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Everything posted by MaXiMiUS
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Anyone? Surely someone has found something by now.
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I already know about the College of Winterhold, I mean other places. I'm particularly interested in places to acquire stuff like Thalmor and Psijic Robes, more rare/powerful spells (if any exist), and so on.
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I'm definitely playing an evil character -- I'm the Listener of the Dark Brotherhood and the Gray Fox of the Thieves Guild. Not to mention, I'm a Vampire. Not sure how much more evil I could get, really. Telling me I'm not "evil" enough to get this line of dialog (yet still get the Ebony Blade) confuses me. I've murdered hundreds. "Savor the divine essence of a well-spun plot. And here's a little needle to help you stitch your own tangled tapestries." I got the Ebony Blade, that dialog never played though.
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Alright.. after some digging, I found the dialog FormIDs: 000579DB: "Well done, little webspinner. Is there a prettier sight than friends at war? Take pleasure in the strife you have caused, mortal." 000579DC: "Savor the divine essence of a well-spun plot. And here's a little needle to help you stitch your own tangled tapestries." 000579DB behaves perfectly normally, the sound plays and everything. 000579DC, which (to my understanding) should play IMMEDIATELY after 000579DB, does not. I've tried half a dozen times, it never plays, it just skips this and gives me the Ebony Blade. According to TES4Edit, none of my mods edit these dialog entries. My Bashed Patch does edit some sound entries, but only two, and those are simply bow sounds, nothing to do with voices. I use Wyre Bash 284, Tes4Edit 2.5.3 and BOSS to sort my mods. All mergable mods are merged into my Bashed Patch. I have absolutely no idea where to even begin with your suggestion "Make a new esp to reset the vanilla voices," -- I'm no stranger to the CS, but this sounds like a horrendous amount of work for something that should be much MUCH simpler to resolve :(
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Most of the time, sound plays fine in Oblivion for me. Sometimes, though, it just cuts out, and no sound plays, despite the fact that I know the NPC is present in Vanilla Oblivion, essentially unmodified. They just don't have anything to say. One example in particular, Mephala. "Well done, little webspinner. Is there a prettier sight than friends at war? Take pleasure in the strife you have caused, mortal. Savor the divine essence of a well-spun plot. And here's a little needle to help you stitch your own tangled tapestries." That's the line I was expecting her to say. Instead, I get: "Well done, little webspinner. Is there a prettier sight than friends at war? Take pleasure in the strife you have caused, mortal." This is a fairly widespread problem for me, I've noticed several NPCs "talk" to me (lips flapping away), but no sound. I have Elys Universal Silent Voice, which is the reason I'm able to see their mouths flapping even though no sound is playing. Removing Elys USV does not fix the missing/cut-off sound files. My Oblivion.ini is set to allow up to 64 sound channels, which should be more than enough (default is 32). I also have ArchiveInvalidationInvalidated!.bsa installed (added it to my .ini by hand). My mod list (FYI: the bottom 4 mods are completely my own work, and I don't really want them loading any earlier): Is there any way I can verify that my Oblivion - Voices1.bsa and Oblivion - Voices2.bsa files aren't corrupted? I generated hashes for my copies of those files, if anyone could do the same and compare, I'd appreciate it :) File: Oblivion - Voices1.bsa CRC-32: 80cd528b MD4: 07d50f2ad125a56e6adbaaf20a552f91 MD5: bb6e998dcea77954e3e547a56ed11240 SHA-1: de31c6282faaf3df4493d30f4ab9f88c1d8cd91d File: Oblivion - Voices2.bsa CRC-32: ad15f822 MD4: 021670b75ef46072d8cc3333de0da7c5 MD5: a5a4ac74d56a52d95f3c71bb07725661 SHA-1: 273404d08921b5a44f2f39739c16604b577bfebd
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I made some really stupid custom enchanted items fairly early on in the game. I'm pretty sure I sold them to NPCs not long after. Yet, looking at the "Rename Enchanted" list for my latest save (almost 100 hours after I sold those items), they still show up. So.. is there a way to delete these items from my save? Permanently? I mean, it's not that big of an issue, but it is wasted space. I'm NEVER going to see those items again..
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bg2408's Enchantment and Hit Shaders
MaXiMiUS replied to MaXiMiUS's topic in Oblivion's Mod troubleshooting
They're not being overwritten, the mod was broken. I fixed it myself about an hour ago (and explained the changes I made in post #5), and the fire shader shows up properly now. I'm making the Runeskulls changes now, thanks. I'm kind of reluctant to merge patches where I don't need to, as rebuilding the Bashed Patch takes a couple minutes on my computer and is a bit of a bother when I want to test out new mods. If I was closer to the 255 mod limit I'd have to merge obviously, but I don't need to currently (and before you ask, yes, I know exactly how to use the Bashed Patch, why it's necessary, and all that.) Edit: To clarify further, this appears to of been a typo bg2408 made in the English version of his mod. No idea if the same error exists in the German version or not (probably not, judging from his screenshots) This is what it looks like after I corrected the MGEF in the esp and rebuilt my Bashed Patch: http://img340.imageshack.us/img340/7258/missingshaderfixed.jpg -
bg2408's Enchantment and Hit Shaders
MaXiMiUS replied to MaXiMiUS's topic in Oblivion's Mod troubleshooting
Just to explain what was wrong with bg2408's mod: He had bgEnchantFireDamage set as the Effect Shader for Fire Damage (should of been effectFireDamage) and effectEnchantFireDamage set as the Enchant Effect for Fire Damage (should of been bgEnchantFireDamage) About ExnemRuneskulls.esp, I'll have to look into that, thanks. About the 3 mods that "need to be moved somewhere else" .. no, they don't, PrimesHealthRegen only adds stuff, doesn't change ANYTHING, and the other two mods I made myself and I -want- them to overwrite everything else. Edit: I'm terribly confused about Exnem Runeskulls. ExnemRuneskulls.esp FCOM_ExnemRuneskulls.esp Mart's Monster Mod - Diverse Runeskulls Loot.esp Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp .. Which of these am I supposed to use, exactly, with FCOM? I should note that, aside from a metric TON of Runeskulls I found in the starting ship (Alternate Start.esp, "A New Life" option), I have NEVER found ANY runeskulls. -
bg2408's Enchantment and Hit Shaders
MaXiMiUS replied to MaXiMiUS's topic in Oblivion's Mod troubleshooting
Yes, it's patched to the latest version. Active Mod Files: Edit: I think bg2408 may of screwed up his magic effect settings in his mod somehow (for the Fire Damage enchant, at least). Going to adjust the settings and check it out in-game. Edit 2: Haha! I was right! He screwed up the Magic Effects for Fire Damage in his mod :P -
Since bg2408 said he wouldn't provide any support, I thought I'd try asking here. http://theelderscrolls.info/?go=dlfile&fileid=336 I have that mod installed. The load order is determined by BOSS (Better Oblivion Sorting Software), not me. I did what bg2408 suggested, "use Bash's import graphics function." I'm quite certain I did it correctly too (I'm not an idiot when it comes to modding, I know all about OMODs, BAIN, FCOM, and making mods myself).. yet, when I go in-game, I can't find ANY properly replaced shaders at all. For example, I have a sword with +20 Fire Damage Enchantment. With this mod installed, I'd expect it to have a nice fire shader, but that's not the case. Instead, it just looks like it's wrapped in orange/red cellophane. I don't have any other mods that I know edit shader or magic effects. The only other mod I can think of is Superior Magicka, and from what I can gather this mod should be compatible. This is what my +20 Fire Damage on Strike sword looks like in-game, with this mod enabled: http://img143.imageshack.us/img143/1060/missingshader.jpg
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Armor 000CA11C "Gauntlets of Gluttony" from Oblivion.esm Heavy Armor Fortify Strength 15 points Drain Health 30 points <- this modifier on these gauntlets causes a hideous red shrink-wrap style effect to appear on my character permanently. I don't have a problem with the effect itself, it's perfectly fine for when -spells- apply Drain Health, as those effects don't last too long usually, and it's nice to know why my health is rapidly disappearing. As a permanent effect though, it's absolutely hideous -- so, any suggestions for mods that I could use to fix this, or what modifier I could replace the Drain Health 30 points with, to get rid of the horrible visual effect? I could post a screenshot if you want, but I'm pretty sure everyone knows what I mean when I say "red shrink wrap drain health visual effect" in relation to Oblivion, LOL.
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I-forgot-to-save-and-died-rage moments
MaXiMiUS replied to DingerDan's topic in Oblivion's Discussion
Not really a problem for me hehe, Streamline automatically saves every so often for me, very convenient in case of a crash or forgetting to save :P -
Doubled, Floating Door in Bruma
MaXiMiUS replied to MaXiMiUS's topic in Oblivion's Mod troubleshooting
I'm not entirely sure how my save could be "dirty". I spent 4 days installing mods to a fresh install of Oblivion before I even started playing, I've had Better Cities installed since before I started this character. Using RefScope, the "duplicate" doors are from Oblivion.esm, and the "proper" doors are from Better Cities - B&M Edition. Encountered a few more duplicate doors in other cities, save -> restart oblivion -> load save removes them =X -
Doubled, Floating Door in Bruma
MaXiMiUS replied to MaXiMiUS's topic in Oblivion's Mod troubleshooting
I've actually had "duplicate doors" show up 3 times now (each time with a different door in a different location, all in Bruma). Reloading my save does NOT remove them. Restarting Oblivion, however, does. I'm getting the impression it has something to do with OBSE, but I'm not entirely sure. -
It seems like a lot of people have this issue with Ren's Guard Overhaul =/ I have the latest version (2.07) and my load order should be correct (I use BOSS).. hrm.
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Yes, I do.
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Mods: http://paste.pocoo.org/show/215757/ Video of the guards: I'm at a bit of a loss. Guards in other cities work just fine, they try to arrest me, I get the resist/pay/jail options, etc. Not in Bruma though, they just.. greet me.. really aggressively.
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Doubled, Floating Door in Bruma
MaXiMiUS replied to MaXiMiUS's topic in Oblivion's Mod troubleshooting
Still haven't found the mod responsible. I think I can narrow down the list of possible mods from 150/185 to a more reasonable number though =X From my latest save statistics: 49 Object Ref 13527 Oblivion.esm 2 You Are Here.esm 6 Cobl Main.esm 1745 Oscuro's_Oblivion_Overhaul.esm 55 Enhanced Daedric Invasion.esm 2 Artifacts.esm 468 Better Cities Resources.esm 8 Unofficial Oblivion Patch.esp 1 MIS Low Wind.esp 76 Storms & Sound.esp 142 Crowded Roads Revisited.esp 6 DLCHorseArmor.esp 1 DLCOrrery.esp 48 DLCVileLair.esp 169 DLCMehrunesRazor.esp 103 DLCThievesDen.esp 208 Cobl Glue.esp 1 Bob's Armory Oblivion.esp 1 ArmamentariumArtifacts.esp 115 Mart's Monster Mod - More Wilderness Life No Gates.esp 1 Mart's Monster Mod - Extra Wounding.esp 98 Mart's Monster Mod - Dungeons of MMM.esp 13 Mart's Monster Mod - Hunting & Crafting.esp 10 Mart's Monster Mod - Farm Animals.esp 54 OOO-WaterFish.esp 106 DLCBattlehornCastle.esp 773 DLCFrostcrag.esp 11 FrostcragRebornCobl.esp 166 Knights.esp 194 RTT.esp 936 The Lost Spires.esp 580 Blood&Mud.esp 94 Mart's Monster Mod - City Defences.esp 12 Salmo the Baker, Cobl.esp 7 Storms & Sound - Better Cities.esp 155 Alternate Start Revamped.esp 5 SupremeMagicka.esp 1 SM_EnchantStaff.esp 16 RenGuardOverhaul.esp 1 ProgressRBSP.esp 8 Better Cities - Full City Defences.esp 1682 Better Cities Full - B&M Edition.esp 1856 Better Imperial City.esp 1 Streamline 3.1.esp 116 Save 293 - Max Lothrik - Bruma, Level 11, Playing Time 22.03.10.ess 23580 Total Edit: I checked Better Cities Full - B&M Edition.esp (BrumaExterior04) by hand in TES:CS, couldn't find the duplicate door. Also.. I just loaded my save from last night (where I took these screenshots)... the duplicate door is GONE, and I didn't delete it or change any mods, LOL O_O -
This is my BOSS output: http://paste.pocoo.org/show/215757/ I have 150/185 mods listed there enabled (can post a screenshot from Wrye Bash if needed, though it seems pointless to me). Almost (but not quite) all of the disabled ones are Mart's Monster Mod config options. http://img571.imageshack.us/img571/4554/doubledoorsbruma2.gif I suspect it has something to do with "Better Cities Full - B&M Edition.esp" but I'm really not sure.
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Thank you Tomlong54210, that worked perfectly. Neat little feature was added that explains why the corpses were green: new textures with blood splatter. Awesome!
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I'm having the exact same problem with FCOM. I renamed MMM.bsa to Mart's Monster Mod.bsa to match the .esm already. This is a fresh install of Oblivion, new game.
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Modifying an existing DLC item
MaXiMiUS replied to MaXiMiUS's topic in Dragon Age: Origins's Builder Troubleshooting
Ahh.. found the real cause of my item-deletion: for some reason my TemplateResRef was truncated to 16 chars o_O -
Modifying an existing DLC item
MaXiMiUS replied to MaXiMiUS's topic in Dragon Age: Origins's Builder Troubleshooting
Alright.. I got my item spawning in-game correctly now, but if I try to override it from the /Dragon Age/packages/core/override folder, it just deletes the item after a save and reload, which is really irritating. Edit: It seems to be deleting the item because I've added item property 6074 (in combat stamina regen)... UGH. -
This is probably what you're looking for: http://www.dragonagenexus.com/downloads/file.php?id=852
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Edit again: Alright, it seems like I've edited my .uti properly. The problem I'm having is getting the pre-existing item in-game to update. I've added some new item properties to an item and modified the item type. The modified item material works fine, but the item properties in-game stay the same as the old properties no matter what I do. I'm at a bit of a loss for what to do. runscript createitem doesn't seem to work at all in Awakening, and I have no real way of acquiring another of this item o_o Suggestions? Maybe some sort of item-update-script? :<