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Posts posted by ArcturusFyr
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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.
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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
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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.
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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.
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"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/
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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.
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"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.
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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.
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I read your statement wrong, my fix wasn't what you wanted
No worries dude, thank you for commenting.
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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.
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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.espAs 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.
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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.
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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.
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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.
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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.
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Zhao Yun from the Dynasty Warriors series
Nameless from Tales of Wuxia
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Pokemon Red for the GBC
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Final Fantasy 9 hands down.
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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.
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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.
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I was actually hoping to have this feature in the main campaign as-well, is there no way to do this?
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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.
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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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Thank you, i'll try this out then.

Something is adding a bunch of braziers to Riverwood.
in Skyrim LE
Posted · Edited by ArcturusFyr
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