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Nexus Mods Profile
About Jasmer

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Country
United States
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Currently Playing
Oblivion, SWTOR
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Favourite Game
KOTOR/SWTOR franchise
Jasmer's Achievements
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Incredible!
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Hey guys, I see trees in the construction set have a window where you can add/remove speedtree seeds for varying appearances. Does this actually work in-game? On a slightly related note, would this be part of the iTreeClonesAllowed ini variable (which is broken isn't it?) I'm guessing based on SI trees only having one seed assigned that this does not actually work, and remember reading as much somewhere. I just wanted to double check before I spend a lot of time making a ton of unique trees if I don't have to. Thanks!
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Question about Creature Meshes and Textures
Jasmer replied to TheNecropolis666's topic in Oblivion's Classic Discussion
Is the texture bigger than 512x512? The CS won't show any tree leaf textures that I'm editing, and spit out a warning that textures "have" to be 512x512 (they don't, they just won't preview). If your creature shows up in game then I would imagine it's fine. I'm pretty new to the CS though, so take this with a grain of salt, it's just an observation I made. -
Hey guys, I'm trying to figure out how to scale certain shrubs and trees without scaling all of them like Enhanced Vegetation does. I only want to scale specific flora. I'm trying to replace some Oblivion trees with different spts but some of the modders resource trees are incredibly small, I need them specifically to be much larger. How do I go about doing this? I can't seem to find an option in the trees section to scale any or all of them in any way, shape, or form, only billboards.
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Nevermind, it's working now, thank you. :)
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Yes. I loaded BettysNamriel.esp and when I saved I made a new plugin. Cleaning it seemed to remove everything. The second time I made it I didn't clean anything, cbash detected it as a patch, and it correctly removes certain grass on an in-game test. So with that in mind it probably isn't safe to clean?
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Right now I'm just removing grass to see if it works in-game, but I will eventually be not only removing certain grasses but adding different ones. Some probably with new mesh/texture, some already existing and just not used on those particular terrain textures.
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RTNM / UOP compatability...
Jasmer replied to imrightyourleft's topic in Oblivion's Classic Discussion
Ok I get it, thanks for that, but in terms of load order, how do I use OBMM to ensure all mods are loaded correctly, or does it do this automatically? Also if one mod asks if I should overwrite certain files contained within another mod, should I do so? 1.) You have to install the mods in the correct order. When I used OBMM/Tes Mod Manager I had a series of custom categories to ensure I installed everything in order, i.e. OBSE/utilities, unofficial patches, overhauls, new items, environmental mods, interface mods, textures, body replacers, sound/audio, mod patches. You want things to overwrite one another in the data folder kind of sort of in order so the things you want to see most show up in-game (i.e. I overwrite QTP3 with Lougian, Discovery1, Elbethien, and Tes Diesel stuff by installing them after QTP3). As for plugin load order, BOSS will sort that out. OBMM doesn't automagically refresh the load order unless you close and re open it, or deactivate/activate a plugin, but it will nonetheless remember BOSS's load order. 2.) If you're installing everything in order and you're installing, say, a texture replacer you want to see in-game even though it will overwrite files from the UOP or another texture replacer you already have installed, you shift+click "yes" to overwrite all in OBMM. 3.) Some unsolicited advice because this is something I learned recently, but I strongly recommend installing mods through Wrye Bash because if you set up your load order the way you want it in the bash installers tab WB pretty much does all of this conflict tracking and conflict losers/winners automagically. If you have time to convert your omods to bash installers and/or download the BAIN versions I highly recommend it. I don't use Tes Mod Manager for anything other than storing old mods I don't want to get rid of but don't really use (I swear I'm not a hoarder, I can quit when I want, I just don't want to) and BSA extraction. Also for the record if omod is what you want I found I liked Tes Mod Manager much better than OBMM, as it's pretty much just a new and improved OBMM. If you go the OBMM/TesMM route then take advantage of the mod categories feature. -
Trouble Activating Qarls Texture Pack 3
Jasmer replied to JarJarJabroni's topic in Oblivion's Mod troubleshooting
Wrye Bash and Tes Mod Manager also have archive invalidation. BSA Redirection (which Wrye Bash uses by default) is the way most people do it these days. Basically if your BSA timestamps are newer than the time stamps on your loose files the game will load them first. I also don't use NMM so if this is just a quirk with NMM I can't help you with that one, sorry. -
I'm not sure if this is the right place for this, if it isn't, could somebody be so kind as to move it to the right place? :) I'm trying to modify Betty's Jungle for Everyone by removing certain grasses from the Jerall Mountains. What I want to know is how do I go about saving this. Do I set BettysNamriel.esp as master and save my own plugin with whatever name tickles my pickle? Also, when I did save I ran it through tes4edit to see what would happen and it seems to have just stripped all the changes I made. Would a plugin like this be unsafe to clean, or what did I do wrong? This is my first actual mod that doesn't just replace something already existing in the data folder. I can do the work easily in the construction set, I just can't seem to get it to save correctly herp derp. Any help is appreciated. :)
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In response to post #24690144. #24690504 is also a reply to the same post. sunshinebrick I kind of think that's what will happen as well. While the responsibility I think has been placed on the purchaser to ensure it won't ruin his/her game, they'll still be inundated with complaints about broken saves, mod conflicts, etc. and remember why leaving all this free development and troubleshooting to the community was such a good idea. Of course it could turn out that mod sellers will simply be expected to provide technical support for their content or leave buyers at the mercy of comments and forums. That would likely only sour people's views of Bethesda and Valve, and could be bad PR.
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Valve/Bethesda announce paid modding for Skyrim, more games to follow
Jasmer replied to Dark0ne's topic in Site Updates
I'm gonna be honest, I don't care at all one bit about this. If somebody wants to charge for their mods and the franchise owner has authorized it in exchange for a cut, that's their prerogative. Don't want to pay? Don't buy the mod. It isn't rocket surgery. -
I'm betting with an attitude that feels the mod author doesn't even have to know, OP is one of the folks who wouldn't care if their work was distributed without their knowledge or permission. There actually are people who create stuff who don't care what anybody does with their copy of it. Still, @OP, many people feel very differently, and it's understandable. They put a lot of effort and work into making their mods and understandably want to be appropriately recognized by anyone who redistributes their assets. Some people want more control over their assets and so don't allow redistribution at all. I don't know what Bethesda's policy is on intellectual property or copyright on 100% purely player created resources (like textures), but if you redistribute a mod or share somebody else's data folder without consent you could even be violating a copyright.
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Oblivion is a pretty unstable game as it is, it can't be helped, but rather than looking for somebody to copy/paste their mod setup onto your system you'd do better to power through it. That trial and error will teach you a lot about modding Oblivion, and it gets less tedious and more efficient every time you try. On the flip side that copy/pasted/torrent data folder might crash your game on load or shortly after starting because your system doesn't, say, meet the requirements or you have a different version of the game (GOTY, or not fully patched, or what have you). Just as many things can go wrong simply copying a data folder as fumbling through it yourself, only with an entire data folder you'll have absolutely no clue where the conflict is.