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IcelandicPsychotic

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Everything posted by IcelandicPsychotic

  1. Thank you! It seems like changing that setting did the trick. I changed it yesterday and haven't had any crashes since then.
  2. I'm using OSR tweaked to work with Windows 10 and Oblivion regularly crashes on startup for me when I launch it for the first time. Launching it a second time works fine. I never knew why this happens but this might be the issue. In my file "bHookCriticalSections" was set to 1.
  3. Try getting arrested and going to prison. Then serve your time so you'll appear outside the dungeon. The Wisp might appear outside with you.
  4. There's no "agro range" in Oblivion, just the Aggression factor in the AI window. If aggression is higher than the NPC's/creature's disposition towards you then it will always attack. An aggression of 5 or below means it will only start combat defensively. What you could do is create another Spriggan, lower its aggression to 5 and add it to leveled lists which contain the Spriggan. That way the game has a random chance of spawning the normal Spriggan or the docile one you just created. Maybe add it to the PlayerFaction as well so it definitely won't attack you unprovoked.
  5. You lost me at "reddit". For real, though, this sounds like it has great potential to turn into a hot f-ing mess.
  6. You're correct but those two should still be easy to find. The marker for Hangman's Bridge is at the end of the bridge. The marker for Butterfly Grove is right in front of the pond. You can locate the map markers in the Render Window from the large yellow circle they have around themselves.
  7. Hah! What are the odds? Well, every map marker is the same object. If you double-click on it in the game world you can see the "Marker Data" tab which controls the properties of this specific map marker. The Reference Editor ID doesn't show up in any of the tabs to the left, that's just an ID you make yourself to identify objects as unique, like for scripts and such. If you want to remove the map markers from my mod you need to go to all the locations and delete them. In the Cell View tab, set the World Space to "Tamriel" and wait for all the cells to load. The list will display the names of all the exterior cells in Cyrodiil. All the cells I edited start with "LOC". Find the right cells, go to them and delete the map markers.
  8. Map markers are located around the exteriors of their locations. They're located in the Static tab as "MapMarker" and are dragged and dropped into the game world like any other object. They look like NPC-sized, transparent red blocks with a purple-ish arrow pointing outwards where the head should be. To remove one, all you gotta do is delete it.
  9. It must be possible to edit distant LOD somehow. There's a number of mods which add stuff past the map boundaries.
  10. That's a creative way to clear dungeons. :laugh: Oblivion is such a fun game to mess around in.
  11. I'm not much for online games but it looks really cool. I like the gothic style of it. It sounds like you get to play as the "bad guy" which I think is interesting. I wish more games did that.
  12. According to UESP K'Mar is from Better Cities. I don't use that mod myself but I'm pretty sure it still has a bunch of unvoiced NPCs.
  13. I have no idea how one goes about editing distant LOD. You could try contacting the authors of TWMP. Maybe they can help with that.
  14. Ah, I didn't know what TWMP was. If you're working with that then working out of the map bounds shouldn't be a problem. I'm not really sure about where that hill is coming from. Have you tried loading up Oblivion's master file and looking at that location? Maybe that hill is present in vanilla and was never removed by TWMP. As for the texture, are you 100% sure that it's vanilla? I do know that if a terrain uses too many textures it can lead to problems.
  15. You say you're trying to make a city in Morrowind, do you mean you're creating your city out of the map bounds? I've never tried that myself but there might be some technical f*#@ery required before doing that. If you have any other mods active, did you check if that hill comes from another mod? Maybe a modder accidentally raised the landscape there and didn't notice.
  16. Never heard of this bug before. It almost sounds like his voice files are missing or the game can't find them. Do you have any mods that affect him?
  17. If you're not sure about a container you can right click it in the CS and click "Use Info". You'll get a list of every cell in the game that has this container in it.
  18. I'm pretty sure that would not have any adverse effects on quests. Most quest-related containers already don't respawn.
  19. https://www.keengamer.com/articles/guides/how-to-get-skyrim-mods-on-ps4-5-easy-steps/ This might help you.
  20. Have you checked if the Trade and Commerce mod is conflicting with any other mod you're using? Try disabling all mods except Trade and Commerce, start a new game and check if the problem persists.
  21. Looks good! Looks like a lot of work has gone into this. That second journal entry sounds a little strange, though. :thumbsup:
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