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Amessagetoyou

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About Amessagetoyou

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    Aruba
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    Oblivion, Skyrim
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    Oblivion, Skyrim

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  1. That's great. I was worried it would affect every spell out there. I should decrease the base cost by 7.5 right? (Since I want 900 seconds to cost the same as 120?)
  2. Seems fair, do you know what variable I am supposed to change in the Construction set? I'm given to understand that there should be a number of each type of spell. So, I am planning to change the ones I mentioned earlier. Hopefully, it will work :thumbsup:
  3. If I understood you correctly, this should not affect the already-enchanted items but just give me an option to go way overboard on ecnhantments, right? I am not concerned about this to be honest as I can just ignore it. But, is it possible to change the best cost of individual spells instead of all spells? And should I just decrease it 7.5 times? So, the spell at 900 seconds would cost just as much as the same spell at 120 seconds originally?
  4. Hello everyone. I have a small question regarding a simple mod I would like to make. Essentially, I am using a mod that enables creation of spells over 120 seconds, specifically 900 seconds (7.5x increase) Now, my goal is to make spells (not damage spells, but fortify, drain, resist, shield, summon, light, buoyancy, night-eye spells) that would have cost, let's say, 50 magicka at certain a magnitude and 120 seconds cost the same but at 900 seconds at the same magnitude of course) So, let's say a "Fortify Intelligence by 30 for 120 seconds" costs 79 Magicka. Now, I would like to make "Fortify Intelligence by 30 for 900 seconds" cost 79 Magicka instead. I am given to understand that there is a spell cost multiplier for different types of spells somewhere on the construction set. So, I am supposed to change that value and save it as a new mod and enable it with higher priority. Is my understanding of the situation correct. If yes, could you please tell me which values (and by how much) for the types of spells I mentioned above I am supposed to modify? I really appreciate your insight into this as I am totally clueless at the moment :whistling: Thanks to all of you.
  5. Thank you for the suggestion. This mod has an option to make the duration of the spells go from 120 to 300, which is kind of what I want (although a little longer won't hurt either) In the meantime, how can I make the spell costs at 300 seconds (same magnitude of course) be equivalent to that of 120 seconds? I assume there is a global value that controls this but I have no idea what that is and how much I am supposed to turn it down for the desired effect. If you have any idea about this, I would appreciate it. For now, I am very glad that 120 seconds is not something hard-coded and we can get becond that :confused: EDIT: I just checked that mod in-detail and it seems it allows one to set any limit for magnitude/higher/duration by changing the multiplier value. Now, all I need is to figure out how I am supposed to change the base spell cost of summon/fortify/resist/shield spells :)
  6. Hello everyone. I guess I am not the only person who finds the duration of spells like summons, fortify skill, shield/elemental shield, resist, etc. lacking. I tried to search for a mod to increase the duration of those (at least tripling it in my opinion) but had no luck. Is it possible to make a mod that would increase their duration beyond 120 seconds? If I am not mistaken, I am supposed to edit a few variables. In that case, I am more than happy to do it myself if someone tells me what variables they are. Thanks in advance for any of your suggestions :mellow:
  7. Thank you, is it possible to make sure that everything I pick up goes to that container by default? In short, I don't want random loot getting mixed up with my inventory (the one I intend to keep and use).
  8. Hey guys, I have a small mod suggestion that should be relatively simple as far as I am aware. Would it be possible that the newly-picked up items go to a category different from the present ones (weapons, armor/clothing, potions/ingredients and books). The goal of this is to differentiate items the player wants to keep from the ones the player wants to sell. So, unless the player manually moves these newly-collected items, this way it should show up in a different category. Personally, I really don't like it how these new items create clutter when I want to change to a different weapon or armor. Is it really possible to implement such a mod? If yes, how hard would it be? Thanks in advance :smile:
  9. When I tried the game with both OSR and the sound fix I got a CTD before I could even load the game. But surprisingly, this time the OSR itself did not make me lose weapon sounds. So, I guess I'll stick with that. Also, does anyone know how I can make MoreHeap use 1024 MB of Ram?
  10. When I installed Oblivion Stutter Remover, for some reason it made some sounds such as the weapon hits unhearable. So I got rid of it. I do have MoreHeap installed, the description said I can make the allocated size as high as 1024, but for some reason it made my oblivion insta-crash. I cannot seem to go higher than 576MB, but that is better than the default 256, so I can deal with it. But, the way I see it, no way to clean this leak without exiting the game? Also, I did use the Large Address Unaware patch, which seems to make modest improvement to CTDs. Is there an 8GB version of that patch?
  11. I see, I was also a little suspicious when some people told me to clean my mods because they could cause CTDs. So, in this case, it is obvious that as I am playing some unwanted data gets accumulated, that it eventually causes a crash. As a rule of thumb, I can fast travel to outside world twice. The third time, a crash is very likely. Even if I don't fast travel and just walk around Cyrodiil, weird things are gonna happen, some objects get black, then I hear the OS info jingle a couple times followed by a CTD. Purging cell buffers doesn't help. But if I exited the game and reloaded it, I could play without a crash. My question is, what is getting "cleaned" upon exit that purge cell buffer command doesn't? I am gonna try the Large Address Aware patch and see how it goes. If it doesn't work, I'll try migrating my mods to Wrye Bash. In the meantime, if you have a good guide on Wrye Bash, please do let me know :)
  12. @Sigurd Stormhand, Does the problem remain if you go outside of Tamriel? I haven't tried that outside of Tamriel yet, but to be honest it doesn't really bother me as it is extremely unlikely to come up with a vampire outside where I don't kill them shortly anyways. So for now, I am focused on getting rid of CTDs :smile: OK, I don't think that's your install method specifically. That sounds like you're running out of RAM, which is pretty common with a heavily modded install. Sometimes it can be pure overload, sometimes it's janky scripts hoovering up all your resources. Have you fixed your Better Cities yet? Have you installed Oblivion Stutter Remover and tried tweaking it's heap settings? In terms of migrating your install, if you installed everything with MO you should be able to migrate all your install packages to your Bash Installers folder and install them there. Your saves should work. Oblivion is rather more resilient to the removal of mods than Skyrim - actually much more resilient. Thank you :smile: Are you sure it has to be RAM that causes this? I have 16GB of RAM and before launching oblivion I usually have around 10-12GB free. Could dirty edits cause this? I haven't cleaned all my mods yet as there are some that are supposed to have those edits and I am not sure exactly how to proceed. I do recall using TES4EDIT to clean in the past though, is that method still valid? I am willing to clean all mods that need to be cleaned and switch to Wrye Bash if it can get rid of these annoying CTDs. If there is a sure way of knowing which mods can be safely cleaned from my load order, please let me know. I got rid of Better Cities actually, it made cities look too lore-unfriendly to me. With the exception of a very few mods and OBSE plugins which have been installed manually, everything else is installed with MO2 or through MO2 with OBMM. This may sound like a stupid question, but is there a good guide you would recommend on handling the regular features of Wrye Bash, it always seemed a little too complicated to me compared to OBMM. The main thing I know with Wrye Bash is Rebuilding the Bashed patch as some mods do require it. In the meantime, I used Cobb's Crash Logger to find out what could cause these CTDs and this is the data it gave me. Could you see anything that can give any clue?
  13. Thank you for the replies, I hate to admit it but looks like I was taken in by Mod Organizer's friendly interface and the ability to uninstall mods without leaving a trace. I really had no idea they were so badly made. I thought following GamerPoet's MO2 guide letter by letter would make sure that my game is alright. Does anyone know how I can migrate all my mods to Wrye Bash? Is this even possible? In the meantime, with my current MO2 setup, I'm having a very annoying problem. While I can tolerate occasional random CTDs that can happen almost anytime, there seems to be a certain set of CTDs that happen periodically, mainly when outside world gets loaded. Half an hour into the gameplay if I try to teleport, return from an Oblivion gate, go from a smaller cell into outside, my game would suddenly exit questions asked. Upon reload it is totally fine for another half an hour or so. I did install a mod to purge cell buffers which did ease the problem somewhat but it is still there. If the game cannot throw me out this way, it has other "tricks" up its sleeve. Sometimes the menu backgrounds (which is supposed to be light creamy color) turn fully white, including the map and from this moment on, there is very little time till the game either freezes or just exits on its on It is almost impossible to wander around outside and actually enjoy it knowing that the game can freeze or CTD any second. It really seems like the game must restart every half an hour as if some resource is getting used up without being cleaned. Would switching to Wrye Bash fix this issue? I really appreciate your input as I am well beyond my wit's end here :)
  14. I see, the problem with the vampires was that they could follow me outside, but if I saved the game with a vampire around and reloaded it, it was giving me an instant CTD. But as I said in my previous post, it had to do with "All Natural" mod, so I got rid of it. In the meantime, is there an actual way of diagnosing CTDs? I don't mean through random trial and error, but actually finding out what mod could potentially cause the problem?
  15. I know something alike Enchantment removal. I know something alike Enchantment removal. Thank you :) But this is not exactly what I was looking for. It was kind of a more comprehensive enchantment/magic mod which offered more than just enchantment removal. If you do recall that mod, please feel free to let me know :)
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