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ArcturusFyr

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Posts 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.

     

     

    Skyrim.esm

    Update.esm

    Dawnguard.esm
    HearthFires.esm
    Dragonborn.esm
    Unofficial Skyrim Legendary Edition Patch.esp
    Wyrmstooth.esp
    RaceCompatibility.esm
    berserkraces.esm
    JSwords.esm
    TERAArmors.esm
    SMSkyrim.esp
    arnima.esm
    MagicDuelReborn.esm
    RigmorCyrodiil.esm
    ClimatesOfTamriel.esm
    Gray Fox Cowl.esm
    notice board.esp
    Vigilant.esm
    Glenmoril.esm
    Unslaad.esm
    SkyUI.esp
    UIExtensions.esp
    SkyrimConfigMenu.esp
    FNIS.esp
    RaceMenu.esp
    RaceMenuPlugin.esp
    RaceMenuMorphsCBBE.esp
    RaceCompatibilityUSKPOverride.esp
    UFO - Ultimate Follower Overhaul.esp
    ShowRaceMenuAlternative.esp
    Alternate Start - Live Another Life.esp
    Ordinator - Perks of Skyrim.esp
    Perk Points at Skill Levels 50-75-100.esp
    Apocalypse - The Spell Package.esp
    Apocalypse - Ordinator Compatibility Patch.esp
    Dragon Soul Relinquishment.esp
    EnchantedArsenal.esp
    Whiteofbook1.esp
    Chesko_WearableLantern.esp
    goldpilesyum.esp
    Skyrim Unlimited Rings And Amulets.esp
    AetheriumSwordsnArmor.esp
    ArtifactsOfBoethiah.esp
    PaladinArtifactsAndArmor.esp
    Cloaks.esp
    Cloaks - Dawnguard.esp
    Cuteunitized Twohanded Dawnbreaker.esp
    escutcheonredwave.esp
    DawnguardArsenal.esp
    DM BDOR Pack by Team TAL.esp
    Ghosu - Project Flintlock.esp
    Ghosu - Project Flintlock - Ammo Addon.esp
    GuardsArmorsAndWeapons.esp
    Hothtrooper44_Armor_Ecksstra.esp
    Hothtrooper44_ArmorCompilation.esp
    Immersive Weapons.esp
    GuardsArmorsAndWeapons - IA Patch.esp
    GuardsArmorsAndWeapons - USLEP Patch.esp
    konahrik_accoutrements.esp
    konahrik_accoutrements_db.esp
    Lilarcor.esp
    MLR.esp
    Pauldrons.esp
    PrvtIRoyalArmory.esp
    SabreFurBag.esp
    Song General Armor&weapon.esp
    TDNEquipableHorns.esp
    TheMadMasker.esp
    TERA Weapons.esp
    ThaneWeaponsReborn.esp
    SkyrimsUniqueTreasures.esp
    SL01AmuletsSkyrim.esp
    SL01AmuletsSkyrimDGDB_Outfit_Cloaks.esp
    Space Wiking's Dwemer Exoskeleton.esp
    Zerofrost Ultimate Armor Collection.esp
    AMB Glass Variants Lore.esp
    Differently Ebony.esp
    aMidianborn_Skyforge_Weapons.esp
    RLO - Interiors.esp
    cops skyrim jenkins follower.esp
    DwemerSeeker.esp
    EMCompViljaSkyrim.esp
    EMViljaInSolstheimAddOn.esp
    Follower Neisa.esp
    Inigo.esp
    Lucien.esp
    MharphinV2.0.esp
    MistySkye.esp
    MrissiTailOfTroubles.esp
    SofiaFollower.esp
    Recorder Follower Base.esp
    Rigmor.esp
    RigmorCyrodiilPatch.esp
    Throthgar Follower.esp
    3DNPC.esp
    Cuyima 3DNPC - Redone.esp
    RLO - Exteriors.esp
    iWil_UselessShopOverhaul.esp
    AKSkyrimUnderground.esp
    Clockwork.esp
    Darkend.esp
    ForgottenCity.esp
    MoonAndStar_MAS.esp
    MoonAndStar_Undeath_compat.esp
    Phenderix Magic World.esp
    quest into the depths.esp
    SMSkyrim - Compressed.esp
    TheEvilMansionFE.esp
    Undeath.esp
    Oblivion Gates v3 - Skyrim + Dawnguard DLC.esp
    Oblivion Gates v3 without Markers - Skyrim + Dawnguard DLC.esp
    Tools of Kagrenac.esp
    treasure_hunt.esp
    WheelsOfLull.esp
    WorldEaterBeater.esp
    yumcheese.esp
    LegacyoftheDragonborn.esp
    Isharas_TNB_LoTD_Addon.esp
    FNISspells.esp
    Bijin AIO.esp
    KaliliesNPCs.esp
    PAN_NPCs.esp
    PAN_NPCs_Males.esp
    PAN_NPCs_Males2.esp
    dD - Enhanced Blood Main.esp
    Colorful_Magic.esp
    SkyMoMod.esp
    dD-DG-DB-MonsterMod EBT Patch.esp
    dD-No Spinning Death Animation Merged.esp
    DBM_AmuletsOfSkyrim_Patch.esp
    DBM_OblivionArtifacts_Patch.esp
    DBM_MadMasker_Patch.esp
    DBM_MAS_Patch.esp
    DBM_ArtifactsOfBoethiah_Patch.esp
    DBM_TOK_Patch.esp
    DBM_Undeath_Patch.esp
    DBM_DG+IWIA_Patch.esp
    DBM_Arnima_Patch.esp
    DBM_DPA_Patch.esp
    DBM_RoyalArmory_Patch.esp
    DBM_TreasureHunt_Patch.esp
    DBM_SkyrimUnderground_Patch.esp
    DBM_UselessShopOverhaul-UniqueTreasures.esp
    DBM_VigilantPatch.esp
    BlendedRoads.esp
    Cathedral - 3D Mountain Flowers.esp
    fallentreebridges.esp
    Grass On Steroids.esp
    Potions.esp
    Purewaters.esp
    Vivid Landscapes.esp
    ClimatesOfTamriel-Dungeons-Hardcore.esp
    ClimatesOfTamriel-Dawnguard-Patch.esp
    ClimatesOfTamriel-Dragonborn-Patch.esp
    ClimatesOfTamriel-Nights-Level-1.esp
    SSS.esp
    TKDodge.esp
    HitStop.esp
    UltimateCombat.esp
    MaximumCarnage.esp
    VioLens.esp
    XPMSE.esp
    FNIS_PCEA2.esp

  2. Those are files associated with the ability to download mod files from the Nexus directly to Mod Organizer. Without them, you would need to manually download and import into Mod Organizer.

    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.  

    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.

     

    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.

  4. 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.

  5. "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)

  6. 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.

  7. "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.

  8. Is your concern how you can "see" inside the ends of your arms in first person with a FOV greater than 60?

     

    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.

  9. 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.

  10.  

    Oblivion.esm
    DibellasWatch.esm
    Windfall.esm
    TamRes.esm
    TamRes_LandscapeResource.esm
    Oscuro's_Oblivion_Overhaul.esm
    Mart's Monster Mod.esm
    Mart's Monster Mod for OOO.esm
    Cobl Main.esm
    CURP_Controller.esm
    CyrodiilUpgradeResourcePack.esm
    Oblivifall Master File.esm
    Knights - Revelation.esm
    Better Cities Resources.esm
    MOROB_Main.esm
    POTSB.esm
    Unofficial Oblivion Patch.esp
    Knights.esp
    Knights - Unofficial Patch.esp
    Knights - Revelation.esp
    DLCShiveringIsles.esp
    Unofficial Shivering Isles Patch.esp
    DLCSpellTomes.esp
    DLCSpellTomes - Unofficial Patch.esp
    DLCBattlehornCastle.esp
    DLCBattlehornCastle - Unofficial Patch.esp
    DLCFrostcrag.esp
    DLCFrostcrag - Unofficial Patch.esp
    DLCThievesDen.esp
    DLCThievesDen - Unofficial Patch.esp
    DLCThievesDen - Unofficial Patch - SSSB.esp
    DLCHorseArmor.esp
    DLCHorseArmor - Unofficial Patch.esp
    DLCOrrery.esp
    DLCOrrery - Unofficial Patch.esp
    DLCMehrunesRazor.esp
    DLCMehrunesRazor - Unofficial Patch.esp
    DLCVileLair.esp
    DLCVileLair - Unofficial Patch.esp
    Lush & Gaudy Damn Greens GC CH Tree Cull 5.esp
    Lush & Gaudy Damn Greens.esp
    Lush & Gaudy FG.esp
    Lush & Gaudy Give Me Some Moor Trees.esp
    WaterFPS.esp
    TamRes.esp
    Display Stats.esp
    Diverse Effect Icons OBSE.esp
    HUD Status Bars.esp
    LoadingScreens.esp
    ScriptIcon_Replacer.esp
    Oblivifall - Something Is Definately Not Right.esp
    Enemy Weapons dont drop.esp
    OblivionReloaded.esp
    My Voice Extender.esp
    Beggar's Blessing.esp
    Magic Spell Perks.esp
    Passive Skill Bonuses.esp
    EnchantmentMastery.esp
    EnchantmentRestore.esp
    More Effective Enchantments.esp
    SSS.esp
    VisiblyUnlimited.esp
    00 shield rings.esp
    2680twohand.esp
    BlackLuster.esp
    Glypha_Giltal.esp
    GrondVernsWeaponsvol1.esp
    Immersive Weapons.esp
    New Frostmourne Sword by Jojjo v1_0.esp
    Nitiren's Genji Armor2.esp
    PureSteelBlade.esp
    PTArtifacts.esp
    Sauron_Armor_Chest.esp
    Star Boi's Keyblades In-Game.esp
    The Vorpal Blade.esp
    tkRapiers.esp
    Abbotsford.esp
    Apachii_Goddess_Store.esp
    Apachii_Heroes_Store.esp
    AncientTowers.esp
    ardah.esp
    Arkay's Champion.esp
    Auriel's_Retreat.esp
    BettysIslandFan.esp
    bgIntegrationIntegratedEV.esp
    Cave Of Wishcraft.esp
    Celestiel - EV.esp
    Daedric Shrine Ruins.esp
    Demonhunter.esp
    DescentIntoNecropolis.esp
    DibellasWatchAdditions.esp
    DukeCity.esp
    Dwemer Ruins.esp
    DWAnvilTransport.esp
    DWIngameMap.esp
    Dwarven Mines.esp
    Gift of Kynareth.esp
    GTAesgaard.esp
    HackdirtTheDeepOnes.esp
    HackdirtAlive.esp
    Haunted_House_v1.5.esp
    HauntedHouse.esp
    HeartOftheDead.esp
    Hentai Mania.esp
    HentaiMania2.esp
    Hiyoko_Store.esp
    HTBUnholyChapelShop.esp
    Ivellon.esp
    JQ-Return_of_Dagoth_Ur.esp
    [Keias]Dungeon Of Chaos.esp
    KORE- Blood Drinker Umbra.esp
    LandmarksOfCyrodiil.esp
    LordKain_Adash_World.esp
    Lost Paladins of the Divines.esp
    Malevolent.esp
    MidasSpells.esp
    Nascosto Isles 3.esp
    Gilgaliad.esp
    GilgalMagMidPatch.esp
    mythsandlegends.esp
    mystery of mausoleum.esp
    POTSB.esp
    ReclaimSancreTor.esp
    Romuska Fantasy Store.esp
    RC43 Christmas.esp
    ScarletMonastery.esp
    SenTineL's Legendary Weapons And Armors.esp
    SentientWeaponII.esp
    SentientWeaponExchange.esp
    Skyrim Nord Tombs.esp
    ShadowfangKeep.esp
    Snowridge Square.esp
    SunderedKeep.esp
    Fort Akatosh Redux.esp
    The Duelists.esp
    TheElderCouncil.esp
    TheElderCouncil_TempleOfTheOne.esp
    The Forgotten Dungeon.esp
    TheForgottenRealm.esp
    The Lost Spires.esp
    TheWellOfMinlorada.esp
    Tona's_ModsStore.esp
    ValenwoodIslands.esp
    Valenwood Improved.esp
    Vampire Hunting - Order of the Virtuous Blood.esp
    VHBloodlines 1.2.esp
    Vampire Hunting Bloodlines Patch.esp
    Valenwood Improved Vampire Hunting Patch.esp
    VaultsofCyrodiil.esp
    Vvardenfell_Imports.esp
    WellDiver.esp
    Windfall.esp
    Zorhaus.esp
    Oscuro's_Oblivion_Overhaul.esp
    OOOEquipmentAddon.esp
    X.Races.Comp.esp
    SMChorrol.esp
    xeosp++.esp
    OOOShiveringIsles.esp
    OOOCreatureAddons.esp
    Cryos Ordinator Lite.esp
    Oblivifall - Losing My Religion.esp
    Oblivifall - Losing My Religion KOTN.esp
    Oblivifall - Losing My Religion_HOTD_Patch.esp
    Order of the Lamp.esp
    Alluring Potion Bottles v3.esp
    Alluring Wine Bottles.esp
    Banes Guilds UnitedOOO.esp
    MannimarcoRevisited.esp
    MannimarcoRevisitedOOO.esp
    tbskGuardsFeatures.esp
    tbskGuardsFeatures OOO Patch.esp
    TrulyHornyKnights.esp
    Mart's Monster Mod for OOO.esp
    Mart's Monster Mod for OOO - Knights .esp
    Mart's Monster Mod - Shivering Isles.esp
    Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp
    Mart's Monster Mod - Diverse Creatures Expansion.esp
    Mart's Monster Mod - Dungeons of MMM.esp
    Mart's Monster Mod - Extra Wounding.esp
    Mart's Monster Mod - Spawn Rates - Reduced Vanilla.esp
    Mart's Monster Mod - Hunting & Crafting.esp
    Maskar's Oblivion Overhaul.esp
    Cobl Glue.esp
    Cobl Si.esp
    Better Dungeons.esp
    SnusDungeons.esp
    SnusDungeons - BD patch.esp
    SnusDungeons - OOO patch.esp
    Sounds of Cyrodiil.esp
    Sounds of Cyrodiil - KOTN Add-on.esp
    Sounds of Cyrodiil - Mehrune's Razor Add-On.esp
    Sounds of Cyrodiil - Thieves' Den Add-On.esp
    Skyrimized Water HD BLUE eng.esp
    Skyrimized Waters HD - SI Addon.esp
    MaleBodyReplacerV5.esp
    SupremeMagicka.esp
    SM_COBL.esp
    SM_DLCSpellTome.esp
    SM_MMM.esp
    SM_OOO.esp
    SM_ShiveringIsles.esp
    Supreme Magicka - MOO Patch.esp
    lumi_enchantments_subtle.esp
    Realistic Weapon weights-3534.esp
    Better Unique Items.esp
    BetterUniqueItemsDLC.esp
    Better Cities.esp
    Better Cities Full.esp
    Better Cities Bruma - The Elder Council.esp
    Better Cities - The Lost Spires.esp
    Better Cities Chorrol - Heart of the Dead.esp
    Better Cities Chorrol - Oblivifall Losing My Religion.esp
    Better Cities Chorrol - Knights of the Nine.esp
    Better Cities Chorrol - Reclaiming Sancre Tor.esp
    Better Cities Skingrad - Oblivifall Losing My Religion.esp
    Better Cities Skingrad - Reclaiming Sancre Tor.esp
    Better Cities - VHBloodlines.esp
    Better Cities - Vvardenfell Imports.esp
    Oblivifall - Losing My Religion BC Bravil.esp
    Oblivifall - Losing My Religion BC Bruma.esp
    Better Cities - IC Imperial Isle.esp
    Better Cities IC Arena - Reclaiming Sancre Tor.esp
    Better Imperial City.esp
    Better Cities Full - OOO.esp
    spelllightfix.esp
    NoUnnecessaryFaceGen.esp
    HiPerfTorch.esp
    Bashed Patch, 0.esp

     

     

    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.

  11.  

    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.

     

    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.

  12. 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.

  13. I myself play without the bashed patch and my game runs fine. Keep playing this way and if things go well just enjoy.

    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.

  14. 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.


  15. 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.

  16. 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.

  17. 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

  18. 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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