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KoderOne

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  1. Some mods require OBSE to work. Maybe that is the issue here. You can download the latest version here. There are special requirements for installing OBSE on a steam version of the game. The instructions are here. (You don't need to copy the src-folder, it's just the source code.) When it's installed you don't run Oblivion via the launcher or Oblivion.exe anymore. Use obse_loader.exe. See if it works. Some general tips on modding oblivion: - Don't use NMM. - Get the 4gb memory fix. - Always run obse-loader.exe as administrator (in Windows 7 properties you can permanently set this under compatibility options). - Use BOSS to sort your load order. - Learn about "Archive Invalidation", it's especially important with Steam-versions of the game. OBMM has an utility for that. I use OBMM for nothing else. - Familiarize yourself with OBMM and/or Wrye Bash. With some mod configurations the latter is pretty much essential, as they require a bashed patch to work. Don't worry, most of the stuff Wrye does it does automatically, if not the mod usually states what you have to do in the description). Using Wrye Bash will result in a more error free installation in most cases, especially with many mods. It also opens up the possibility to use more plugins then Oblivion's hard coded limit. And it can make different mods work together that normally wouldn't. - Read the description of any mod you want to install very carefully. If the readme differs from the description on the Nexus, read that too. Many many mods need additional patches depending on the other mods you have installed. Some need a patch for every DLC. As an example Better Cities and Unique Landscapes are two very popular mods that conflict with each other, depending on what you have already installed and which options you choose when installing those mods. Some mods need additional OBSE-Plugins to work. Read the requirements, only activate a mod when you're sure you have ALL the files that you need. - Seriously don't use NMM.
  2. Okay, just if anyone encounters a similar problem: I just expanded the area below and left to right of the images to make the dimensions dividable by four, then filled the new area with 100% alpha and exported the textures as DXT5 compressed .dds. The game engine only uses visible pixels for placement, so that's not a problem. I have another problem though. I'm running on a laptop with 1366x768px resolution and the game is wired to only use medium sized (80%) textures for the Menus, that includes even the color map and my new compass. Even when in the game settings I chose "large" for textures. That only seems to work with 3D elements though. Is there any way to force the game to use the high res menu textures or create exceptions for some elements? The worst thing is that in the script for the compass it'll stretch the image to the high res size, then the whole compass element gets reduced to medium size again by the game. So the image gets interpolated to 120% and then reduced to it's original size again, resulting in a loss in quality and somewhat jagged looking lines. Is there any way to fix this?
  3. Hello, I'm trying to do my own Textures to use with the HUD Status Bar mod. My texture has the exact same dimensions as the original compass Texture of the mod. I've built it using Photoshop CS6 and the NVIDIA DXT Compression Plugin. The original texture comes in three different sizes, the big one being 548x36px. Then there's a 80% (438x29px) version and a 50% (274x18px) version, each in a different folder called Menu, Menu80 and Menu50 . IrfanView tells me that the full size image uses DXT5 while the smaller sizes use DXT3. I have no difficulty to export the full size texture with the NVIDIA Plugin, however it won't process the smaller images because DXT compression requires the dimensions to be divideable by four. I've unchecked Show Size Warning and enbled Allow Non-Power-of-Two in the configuration of the plugin, but still it won't let me save the dds file. But the original textures from the mod are in the same dimensions that I have, so there has to be a way to get it saved using DXT compression. Does anyone have an idea how?
  4. Thanks for your responses and the very useful link. I did test it both ways now. Normally one would think that these should be installed BEFORE the UOPs so that it'll just leave the optimized vanilla meshes that haven't been changed by the Patch later on. This practically nullified all gains in terms of FPS I got from them. So you might choose to not install them at all. However I did end up installing them after the UOP patches, thus overwriting some of those patched meshes. The reason for this is simple: i get a considerable boost in FPS and I'm on a laptop with internal graphics. Plus I still have to run into any bugs caused by this, I've been playing like this for a while. But I don't have savegames covering the entire gameworld and my game is still pretty vanilla, so later modding may cause bugs. Guess I'll have to find out. My vanilla meshes are all PyFFI'd up. That gained me a big boost in FPS in interiors. In exteriors... not so much. The Distant Land Max does much more for me there I have to say. With a decent rig with dedicated graphics I'd ditch these mods for sure.
  5. Hi! Would it make sense to install the following meshes BEFORE the Unoffical Patches? Optimised Distant Land Max Operation Optimization PolyGone Overhaul They cause some conflicts with the UOPs and I ask myself if it wouldn't be wiser to go with the files fixed by the patch, thinking that these mods are all very old (does it even make sense to keep them around?).
  6. Thank you very much!
  7. Hi guys, I recently started the long and tedious journey that is Oblivion modding. Havin modded Skyrim before I didn't think that it would be so difficult and time consuming. In part because most of the guides that I find online are as outdated as some of the mods are. I'm not an absolute N00b and I familiarized myself enough with the basics and tools needed for Oblivion modding. I'm at the the point where I'm PyFFI'ing my meshes and cleaning dirty edits from esp files. I know to run BOSS and how to make a batched patch. I'm even using version control (TortoiseSVN) to keep my modding organized and entirely reversable. Just so you know where I'm coming from. I know enough to get vanilla Oblivion with QTP3 up and running with all unoffical Patches and some fixes and optimizations. I get 25-35fps on my Thinkpad X220 with intel hd 3000 graphics, with 4x AA and HDR. I have yet to experience any CTDs after hours of gameplay. I will post a detailed guide on how I achieved this when I'm finished with my project. Back to my question: Now I wanna do something for the appearance and I'm absolutely clueless on which to prefer, OBGEv3 or the newer Oblivion Reloaded. Honestly, I couldn't find any discussion or article that answered this question satifactory to me. It's mostly very technical discussions between mod creators that go into detail about the technical differences. I'm more interest in how these result in my overall game. What I know now is this: - OR is supposed to be the successor of OBGEv3. - OR claims to be faster and more efficent. - However OR also claims to NOT be OBGE (How this goes along with the first point I have no idea). - OR also says that it's not backwards compatible with previous OBGE versions anymore. So which one to use now? Logically I would prefer OR over OBGE since it claims to be an improvement in terms of overall visual quality (can't really tell if that is true even after seeing both mods in action on youtube). However the part about backwards compatibility gives me headaches. What if I run into mods that were out before OR and haven't been maintained ever since? <-something that I suppose will happen quite a lot.) All in all I don't necessarily want the most high end FX, I don't want the most beauty or performance out of the game if I trade that for compatibility issues or maybe some visual bugs. I'd rather have slow ugly graphics in my game than a broken one, because it totally breaks my immersion when I see objects flickering, being discolored or other weird stuff. I also want the best cooporation with the mods I'm going to use. I guess what it all boils down to is this: which one is more reliable and approved? Here's a small list of some of the essential stuff I'm planning to install: Bomrets Texture Pack for Shivering Isles Landscape LOD Textures by Xerus unique landscapes Natural Environments, Natural Environments Enhanced Weather Animated Window Lighting System Better Cities Detailed Terrain, Detailed Terrain: Unique Landscapes pack HG EyeCandy Robert's Male Models Oblivion Character Overhaul 2 Ren's Guard Overhaul Oblivion XP DarNified UI Color Map Map Marker Overhaul Symphony of Violence Oblivion Stereo Sound Overhaul Sounds of Cyrodiil OOO I'm really hoping to get this solved as actually it's pretty much blocking my progress on this. Yes, I could just install them both and try them out, but with complex graphic overhauls like this it would be very time consuming to test for all the differences.
  8. This is very unnerving! Reading a lot of modding guides lately I realized that almost none has links to the Nexus that still work. Klicking them will ultimately lead me to the Nexus' startpage without being logged in, although I am logged in on another tab. So I have to use the search on the nexus page every time I find an interesting mod on another page because the Links never work. Sometimes the authors don't use the same exact name in their description of the mod which results in me never finding the mod on the nexus even if it is there. It really turns looking for mods a total b&amp;@*&#036; for me and should be fixed. It USED TO work properly, now that registering to Nexus is mandatory for everyone it's all broken and messy. I'm on Win7 x64 using Firefox 39.0.3
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