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ArcturusFyr

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Everything posted by ArcturusFyr

  1. As the title suggests, brazier's are found alongside the Riverwood entrance/exits and on the bridge that leads outside of it. I think they're causing some slight performance issues. Here's my mod list.
  2. And here I thought I might've messed up something critical running the base game itself. Might be a late reply, but thanks for the heads-up, good to know I wouldn't have necessarily broken any particular function of import to me.
  3. So said items are the nxmhandler.ini, nxmhandler.log and the cache directory with the qmlcache folder inside of it. What purpose do they serve, and are they safe to delete? Please advise and thank you in advance
  4. Have a look at FOV Zoom. I use it myself for getting my 90 degree FOV but don't use the toggle feature at all, but it may be just the ticket for you to easily switch between FOV levels (fully adjustable via the INI file). - Edit - Just did a quick test in game at the FOV Zoom.ini defaults (90 normal and 45 for zoomed) ... I think it will be just what you need after you switch zoomed to 65 degrees in the INI. It's not exactly what I'm looking for... But man, this certainly makes changing the Fov so much more easier, seeing as I can just do it on the go and not have to modify the ini file itself every time I want to make a tweak. Not to mention I'm always paranoid as heck working with the console. Thanks Striker.
  5. Oh, uhm well alright then. I suppose i'll just have to play at a higher fov if I want to better see my weapons, and at a lower one to make everything seem bigger. I'm not really sure what you mean by "immersion" though, all I wanted to do was just keep my fov settings at 65, but at the same time see weapon's better in first person while doing so. Thanks for all the help everyone, and if anybody else would like to add to this, feel free to do so.
  6. "I'm far from an expert in this, but if I get the explanation of what the setting in Skyrim, et al, does correctly, then it creates an immersion-breaking split in your view focus between your body, what you hold, and the scene you're looking at? I wonder if that really is a thing. Your screen is a picture of the scene in front of you taken with one specific FOV and then blended above it all another picture of your arms and what you hold but taken with a different camera with a different FOV? How's that supposed to be in any way convincingly immersive still? Nevertheless, no, in Oblivion there is only 1 camera, 1 FOV, and no split focus render screen. What you can create, and I think I've seen mods, like Oblivion Reloaded but also others, already doing it, however, is different FOVs for when you're in 1st person view and when in 3rd person view. As 3rd person is like watching through a flying camera somewhere behind you, it can believably have a different focus / FOV than when you look through "your own (virtual) eyes" (1st person). But I think what you're mainly intending to have is a change in weapon and shield position, i.e. simply modified 1st person animations, which is also nothing new. The game already uses vastly different poses in 1st person than in 3rd person, for exactly the reason you're aiming at. Using a regular unchanged 3rd person animation in 1st person (converted of course) almost completely blocks your view or clips with the camera near plane. Additionally no other body/equipment slot than hand and arms (occasionally also upper body) are even considered to be rendered when in 1st person. (That's why you don't see your feet when looking down). And if you switch into 1st person, then enable free camera mode (console command "tfc"), you'll quickly see how horribly warped your arms' posing is compared to when in 3rd person view. So, yes, the exact weapon positioning in Oblivion can be done and is done through 1st person animation replacements mostly. I think the position of the camera in relation to the body when in 1st person view can also be altered... somehow. Certain mods with their own 3rd person or "fake 1st person" views definitely have their own INIs with settings to that effect at least, if I recall correctly that is." No, no, no i'm simply trying to request a mod that acts like/simulates the command fDefault1stPersonFOV=. Erm, here. This should explain what I want better I think. https://forum.step-project.com/topic/9517-field-of-view-fov/ https://fallout.gamepedia.com/Fallout.ini_(Gamebryo)
  7. To clarify, you know when you've set a higher than normal fov; say 95-110 vs the default 75, your characters arms seem more outstretched when you have your weapon drawn while in first-person, and the world appears more slanted, like fishbowl vision? That the weapon appears smaller from view, that is the effect i'm hoping to achieve. I want to have a 95 fov setting viewpoint of my character's weapons drawn in first-person mode, whilst maintaining a 65 fov perception view of the world still in first person.
  8. "Oblivion doesn't have a proper FOV setting. The one in the ini is global i.e. it controls how the game presents all information to the display. Mods like FOV Modifier controls the console setting on runtime (which is a camera FOV setting) and OR directly modifies the camera FOV in a similar way Since its a camera FOV it also means that the 1st person models are touched by said FOV. Thus the only way to fix it is to directly modify the 1st person arm models unfortunately (or hope that Alenet fixes this in a later release of OR). As for that the only mod I know of that does that at all is Deadly Reflexes, which is a high scope and buggy mod, but you could probably just take the models from said mod. They're different and probably not exactly what you want however Enhanced Camera renders the 3rd person body (minus the head) in 1st person which has lower arms, but that's not a real solution" "I recall seeing a mod that lowered the position of the shield when you are not actively blocking (could have been part of an animation replacer). I'm not sure if I have it downloaded myself or not, and nothing is coming to mind regarding a name for the mod. If I get a chance I'll poke around in my downloads and maybe that will trigger something in the old memory bank." While it's unfortunate nothing (yet) was found, I nonetheless appreciate the suggestion's.
  9. Hmm, how to explain it. I just want my characters weapon and shield not so close to my face when using 65 fov. Like how the fDefault1stPersonFOV= command in Skyrim and Fallout allows you to independently adjust the view of how close, or how far away your weapons are to your screen, vs the default fov which is initiated by the fDefaultFOV= line. For Oblivion it seem's there's only "fDefaultFOV=," i'm hoping there's a modding solution that gives me the option to utilize the fDefault1stPersonFOV= function of distancing my character's weapon's away from screen, or something to a similar effect.
  10. No worries dude, thank you for commenting.
  11. The mod that I would like made is something that allows the player to only modify the visual perception of their Weapon(s) and Shield, not overall perception, but basically the fov for your characters arm's that later Bethesda titles use and let you change via the "fDefault1stPersonFOV=" ini setting. And that's it, hope someone can accommodate this request.
  12. As for what's loading up my mod's, i'm using Mod Organizer 2, and LOOT is what's being used to sort my load order. Wrye Bash is also being run through MO2. I could not find such as option for "Lock Load Order," but i'm assuming the option itself isn't selected.
  13. Is the crash with both your TES4Edit patch and the bashed patch active at the same time? If so what is the load order of your TES4Edit patch vs the bashed patch, and also is your TES4Edit incorporated into the bashed patch or kept separate? No, just with the bashed patch. The merged patch from Tes4Edit is disabled when the bashed patch is active. For my load order list, is there anyway for me to post that in a spoiler tag? I don't want to create a wall of text.
  14. Not strictly true, I mean FCOM is a thing and that uses four or so overhauls. Erm, I believe MOO (Maskar's Oblivion Overhaul) acts somewhat as a framework as-well and has dedicated support for OOO (Oscuro's Oblivion Overhaul) and to a lesser extent MMM (Martigen's Monster Mod.) Immersive Weapons would be the black sheep in my list out of the four, but apparently bash patching these thing's should fix all of my compatibility issue's and allow for all the missing loot and monster's pre-bashing to appear properly in-game. For conflict's, everything appear's to be mostly green throughout the board with Wrye Bash, the yellow's (indicating minor conflicts) seem to only be some of Better Cities extensions. Otherwise, thing's look pretty good. EDIT Ahh, as for stability. That's a non-issue it seems, as previously with only a merged patch via Tes4edit I had no crashing issues to speak of, but after creating a bash patch did the game start to not load up properly. I suspect I might've done something wrong with my patch, which is what i'm alluding to in my OP, but as it stand's I am unsure how and if it were the case what I should do... And that's if that was problem in the first place.
  15. That's very good and all, but I still would like maximum compatibility between my mod's. I do have four overhauls installed and it's more than likely monster's, weapons and armor aren't all loading up due to the lack of one. And I would like for all of them to load up to fully experience said mods for all they have to offer.
  16. It seem's I've run into a bit of a snag, after creating a bashed patch with Wrye Bash oblivion won't even load up to the title screen. The loading screen with the paper background and the oblivion symbol in the center will come up, but the loading bar will reach to only 1/12th of it's load progress and go no further. However the game loads and runs fine without the bashed patch activated, it also runs fine with a merged patch created by Tes4Edit. If anyone can inform and instruct me of how and what relevant information I need to provide, in order to get help in resolving my issues, i'll try my best to do so.
  17. Zhao Yun from the Dynasty Warriors series Nameless from Tales of Wuxia
  18. Final Fantasy 9 hands down.
  19. Some time ago I had downloaded the Chrono Trigger music pack, It ran fine for a'while, but when I started to add extra music files to its directories my game would start crashing anywhere from 5-30 minutes. Disabling the soundtrack would stop the crashing, and using only the original soundtrack files would be fine as-well. It's only when the new files are in the soundtrack folder do problems actually occur. Is there anyway for me too keep my additional music, and not have any crashes? Any help on the matter would be appreciated. -Thanks in Advance.
  20. I've recently found a way to modify the main campaign and various other modules to have respawning enemies, but I seem to be unable to access certain other addon's to make the necessary and desired changes. They are as listed; -Hordes of the Underdark -Shadows of Undrentide -Kingmaker -Witch's Wake -Shadowguard Everything else seems to be recognized by the toolset, whereas the aforementioned files can't be found even after entering their names into the search-field. If anyone has a solution regarding my problem, please feel free to answer.
  21. I was actually hoping to have this feature in the main campaign as-well, is there no way to do this?
  22. Does anyone know of a mod, tool, script that allows for the re-spawning of enemies in the main single player campaign and/or the expansions, or a large-scale campaign that already has that feature implemented? Please respond as soon as possible. Update: I found a script that allows for the re-spawning of monsters via RESTING, but have no way of implementing it. If anyone can help with this that'd be great. Here's a link to the wiki that has it. http://nwn2.wikia.com/wiki/Wandering_monster_on_rest
  23. It does not work, the utility only coalesces assets and components from mods that use .esp/esm's to use a singular esp/esm file to allow for more modding estate. It does not however, actually bridge pre-existing compatibility issues between mods, or so the tutorial tells me. Thank you for the heads-up, as even though the file is not what i'm looking for in regards to my specific issue, it does however help with other things that I hadn't really considered before. Again, thank you!
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