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KatsAwful

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  1. Object size is determined by their NIF. In order to adjust size you have 2 options: modify a reference to that object or modify the NIF itself. You cannot modify the base object in the way you're talking about, it makes 0 sense to. Place the object inside the overworld, then modify it directly
  2. Asset porting of Bethesda games is against Bethesda's terms and conditions
  3. Disable bWaterDisplacements in Oblivion.ini. ENB and OR are incompatible
  4. You don't need to repack the files at all, you just need loose files with matching directory and file name inside Oblivion\Data and it will be overwritten
  5. Getting inventory items with this method is hacky, slow, and behaves in horribly unreliable ways. It also does not provide proper references, it provides objects that behave sorta like references. You want to use a ForEach loop, which returns an inventory reference. See here: https://htmlpreview.github.io/?https://github.com/llde/xOBSE/blob/master/obse_command_doc.html#Inventory_Reference
  6. If they are from another mod, disable and place them below the worldspace. Deleting references can cause crashes, this is what UDRs are
  7. It would require OBSE plugin development, and there's only a handful of Oblivion authors that actually make those. The majority of OBSE plugin authors are primarily Skyrim or Fallout NV authors just porting over stuff for Oblivion. The people that do primarily develop for Oblivion are extremely busy with their own mods, and having to undertake the level of scope needed to implement a multiplayer mod a la Skyrim Together would be as much time as it would take for OpenMW to be fully compatible with Oblivion (i.e. 5+ years) TES3MP is functionally feature complete, and will be merged into OpenMW once version 1.0 is released. This will eliminate the workload for a future Oblivion multiplayer experience, but don't expect anything for at least 5 years
  8. I use Vim primarily, with syntax files I co-developed: https://github.com/katawful/obse.vim I've been testing out shadeMe's beta CSE editor for a while, and I mostly just kept the dark theme. Just changed the background a bit to be more contrasty
  9. Mod packs for Bethesda games are a compatibility nightmare. There's a reason why no one recommends them. Even mod installers like Wabbajack are temperamental, and can still lead to chaos if end users want mods on top of it
  10. It should be noted that while making your script not run all the time is ideal (after all Oblivion always evaluates all conditions while looking for an exit), Oblivion is absurdly fast at actually firing scripts. When I did research into this, for most use cases Oblivion could easily parse half a million lines of script per second before you get a performance hit from script. So unless you're doing something super fancy, or are using a performance heavy functions, you should be fine with not stressing about performance too much. Afterall, Maskar implements MOO entirely with scripts and no one complains about performance For me, I find splitting up my scripts into as many user functions as possible helps the most. It removes the need to multiply your script and can reduce the complexity of optimization
  11. Maskar's oblivion overhaul cannot ever be above the bashed patch ever. Put it below
  12. The only time you get CTDs with menu files is when you call a font that doesn't exist. Anything else causes the element to not appear. These fonts are set in you oblivion.ini file, and the wizard BAIN installers of DarnifiedUI include files for the "Ini Tweaks" tab in Wrye Bash. Either it wasn't set properly, or it's not the menus
  13. If you don't have the resources to run ENB or OR, you don't have the resources to run these hacky shader modifiers. If you really want different colors, use ReShade which barely has a performance hit
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