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Andytarz

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  1. I think it's the lush and gaudy damn greens esp as well as the Improved Trees and Flora 2 mods, Landscape Retexture 2k, Tree Bark HD Reduced as well as ITFBark2012, and harvest flora mods? Any advice on where to trouble shoot with those? I tested them and It does occur within any heavily forested area.
  2. Do you mean install what I have already installed? I'm a bit confused on how I should test. What I meant was I already have these mods installed. My question was should I uninstall one mod at a time and then reinstall one at a time? I just don't want to screw up uninstallation as well. I just checked those mod comments on bevilex's page and there's over 400 pages worth of comments, so how am I supposed to know what page has comments regarding these stuttering issues and the instructions you were referring to? By testing do you mean just run oblivion with one mod and simply unchecking all the esps except for one, then sort using BOSS and rebuild?
  3. Ok...so if I were to use this thorough testing, I would have to turn all mods off in wrye bash, then activate one, then play with one until I come across the one that causes it to stutter? And would I just have to deactivate one then play, then turn previous mod off, activate another and play again? Or do i have to uninstall all of them and then install one, activate one then play with one? If I test the mods one at a time, my interpretation of Striker's instruction would mean that I would have to potentially disable the stability changes and uninstall them too and try to run the game one mod at a time with the stability mods too.
  4. So when BOSS notified me of that I just need to clean the dlc's? Is that the issue? Is that what I'm missing? Because I've tried the following: downloaded OSR, engine bug fixes, 4gb ram patch and ran it for oblivion and my oblivion launcher, downloaded blockhead menuque, pluggy, elys universal silent voice, unofficial oblivion patch and dlc ones, kuertee clean up and set kCUQuest.cleanActors to 0, and NVAC and copied nvac.dll into my OBSE folder. I also fiddled with the object, item, actor and tree fades. That didn't work. Also lowered the interior and exterior shadows, and lowered the specular distance to no effect. Turned v sync off and on, changed from windowed mode to fullscreen, and I lowered my resolution. No effect. The thing is, I did download them one at time because I went through bevilex's tutorial. Also I have BOSS to sort my load order, so how did I mess that up?
  5. So I went to the grass section of the oblivion reloaded html file and I went to the grass ini in the shaders folder and tried the recommended settings of the setting the MinDistance to 11000 and the max to 12000. Then went to the oblivion ini and set the grass end distance to 12000 and startfadedistance to 10000. Those options didn't work. Prior to this change my settings in the oblivion ini in the grass tab were 3000 for the grass end distance, and 2000 for the grass startfadedistance. So i decided to go as low as 1500 for the enddistance and 1000 for the startfadedistance. And in the oblivion reloaded grass ini i changed the Min to 5000 and the max to 7000. After those changes there was less stuttering, but then viewing the landscape, there was no grass, so the lush and gaudy grass mod I downloaded wasn't even visible at all. I was as if I didn't mod it. How are those people in the tutorials make it run smoothly when I followed bevilex's for example and I turns out even with all the stability mods I downloaded via his mod page does it not work? I have a theory that when I may have the wrong install order in wrye bash, or it may have something to do with boss telling me that a lot of the dlc's with the goty edition of oblivion I installed needs cleaning with tes4edit? But I'm not sure because I did watch a tutorial on cleaning on YouTube and they said you could mess that up as well. So I'm pretty confused.
  6. Downloaded oblivion reloaded via nexus manually. I followed bevilex's tutorial for better graphics (the written one seen on the nexus). I just wanted to download the grass mods to try them out. Dowloaded wrye bash, obmm, obse, tes4edit. I downloaded all the stability mods via wrye bash and installed in there, checked the esp in mods tab, ran boss, and rebuilt the bash patches. i basically downloaded following all the steps under the stability tab. I also followed the tutorials for the base textures and the Grasses, Trees and Landscape tabs and that's when the lag started. The stutters occur even with the changes made with OSR. It gets down to 25 frames when i move my character or when Im in combat. Any help would be appreciated. I have and i7 processor, Nvidia geforce gtx.
  7. So I've been playing around with the creation kit lately and i'm trying to add scrappable respawning items to a cell (Drumlin Diner for example) by dragging and dropping from an object window and placing them in the cell. I want to do this without placing them in a container though, cause it just ruins the immersion for me. However, when i do that and then scrap the items in my workshop they disappear and they never respawn again even after 30 days. I did this with aluminum cans for example and the original ones were able to respawn, but the ones I added to the cell did not. I even resorted to giving each individual can it's own name and form but i still experience scrapping the item only to have the ones i added never respawn again. Made sure the respawn box was ticked also. Made sure the encounter zone "never reset" was unticked as well. I tried giving the cans I added (in addition to the originally placed cans) each their own encounter zone, and saved the esp, and that didn't work because when i went through scrapping them again when i went back to creation kit i clicked on the added cans and the encounter zone i set them to (which was drumlin diner, that's where I added the new cans with the originals) was set to none for some reason. Any help would be appreciated.
  8. So I've been playing around with the creation kit lately and i'm trying to add scrappable respawning items to a cell (Drumlin Diner for example) by dragging and dropping from an object window and placing them in the cell. I want to do this without placing them in a container though, cause it just ruins the immersion for me. However, when i do that and then scrap the items in my workshop they disappear and they never respawn again even after 30 days. I did this with aluminum cans for example and the original ones were able to respawn, but the ones I added to the cell did not. I even resorted to giving each individual can it's own name and form but i still experience scrapping the item only to have the ones i added never respawn again. Made sure the respawn box was ticked also. Made sure the encounter zone "never reset" was unticked as well. I tried giving the cans I added (in addition to the originally placed cans) each their own encounter zone, and saved the esp, and that didn't work because when i went through scrapping them again when i went back to creation kit i clicked on the added cans and the encounter zone i set them to (which was drumlin diner, that's where I added the new cans with the originals) was set to none for some reason. Any help would be appreciated.
  9. So I've been playing around with the creation kit lately and i'm trying to add scrappable respawning items to a cell (Drumlin Diner for example) by dragging and dropping from an object window and placing them in the cell. I want to do this without placing them in a container though, cause it just ruins the immersion for me. However, when i do that and then scrap the items in my workshop they disappear and they never respawn again even after 30 days. I did this with aluminum cans for example and the original ones were able to respawn, but the ones I added to the cell did not. I even resorted to giving each individual can it's own name and form but i still experience scrapping the item only to have the ones i added never respawn again. Made sure the respawn box was ticked also. Made sure the encounter zone "never reset" was unticked as well. I tried giving the cans I added (in addition to the originally placed cans) each their own encounter zone, and saved the esp, and that didn't work because when i went through scrapping them again when i went back to creation kit i clicked on the added cans and the encounter zone i set them to (which was drumlin diner, that's where I added the new cans with the originals) was set to none for some reason. Any help would be appreciated.
  10. So I've been trying to mod the lighting inside the laser musket in Fallout 4 where you see the charge and numerous tutorials lead me to try and use blender 2.49b 32-bit. However what I had to end up searching extra for were the following programs (in order): Python 2.6.6 32-bit Blender 2.49b 32-bit (obviously) PYFFI 2.1.9 (tried 2.1.11 as well) 32-bit Blender NIF scripts 2.5.9 I would also need to note that although I use a 64-bit computer, I have tried the previous programs in the 64-bit versions and they either didn't help or I ran into the issue where they didn't have compatible NIF scripts for the 2.79c/ upgraded versions of blender. When I opened blender 2.49b 32-bit, the NIF scripts were installed and I saw the import/export option, but when I navigated to find the NIF with the laser musket, it displayed the following: Blender NIF Scripts 2.5.9 (running on Blender 249, PyFFI 2.1.9) Traceback (most recent call last): File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\bpymodules\nif_common.py", line 1235, in gui_button_event self.gui_exit() File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\bpymodules\nif_common.py", line 1598, in gui_exit self.callback(**self.config) File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\import\import_nif.py", line 3771, in config_callback importer = NifImport(**config) File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\import\import_nif.py", line 170, in __init__ data.inspect(niffile) File "C:\Python26\lib\site-packages\pyffi\formats\nif\__init__.py", line 1286, in inspect self.header.read(stream, data=self) File "C:\Python26\lib\site-packages\pyffi\object_models\xml\struct_.py", line 354, in read attr_value.read(stream, data) File "C:\Python26\lib\site-packages\pyffi\object_models\xml\array.py", line 300, in read elem.read(stream, data) File "C:\Python26\lib\site-packages\pyffi\object_models\common.py", line 691, in read % (length, stream.tell())) ValueError: string too long (0x00010000 at 0x0000003A) Any help would be greatly appreciated. Other problems that I've had are I have tried to delete or change the NiNodeLight on the LaserMusket.nif because I heard that to change the ambient lighting I would go to delete that (got the advice on another thread), but fallout 4 either crashes or the mesh isn't affected at all. I installed BAE and I've configured the pathway to Data/Steam/SteamApps/common/Fallout 4/Data/Meshes/Weapons/LaserMusket to place the nif in, and it still doesn't affect the lighting at all or my game crashes. After changing the user version from 12 to 11 and user version 2 from 83 to 34, is there anything else I should change/delete? (Using nifskope 2.0.0 pre-alpha 6)
  11. I've also tried just using only NIFskope 2.0.0 Pre-alpha 6 because I just couldn't get blender to open up and I tried to get rid of this hidden light source in the LaserMusket.nif by deleting the branch BSEffectShaderProperty and NiPointLight. I've also tried changing both in color, but when I change the color nothing happens, and when I delete the light sources and put it in the correct directory: D:Steam/SteamApps/common/Fallout 4/Data/Meshes/Weapons/LaserMusket My game crashes. I've also tried changing the user version from 12 to 11 and user version 2 from 130 to 34 to try to turn it into fallout 3 format (and make the changes before saving) and I still get the same results.
  12. So I've been trying to mod the lighting inside the laser musket in Fallout 4 where you see the charge and numerous tutorials lead me to try and use blender 2.49b 32-bit. However what I had to end up searching extra for were the following programs (in order): Python 2.6.6 32-bit Blender 2.49b 32-bit (obviously) PYFFI 2.1.9 (tried 2.1.11 as well) 32-bit Blender NIF scripts 2.5.9 I would also need to note that although I use a 64-bit computer, I have tried the previous programs in the 64-bit versions and they either didn't help or I ran into the issue where they didn't have compatible NIF scripts for the 2.79c/ upgraded versions of blender. When I opened blender 2.49b 32-bit, the NIF scripts were installed and I saw the import/export option, but when I navigated to find the NIF with the laser musket, it displayed the following: Blender NIF Scripts 2.5.9 (running on Blender 249, PyFFI 2.1.9) Traceback (most recent call last): File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\bpymodules\nif_common.py", line 1235, in gui_button_event self.gui_exit() File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\bpymodules\nif_common.py", line 1598, in gui_exit self.callback(**self.config) File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\import\import_nif.py", line 3771, in config_callback importer = NifImport(**config) File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\import\import_nif.py", line 170, in __init__ data.inspect(niffile) File "C:\Python26\lib\site-packages\pyffi\formats\nif\__init__.py", line 1286, in inspect self.header.read(stream, data=self) File "C:\Python26\lib\site-packages\pyffi\object_models\xml\struct_.py", line 354, in read attr_value.read(stream, data) File "C:\Python26\lib\site-packages\pyffi\object_models\xml\array.py", line 300, in read elem.read(stream, data) File "C:\Python26\lib\site-packages\pyffi\object_models\common.py", line 691, in read % (length, stream.tell())) ValueError: string too long (0x00010000 at 0x0000003A) Any help would be greatly appreciated.
  13. Do you know anyone who does specialize in this? Or did I post on the wrong topic tab?
  14. Before saved as new nif (only changed user versions): Before is picture on left After save nif (only changed user versions) After is picture on right In the after.png it strangely deleted the figure of the nif on the right. Is that supposed to happen?
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