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Surilindur

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Posts posted by Surilindur

  1. You could read the Oblivion Reloaded mod page, especially the section where things not compatible with it are listed. Who knows, perhaps you may find ENB there. ;)

     

    And anyway, they both change visuals (rendering 'pipeline', shaders or something like that, I am not an expert myself, either), so it sounds a bit odd to me to use both of them at the same time. Just like with two normal mods changing one thing, there will probably be conflicts. I do not use ENB myself. I did try ENBoost, despite having been listed as incompatible with OR, and it did work, but I did not notice any difference in performance or stability. My graphics card, however, ran slightly warmer than without it, so I dropped ENBoost, as my game seems to work acceptably without it, too. I have an ATI/AMD (whichever it is) gpu, and someone mentioned OR only works with ENB when one has ATI/AMD gpu... not sure if it is true. And I do not know if visual effects would work even then. Probably not.

     

    Or maybe someone knows how to do it. It still feels a bit odd to use two utilities doing just about the same thing in two slightly different ways...

  2. I have never even downloaded Morroblivion, so I have no information whatsoever on the mod. But if the textures are supposed to be included, you could see whether the meshes have absolute texture paths instead of relative ones by using, for example, NifSkope. If absolute paths are used... well... I have heard of a utility that cuts the unnecessary parts away (something called NifStripper or something like it, I do not remember right now). It helps when a mesh needs textures to be in, for example, C:\Program Files\Bethesda Softworks\Oblivion and one has a Steam version or normal disc one installed in a different place. :)

     

    Just a pure guess. I have no idea how Morroblivion works.

  3. Oh. Thank you. I know this is might be dumb question, but are you completely sure it is caused by textures, and not some other mod? Or if it is caused by using the textures together with some other mod? Yes, this is exactly what it sounds like - a pure guess - but I just cannot think of any reason why mere textures could cause crashes. Usually it takes a bad mesh, at least.

     

    So I was wondering if you have checked if the game crashes with only texture mods installed? So that when all other mods are uninstalled and a new game is started with only the texture replacer installed, does it still crash? And I mean each and every mod other than the texture replacer and Wrye Bash (if that was the one you used). Even empty the OBSE plugins folder and move all added things (like any extra dll like version.dll from MoreHeap if you use it and d3d9.dll, as Oblivion does not come with one) away from the Oblivion root folder (where Oblivion.exe is installed).

     

    That is a lot of work, I know, but textures alone should not crash a game. So if it is not caused by the game running out of memory, it could be the result of combining the textures with other mods. And when installing the texture replacer on a 'clean' game, it will make troubleshooting things easier when there are no other mods to blame - only the textures to practice archive invalidation with. Perhaps it might even work then, and tell us that the issue was caused by something else.

     

    And when you have the folder in the same state as it was when the game was first installed (absolutely NO mods whatsoever), make sure the game runs fine before starting the tests with only texture replacers.

  4. Why on earth do textures crash a game? I found some information on your graphics card, and if it really has 2GB vram, it should not be because of the game running out of vram. And I doubt you have paired that card with 1GB system ram, either. And if it is not caused by utilities such as OSR, what can it be?

     

    If the game really works perfectly without the textures, I have no ide what could be causing it... :(

  5. So you do use OSR? Or did you install it after reading my post? If you used OSR already when the issues with crashes on cell loads started, I would suggest uninstalling OSR and checking if the game works without it. Just to make sure it is not OSR that is causing the crashes (it is easy to make Oblivion crash with it by having it configured in a way that does not work for one's system). But I am not sure if checking that helps at all if the game works just fine with OSR but without texture mods...
  6. When using coc command, I usually use the Mages Guild buildings, as their their Editor IDs are the ones I usually remember, for they are all built like: name of the city + MagesGuild. So they are AnvilMagesGuild, ChorrolMagesGuild, SkingradMagesGuild, CheydinhalMagesGuild, LeyawiinMagesGuild and BravilMagesGuild. The Imperial City place is usually ICArcaneUniversityArchMagesTowerLobby for me, although it might no be as easy to remember as the other guild buildings. :smile:

     

    You could also see how much normal memory and video memory the game uses before it crashes. In case it is caused by the game running out of either memory (the .exe is not 64-bit, so it might also be caused by it reaching its limit instead of running out of system memory, but I am not sure). Also, if you use Oblivion Stutter Remover, try changing the replacement heap in the ini, as some of them cause crashes to me when loading a cell. The ThreadHeap6 (if it was named that way) with size of 1024 has worked best for me thus far. There is the mod with updated tcmalloc (heap number 8 in OSR ini) and some other one for OSR, but the updated tcmalloc is a bit unstable for me.

     

    Just my thoughts on the matter. I hope you will be able to solve the problem. :smile:

  7. Have you tried using the Construction Set instead of TES4Edit? Although TES4Edit has the ability to create new records and such, I find it better for cleaning mods or changing only one simple value. Perhaps the Construction Set also changes other values in addition to the one changed by hand (like race) so that also other values fit the new value? I have never really made a new record using TES4Edit, so I do not know how making new records with it works. But I would suggest using the Construction Set (and the Construction Set Extender by shadeMe if you want). The Construction Set can be found here:

     

    http://www.elderscrolls.com/oblivion/downloads/

     

    Pick the 1.2.404 version of the TES Construction Set, as you said you have the latest version of the game (and I think CSE, if you want to use it, might require the latest version, as well).

     

    Hopefully that helps a little.

  8. I believe most body replacers should have meshes with underwear included. So that when installing the mod, there should be meshes with underwear available, too. When you have downloaded a body replacer, it should have folders for meshes and textures. In the meshes folders going to be installed to your data folder, there are files for different parts of the body, like upper body and lower body. They should be named pretty self-explanatory (something like femaleupperbody.nif, I do not remember exactly).

     

    When you have found the meshes going to be placed in the data folder, you can search the downloaded files (or read the readme if it has instructions) for the optional meshes with underwear. Then, you can replace the default upper and lower body meshes with the ones tha have underwear on them.

     

    Of course, the replacer might come packaged so that it can be installed using a mod manager, when it should be possible to easily select between meshes that have clothing and meshes that do not. And I suppose there should not be any 'bouncing breasts' by default, unless you install a mod that adds them. The combat stance reanimation mod replaces some animations, so it might be worth checking if it adds any bouncing, and if it does, not install it. It also has some issues with Enhanced Camera, for the 360 degrees animations look interesting when first-person body is enabled in Enhanced Camera. :D

     

    I am really bad at giving installation instructions. Someone like Striker would be much better at this... :)

  9. Oh. I see. Apologies. I just assumed you were someone who has played Skyrim and now wants to play Oblivion, but wants Oblivion to be just like Skyrim or he/she is not going to play it because it is not exactly like Skyrim. It seems I got it a bit wrong. :D

     

    About improving the armours... there is the Mass Outfit Redesign by ElAlquimista that improves the appearance of the armour. It has some more realistic, less 'revealing' options available despite the images showing mainly the 'revealing' options. I use it myself and have been quite impressed thus far, and I have yet to come across a too 'revealing' piece of armour. But just make sure you do not accidentally install anything too 'revealing' from that mod if your sister plays the game, too, unless it is only the gore and darkness she does not like

     

    Here are some things I have found useful when trying to improve the graphics. You have most likely already found most of them (or something similar), and they may not be too small when combined (I use MO so the size does not really matter to me), but here are some of the ones I have found interesting:

     

    Weather - All Natural

    Really AEVWD

    The Imperial Ecology 4

    Arboretum - retexture for a tree-hugging crowd

    Bomret's SI Texture Pack

    Qarl's Texture Pack 3 Redimized

    Everything by Lougian (except for the Cyrodiil landscape retexture, as it is too brown for me)

    Local Guards Features

    Mass Outfit Redesign

    Oblivion Reloaded - OBGE

    Combat Stance Reanimation

    Oblivion - Enhanced Camera

    DarkUId DarN

    Themed Loading Screens for Dark UI

    Welkynd and Varla Stone Retextures

    Kafeis Better Amulet Replacer

    Kafeis Better Ring Replacer

    Oblivion Character Overhaul 2

     

    And a lot more. Those are just the ones I remember at the moment. :smile: Other mods making the game look better would be Open Cities Reborn and Better Dungeons. I do not use Unique Landscapes myself, but from what I have heard, it is a nice mod, as well. The Nexus is full of mods to improve graphics. For gameplay, I have Maskar's Oblivion Overhaul. For leveling I use Realistic Leveling. Enhanced Economy makes money more valuable for the player (because there is less of it).

     

    Hopefully you will manage to make the game look as good as you wish. Others will probably be able to suggets some mods, as well.

  10. That is never going to happen - unless another group like SureAI finds the idea interesting enough, which I doubt. And why would anyone bother making a total conversion when they can buy Skyrim with all the DLC on Steam for about thirty euros? And there might be a Steam sale some day that makes it possible to buy it even cheaper.

     

    So I was wondering why you could not just play Skyrim instead? You have posted so many requests here on the forums, all of which I have seen are about making Oblivion like Skyrim. That would take an insane amount of work, as the game would basically need to be remade with the exception of the engine, spells and something else that could still be used in that total conversion of yours. And it would likely take years from a sizeable team. Do you even know what it takes to make a mod? So, like I said, that is never going to happen. Never. Oblivion is a completely different game, and that probably explains why people still play it and make mods for it. Those who want Skyrim can play Skyrim.

     

    If I may ask, what is it that you truly want to achieve by having Oblivion turned into something like Skyrim? This is interesting. :)

  11. You mean having the little box checked, not unchecked, right? The post was not clear to me. But it could have just been me. The little boxes need to be checked so that MO loads the archive. If it is not checked, MO will not load the archive. I think MO might have the normal Oblivion .bsa files unchecked by default, so that they will not be loaded (unless it is the game that is launched, I think). Oops. I read your post again and understood it this time. Sorry. So you have had the .bsa archives checked in MO's archives tab (because that is when it loads them, when the checkboxes are not checked, MO will not load them).

     

    Another idea would be to check the archive invalidation checkbox on the profiles menu and the clicking save or modify or whatever it was. Then you could make sure the Oblivion - Invalidation.bsa is also checked in the archives tab - if it is not by default.

     

    You could also try running MO as administrator. Not sure if it helps, but at least it will eliminate all permission-related issues.

     

    Why does it not work for you? This is odd. That workaround indeed defeats the purpose of using MO pretty efficiently. :smile:

  12. Umm... all right, then. Despite having some same mods as on that page, I have a bit different type of setup for my Requiem experience, so I cannot give much instructions on those mods. But what to do when something is getting overwritten usually depends on what gets overwritten. If it is meshes or textures, it should not matter too much (only visual changes, and some mods might even contain same files). If it is scripts, the load order of mods usually gives some hint on their install order, so that the mod that modifies something last also has the script it needs to work properly, instead of having another version of the same script supplied by another mod.

     

    There should be some instructions on the Confluence/JIRA/whateveritwas wiki of Requiem. And most people seem to use the S.T.E.P. wiki for general instructions, too.

     

    NMM is not something I know much about, so managing install order with it is not something I know how to do. If you find instructions somewhere, that would be great. Hopefully you can make the Requiem setup work. I myself will wait a bit before starting a new Skyrim playthrouh. I want to see which direction things will go from here with this recent change no one probably has missed. Also, a new version of Requiem should be ready at some moment, although I doubt it will be too soon (and some patches will probably need an update when it is released, as well). Meanwhile, I will be concentrating on Oblivion - and the possible changes in Skyrim modding.

     

    Also, if Chesko will some day return, which I surely hope (and I suppose most people do, as well, despite the relatively harsh and exaggerated reaction of some individuals), there might some day be Frostfall 3 available - and that I definitely do not want to miss. :)

  13. I have had TES4LODGen 3.1 work just fine with MO 1.3.4, so I can prove it works. Or at least I can claim so, as proving it might be difficult. :)

     

    But it is indeed possible to have them work together perfectly. There were some problems previously (lod generation was slow and basically stopped long before 10 000 cells were processed), but at least with MO 1.3.4 and TES4LODGen 3.1 everything seems to work just as well as it did before I found MO, when I used Wrye Bash to install mods. So it might be worth checking which versions you use. Not that it would be the cause behind the TES4LODGen error, though...

     

    The issue with .bsa not loading could be caused by the .bsa not being loaded. In the archives 'tab' of MO, I have set MO to manage archives and then ticked all the not already selected archives. That way everything seems to get loaded. MO does not seem to automatically 'tick' any archives... You should also launch everything throuh MO (which, it seems, you are doing), as the script extender hook in 1.3.4 does not work - at least with Oblivion.

     

    Hopefully that helps a little.

  14. How are you trying to load SKSE? In case you are trying to install SKSE using NMM, it should be noted that SKSE cannot be installed with mod managers, just like OBSE cannot be installed with them, either. But in case you are trying to launch the game with SKSE and it crashes or something, it might be caused by missing masters or something else. I do not use NMM myself, so I cannot help you when it comes to issues with it. But missing masters should be easy to see if using Wrye Bash or if one uses MO. But I do not know how NMM informs of missing masters.

     

    In case it is an issue with NMM, someone else will need to help you... I do not know NMM at all. :(

  15. Yes. But last I remember checking, the patches by Azirok were outdated. For Dragonborn and Wyrmstooth (if you use it), you can use the patches by Nerimir. For other mods, you will need to somehow find the latest working patches. And try to avoid the ones that have additional masters required (like the SMPC, because, as far as I know, it is completely useless and will break the game when used with Unofficial Patches, although there is a patch on the USKP page to prevent SMPC from ruining the game completely). So:

    • Use the Dragonborn (and Wyrmstooth if you use it) patches from Nerimir
    • See if the issue with USKP regarding one of the companions' quest still exists with the latest USKP, if it does, you can use a patch. If I recall correctly, the one by Axonis requires SMPC, so I would personally recommend the other one available on the Nexus.
    • Try to avoid the SMPC, as the unofficial patches are enough, and there has been some doubts of the usefulness of the SMPC, and it might cause issues with the unofficial patches. Skyrim has worked just fine for me without SMPC. The unofficial patches are enough.
    • Try to find the latest, working Requiem patches without additional dependencies for the rest of the mods you use
    • Some mods have patches on their own page (like mods by EnaiSiaion)
    • Most mods adding new content will probably work without a patch, too, but they might be unbalanced (for example, NPCs added by mods when there is no patch available can either be overpowered or too weak)
    • Requiem is an overhaul, so it will easily conflict with other mods. But if one is satisfied with Requiem, not many other mods are needed, as it already modifies a lot of things.

    Making Requiem work with other mods take some time. When Azirok made all the patches, finding them was easy. But now one has to hunt patches all over the Nexus. Hopefully you can find all the patches you need. :)

  16. In case you are using Mod Organizer, there will probably be a separate pair of ini files for every profile, located in the MO folder, in .../Profiles/NameOfProfile folder. MO uses the ini file in the profile's folder instead of the one in My Documents. Or at least I think it does. So if you use MO, you can see if you have changed the setting in your profile's ini, too.

     

    But I am not sure if bFloatPointRenderTarget needs to be changed when only using ENBoost without graphic modifications. If you do not need any graphics modifications and only want the ENBoost feature, you can try setting the UseSpeedhackWithoutGraphics in enblocal.ini to true and the UseDefferedRendering below it to false (or something like that) and see if it still complains about the ini settings.

     

    If you want to have graphics changes, you can check if you really have several bFloatPointRenderTarget lines in your ini. In case you have tweaked the ini files (which you should avoid as much as possible) or downloaded someone's ready ini files (which I suspect is not too smart).

     

    Hopefully that helps a little.

  17. If I may practice some shameless self-promotion (if it is not against rules), there is also A Strange Door for Shivering Isles questline starting conditions. It has even more options for requirements. It does not have any visions or such, though. And it will probably still be incompatible with the merged SM plugin. And it might contain bugs (although I did not find any when testing).

     

    Edit: Hey, there is a LOD file included in VCI. Yes! Thank you, Striker. I tried to create an empty file to remove the island, but it did not work. Or - more precisely - I did not know how to do it. Now I can prevent the island also from showing at a distance before I start the questline. For me, that is, I will not be adding it to the mod. That would be a theft.

  18. Oh... umm... thank you, I suppose. :smile: The example looks like that because I do not know the Editor ID of the quest and the custom stage. If the quest were, for example, DLCFrostcrag, and the stage 15, the example would look like this:

    ScriptName DLCFrostcragModNoteScript
    
    Begin OnEquip Player
    
        If ( GetStage DLCFrostcrag < 15 )
            SetStage DLCFrostcrag 15
        EndIf
    
    End

    And I, too, made some (extremely) basic things with Visual Basic a few years ago. Oblivion scripting is not something overly complicated. The best way to begin would be to try to remember what the Frostcrag quest involves and how it progresses while reading the quest script. The commands are self-explanatory and all the quest stages can be found in the same place the quest is edited, so it should be easy to see what everything does.

     

    But remember that editing the quest might cause issues with other mods modifying Frostcrag Spire if they, too, edit the quest or need things from it those are modified by your mod. But such mods can be listed as incompatible on the mod page when the mod is done.

     

    I could also help you with the scripts if you do not manage to make them work, but only if I have the chance to get my hands on the mod and edit it on my own computer. Helping on the forums has proven difficult. :D Simple mistakes can be easily corrected on the forums, though, as long as they are clear enough. And others will probably be able to help you, too.

  19. Making modifications to the quest is relatively easy. You will probably only need to:

    - Add and/or edit quest stages

    - Edit the vanilla quest script

    - Make some item scripts (for the key and the note, probably)

    - Place a chest or a body to a dungeon with the key on it

     

    And voilà, there you have it. The scripts will be simple to make. They will probably only need some AddItem, GetStage and SetStage commands to work. For the note to, when equipped, for example, set the stage to something that reveals a journal entry, and for the key to set a stage when it is picked up from the body or container.

     

    The note script might look a bit like this:

    ScriptName DLCFrostcragModNoteScript
    
    Begin OnEquip Player
    
        If ( GetStage EditorIDOfTheFrostcragQuest < NumberOfTheStageWithYourCustomJournalEntry )
            SetStage EditorIDOfTheFrostcragQuest NumberOfTheStageWithYourCustomJournalEntry
        EndIf
    
    End

    It will be an item script. The same would probably work with the key to be retrieved, but with OnAdd instead of OnEquip, and a different quest stage, of course.

     

    The original quest script will probably have some comments in it, so that you can easily see what it does. At least the script for Battlehorn DLC did. The Oblivion functions are also rather self-explanatory. Like AddItem and such.

     

    My first mod was one that changed Battlehorn Castle, and I started out with no scripting skills, too. But Oblivion scripting is easy to learn. You will most likely find everything you need - including scripting tutorials - on the Construction Set Wiki.

     

    I would recommend using the Construction Set Extender by shadeMe. It makes using the CS much easier and more enjoyable, and it also highlights script errors, as well as hints what is wrong with the syntax when an error occurs.

  20. That might be possible with a scripted spell effect. Meaning just a script used as spell effect in a custom spell. The spell script could look like that:

    ScriptName UniqueRemoveItemsSpellScript
    
    Begin ScriptEffectStart
    
        RemoveAllItems Player
    
    End

    Compile the script as a spell effect and add it as an effect to a custom spell. There is more information on the RemoveAllItems function on the Construction Set Wiki page of the function here: http://cs.elderscrolls.com/index.php?title=RemoveAllItems

     

    Hopefully that helps a little.

  21. Thank you. And you are welcome. Good that the problem was solved. Keeping the folders clean is difficult with Oblivion. Programs like Wrye Bash help, but they still copy things there. And the almighty Mod Organizer means lots of additional work to get Oblivion mods to work with it. And OBSE plugins still need to be copied to the actual directory... :(

     

    Edit: Mod Organizer is not a bad choice for Oblivion, though. The additional work is mostly manually 'installing' some BAIN- or OBMM-targeted mods. Omods can be unpacked using OBMM and then manually 'installed'. The reason why it is not actually installing is that the mod has to be structured so that the mod's folder could ne manually installed by copying the contents to Data folder. But with MO, the 'ready' folder is placed in the folder where MO keeps its mods, not the actual game folder. OBSE plugins still need to be installed to the actual folder, though.

     

    For example, I have my mods in 'D:\Modit - Oblivion\Mod Depository' and Mod Organizer in 'D:\Modit - Oblivion\Mod Organizer.' I have changed the mod location in MO to my custom directory, so all the mods are in the 'Mod Depository' in their own folders. For example, QTP3 is in 'Qarls Texture Pack 3' folder, which contains 'Meshes' and 'Textures' folders. And MO handles it perfectly. All the more complex mods need to be structured so that mod's folder (located in 'Mod Depository' in my case) contains what is to be placed in the ...Oblivion\Data folder. Simply packaged mods MO handles perfectly. Just OBSE plugins need to be in the actual folder. And MO is best to be used with Oblivion with only one MO profile, as the OBSE plugins persist in the actual folder.

     

    So to make it short, MO works just fine with Oblivion, but the following needs to be remembered:

    1. OBSE plugins need to be copied to the actual folder

    2. OBSE plugins are therefore not handled by MO's profile swithing

    3. All mods need to be structured simply (= 'manual installation ready')

    4. Place mods in a custom folder (easier to update MO)

    5. Launch everything through MO (hook did not work, at least in 1.3.3)

    6. Point Wrye Bash to your MO profile folder for savegames

    7. Using CSE produces error messages in MO (nothing serious, though)

    8. OBMM crashes on exit when launched through MO

    9. OBMM probably does not recognise MO's virtual data system

    10. Overwrite folder will probably never be empty (nothing serious, though)

    11. Always lock load oder in MO (unless using WB to sort order)

    12. Check lockedorder.txt after installing and/or uninstalling a mod with plugin

     

    And possibly something else I forgot. If the hook is fixed in an update, it will be possible to use the script extender workaround. I use the latest, although 'testing', version of MO (now 1.3.4) and it works just fine.

     

    So MO does work, and keeps data folder clean (except for OBSE pugins), but requires additional work to have it work properly. It has drag and drop install order management and detects and colours file conflicts like Wrye Bash, too. At least Wrye Bash, TES4LODGen, TES4Edit, CS and CSE work through it, but OBMM has issues.

     

    Plugins remaining in lockedorder.txt after they have been unistalled causes load order to change even when locked, which is not good, but removing the non-existing ones from lockedorder.txt fixes load order changing when it should not.

     

    I would personally recommend MO for Oblivion mod management, but only for those who know what they are doing, know how to install BAIN/Omod packaged mods manually (restructure the folder) and wish to keep the Oblivion folder as clean as possible. It also makes making mods easier, as all resources can be kept in the same folder, and do not need to be actually copied to data folder, although modifying plugins with, for example, CS(E) moves them to MO's overwrite folder.

     

    Hopefully that, too, helps. :)

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