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Posts
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Everything posted by Lazuri
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Feedback: When browsing mods, please make the entire "card" react to hovering and link to the mod in question when pressed, not just the cover image and the mod title.
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In response to post #54750428. 300 or 400 really depends on font-family, font-size and purpose. Personally, I would avoid using font-size 300 on fonts smaller than 16px if you are using it for a larger body of text.
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If you have trouble using the site with the new design, scale browser view to 90% - 80%. (Ctrl+ Minus sign) I think the reason why some people have issues with the new design is simply because the default typography scheme is bigger than it needs to be if you are browsing on a big screen (which most of us do, considering Skyrim modding usually happens on a desktop PC.) PS: Most users frequent the Nexus to download mods. Consider allocating more space to new mods, tracked mods and hot files on the homepage, and less space for Media. At the moment, the media section (although positioned further down the page) actually has more space allocated than the files section. If you need further incentive to look into this, also consider that most of the screenshots we see posted are suggestive in nature or feature nudity. (Not to sound like a prude or anything. )
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Budz: You're right, it would have to be a wig item then I suppose.
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So, I was playing Skyrim the other day when I got this idea for a hairmod that adds animated hair. My idea for this is basically using/combining the same type of meshes used in the waving/animated flags and banner and add them to hairstyles, certainly not as individual strands but more like layers of locks. My question is, would this be possible, and would these animated meshes be a lot different to work with than regular static ones?
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Thank you for your responses so far. ^^ Aurel: Regarding cold/warmth detection I was thinking this could be done with two boolean variables, one that checks for weather condition and one for water. Since basically all water in Skyrim is icy cold it would be easier to make an exception for those areas that aren't cold than the opposite. :3 elvin: As for diseases from eating raw meat I'd definitely add a % chance of disease rather than a 100% chance, yes. Though concerning the FNV sleep/hunger system I found it a bit "clunky", especially having to go through the Pipboy and scroll through your inventory. What I did enjoy was the Basic Primary Needs mod for Oblivion that allowed you to hotkey any cup/utensil in the game and the character would eat/drink a random food item from their inventory when pressed. It even included an animation, so that's definitely something I'd like to add. Pitt: I'm pretty sure a bathing mod will show up sooner or later so I don't think I'd try adding that as well, but it's a good idea and something I'd definitely like to have in my own game. :3
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Greetings, community! For years I've been using your mods, but I've never really created anything myself. I'm trying to change that. I have basic knowledge of the CK, and very basic knowledge of javascripting. However, I fear I'll need a bit more than this for making my vision a reality. and that's why I'm turning to you guys and gals for advise and ideas on how to handle this. My vision is the following: -A mod that makes the player dependant on satisfying hunger, thirst and sleep without making it feel like a hassle. -Adding a system that makes cold weather dangerous and warm clothing/fire a must. -Add bars that tracks these 4 stats. -Diseases/penalties for eating raw/uncooked meat. My idea for tackling hunger/thirst/and sleep is quite simple. Unlike similar mods seen in earlier games/Fallout, going without food/water/sleep won't kill you. Instead I'm thinking of reducing health/stamina/magicka regeneration rate by percentages according to how satisfied the need connected to it is. For instance: 75% fulfilled hunger = 75% health regen, 50% fulfilled thirst = 50% magicka regen, 25% fulfilled sleep = 25% stamina regen, etc. The cold tracking system would as far as I see it require me to alter all armors/torches/firesources in the game with a "heat" stat where X points heat = % of protection against the environment. Frost resistance would also contribute to this I suppose, and being indoors would have course make the "cold bar" go down. This seems to be the most complicated task if doable at all without conflicting with every other mod out there. As for the UI bars I have no idea of how to handle this, but I'm looking at mods like Fallout Wanderers Edition and Oblivion Basic Primary Needs, as well as Fallout: New Vegas for guidance. The diseases seem like the easiest thing to handle as it just requires me to alter every raw meat manually, but I'd very much like a more "elegant" solution. I'm very open for receiving both suggestions for improvement and assistance, as the mod is simply on the drawing table at the moment. And if someone is working on something similar, perhaps we can share ideas and/or cooperate? Cheers!
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Are they expensive? I have a Tiber Septim coin myself. :v
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Crashing & Creating spell/enchanted item
Lazuri replied to Gracinfields's topic in Oblivion's Mod troubleshooting
Sounds like an interface problem. It would be easier to pinpoint the exact conflict if you posted your loadlist though. :3 -
Ancient Lord Volmyr from Oscuro's Oblivion Overhaul took me several hours to beat at level 27. He has an almost constant chameleon effect, ability to silence, paralyze and drain attributes, not to mention a massive HP/Magic/Fatigue pool, and the ability to summon Gloom Wraiths.
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Understood. I wasn't aware that it would tax the resources so much, thanks for filling me in.
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With the large userbase of these sites, I thought it perhaps would be prudent to add a timer on the imageshare upload? For instance, one image per half an hour/hour. This would prevent people from uploading several shots of characters in almost the exact same pose at once, effectively preventing a single user to fill the entire "Latest Images" section by his/herself and add more variety to the latest contributors, perhaps even increase page load-time for some users.
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I like the fact that you don't actually fight him yourself. And even if I had some kind of equipment that could hurt him, I doubt it would be as spectacular as Martin's approach. Although, Sheogorath vs Mehrunes Dagon would be an interesting fight.
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why isnt there a detect dead spell mod for oblivion?
Lazuri replied to KimCheeWarrior's topic in Oblivion's Discussion
Because it would make the imperial guards look incompetent. :3 With a detect dead spell they'd no longer have any excuse for letting vampires roam freely in cities and letting corpses lie undiscovered for weeks. -
That's not completely true, you can do some tweaks in the .ini file to make it make better use of your dual/quadcore. "If you have a Dual/Quad core Processor or a processor with Hyper-Threading, then set these values to this: bUseThreadedBlood=1 (default 0) bUseThreadedMorpher=1 (default 0) bUseThreadedTempEffects=1 (default 0) bUseThreadedParticleSystem=1 (default 0) bBackgroundPathing=1 (default 0) bUseBackgroundFileLoader=1 (default 0) iNumHavokThreads=3 (default 1) iThreads=10 (default 3)" "However, it should be noted that an article on FiringSquad found no benefit in using these settings. Whatever the configuration of these INI variables, it is generally acknowledged that Oblivion makes very little use of additional CPU's/CPU cores. This may be because all of the functions that these variables enable multithreading for are not CPU intensive tasks, there appears to be no variable related to enabling multithreading for the main scene renderer, which would most benefit from such an optimization. Things such as the Particle System and Shader Effects are not used in excess in Oblivion, so using multiple threads for processing related to them will likely not have much benefit. Despite dubious significance to performance, these options can effectively prevent or at least reduce crashes on multi-core systems." I also strongly recommend downloading Streamline from the nexus.
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I have, it just does not work. The working shaders do not need to be in the shaderlist, but I can make no additional shader work by adding them to the list or by activating them with the configuration tool. I'd avoid using the configuration tool with OBGE v3 myself, a lot of people has reported issues with it and not getting OBGE to work properly with it. (It does seem to work with OBGE v2 though.) Try only adding shaders via the shaderlist, also try running flushcache.bat, included in the OBGE v3 installer. At some point it just started working for me.
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Remember to download the standalone effects as well and activate them in the shaderlist.
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Had the same issue. What I did to get my shaders working was uninstalling OBGE completely, then installing the version from this page: http://code.google.com/p/oblivion-graphics-extender/downloads/list , OBGE_v31rc4.exe.
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CTD When re-entering places
Lazuri replied to soulscorpion's topic in Oblivion's Mod troubleshooting
Please let us know your modlist and which cell is crashing in order for us to help you better. -
Could also try extracting the .bsa containing voice, sound and music to the data folder.
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Did you remake your bashed file after uninstalling better cities? Also, are the floating buildings solid, or can you walk right through them? I once installed a mod that altered the landscapes around Skingrad. And after uninstalling it, things looked really weird, and textures were being put in places that lacked meshes even after I removed all associated files. I never really managed to fix the issue, so in the end I just reinstalled the mod and everything looked fine after that. How about you download a mod that directly affects the castle, such as "ImpeREAL Empire - Unique Castles" and see what happens? If it works, you can download a replacer for Skingrad itself. :3
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The only mod I can see that could potentially cause a problem like that is IWR. My best suggestion is that you start looking for the problem there. :/ Best of luck! EDIT: After looking at your earlier loadlist in a post further down I see that it contains better cities while this does not. I'm pretty sure the problem is caused by some files from better cities still overriding the vanilla ones.
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Please check the following: 1) Are you running OBSE? If so, do you have any plugins for OBSE installed? 2) Does any of your mods rely on Oblivion Graphic Extender, if so - is it installed? 3) Is your game and DLC patched to the latest version? 4) Are there language conflicts between the official patch and your game copy? (i.e Do you run an english version of the game with a US patch?) 5) Does Wrye Bash return any errors in the load list? Files highlighted in red/other colors than green? Even if you disable all your mods and reactivate them one by one, the game will still crash because your save relies on a file that is not there. You should keep all plugins with .esm files checked as well as the esps that belongs with them and then try loading your save.
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Crash upon startup is 90% of the time casued by a missing/conflicting Master file. Hope that helps. Additionally, I'd remove the german versions of Pale_rider's paladin gear, unless you are german in which case you should remove the english ones. They are bound to conflict with each.
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Game keeps stopping mouse/forward key.
Lazuri replied to EpicForTheWin's topic in Oblivion's Mod troubleshooting
If your mouse and keyboard are wireless, please check if the batteries are fresh and that nothing is obstructing the signal between the keyboard/mouse and the receiver. Also make sure to check the keyboard for stuck objects. Turning it upside down and hitting it a bit has never hurt.