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whalecakes

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Everything posted by whalecakes

  1. You would have to use Bash or some other tool to import the face into a plugin from a saved game, edit it in the CS, then import it back into the savegame. And showracemenu kinda is a cakewalk. A better instruction set would be: 1. Type showracemenu into console 2. Change face the way you want 3. Don't hit 'done', open the console then hit escape (with the console open) to open the menu and save your game 4. Load the game That's it. You do not need to quit the entire game, though it is best to load only from the main menu as Oblivion does weird things when loading from an active game. (See: drain attribute notes) You do not need to leave the console open while using the race menu, you only need to have it open when you open the escape menu; otherwise the save option will be disabled. Altering your character's race will not reset your stats. It will, however, reset your appearance. If you hit the 'Done' button on accident, you can always just import the finished face into another save file.
  2. I actually made something like this for my own personal use. It's just a master file that contains a bunch of token items, e.g. "IsKhajiit", "IsBreton", etc. You add the token to your character, then NPCs will treat you as if you are that race, though I only have it partially set up for khajiit at the moment. If there is enough interest I could go through and finish up the stuff for the rest of the races, I guess? This is only for the purposes of dialogue, though. It does nothing to the race disposition modifiers. The comments like "fur-licker" are pretty simple, conditions wise: 1. They don't like you (Low disposition, I think <30?) 2. Your race is X 3. Their race is not X
  3. Did you remember to deactivate all your oblivion mods (including Oblivion.esm) and activate only the Nehrim ones? What do you mean by "doesn't start a new game"? Nothing happens? It crashes?
  4. It's not a mod problem or anything like that. One side of the texture is just a different color. The simplest fix would probably be to mirror the texture directly down the middle.
  5. It's probably using some kind of trigger zone centered on the projectile. I'd guess it's from the 'near miss alerts actors' mod.
  6. I imagine you'd have to change the ranged combat distance settings for all the combat styles.
  7. Why don't you just combine it with the Argonian scripts yourself?
  8. Two options: 1. Use Wrye Bash 2. Copy everything from one mod into the other yourself using the construction set (good luck with that)
  9. Don't get the custom race fix mod, get the Unofficial Oblivion Patch.
  10. It will look normal in-game. The face preview uses a different positioning method or something than the full body preview does.
  11. Just open Nehrim.esm instead of Oblivion.esm.
  12. I always just loaded up any .esp files I wanted as masters in the CS, then added them as masters with Bash after I was done. So, there's two methods for you to try. I think companions with Midas spells is just asking for trouble, though. Just go to the Arcane University and punch a scholar if you want an example. In less than two minutes they will be too busy killing each other to care about you... ._.
  13. completequest is the same as setting the stage to one of the completed stages using setstage and will have exactly the same problems.
  14. Why do you need to convert it to an esm at all?
  15. It will just complete the quest and not trigger anything that is supposed to happen between the start of the DB questline and the end, which will cause all kinds of problems. It probably won't make you listener and will very likely prevent you from ever becoming listener. Your best bet to become listener quickly is to do the questline normally, with gratuitous use of the movetoqt console command.
  16. Did you make sure not to activate any MMM esps that also have a 'for OOO' counterpart?
  17. Generally, quest scripts are used to create globals as they are not attached to any references and can be checked and modified by anything. The quest script doesn't even have to have anything else in it, you could just make it a bunch of variable declarations if you wanted to.
  18. I don't think it's possible or practical to put it into a single omod. It combines four different mods, each of which is extremely large on its own and is being developed independently of the others. In other words, the omod would be gigantic, would probably kill OBMM, and if one of the mods gets updated the entire thing would have to be rebuilt and downloaded again by everyone using it.
  19. To clarify: OBMM and Bash are load order managers, while OMODs and BAIN are mod installers that are built into OBMM and Bash. OBMM and Bash are not dependent on having mods installed by their built-in installers, they're simply alternate methods of installing mods that are intended to make the process easier. OBSE (OBlivion Script Extender) is something else altogether. It adds a wide variety of scripting functions for modders to use. In order for it to work, you must launch Oblivion through the obse_loader.exe. Both OBMM and Bash will do this automatically so it's perfectly fine to launch the game through either of them. By 'loaded manually', I assume you mean you're activating them through the Oblivion Launcher, which you shouldn't do as it can mess up your load order. Bash checks the plugins themselves and checks for tags the author puts in the description, so they will work in the bashed patch whether you install them manually, from an OMOD, or through BAIN. Edit - Hickory explained it much better than I did.
  20. Check for the MMM.bsa, that's probably your problem.
  21. http://cs.elderscrolls.com/constwiki/index.php/SetArmorType It would be a much better choice to just change the armor type in the construction set.
  22. That depends on what you're actually doing. You'll want leveled lists and you'll want to check most of the patches you're using in the merge section. You'll probably want to import all the other sections from the UOP, as well as most of the stuff from MMM and OOO. If waves 1 and 2 worked, and no longer work after wave 3 was installed (even with wave 3 deactivated), then it is possibly an issue with one of the resources in wave 3. Wave 3 consists of some very very large mods and they each should be installed one at a time, especially OOO. Edit - Uninstalling a mod without removing the resources probably won't CTD you, but it might cause some graphical weirdness depending on what it was doing. One thing I notice is that you don't have an MMM.esp, which is needed to activate the MMM.bsa that contains all the resources used by MMM, so that could be an issue. I don't think you're supposed to have both the Mart's Monster Mod and Mart's Monster Mod for OOO plugins active at the same time, either.
  23. BOSS is not perfect, and posting an alphabetical list doesn't help at all, you know. Neither does telling us you installed it in waves without telling us what was in the waves. Also, you should use Bash's 'List Mods' function to post the load order, not a screenshot. Just from a glance I can tell you a lot of your mods are waaaay outdated (e.g. your streamline is a full version behind)
  24. Try land magic. It won't fix all terrain oddities, but it will remove the tearing.
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