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alividlife

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Everything posted by alividlife

  1. I agree-- so depressing. Been scratching my head about this one, because in previous installs, grass wasn't such a fps hog! I think what I should do is get into Nvidia Inspector and see if there isn't some things I could change for my BFG Geforce 9800 GT. It's a bit old and not ideal. I have an AMD Radeon HD 6950, but lost one of the power cables (thing requires two) so gaming has been lackluster... I just had a duh moment although.... I think I might have Vurts Flora Overhaul, and I am assuming that is why I am seeing such a discrepancy in framerates. But after just checking now... I am using Skyrim Flora Overhaul v15a Low-Res. :blink: ...hmm So technically this mod does exist, but Vurt's amazing compilation is pretty large and changes more than just the grass. But my request still stands, I still think a low-poly would be beneficial to many out there. Even tho... it seems Vurt has done this basically.... haha..... Anyhow, good luck on your mod, and I would love a mod with a lot of grass, if only my computer could handle it.
  2. I searched before hand to find this thread here. But it was asking to only remove the grass and trees (which I think trees are the only that are persistent). I gain +7 FPS with ~ tg (toggling grass off) but it is not persistent and it constantly re-toggles grass after moving through new locations or even checking the map. mmmpld made a Low-Poly Grass mod for Oblivion, that I used, that gave me a substantial fps gain, and actually didn't look all that bad either. Any talented texture/mesh guys wanna take a wack at it? Puhleeze? :blush:
  3. Hey LotM... I think a good/possible joint collaboration with TES Alliance's Voice Actor Guild Many of the donations there are dated to Oblivion days. But I thought it would be worth mentioning. I hope I am not stepping on any toes as I do not represent that epic site or it's facilitators.
  4. Just throwing this out there, ... because we are not allowed to use Oblivion meshes and textures/models... It would be fine to use a retexturing then? I don't know if many of the 5 year old mod creators will answer but you have a good amount of quality mods that effected the oblivion realm to work with? Use their textures and models or whatever?
  5. cool... thought this should be noted... TFC is great for taking pictures, but if you use TFC 1 everything will freeze so you can get really badass pictures. With just TFC combat and time still moves on. for any base id with a 0, you do not need to put that in.. for example Why type Player.additem 0000000f when you can just type player.additem f
  6. Could be wayyy off here, but try setting Anti-aliasing to 2 samples or just off. You will probably still get some grid-lines but it will be less noticeable.
  7. yup.. at least 3 of us. http://www.thenexusforums.com/index.php?/topic/482032-cannot-store-or-give-anything-away/page__p__3969134#entry3969134 "I saved the original TESV.exe and because the 1.2 patch broke fast travel/transitioning, I have to go back to the original executable to actually play the game. BUT! in doing so, it made it so I cannot store or give anything away with specifically the "R" button. Also clicking on things that ask "Yes" "No" "Cancel" I actually have to use the keyboard to hit the "Y" or "N" button. Very very frustrating. So for example, I go dungeon crawling/questing, get a bunch of loot, replace the TESV.exe with the 1.2 patched version... store my stuff, then go back to the 1.1 version of TESV.exe... it's INSANELY frustrating. If I find anything (a fix or work around) I will let you know... Conversely if anyone knows of a fix, please let me know. EDIT, yes, we are screwed apparently until the new patch. R is completely hardcoded in the executable and there's nothing that can be done. =/ "
  8. SKSE fixes the resistance bug... shrug. http://forums.bethsoft.com/index.php?/topic/1288179-wipz-skyrim-script-extender-skse/ BUT unfortunately for me, the patch makes it so transitioning or fast-traveling is insta CTD. (tried everything too, no mods, reinstalling.) Luckily I had saved the original executable from the 1.1 and I can actually play the game, but for some reason the hard-coded keys do not work =/ I cannot store things and the map is kinda wonky. So I am in this constant battle of replacing the two patches so I can loot and store/give things to my companions. Bah. What a weird patch.
  9. I saved the original TESV.exe and because the 1.2 patch broke fast travel/transitioning, I have to go back to the original executable to actually play the game. BUT! in doing so, it made it so I cannot store or give anything away with specifically the "R" button. Also clicking on things that ask "Yes" "No" "Cancel" I actually have to use the keyboard to hit the "Y" or "N" button. Very very frustrating. So for example, I go dungeon crawling/questing, get a bunch of loot, replace the TESV.exe with the 1.2 patched version... store my stuff, then go back to the 1.1 version of TESV.exe... it's INSANELY frustrating. If I find anything (a fix or work around) I will let you know... Conversely if anyone knows of a fix, please let me know. EDIT, yes, we are screwed apparently until the new patch. R is completely hardcoded in the executable and there's nothing that can be done. =/
  10. Yes, that looks awesome MentalRuination! ALTHO, I do want to have a quick moment to pull my foot out my mouth and say thank you, yes please and RIGHT ON! :D
  11. Thank you for posting those David Brasher. Humn, I wonder if you would consider working with DunmerMaiden and LordFrostcrag? :wink: I am absolutely going to try out your modification and I will let you know how it goes for me. Thank you for adding the auto-save feature at those "crash" points you mentioned in the readme. The vampire one looks very interesting, but I am not near the end of my game, and do not have a working save file as such (but I would love to see other's interpretations and attempts at this "more oblivion gates"). I just saw a bit of DunmerMaidens work on some of the new realms, and this looks just amazing. I think this will be a wonderful modification. You are an artist DunmerMaiden! :thumbsup:
  12. Haha... This is going to be ... pretty ... epic. Ok.. SO, just thinking things I know about azura? Some of the rainbow textures from Max Teals Natural Environment's, (yes I know old) but still, to borrow perhaps the rainbow from that? EDIT, just googled rainbows and Oblivion, and it looks like you are good there lol http://www.uesp.net/wiki/Lore:The_Doors_of_Oblivion : "'Too much beauty,' Zenas gasped when he went to the next realm. 'I am half blind. I see flowers and waterfalls, majestic trees, a city of silver, but it is all a blur. The colors run like water. It's raining now, and the wind smells like perfume. This surely is Moonshadow, where Azura dwells.'" You guys have to be messing with me now lol ... :teehee:
  13. ...hold on let me pick up my jaw. wow. You even added the Daedric supply boat!?!?! lol This is going to be ... almost too epic. I used to love doing Lighting and flora in Fallout 3 Construction set. I wouldn't trust me, but this could use a lot of those touches you mentioned dunmermaiden. Dang... that's beautiful.. I can't wait to die there!!! :P Some quick thoughts? I was looking at this, and thinking about trying it: http://www.tesnexus.com/downloads/file.php?id=6263 (Sigh I am a total newb lol.. Don't think this is worth it, but the code is there nonetheless) But I HIGHLY recommend this mod for the oblivion gates: http://www.tesnexus.com/downloads/file.php?id=6854 But think of the textures here: http://www.tesnexus.com/downloads/file.php?id=17818 So basically the completely new random oblivion gate mod would ALSO include very very nice textures from the community. Anyway, don't mind me! Keep on keeping on!! :)
  14. Looks awesome. Cannot wait for this one. Makes me wish I could mod lol... Anyway.. I was searching like crazy, and I found this: http://www.tesnexus.com/downloads/file.php?id=27592 It's seems like a good resource? Might be kinda interesting, especially if you do think that adding other realms would be applicable? Anyhow, As far as difficulty, I am all for whatever. I just hope to not see too many conflicts. I don't understand everything about the spawns, but I thought it was all level based? I use FCOM with heavy hard spawns, so it's often that I go into a tower and find 20 daedra coming to kill me lol Anyway, I am stoked! (Virtual hi-fives) to you all.
  15. Awesome! I was curious about how the gates were randomly selected? Is there any way to have wider percentages based on how far you are in the main quest, or where ever the Gate is located? Or is just a luck of the roll, you get 1 out of 7? I can't wait to see the pics! :)
  16. Wow dumermaiden, that looks fantastic! Definitely the Daedric City... yes! I can definitely see this becoming a great idea. Imagine Mehrunes Dagon in a chamber like that!
  17. yay! Just so you guys know, I will happily be the test subject! lol.... I am running aroundish 200 mods and Qarls, and everythings smooth here, so I will happily crash my game if it doesn't work out hehe. I have a backup of my data folder in place. BTW, I am happy this is actually now an actual idea, and no worries if it doesn't pan out, -- I will have to go over the CS with that beginners guide. I have only made really "dirty" mods, accidentally moving things I did not intend to and such. just wondering, are there any other request such as mine available to read? I am curious what others have said on the subject.
  18. I only want to say this just to have the information there for others,... I was apparently doing the ArchiveInvalidation incorrectly! It took me quite a bit of time to figure this one out! I was doing BSA invalidation and redirection. Furthermore, I was trying out MaxTeal's Archive Content Validator, which was a very old utility, but got some decent results... After finally just saying "screw it" I downloaded Qarl's, (especially after noticing I was barley pulling 256 megs of VRAM using "tdt" in the console) So after downloading Qarl's 3.1 texture pack OMOD, and installing it, I noticed the handy little "BSA jpeg." After simply setting up my ArchiveInvalidation thru just: BSA alteration Textures Ignore normal Maps Generate archiveinvalidation entries on hash collision Everything is running incredibly smooth especially after dumping some features of Steamsave and going towards Oblivion Stutter Remover. My game is complete. ... Still thank you OMFGexplosition and Hickory, I would not have gotten to this result without this thread lol.
  19. I'd say do whatever you creatively feel! :) God I wish I had the "brain" to understand and actually pull off modding!!! Really .. just do anything at all! :) If I have to do the same 7 oblivion gates 30 times just because?.. ugh.... no thanks. I do think that if this is done right, it would be a very popular mod. I searched quite a bit, and I did not find anything about "Random Gates Mods" But I would love to hear other suggestions. New interiors creatively done might be interesting?... Having to jump and navigate a tower? Shrug, I would definitely copy some of the traps if possible. But honestly, I am just happy that I am not the only one bored with the same 7 levels.
  20. EDIT, thanks for responding!! I totally dig all the modders that can actually pull this stuff off. ... humn... Even making duplicates with variations would be cool too lol Is that possible? To copy a realm, and just make it MORE difficult? That would be easy enough... I suppose.. I am almost more curious if TESIV:Oblivion would even take a "random" gate and accept it? You know?... I will add, that I have made some mods, but they were soo buggy, and I felt soo lost with the CS that I just didn't think it would be a good idea to continue? I was thinking about it, and dinking around with the editor (and I do not even know how to properly use this thing) But it would be a great idea if executed correctly. New lands, I know for a fact, even with Fallout were kinda difficult, as I tried a few, but failed. I couldn't imagine how it is in Oblivion. heh. Hmn....... It would be epic, to even have 7 more Oblivion Gate worlds? .... Instant replay value.
  21. I have came and gone to Oblivion over the past 5 years.. And I really love the game, and I do think it would be something that I will always enjoy. BUT, there's one thing about TES in general, that always always bothered me. Extremely huge amazing maps, but filled with the same stuff over and over... Same Ayelid textured ruins, same cave systems, etc... Now there's been mods to make Tamerial unique.. Unique Landscapes, which is great., HUGE expansive conversion mods that add 4 times the original content, and enough new territories to keep someone occupied for a while. but ... Oblivion Gates! Apparently there's the opportunity for 60 gates, altho a modification allows for all 100 random gates to be accessed, and there's also Enhanced Daedric Invasion. What I purpose, is a Mod that would add more than the random seven Daedric Oblivion Gate worlds, and perhaps an opportunity for more variations? http://www.uesp.net/wiki/Oblivion:Oblivion_Gates http://www.uesp.net/wiki/Oblivion:Planes_of_Oblivion#Random_Worlds http://www.uesp.net/wiki/Oblivion:Random_Oblivion_World_1 http://www.uesp.net/wiki/Oblivion:Random_Oblivion_World_2 http://www.uesp.net/wiki/Oblivion:Random_Oblivion_World_3 http://www.uesp.net/wiki/Oblivion:Random_Oblivion_World_4 http://www.uesp.net/wiki/Oblivion:Random_Oblivion_World_5 http://www.uesp.net/wiki/Oblivion:Random_Oblivion_World_6 http://www.uesp.net/wiki/Oblivion:Random_Oblivion_World_7 Even just some simple new lands would be great... Maybe on a couple of these? Just huge boss battles with the stone being the prize? A simple plot of land, lava, and tons of enemies, and a gate and the stone? Just something to switch up the monotony? I was also thinking this would perhaps be nice, because modders could make incredibly huge enemies, without the worry of clipping. I would love to see different variants and new creatures, altho MMM and others have done a great job on this, and I do not know how difficult it is to mod such a thing. 100 possible random gates that pull from 7 variations seems kinda out of balance. (My apologies if this mod has been done, I have searched, but would be very appreciative if someone linked)
  22. Ok, after backing up my Data folder, and then doing a clean install, same issue. I did some more research and I discovered that it was the "Unofficial Oblivion Patch" that was referrencing Armor for the Blades to be directed to "..Oblivion\Data\Meshes\Armor\M" http://www.uesp.net/wiki/Tes4Mod:Unofficial_Oblivion_Patch/Apparel Hmnnnnnnnn
  23. Ahh thank you Hickory! Kudos for you! Now... I loaded up everything in the CS, and was just trying to find the missing mesh, and I found in Oblivion\Data\Meshes\Armor\Blades\M\ No "Gauntlets.NIF" or any mesh for them being on the ground... So, now I am thinking that it may be a MMM 3.7 issue? ... Ok, no, MMM does not add anything for the Blades. I am assuming it must be the 1.32 from OOO as the original poster has mentioned. I will let you all know if that was the case. Thank you guys. Much appreciated! ..... Hmnnnn... Well it doesn't seem to be something from FCOM....
  24. Hmn... I thought that OOO went from 1.33 to 1.34 beta 5? So I am having some of the blades without hands? No missing textures. It's strange because, I tried Archive Invalidation with OBMM and it didn't work, but then I tried Max Teal's "Automatic Content Validator" from his old Natural Environments mod, and I still didn't get the blades to have hands, but I did get a ton of very cool new textures... (Must have been something with my ArchiveInvalidated.txt?) So ... Where do I find OOO 1.3? Humnnnn
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