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Everything posted by Surilindur
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Have you tried placing a new door in the open cities, changing the original door to teleport to the new one, and then adjusting the markers on both ends? The yellow xmarkerheading-like marker is the teleport one. Just drag it where you want it to be. Unless, of course, the doors are scripted, but I have no idea if they are, I have never used that mod. Hopefully that helps.
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Why can't I fix this
Surilindur replied to Savannah1994's topic in Oblivion's Oblivion Construction Set and Modders
Could the location (cell) where the chests are be owned by someone? Like a shop or the home of an NPC? Maybe something like that might have the chest flagged as owned by someone else (and therefore the contents inside it "stolen" when taken by the player)? Also, could there be a mod that dynamically adjusts stolen flags? I think Enhanced Economy does that for NPCs who have died in a city, to make looting them illegal. The feature is optional, but since it is possible for a mod to dynamically flag stuff as stolen, could that be it somehow? If all else fails, that is. Hopefully that helps a bit. If someone has a better idea of what the issue could be, I would also love to hear it. :) -
The issue seems to be with the type of the weapon variable set to Form. I finally got home, and tested it (out of curiosity), and using a "Form TempWeap" instead of "Weapon TempWeap" causes the error when compiling. However I use SublimePapyrus myself so it highlights the missing function GetBaseDamage when I type it in and try to use it on a Form (instead of a Weapon). As in, this causes an error (obviously, Form does not have that function): Form TempWeapon = WeaponList.GetAt(Index) ; <-- GetAt returns a Form int TempDamage = TempWeap.GetBaseDamage() ; <-- Form Script has no "GetBaseDamage" functionThis one also causes an error (missing cast, GetAt returns a Form): Weapon TempWeapon = WeapList.GetAt(Index) ; <-- GetAt returns a FormHowever this works fine: Form TempWeapon = WeaponList.GetAt(Index) ; <-- getAt returns a Form int TempDamage = (TempWeap as Weapon).GetBaseDamage() ; <-- calling GetBaseDamage on Weapon (the cast result)And this one also works fine: Weapon TempWeapon = WeaponList.GetAt(Index) as Weapon ; <-- get the Form as a Weapon straight away int TempDamage = TempWeapon.GetBaseDamage() ; <-- TempWeapon is already a WeaponIf you want to do lots and lots of Papyrus scripting, and use Sublime Text as your text editor (I use Sublime Text 3), SublimePapyrus by mrpwn is a great utility. Definitely recommended. It checks your scripts on the fly, offers all sorts of completions when typing and also offers the ability to import sources from here and there. Definitely invaluable, and actually makes scripting fun, too. Here --> http://www.nexusmods.com/skyrim/mods/60810 Hopefully that helps a bit. :thumbsup: Edit: Still cannot type... :facepalm:
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It could maybe be of help to know which line the error was on. There does not seem to be anything totally wrong in that one. Judging by the wiki examples, it might work a bit like this: FormList property WeapFormList auto function DamageTest(int Index) Weapon TempWeap = WeapFormList.GetAt(Index) as Weapon int TempDamage = TempWeap.GetBaseDamage() Debug.MessageBox("WeapList[" + Index + "] = " + TempWeap + " (dmg " + TempDamage +")") endfunctionAt least according to the GetBaseDamage page I think (in a hurry at the moment, so I might have read something wrong, too. :blush: http://www.creationkit.com/index.php?title=GetBaseDamage_-_Weapon Hopefully that helps a bit.
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Does that "Mr DJ Repack w/crack" mean a non-Steam version? With you having to patch it somehow yourself too and all that? Also, one of the error messages still says it is an old version... ? Other than that, you seem to have an old SKSE version (and you cannot install it with NMM), you do not need NetImmerse Override with RaceMenu 2+, same with CharGen Extensions according to the mod page, and you might not even need the precache thing with it (not sure, but the description sounds like it). Also, if you use FNIS you need to run the "generate FNIS for user" thing (cannot remember exactly) or else you will have characters in T-pose.
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Where to download The Compressonator?
Surilindur replied to inawe's topic in Fallout 4's Creation Kit and Modders
No problem. The "releases" link/section is there in every Github repository, if you want to check whether a repository has releases tagged. It is not too prominent, though, so I can definitely understand not spotting it immediately. Also thank you for pointing out that tool. I use the Gimp DDS plugin myself, too, but since that one does not seem to be updated any longer, it is great to know of free alternatives like that. :thumbsup: -
I do not think it works that way. It is a tool for mod makers, specifically for script writers, to log things into an external file. It is not a tool to analyse game crashes in general, if I have understood correctly. For example you could use it to: trace where a script crashes the game (logging ends between scripted debug entry 16 and 17, so the issue is somewhere after 16 before 17 or at 17)print variables at certain intervals, for example if building an algorithm that accounts for several dynamically changing values and adjusts some internal values accordingly, one could print all those variables every second or every few minutes, and then write something like a Python script that parses the ConScribe log and prints a graph of all the values so the mod maker can see how different values change and affect each other, so the mod author can adjust his/her algorithm accordinglyprint debug messages in both in-game console and in a log file, so that one could close the game and still have access to all the debug messages, to make adjusting a script easierSo I think you cannot use it to analyse why the game crashes. It is a tool for scripters, to help them debug their own scripts. If you still want to know how to use it, though, there are already examples on the wiki page: http://cs.elderscrolls.com/index.php?title=Scribe If there is something in it that you do not understand (the usage example on the wiki page that is) then just ask. They are scripting commands - you need to know how to do scripting for Oblivion to use them. However you probably do not need ConScribe, and do not need to do any scripting. Actually, if you do not plan on doing any mods, you do not need to learn to do scripting in Oblivion, and consequently you will not need ConScribe. If that makes any sense. :wacko: Hopefully that helps.
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Where to download The Compressonator?
Surilindur replied to inawe's topic in Fallout 4's Creation Kit and Modders
Did you check the Github repository? https://github.com/GPUOpen-Tools/Compressonator There is a 2.3 download with an exe in the releases section - is that what you are after? Other than that, I have no idea. But it looks like there is a 2.3 version there, and the date says it was released 4 July 2016 so it seems to be recent enough as well. -
Are there any precompiled mod packs that are 100% safe?
Surilindur replied to stormfrog's topic in Skyrim's Skyrim LE
Thinking about it - very briefly - a mod pack has at least the following issues: most likely it would be impossible to get permissions, so distributing it would be a huge middle finger to all mod authors whose work would be included without their permissionif author X updates mod Y, but some random dude does not update mod pack that includes that mod, then why would an author give permissions to include the mod in the pack when updates will never reach the end user?if mod X from author Y requires special procedure for updating it, that involves savegame editing, then users of a mod pack will never ever be able to update the right way, and will risk a broken savegame, since the one who made a mod pack cannot fix the users' savegamesif mod X from author Y is included in mod pack Z, and users have issues because mod pack Z is just rubbish, then users will end up going to author Y to get help on mod X when the author had nothing to do with the issues, so why would an author give permissions to include a mod in a half-assed "mod pack"?massive amount of knowledge required to assemble a mod packkeeping the mod pack up-to-date would mean a ton of workupdates to mods could cause severe issues (already mentioned this), could potentially be huge (if the idea is to just download + unpack a mod pack and do nothing else) and would still most likely failthe selection of mods is never going to please everyoneif someone knows enough about mods, then that someone most likely also understands all the issues related to "mod packs", and that someone will not try to assemble and distribute a "mod pack" - as a result, the ones who do not know enough about mods, and do not know know that the issues outweight benefits by a huge margin, will be the ones who make mod packs, and the users looking for an easy mod pack are the ones that get screwedSome people have tried to make mod packs, but they have really just ended up being horrible smoking piles of stuff thrown together with no idea how mods work, with permissions from authors missing, and probably just ruining people's savegames. If you value your gaming experience, and want to build a mod setup that works, then downloading a 10+ GB "mod pack" made by some random dude on the Internet is probably the worst thing you can do. :tongue: I have no tips on how to go about learning things, people recommend the STEP guide so if that does not work, then I am not sure. Have you tried starting with just a few mods, like the USLEEP and some other ones you want the most? Learning, testing and all that, working one's way through it little by little, gaining an understanding of how mods work, why and why not, seeing the big picture and learning the little bits and pieces of information as you go. Wanting to play the game is understandable, but if you want mods, there is no easy way, really. At least not one that would be free of any issues. Well. Just the base Skyrim + DLC + USLEEP would be pretty great for a palythrough without issues. With all the scripted installers and tools, installing mods already is relatively easy. Making it easier is quite challenging. Hopefully that helps. The biggest issue about mod packs are permissions. People who have made them have not had permissions to include the mods. And even if they did have permissions, and the mod packs were allright, then I still would not touch them with a long sticky myself. If someone is stupid enough to make a mod pack, then that someone is also stupid enough to make it one that is guaranteed to not work. Edit: Typos. No can do English. Need edit. Ugh. Me go hunt mammoths. :facepalm: -
Ooops, forgot to reply to this one. :blush: No problem, happy to help. I have not used things like that process lasso you mentioned, so I have no idea if they are of any use. As for ini settings: I really have no idea about those, either, I usually tweak some things in it because I want to. Alenet (the developer of Oblivion Reloaded) suggest using a default ini, I think, but with some recommended tweaks. You could see the mod page for details --> http://www.nexusmods.com/oblivion/mods/45749 MessageLogger might or might not help, I have not used it myself much, but I think it is reasonable to suppose that it does require some knowledge to be able to actually understand it. And still I am not sure if it can log the reasons behind crashes. From what I have noticed, it is easy to make Oblivion crash - a lot - and there are all sorts of little things to keep in mind, and also a ton of tweaking when it comes to the preferences of all the utilities. Like Oblivion Stutter Remover: changing a setting to the wrong direction can cause more crashes than one would have without OSR. Hopefully someone else can help you more with those things. As for Oblivion - there definitely is something in it that just cannot be matched. Like many many others here, I would also call it home. I only started playing Oblivion in 2011 or 2012 I think, but at this rate, I will definitely still be here in 2022. :happy:
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Force NPC to equip weapon
Surilindur replied to CakeBandit's topic in Oblivion's Mod troubleshooting
The base game scripting is pretty limited, and I do not think it is possible to use it to make a solution that works with every weapon. However, through knowledge gained from an ancient tome by the name of OBSE Command Documentation, one can wield the unearthly powers bestowed upon us mortals by the almighty OBSE. Wield that power, have it do your bidding, invoke it to quell the onslaught of unsubmitting tasks - command it, and tear down the walls of impossibility as you march on to a glorious victory! Well. Sort of. At least it helps a bit. :sweat: The tome is here --> http://obse.silverlock.org/obse_command_doc.html It is possible to list all base objects of weapons in an actors inventory, then progress through all those, and determine which one is the most powerful melee weapon (has the highest base - I think it uses base - attack damage). You can then equip it, if one is found. No information on any weapons is needed, and you should be able to make something that works for everything. Here is a small example in the spoiler below, you can attach it to the NPC of your choice. It requires OBSE, and remember to launch the CS with OBSE too when you are going to save/compile the script. You could also consider using the CSE --> http://www.nexusmods.com/oblivion/mods/36370 The example should work (I tweaked it a little today again, have not checked to see if it still works). However since the GameMode block runs each frame, performance might be less than stellar in that one. You could build your own system for registering when the weapon needs to be equipped. Hopefully that helps a little. :thumbsup: -
SSE Uploading to bethesda.net, how..
Surilindur replied to vurt's topic in Skyrim's Creation Kit and Modders
If someone just wants to list all files in a certain path, then this one should sort of work on Python 3.5+ But then again, a batchfile would probably be a lot better, adding folders even better. I just wrote that (partially) for testing things out, so I thought it would be handy to drop it here. It should also work on Windows. Quality is sub-par, but if it helps someone, then that is great! :blush: -
Must Have Mods for Oblivion?
Surilindur replied to TechNina's topic in Oblivion's Classic Discussion
The unofficial patches would probably be handy, at least. The Oblivion and Shivering Isles ones are a must, If you have any of the small DLC, then you could also consider the small DLC patches: Unofficial Oblivion Patch Unofficial Shivering Isles Patch Unofficial Oblivion DLC Patches Other than that, I think I will not recommend anything to anyone for the foreseeable future. It does not feel right to do it, considering the nature of modding. :blush: Also, are you planning on modding all four games at once (Morrowind, Oblivion, Skyrim, Fallout 3)? That sounds like quite the undertaking. You are not a new member here, though, so it could be that you already know a lot, and have no issues installing mods. It is just that the differences between Oblivion and Skyrim are already quite noticeable, not to mention Oblivion and Morrowind. Referring to the other threads you made: https://forums.nexusmods.com/index.php?/topic/5033475-user-friendly-mods-for-morrowind/ https://forums.nexusmods.com/index.php?/topic/5033455-must-have-mods-for-fallout-3/ https://forums.nexusmods.com/index.php?/topic/5033465-mod-recommendations-for-skyrim/ Good luck with your modding endeavour, though! The only way to get something done is to try to get it done. Thumbs up! :thumbsup: -
You fixed it, thumbs up! :thumbsup: The Enable and Disable commands need to be called on the reference you want to enable. Like this: SomeRef.Disable SomeRef.EnableMore here: http://cs.elderscrolls.com/index.php?title=Enablehttp://cs.elderscrolls.com/index.php?title=DisableAnd an idea or two, just ideas, before you get too far in your project. For example editor IDs: you could consider starting them with something other than a number. Yes, using a number does sort it at the top, but it might or might not cause issues, and it would be handy to use something other than a number. And also related to editor IDs: you could consider using unique editor IDs, for example by prefixing them with an abbreviation of the mod name, your username, or something else that should not be too common ("0MissingBrother" sounds a bit too common, so using "TB500MissingBrother" would probably be less common). When you use "TB500MissingBrother, it will not be loaded at the top, yes, and same goes for all your stuff like topics that you no longer prefix with "0". However that can be fixed, and that is where the Construction Set Extender (CSE) comes in. If you do not already use the Construction Set Extender by the almighty shademe, I would definitely recommend starting to use it. Or at least giving it a try. The normal Construction Set can be a bit frustrating at times, but the CSE definitely improves it a lot. It even colours your edited forms and sorts them at the top of the lists automatically, which would solve all your prefix troubles. Resides at http://www.nexusmods.com/oblivion/mods/36370 Of course those are just ideas. You can do whatever you want. The Enable and Disable commands were just the main point of the post. There are many commands that are called on a reference in the game. Hopefully that helps. Happy modding! :smile:
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SSE Papyrus help - type mismatch on parameter 1
Surilindur replied to Otellino's topic in Skyrim's Creation Kit and Modders
No problem, happy to help. :thumbsup: I actually started with Oblivion myself, too, and am planning to return back to Oblivion when I have updated a (normal) Skyrim mod of mine. Oblivion feels like home, so to speak, especially with OBSE. The jump from Oblivion to Skyrim is huge, I never expected it to be like that. Once you get the basic idea of how things work - which it seems you have - then it should not be too difficult to pick up as you go the rest of any small pieces of information that may be left. Also thank you for testing that. Odd. Well. At least the first one worked. And you would (or would not) be surprised to hear how many things I miss myself, too, when reading things. I literally spent two days trying to figure out why something did not work, when the solution was right there in the book, but I did not see it for some reason. :P -
SSE Papyrus help - type mismatch on parameter 1
Surilindur replied to Otellino's topic in Skyrim's Creation Kit and Modders
How would this work? myCart.setMotionType(myCart.Motion_Keyframed)It is listed as an example on the SetMotionType page --> http://www.creationkit.com/index.php?title=SetMotionType_-_ObjectReference Hopefully that helps. Maybe even myCart.setMotionType(ObjectReference.Motion_Keyframed)would work? Or would not? I would love to test it, see if the properties work like that, if they are already defined in the script. -
No problem. The search feature on the Nexus can be a bit picky at times. Combining one word name search with one word description search can usually help. And then there are all sorts of ignore preferences too to check and all that. Great you found what you were looking for. Just remember to make sure gaming is something you can do without causing more issues. Now that I think of it, if your hands do ache when clicking a lot, maybe gaming is not the best thing to help you get better. But I am not an expert, it was just something that crossed my mind. :blush:
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There is this one, if it helps: http://www.nexusmods.com/oblivion/mods/46160 I have not tested it myself, to see how it does what it does, but it might be worth a try. :thumbsup:
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The ini settings you do not have, you can add. Which ones did you not have? I have heard some people do not have some of the settings, but they have always been there for me. And you did change the one in your "Documents\My Games\Oblivion" folder or somewhere in there, not the default ini in the game folder? When adding the settings, the trick is to add them in the right sections. I think. If it matters, I have never tested it. There is something in here (an article about OR, by Alenet) --> http://www.nexusmods.com/oblivion/articles/44178
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I think I will also move to responding here, instead of the PMs. So you removed Oblivion, and all the remnants of it (like, completely deleted the game's folder) and it still has issues after a reinstall? And you really did also remove the game folder (since the uninstaller software does not automatically remove mod-added things and all that)? That sounds very very odd. Especially since it worked before. And all your other games work just fine? This is the part where I am running out of ideas. It always ends up like this, someone has issues I have never run into myself, and I have no clue how to go about fixing them. I even have an AMD graphics card, have had for years and years, and most other gamers have Nvidia. As I mentioned, some people (in the Oblivion Reloaded comments thread) were having issues with Nvidia drivers after the Windows 10 AE update a while ago, might have been related to a grey screen too, but apparently some newer version fixed those. I think. So it might have been a driver issue. Oh well. But since it worked a while ago... :wacko:
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I was just about to type about the Wrye Bash archive invalidation, but Striker apparently covered that. Great. Not many people remember it, some recommend OBMM because of the archive invalidation, but WB also covers that. Great. Just to collect it all about the paths. The game would be: ...\Oblivion\OBSE files would be (yes, the "src" folder is not needed, and obse_steam_loader.dll might also not be needed since you do not have a Steam version, the same might also go for obse_editor_1_2.dll, but I am not sure): ...\Oblivion\obse_1_2_416.dll ...\Oblivion\obse_editor_1_2.dll ...\Oblivion\obse_steam_loader.dll ...\Oblivion\obse_loader.exe ...\Oblivion\Data\OBSE\obse.iniAnd OBSE plugins would be (Blockhead as an example): ...\Oblivion\Data\OBSE\Plugins\Blockhead.dll ...\Oblivion\Data\OBSE\Plugins\Blockhead.ini <-- this one gets generated on first launchAnd if you want to see which plugins OBSE registers and loads, you could see the OBSE logs in the same directory as Oblivion.exe. The log files all have "obse" in their name, like "obse.log" and "obse_loader.log" or such, I cannot remember exactly. Edit: A-ha! Posted just before me. Both of you. :tongue: Great you got it sorted out. Since you use Oblivion Stutter Remover, do you have "heap replacement" turned on somewhere? If so, then you could try changing the heap type. One (1), the "FastMM4" or something, I cannot remember, could be one to try if it fixes it. Then maybe heap number 6 with a size of either 512 or 768 or something like that. If that does not help, then toggling the "hook critial sections" option might be another one to check. Edit 2: Also, reverting to an older version of OSR should not be necessary. The latest version should also be the greatest, I think. It just takes a little tweaking. It was either the heap number (if having "replace heap" toggled on at the top of the file) or the critical section hooking. Most likely heap replacement, I think. But you should check it. I need to check it myself too when I have finished my assignments and have time for gaming things again.
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So assuming I am not too terribly mistaken, ConScribe is a tool for mod makers, to help them log things related to their scripts for later use. A sort of "why does my script crash the game, when does it do that exactly, I could not see my console-printed debug messages because it crashed" helper, or just a general debugging helper for values, where authors can use it to trace their scripts' processing by adding logging commands, so that they can see where the script (approximately) crashes and how different values change throughout the scripts. The ConScribe readme says this: So all in all, it looks like a mod makers' utility for debugging their script. If you just want to find out why your game crashes, then ConScribe is probably not what you are after. Sorry. One thing that might help, or might not, is MessageLogger, but the info you would get from it either can or cannot be of use, I have not used it myself much --> http://www.nexusmods.com/oblivion/mods/45870 As for what the things mean. The first line, unless of course I make some sort of mistake here: (nothing) Scribe formatString:string var1 var2 ... var20 printToConsole:boolIt is a sort of function description. What it tells the user (from left to right): the function returns nothing (some functions can return and int, a ref, a float and all that, this one returns nothing)the command name is Scribethe first parameter for the command is a format string (that, according to the examples, also can include an optional log name to print to, to print it elsewhere, not in the default log)the second parameter (lots of them, but thinking about them as a group helps) are values, up to 20 of them, that would be inserted into the format string, to replace the formatting symbols like "%d" for integer, "%.f" for floating point value and the likethe third parameter is a boolean value (actually 1 or 0) that determines whether the message should also be printed into the in-game consoleThe rest of the lines are just an example, a sort of "one way to use it". It is Oblivion scripting, with OBSE (the let commands and String_vars). Again, only relevant if you want to debug your scripts, and the actual implementation would need to be in your mod's scripts that you want to debug. Hopefully that helps. :thumbsup:
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Oblivion graphics modding without the grief
Surilindur replied to Bongobasher's topic in Oblivion's Mod troubleshooting
All right. If you change your mind later, I am sure the forums will still be here. Also, I might not necessarily be the nicest person around, there are lots of other just as nice, or even nicer people here, from what I have noticed. At least they seem to be. Then again, I only really use the Nexus forums, I do not use other forums things because I have no need to. :tongue: Happy Halloween! Edit: Well, as happy as a Halloween can be, anyway. -
Oblivion graphics modding without the grief
Surilindur replied to Bongobasher's topic in Oblivion's Mod troubleshooting
Oh. No problem. If you have questions, feel free to ask. No one is an expert at the beginning. Any missing knowledge can be... umm... acquired somehow. Asking is a good way, reading tutorials another. Sorry if the list was a bit extensive. It was not my intention to ovewhelm you. Maybe the unofficial patches would be something to start with. They are probably as basic as it gets. The first thing would probably be to note that the game stores its data in the "Data" folder in your game folder. In "...\Oblivion\Data\". For example mine is (yes, typing this all from memory, I like to know and remember things): F:\SteamLibrary\steamapps\common\Oblivion\Data\The game will look in that directory for data to load. All mods should generally be installed in the Data folder. What is a mod? A mod can be one of these, or any combination of them (these are the things I remember at least): ESM file (Elder Scrolls Masterfile probably) - not too common, the base (Oblivion.esm) is an ESM file. All ESM files are loaded first in the load order.ESP file (Elder Scrolls Plugin probably) - the most common ones, usually have an ESM as a master (and modifies records that come from that master ESM)NIF file (Netimmerse File Format file) - a 3D model the game usesKF file (an animation file, probably a keyframe animation file?)DDS file (texture files the game uses)MP3 or WAV (sound files, both NPC voices and music)LIP file (lipsync for NPC voices)XML file (used for describing menus to the game)INI file (either a normal ini like Oblivion.ini or then just a "batch file" with "set x.y to z" commands in it) ESP and ESM files are the ones in your load order. They are the ones that add things to the gameworld and modify things in there. ESP and ESM files have a specific structure inside them for storing all the data, and third party tools like TES4Edit provide means to meaningfully represent and edit that data. The order in which ESM and ESP files are loaded by the game affects what ends up in the game. ESM files are always loaded first before any ESP files. ESM and ESP files seem to be loaded in the order of their file dates. Load order management tools seem change the file dates to change load order. If two ESP/ESM files change the same records (the records seem use some sort of hexadecimal ID system so multiple plugins can contain "copies" of the same record but with different attributes to it - like an NPC base record for the same NPC, but with different heights, different amount of health, different inventory items and the like), the last one loaded will win. An ESP or ESM file can have another ESP or ESM file (or many others) as its "master" files - as in, it requires them to be loaded before it, and usually modifies something in those "masters". When an ESP or ESM file cannot find one of its masters, the game will probably crash on launch. The rest of the files (excluding INI files) are assets that are needed for things in the game. 3D models, textures, sound files, lipsync files, menu files, animation files and all that are what the game needs to be the game, to show the things to player. An INI file can be either a normal one (like Oblivion.ini for reference) with key-value pairs, or a sort of batchfile with "set X.Y to Z" lines in it. The "set X.Y to Z" ones are for mods that read them. It is one way to get values from an external configuration file into the game. As for normal ini files, OBSE plugins usually have those, but they are a special case, I will cover it later. And then there is the BSA archive (probably Bethesda Softworks Archive or something) - an archive format for storing loose assets. Meshes, textures, sounds, lipsync files, animations and XML files and such can be packed in a BSA archive. INI files probably cannot be packed in an INI file, since mods cannot read them as batchfiles if they are stored. The base game assets come packed in BSA archives, and mods can also have their assets packed in BSA archives. It is just an archive, for keeping all files in a nice and tidy package. There are tools to pack and extract BSA archives to gain access to the actual assets inside them. Imagining it as a ZIP or RAR archive helps understand it, just for illustrative purposes. The archive "root" is the Data folder, as in, the archive "is" the Data folder and the paths inside it are the ones from Data folder onwards to the actual file, starting with the one after Data folder (like "meshes\something\file.nif" when the complete path is "...Oblivion\Data\meshes\something\file.nif"). Assets can be both loose and in a BSA archive. In fact, there can be two or more versions of the same file in the game's Data directory: one as a loose file, and any number of others packed in BSA archives. When installing mods with assets such as meshes, textures and the like, a thing called "Archive Invalidation" should be done. When that is done, the game should favour loose files over files packed in a BSA archive. Also, the looose files' dates apparently need to be newer than that of any BSA archives. The game loads BSA archives with their corresponding ESP/ESM files - the connection is that the BSA archive name needs to contain the name of the ESP/ESM file completely. For example "Oblivion.esm" has archives by the names "Oblivion - Meshes.bsa" and "Oblivion - Textures - Compressed.bsa" or such. If there is no corresponding ESP/ESM file, the BSA is not loaded. That is part of why most texture replacer mods come as loose files, in addition to overwriting any other versions of the same files that are packed in BSA archives. Hopefully that explains something. As for OBSE: OBSE is a program for extending the scripting capabilities of the Oblivion engine. The Oblivion engine is written in a real programming language, obviously, but Oblivion features, inside it, a scripting language that can be used to create simple scripts that drive simple in-game things like quests. OBSE extends the capabitlities that the in-game scripting language offers to mod makers, and mod makers use OBSE because it makes scripting things for their mods more useful. OBSE itself somehow hooks into the game, so it needs to be loaded with it. If using a Steam version of Oblivion with a properly installed OBSE, then it should be loaded automatically when starting the game from Steam. If using a disc version, then the obse_loader.exe should be used to launch the game. OBSE plugins are plugins written for OBSE using real programming languages like C++. They are placed in "...Data\OBSE\Plugins\" and are loaded by OBSE automatically if present. They come as a DLL file, and also other files, like INI files. Sometimes an OBSE plugin automatically generates an INI file if it is not present already the first time it is loaded. The INI files contain customisable options. With DLL files, however, you could probably keep in mind that they can a lot more power than "normal" mods. They probably do not do anything fishy, though, but it is something to keep in mind when using a DLL file from the Internet. :tongue: I think that was it. Or not. Feel free to ask. Also, if someone spots anything odd in that, feel free to correct, it is getting late and I am typing this in a somewhat tired state out of memory. It could contain all sorts of mistakes. :blush: I think there should be tutorials somewhere for Oblivion, too. Once you have the basic concepts of modding, there is not necessarily that much more to it if you just want to use mods. Apart from "which files go where", "which files should I install" and "which options to put in this mod's INI", there is only really load order and ESP/ESM files - to which there is quite a bit more. I know your time is limited, but if you will somehow magically manage to find time, and lots of patience, the initial feeling of being overwhelmed can be overcome little by little. It took me quite some time to figure out how things work and I do not think I have it all cracked yet, either. It is not a one night thing to learn it all, but it does not need to be learned within a set timeframe, either. It is one of those things that can be done little by little whenever one finds the time. Hopefully that helps. Sorry for potentially throwing all sorts of mod lists at you. My bad. :wallbash: Edit: Added .kf to the list, those ones are animations. Probably keyframe animations judging by the name? Or maybe not?
