinning in circles (or looking at my feet). Figure that one of the animation mods is doing it, so I de-activate them all and it still isn't fixed. -Re-install the whole game (uninstall and then manual deletion of all oblivion directories for anything left over) and the problem still happens. I now guess that it must be a mouse problem (the mouse is getting a bit old, and I seem to remember a similar problem years ago which was fixed when I bought a new mouse). Start a new game, get to where the first herbs are that you can get, then remember about 'auto-harvest' -Go get herbalism mod. Get out of the tutorial dungeon, remember how crappy trying to see in the water is. -Go get Clear Water mod. Remember about harvest container mod, but thought I could go without it with this install. Harvest the clams outside the tutorial dungeon, and annoyed that they don't dissappear when harvested. -Go get Harvest Container mod. Download a bunch of other mods and install them, then realize/remember that I didn't like some of them for whatever reason. -Uninstall the mod(s) and start over. Get to the market district and realize how bland the clothes on females are (doesn't help much to have a body replacer if they still look the same when wearing clothes). -Go get stock clothing/armor replacer. Can't get clothes to appear, so I use ArchiveInvalidation on OBMM, but not sure which setting I'm suppose to use, and end up having NO textures! Finally find the right setting and get the textures to appear....except for some reason shields aren't appearing! -Re-install the whole game when I can't figure out how to get shields to appear. Kick myself when I realize that the shields don't appear equipped if you don't also have a weapon equipped...... Finally try Tes4Edit, so I cleaned all the DLCs and mods, and not liking all the red conflicts I see, I start making all my mods 100% compatible (most of these conflicts are very minor, but I wanted to 'fix' them anyways.) -Read that it isn't a good idea to alter the DLCs and since I was getting this annoying 'thumping' sound I figured it was because I editted the DLCs. Re-install the whole game (and DLCs, and mods, etc.). -Find out the 'thumping' sound was from the new version of Companion Share and Recruit when I happened to accidently stumble upon the sound fix for it (I knew the old version was trouble-free, so I wrongly assumed the new version would be too). But I think I finally got things where I want them. I have 54 .esms and .esps (and 3 OMODS) with no red conflicts, except for one between knights and battlehorn (just a test cell, so nothing to worry about). So after a month of downloading, tweaking, playing the tutorial, re-installing, etc. I am ready for some serious playing again.... -
Colourwheels Sexy Stock Armor and Clothing Replacer v2_2 http://www.tesnexus.com/downloads/file.php?id=23143 But in my opinion, the 'short skirt' look gets old after awhile.
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A quick question for the lore masters
bamspeedy replied to DariusMoranda's topic in Oblivion's Discussion
If indeed Mannimarco went there, it seems to me like it would likely have been on Summerset Isles, but I'd like to see more evidence of this. http://www.uesp.net/wiki/Lore:Mannimarco -
Interested in a spaceship to go along with all that gear? http://www.tesnexus.com/downloads/file.php?id=10020 Would be cool to dress the crew with some of the other gear out there rather than the standard uniform they are all wearing.
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A quick question for the lore masters
bamspeedy replied to DariusMoranda's topic in Oblivion's Discussion
A bit misspelling perhaps? This is all I find of Gwilym: Sage Tjurhane Fyrre (1E 2790 - 2E 227) One of the finest sages of the University of Gwilym and a rare civilized Ayleid (wild) elf. His published work on Wild Elves suggests a lively, vibrant culture. Fyrre is one of the very few Ayleids to speak freely on his people and religion, and said the nature of the tribes of Ayleid are multi-hued, their personalities often wildly different from their neighbor tribes. (Fyrre, T. Nature of Ayleidic Poesy" p. 8, Univ of Gwilym Press, 2E 12) Is mentioned in the book "On Wild Elves" Oops: Cross-posted -
Unofficial Official Mods Patch http://www.tesnexus.com/downloads/file.php?id=9969 Patches all the DLCs (each on a seperate .esp, so if you don't have some of them you won't need to use some of them). And if you have SI, you might as well get the patch for that too if you don't already. Unofficial Shivering Isles Patch http://www.tesnexus.com/downloads/file.php?id=10739 And of course the Unofficial patch for Oblivion itself: Unofficial Oblivion Patch 3.2.0 http://www.tesnexus.com/downloads/file.php?id=5296 And a few little bug fixes that were later corrected by someone else: Unofficial Oblivion Patch Hotfix v324 http://www.tesnexus.com/downloads/file.php?id=27710
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I imagine you would still have to wait for the game to load the cell(s), so what are you asking for, a black screen? If the standard load screens are getting boring, there are many other choices, including this funny one: http://www.tesnexus.com/downloads/file.php?id=22808
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The city life linked does have this comment: So I don't know if the adventurers still appear in that one. There are other versions of City Life, and there is Life Translated, but I don't know if that one adds Adventurers: http://www.tesnexus.com/downloads/file.php?id=2681 This mod adds adventurers, but not to caves, just cities and taverns (and the roads between them). I looked at it in the construction set and there are something like 20 adventurers (of various races, and 3 of them I think are female). http://www.tesnexus.com/downloads/file.php?id=12759 If you look at Wiki: http://www.uesp.net/wiki/Oblivion:Adventurer There are a few locations where there is a small chance of an adventurer appearing (10 or 25% chance). One could use some code that was placed in the game but never used: "OrcAdventurerRandom50" "OrcAdventurerRandom100" Which is 50% chance and 100% chance of the Orc Adventurer appearing. These are 'leveled creatures', and is placed in the caves, so one could add those to more caves or just increase the chances of appearing for the caves he already can appear in.
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So do you have the UOP or not? Did you merge it with something, or what exactly do you mean by this? If you have the UOP, you should have a 'Unofficial Oblivion Patch.esp', and it should be near the top of your list (and not merged with other unofficial patches). Doesn't the landmarks w/ wells, already include the wayshrines? If so, you won't need the other mod. If you have OBMM you can just click 'import/export' and select 'view load order'.
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Herbalsim + Regrowing Nirnroot
bamspeedy replied to Fonger's topic in Oblivion's Mod troubleshooting
I haven't looked at the regrowing nirnroot, but I'm guessing it attaches a script to the nirnroot, which is what the herbalism mod does too (it attaches scripts to all the harvestable plants)......and typically you can only attach one script at a time to something so you have to choose which one you want. I love herbalism, so I'm not dumping that just because I don't want the extra hassle of spending a couple extra seconds the few rare times I see a nirnroot. I use Nirnroot Completion with herbalism, but I have to load it after herbalism so that the script from the Nirnroot Completion (map markers) overrides the script that herbalism attaches to the nirnroot (auto-harvest). -
I posted a screenshot of it in my previous post. Emperor: “I know this place...the prison?” Renault: “Yes, your Majesty. Beneath the Legion Compound. We’re headed for a secret passage known only to the Blades. No one can follow us through here. I've googled parts of Renault's phrases from that part of her dialogue and it has been posted before, but rarely (compared to the other lines she says that we all know, such as "This cell is supposed to be off-limits") , and some of those could be from just looking at the editor/construction set rather than seeing it in game. When you start a new game just open the console with ~ and type tai (shuts off the AI to everyone, but they will still speak their lines). Just use tai to turn their AI back on when she says the above dialogue.