Jump to content

Amessagetoyou

Members
  • Posts

    93
  • Joined

  • Last visited

Everything posted by Amessagetoyou

  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 :)
  16. Thank you :smile: So, even Mod Organizer 2 is not recommended? I was of the opinion that they work just as fine. Even though I am using Mod Organizer 2, I launch OBMM or Wrye Bash through it whenever necessary (if the mod has omod conversion data or something) I found the problem with this vampire thing, it had to do with the mod "All Natural" which needed to be disabled as it was very badly made. But now, I have an even bigger problem: EVERY time I am fleeing with Jeelius from the Dagon Shrine there is a certain place at the start of the "Living Quarters" where it gives me a CTD with no error message or anyting. I have arranged my mods with both BOSS and LOOT so I seriously doubt that it has to do with mods. In any case, is there an actual way to diagnose these CTDs? I don't mean the random trial and error, but actually seeing what is causing it. This is getting really frustrating for me as it offers not even a remote clue as to what could be causing this nonsense. Thanks again :smile:
  17. I do seem to recall a mod that used to change magic/enchantment related stuff, one of its good attributes was the possibility of removing enchantments from items. If I remember correctly, it was something like hovering over an item and then pressing space or something, then it would present several options, one of which was removing enchantments. Any ideas regarding what this mod could be? Thanks in advance :)
  18. Hello everyone, I have recently installed oblivion after a very long time. This time, I decided to to give Mod Organizer 2 a try since it allows easy installation/uninstallation without leaving a trace. Apart from the essential mods (like the DLCs, Unofficial patches, etc), I have a few overhaul mods, (Oscuros's, Maskar's) while the rest of the mods make relatively minor changes. I'm totally confused as to what mod could possibly do such a thing. I have disabled those 2 Overhaul mods just to see if they made a difference and there wasn't any at all. I have sorted my load order with LOOT and there aren't any missing masters whatsoever. How do I diagnose such a problem? In short, If I see a vampire inside a fort/cave, I can make a new savegame and reload, it will be fine If a vampire follows me outside (day or night) and I do the same thing, the game will crash right at the end of the loading. Any help is highly appreciated :smile: Here's my load order
  19. That's how I was dealing with CTDsm by disabling mods one by one. But it still does not say what is causing the problem (like specific texture, script, etc). And the problem is that CTDs can happen in almost all activities. I've had a particular problem with Planes of Oblivon where I would get CTDs in approximately 8 out of 10 cases during the loading screen back to Cyrodiil. Loading a savegame just before taking the sigil stone and repeating fixes the problem. I just learned to save right before taking the stones. Other than that I would get CTDs all over the place. Sometimes running around, sometimes during loading screen, sometimes right after fast traveling. But reloading the same game does not produce the exact same result (aka no consistent crashes). It almost makes me feel like it is there just to throw in some occasional frustration.
  20. Not much to chime in on here, I think the previous posters have you covered very well. On the topic of sorting Oblivion mods with LOOT, it's really not an optimal solution. LOOT is not geared to work well with the very specific load order requirements established for Oblivion modding. It does a passable job with only a handful of mods, but as the load order list becomes more extensive, LOOT becomes more of an epic fail. Loading mods way out of whack from where they should be. I strongly suggest switching over to BOSS just for your Oblivion gaming needs. And not just because I'm slightly jaded. I tried LOOT. Which didn't work well and prompted me to help get BOSS back on it's feet again. On the topic of PC stats, it does help to have a well rounded PC, but that only goes so far. Oblivion is an old game which has engine limitations that no amount of PC muscle will overcome. It was not developed to utilize multi-core processors and 12 Gb of RAM, and the game engine is known to manage memory very poorly in some ways. The most you can utilize with Oblivion is slightly more than 3Gb of RAM. And even that requires modification via a 4GB patch to make happen. Bottom line to all this is that the game engine can be overloaded, and it's not so difficult to do. Mods that use high res textures, or add lots of visible when distant objects, or add lots of NPCs, or are heavily scripted can all be considered potential culprits. Hope this helps clear things up a bit. Well, what frustrates me is the fact that sometimes the errors are very specific. Like running towards a particular direction and wait for the CTD to come across :) Sometimes it is completely random I can get a CTD and load a savegame 10 seconds earlier and do the same thing and it works fine. If it is textures/scripts/mods causing the issue why would it choose to give me a CTD and sometimes not? It is not like by loading my savegame the game loads different data. This is the reason I'm confusing and the fact that there is no way to diagnose the issue...
  21. Well, I was being turned into a vampire after an instant being hit by a vampire and the pop-up was appearing immediately. There was no sleeping or anything. I just stand around till one of the vampire's strikes transmits the dieases. I just loaded a slightly older save game and it seems to be fixed. But it was still a mystery to me as to why it would happen. Also thank you for the suggestion regarding "Disappearing Grass Fix" I disabled it :)
  22. Aah I see, so assuming I had access to Oblivion source code it would be possible to actually debug the errors, I was kinda surprised that it would not possible to know what the cause of a human-made program error is :smile: But what confuses me is the fact that I have a working copy of oblivion (Steam) + Official and Unofficial patches, DLC, several popular overhaul mods and a small assortment of non-conflicting relatively minor mods. Almost all my mods are installed using Mod Organizer + sorted with loot. CTDs I get usually happens while initiating a new action such as, entering a new cell, running outside and "loading a new area", switching categories in inventories, sleeping, waiting, etc. But they do not form a pattern that I can see, it is almost happening just for the sake of giving me some occasional annoyance. If it happened everytime while doing a certain action I would disable all my mods and try again one by one. (Though I am still surprised that there is no way to actually tell which mod could be causing problems WITHOUT manually removing and readding them...) It is not like I have a bad system or the parts of my hardware were made by some ancient long-lost civilization. I have 12 GB of RAM, I7-4900MQ, Dual 680Ms none of which could even come close to struggling with oblivion (According to Performance monitor utility) I am sure there are people using practically the same mods as me with similar CPUs and GPUs and still not having these crashes... Though I'm willing to admit I'm gonna blame most of those errors on the design of the game itself, I have had much less problems with Skyrim than I did with Oblivion :smile: Also when I there is an error WHY does it have to throw me off the entire game? If I added a mod that made a small change and it gave me an error why doesn't that change just stop being implemented in the first place instead of crashing the whole game? It is not like when I have an error in my computer it explodes, whatever I'm doing just stops working that's it ;)
  23. So... basically the error codes given out are absolutely useless to anyone? When an error happens it is because something went wrong, there is no way to display what script, mod, process caused it? I was hoping that for example, if a certain mod that changes soul trapping gave me a CTD, there should have been some sort of error log that when this certain faulty mod tried to run this process it resulted in a CTD... As far as I knew everything in computers was diagnosable, if I cannot copy a file to a new storage medium it will at least tell me that i.e. Not enough space or something else.
  24. Well, I used to get some random crashes, but what is more annoying is that wherever I ask I always get meaningless responses like "Oh make sure your load order is fine", etc. I had a little problem with a mod that changed how soul trapping works, basically every time I tried soul trapping, the second a creature dies I get CTD. Googling the exact error yields results about GPU, Sound card codecs, etc... But the actual error was about changing a single number: from 1 to 0. When I get an error where it tells me the application module and some other bunches of numbers. How do I diagnose that error specifically? I was sure that most of those weren't related to dirty edits or anything like that ;)
  25. Well, thanks for the example, it makes things clearer :) But what do you mean by "go through the records you need to check"? If I run loot and it tells me that I need to clean a mod, I just follow the instructions, how am I supposed to analyze the records I'm supposed to check?
×
×
  • Create New...