-
Posts
78 -
Joined
-
Last visited
Everything posted by octavius243
-
MOD to make creatures come out at night?
octavius243 replied to snarfy's topic in Oblivion's Discussion
Edit the creatures' AI Packs so that they wander at night and stay in their caves during the day. -
Thanks, Buddah! :smile:
-
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...
-
CTD when loading savegames
octavius243 replied to JimmySmash's topic in Oblivion's Mod troubleshooting
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. -
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.
-
CTD when loading savegames
octavius243 replied to JimmySmash's topic in Oblivion's Mod troubleshooting
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. -
need help with FCOM problems, help appreciated
octavius243 replied to The Ripp's topic in Oblivion's Discussion
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 -
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.
-
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.
-
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.
-
Let there be Darkness *may* solve the problem, but that's a rather drastic method if you prefer brightly lit caves and dungeons...
-
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.
-
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?
-
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.
-
Or just re-run BOSS and make sure Wrye Bash does no lock times.
-
1. No need to make OMODs of you're going to use BAIN. BAIN uses the archive (zip) files, instead of that extra step that is OMODs. 2. FCOM is a special case. It is based mostly on OOO, though. 3. Not easily. For FCOM and MMM it all depends on how much or how little of the mods you want. For Better Cities there is a Better Cities Full esp that contains all the cities except the IC.
-
Mod cleaning: Use TES4EDIT. To be on the safe side only clean mods that are single ESPs or an ESP and a ESM resource file. Don't clean complex mods live big overhauls and magic overhauls that usually consist of several ESPs. And do *not* clean patches, as cleaning them may make them useless. And any mods made ot updated by Arthmoor will already be cleaned. Merging: Use TES4GECKO. General rule is not merge mods that conflict. Small mods with that don't edit vanilla content are perfect for merging. OMODs: If you are starting a new game, then BAIN, a Wrye Bash utility will be better in the long run as it tracks files better. 4e. I think that one is a bit dated. I'd recommend nGCD + Progress as the best leveler. 4n. If the archive points to the Data folder, then there's where it should be. 4o. Not in my experience. As long as you use only one, of course. 4p. CUO does indeed conflict with OOO and FCOM. It will not lead to CTDs, though, but whichever is loaded last will be dominant. This is how Oblivion works and it is nothing to get exited about. Chose *one* overhaul. Elder Council does not need CUO. The original version needed CURP, but the newer versions are stand-alone.
-
Well, not all mods should be BSA'ed. Too many BSAs can lead to trouble if the combined amount of ESMs, ESPs and BSAs exceed 375.
-
Duh! You're right. Sorry about that.
-
Yes, Dugge Dank made a stand-alone version.
-
You could always unpack the vanilla BSAs to a folder, extract QTP3 and other graphics replacers into, thus overwriting the vanilla files and then repack the BSA. But make sure you back up the old BSAs first.
-
Need experienced BAIN user's help!
octavius243 replied to Yutzwagon's topic in Oblivion's Discussion
A soft fzzzz! should suffice, I think. And I'm never surprised when Vista is to blame. -
Need experienced BAIN user's help!
octavius243 replied to Yutzwagon's topic in Oblivion's Discussion
You may want to check out the official forums.