Jump to content

bamspeedy

Members
  • Posts

    78
  • Joined

  • Last visited

Everything posted by bamspeedy

  1. I had never heard it (especially Renault's description of the passageway). And I just did a fresh install with no mods. And there is no mention of it on the Wiki page that has all his other dialogue: http://www.uesp.net/wiki/Oblivion:Emperor_Uriel_Septim Picture of Renault's missing dialog (subtitles): http://i291.photobucket.com/albums/ll305/b...ScreenShot1.jpg And a walkthrough (not on PC, but is exactly what I see when not using tai), that doesn't have that dialogue appearing.
  2. The .exe that is the normal download for OBSE is not compatible with steam ....OBSE is supposed to automatically load when you start the game in steam (if you have the proper files installed). However, if you look at the steam forums for Oblivion there is a 'sticky' thread at the top where it gives installing directions for OBSE to work with steam, and a download link for a special OBSE.exe that was made to be compatible with steam, and that .exe you can use to launch the game (by creating a shortcut), just like you could with the non-steam verson of Oblivion.
  3. I've played the tutorial hundreds of times and just now discovered something (by cheating)....... During the tutorial, the conversation between Captain Renault and the Emperor, there is some missing dialogue. In between the lines (both spoken by Renault): "My job right now is to get you to safety." "What's this prisoner doing here!" The emperor is supposed to say: "I know this place.... the prison?" and Renault tells him about the secret passageway (it's a bit of a long message-especially for her). The scripting apparantly says the "What's this prisoner doing here" when she reaches a certain point, and she walks too fast for the other dialogue to appear. I discovered this when I did 'tcl' (to get through the bars), and then clicked on her and typed 'tai' (shut off her AI, so she can't walk, but she still says her lines). I'd suggest having subtitles turned on, or voice volume up since the emperor and Renault will be a ways apart if you want to hear both. When done, don't forget to turn tai back on and wait for Renault to walk down the stairs to move the story along.
  4. Google it and you'll see other posts with that filename on their load order, so compare their list to yours so you can use the process of elimination to cut down the list of possibilities (only consider the files that are on your list as well as theirs). Best to click on 'cached' results on google so you get the 'Update1-9881.esp' highlighted for you on the page you go to. I would do it for you, but every list seems to have 150+ mods, and I don't know where to start, whereas you should have an idea of what is on your own list to help you get started. http://www.google.com/#hl=en&q=+site:t...048890d3c90c6fc If the link isn't working (too long), just go to google and type in: Update1-9881.esp oblivion If you just want the nexusforum results, start the google search with: site:thenexusforums.com
  5. If you got the files from the same page I found them on, I got them to work (but still quite buggy). I can't read russian, but the page I'm looking at, I do see on the page that OBSE is mentioned, so you probably need that. Do you have Shivering Isles? That is often required for more advanced animations (but without SI the mod should still at least load, it's just some of the animations won't work). Do you have Oblivion patched to 1.20416?
  6. I haven't figured out the difference between the 'head' and 'hair' flags for helmets, but I've discovered that checking both of them causes some helmets to appear sideways (and missing a head). I see some helmets are marked as 'head', and some are 'hair', and I don't know what the differences are, such as when to use head and when to use hair, except by experimenting and see what works. Since this mod doesn't have an .esp, it's possible some people have mods that already changes the Imperial Dragon helmet in some way so uses a different flag (head instead of hair) and why people are seeing different results?
  7. I have 1.2.404 and the version is listed under 'Help'...'About'. You can also figure out what you have if you kept the launcher (setup) for the install, because it has the name (what you clicked to install it). tes_construction_set_1.2.404 is the updated version oblivion-construction-set is the 1.0 version patch_tes_construction_set_1.2.404 is the patch to update 1.0 to 1.2.404
  8. Did you download the 'installer' for 1.2? Then you should be fully updated. The patch is only if you downloaded the installer for 1.0 and need to 'upgrade' to 1.2 If I understand things correctly.
  9. Can you get oblivion to work without any of the other mods? The Frostcraight Reborn link has this message:
  10. The Fighter's Guild Porters always follow you around too, but the UOP fixes this, so maybe someone can look at the scripts they used to fix that to get an idea of what needs to be done to fix this.
  11. D/L = download Where you download the BOSS program http://www.tesnexus.com/downloads/file.php?id=20516 under 'updates' is a master list, which is a list of the mods that BOSS supports, if I understand things correctly. It isn't a mod, but a program that allows you to run the more complex mods. You could go without it, but your choices of mods to play will be limited if you don't have it.
  12. Often when you uninstall, it doesn't actually remove everything. It's better if after you uninstall, to then manually delete the Oblivion folder, to also delete anything the mods left in there, before reinstalling. Does the mod require OBSE? That could be the problem if you aren't using that.
  13. Nevermind, Tes4Edit is allowing me to make the changes I want (and save it), and gives me a better idea of what is being changed to each file by showing me a comparison.
  14. So the game doesn't really consider them 'dead', just in another 'state'/diseased or something to that effect? Would have to figure out the script the mod uses to put them in that state to figure out what console command to reverse it. When you have the console open (~) then click on them with the mouse. Their name and ID number should appear on the top middle of the screen (the name is helpful to ensure you have the correct npc selected and that you don't have a wall or something else selected)
  15. So for the steam version you need the obse_steam_loader.dll rather than the obse_loader.exe (unless using the editor)
  16. Select just oblivion.esm, DLCThievesDen.esp, and DLCThievesDen - Unofficial Patch.esp (ThievesDen UOP is the active mod) Message: Non-parent form 'DLC06ThievesDenQuestScript' (01003E85) exists in both file 'DLCThievesDen - Unofficial Patch.esp' and 'DLCThievesDen.esp' Continue Playing? "Yes to all" will disable all Warnings this session. Same message for: DLC06Fence (0100348F) DLC06Pirate01 (0100398E) DLC06Pirate02 (0100398F) and about 20 other things, and that is without me editing anything. Then select those same files plus Oblivion UOP (still having the DLC UOP as the active mod), the first warning message I get is: Non-parent form 'CaptainBaszonePatneim' (00094BE8) exists in both file 'DLCThievesDen.esp' and 'Unofficial Oblivion Patch.esp' Continue Playing? "Yes to all" will disable all Warnings this session. Same messages for the 20 some files mentioned before plus a bunch of new ones, everthing from npcs, to scripts, to walls, etc. Now, I can play the game just fine despite these warnings, but I can't alter anything in the ThievesDen UOP without either the Construction set crashing (when trying to save), or if I am able to save it, the game crashes when I try to play it. And I'm talking about simple edits such as simply checking 'quest' for an npc (so their dead body doesn't vanish), or making an npc respawn/not respawn), but I could easily do those kinds of edits to the Oblivion UOP. The reason I want to save it as the ThievesDen UOP is because since the ThievesDen UOP already alters Captain Baszone Patneim I would want to keep the changes that mod has made to him, but with my own little extra tweak, rather than taking his form from the Oblivion.esm that does not have those changes to him and only changing my little tweak.
  17. I have the GOTY deluxe edition (Shivering Isles, Knights, all other DLC). I want to make some small changes to a few NPCs. Now I could take the UOP, load and activate it into the CS, change a few npcs and then save it (as the UOP) and the game would work just fine. But when I attempt to do this with the unofficial patches for the DLCs I get something like (using the thieves Den as an example): 'non-parent form blah blah is in both Thieves Den.esp and Unofficial Thieves Den Patch.esp, but is not blah blah in any master file'. (then asks me 'yes', 'no', 'yes to all') I've discovered that getting that message means either I won't be able to save any changes I do, or I can save it but then oblivion crashes when I try to play it.
  18. I don't see any Elseyer mod on TES Nexus. Are you sure this is the correct name for it? And could you please put up your complete mod list, in the order of loading? He probably spelled it wrong and meant Elsweyr....with plenty of mods with that name.
  19. INumberActorsAllowedToFollowPlayer is 6, but that can be changed in the 'settings' of the construction set. But yeah, set it too high (and have that many following you), the game/your computer will have trouble keeping up. http://cs.bethsoft.com/constwiki/index.php/Category:Settings If you just tell them to wait someplace I don't think it really matters, I had a couple hundred waiting for me someplace, but that was a couple years ago, so I don't remember which companion mod I was using that allowed me to do that.
  20. 255 is the cap....increase it anymore and it goes back down to 0. So it's bad to start a game with 255 stats since finishing certain quests, equipping items, etc then bring the stat down to 0 or 1 or 2, etc.
  21. Kud-ei doesn't actually offer training (unless you use a mod that makes her, which perhaps the Unofficial Oblivion Patch does). http://www.uesp.net/wiki/Oblivion:Kud-Ei Carahil offers training between 7AM - 9 PM. "She offers training when she isn't eating or sleeping." http://www.uesp.net/wiki/Oblivion:Carahil
  22. Thank you! Don't seem to have a problem with fps. If I did it wouldn't be as annoying as the lag I would get when I crammed too many things in chests when storage was limited! 3rdtryguy-Thanks, haven't looked at it yet, but I never would have expected that from a 'shack'. So many mods change/improve that shack (with not too much storage really added) I just started skipping over all 'shack' mods.
  23. Right now I don't really have much in the way of house mods, so someplace centrally located (in or near IC) is fine. I do have sexlivion that adds a door to the market district wall, and I have Starship Orion (straight East of Vilverin between the t and y on the 'Imperial City' name on the map). Heck, maybe there is a place on the exterior of the waterfront warehouses you could add a door. Don't want it in the temple district (wouldn't be accessible during MQ16, right?). I'm not that picky, a door in an existing wall or a portal in the ground somewhere is fine, rather than finding a open clearing in a field somewhere to build. A map marker for fast traveling would be preferred if it isn't inside a city or close to some other map marker. Don't need a bed, but I don't mind if you put a bedroll in there in case anyone else who wants to use the mod would like a bed in their warehouse. I'm not interested in display cases, alters, gardens or anything like that, there's plenty of mods for those. Just many, many chests. - I found something for my stats, I just took his work and with experimenting a bit I tweaked it more to my tastes (changed the script to be used on a ring rather than activating an orb, didn't give myself so much money, etc.). Just need to figure out how and where to put it someplace (but it's not so bad doing one console command to put it in my inventory...compared to the 25 times I would have to type a console command before getting this!) I like the script he used (setav), rather than my first attempt at modding (and others I've found) where they use the 'fortify stat'. http://www.tesnexus.com/downloads/file.php?id=24516
  24. It's not from a mod, there is a group of 'wild' horses in the game. You kill a guy there as part of the main quest, you sure it wasn't him? (assassin after Baurus) She's a master trainer in destruction. That's a generic letter that can be found in several places. 67. Unless you use the 'harvest containers' mod, you wouldn't know there are containers placed inside of other containers (if you don't use the Unofficial Oblivion Patch or other type of mod that tries to fix these things). 68. You can find receipts for house upgrades in several places, which could earn you free upgrades. The UOP fixes this, but I remember that it could cause some bugs (something like if you find the receipts before you buy the house then you don't get the upgrade and can't buy the upgrade either since the copy the merchant has is then moved to his hidden chest outside the playing area).
  25. I am trying to find a mod I downloaded years ago. A house east of the tutorial dungeon, just north of Roland Jenseric's cabin, next to Belda. Had a couple of female servant NPCs that lived there (which had some very minor hidden quests involving them-such as getting one of them some strawberries or something. Not sure if eventually they would join you as a companion if you completed all the quests). You got the house for free and there was a deed to the place and some other notes around the house. House had four levels basement-water fountain in hallway, 3 small rooms (one was the NPCs' bedroom, one was food storage, and the other was a small office or something) 1st floor-Had a 'skull' that could send all the ingredients in your inventory to the ingredient sorter on the 3rd floor. Had containers labeled for different material used for weapons/armor (iron, steel, glass, etc.) 2nd floor-big library and another small room 3rd floor-bedroom, bathroom, ingredient sorter, dressers were labeled for the different types of clothes that you could store in there if you wanted Layout of the house was very similar to the Chorrol Mages Guild, like the modder used it as a base for his mod.
×
×
  • Create New...