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octavius243

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  1. Edit the creatures' AI Packs so that they wander at night and stay in their caves during the day.
  2. I have an Oblivion file downloaded called LOD_Compatibility_1_0-27023.7z. Problem is I have forgotten what is the "parent" mod and the file does not contain a ReadMe. Is there a way to find this mod/file based on its ID number - 27023? I've looked at the advanced search without luck, but I may have missed something...
  3. No, I've never had problems with Streamsaves. But you may want to turn off the Purge-before-saving option, as that sometimes casued crashes for me.
  4. Not sure what you mean, but wether the mods should be fully or virtually active depends on what you want the mod to do. Typically mods that replace graphics for objects need to be virtually active, as it is only the new graphics yuo want, while your overhaul mod(s) change the stats of the objects. Other mods are tagged with with for example C.Climate or C.Light or C.Water to *ensure* that these edits carry through if other mods load after. But if left virtually active lots of data will not be loaded and the mods will not work.
  5. Save game occasionally get corrupted, and you may not notice it while playing. That's why it's important to have lots of differet save slots and not rely on quicksaves. Quicksaving is also reported to be a *cause* of savegame corruption.
  6. You are missing a master: 03 Francesco's Optional New Creatures Add-On.esm ----> Delinquent MASTER: Francesco's Leveled Creatures-Items Mod.esm 09 Francesco's Optional New Items Add-On.esm ----> Delinquent MASTER: Francesco's Leveled Creatures-Items Mod.esm
  7. Green + means the whole mod has been merged and is not active. Green dot means only selected entries, based on the bash tags, are imported and the mod is "virtually active". Make sure the mod really is supposed to be virtually, as Wrye Bash sometimes makes tagged mods virtually active when they should be fully active.
  8. Thanks for very useful info. I didn't know Darkness had been updated. Using All Natural - Real Lights and an earlier version of Let there be Darkness I was not very happy about the glary fxmistgroundeffect01.nif so I just deleted all references to it in my game. Hopefully the LtbD version is more subtle.
  9. OBMM is useless for sorting conflicts. You need TES4EDIT for that. That utility will show the excact conflict and will allow you to edit if needed. But remember that not nearly all conflicts are bad. The UOP will conflict with just about every game, since it edits so *much*, so I wouldn't worry about that as long as your other mods load *after* the UOP. If Slof's Horse is loaded before it that could possibly cause problems.
  10. Let there be Darkness *may* solve the problem, but that's a rather drastic method if you prefer brightly lit caves and dungeons...
  11. Look at the two first numbers in the code. That is the load order number of the mod the object is from. But bith Beta Commenting and Form ID Finder will you which mod its from.
  12. Patches can be merged, but things always get more complicated when dealing with ESPs that have other masters than oblivion.esm. Merging too many files can also cause load order problems, as some mods need to load early and some need to load late. So you should also consider that when merging mods. Another problem is that many mods are constanty updated, so if they are merged you need to update the merged file regularly. As for you remaining questions: Spawn rates: check out this mod. Personally I feel that in the wilderness there should be a short respawn time and in ruins and forts a long respawn time. With this mod you can adjust that to you liking. I haven't tested it personally, though, since my current game was started way before that mod was released. As for epic mod, do you have Windfall, Kragenir's Death Quest and Bartholm?
  13. Yellow means missing meshes and purple means missing textures. You have not installed one or more mods properly. Use Beta Commenting or Form ID Finder to find out which.
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