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bobbyskel78

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Everything posted by bobbyskel78

  1. it was a thought. torrent sites do it, WAN/LAN also do it through file sharing. pretty much every download i've seen has mirror download links as well. any who, it was just a thought.
  2. nothing more to really add other than what's been stated ... except: who fixes the bugs, well this is a modding community, so you do w/ the help of the community. i wouldn't bother the author, as usually this is a standard of large over-hauls, consider them beta ... either wait for enough people to get pissed or be pro-active. to end this subject, many of the most popular mods are over-hauls and every foreseen flaw cannot be seen, especially with other mod conflicts. it's my opinion that Maskar has set a standard of in-game as opposed to concrete changes ... yet, even with that goal, obse sometimes isn't enough and pre-game/pre-load ... etc, must be used. unfortunately, changes made in the CS via an esp/esm will be embedded in the save game and potentially corrupt the save. this occurs mostly w/ uninstall of a mod, but can occur without. i've always found it good practice to read the mods posts prior to install ... i suppose consider everything a beta release prior to intsall. hacking a MMO server. i assume we're talking about online gaming. the easiest method i can think of is a first acquiring the opponents ip address, follow that up w/ secondary WAN DDOS attacks. there is no way around it, randomly changing ips is my guess the best solution, yet once reacquired, rinse and repeat. many isps as of to date don't allot for isp changing, therefore a vpn is necessary. using a private proxy isn't going to be sufficient enough, but may help. i'm skimming and commenting ... so not a full answer to the questionaire: "Q2: Avoid using sripts that constantly run in the background. For example and a long as possible favour a lot of object scripts using tokens instead of a quest script using variables." with existing mods or mods i've created, the normalcy of most mods is to be run quest mode. fquestdelaytime determines the freq that such mods should be run. i usually gauge the fquestdelaytime dynamically. set fquestdelaytime to (fquestdelaytime/(getfps/(100/actual fps)), using 50 hz/cycles per second. as the fps increases (ie. 0.01/(100/100) = 0.01 or 0.01/(100/50) = 0.005). if every mod did this, it would utilize the best fps possible. i honestly like opening the CS and searching the fquestdelaytime and altering it to a dynamic solution. alternatively, some things just shouldn't be running at all. this is already addressed w/ menumode and gamemode. however, it should also be addresses for: if player.isincombat (i'm just guessing at the syntax) set fquestdelaytime to 1, 5, 10 ... i guess, the author's discretion.
  3. fiber optics are used primarily on cable runs over 100 feet, as this is the point at which noise is introduced into ya norm cat 5 cable. the how, like most data cable, it's a high-stream of bit data. with cat 5, it's usuall +12v or 0, with fiber optics, it's light or no light, true or false. one can actually shine a led light into a fiber optic and the light is visually will be present at the other end. shame xrayy, if ya don't have anything nice to say ... blah, blah
  4. with electrical/electronics, the most common detrimental instrument to either is heat. sooooo, i always use all my custom PCs w/ the side cover off. i've doubled fans (one atop another), usually there's a setting in the bios to have the cpu fan to run continously, the other fan is run off the chassis mb connector. currently, i'm running a small fan behind my PC to encompass the entirety and any dust that might accumalate behind. it's customary to clear the dust away, lest one finds their rig sounding like a chopper getting ready for take-off. most pc-techs will say use compressed air to clean .. mobo, keyboard, case. some portions, this isn't adequate and depends highly on the ambient environment. a medium bristled brush is usually ok to clean the heat sink. ground one's self out prior, touch the metal frame of the unit while it's plugged in, this will discarge any static. removal of the cpu fan more than likely, i've yet to run across any quick snaps. for your sanity, use a magnitized screwdriver, normally a cross/phillips. this is the part where i'm supposed to say use compressed air. i use the paint brush to thouroughly clean the heat sink and if not enough of the conductive gel remains, (cpu to heat sink) add more. prior to this, oh hell, don't pm me, i use a lawn blower with entirety of the pc disconnected and outside. same with the keyboard or i hit it with a brush vacuum. all i had to do was read the post, yup! poor ventilation and dust build-up. btw, that dust can be conductive, ergo short one's mobo out. just a stupid fact, lent/dust is equivalent in flamability as gas, so on your next outing to the camp, bring a bag of dryer lent and start the grill w/ a flick o' the wrist. (brought to ya' by John Handy ... SNL)
  5. hello all, i've been a fan of the game <insert your fave here> since <blah, blah>. in the past, i worked a fed job. in noticed one of my co-employees was doing something on the NASA site (space s#*&#33;). i had to inquire and apparently one can leave their computer on, internet on ... i believe there was a required add-on/extension, but NASA would use the collective to process all of the info coming from the Hubble telescope (allegedly), i think it was Homeland. any who, i partake in torrents and how they exist is quite simple ... you can be a leech (get what you need and only seed while), seed (someone who already has), or a peer (someone who allots seeding of one+, while downloading 1+). why can't nexus mods implement such? IMO, it would tremendously cut down on bandwidth, potentially make it easier to eliminate antiquated mods, reciprocate more funds towards the modders, the root and why this community exists. make it a part of the registration process, allocate 1/10 of one's bandwidth while online and free membership ... is that reaching? i would hate to see this site go into the dumps because it can't attract modders or become a plethora of unwanted ads.
  6. if it was just a short visit, as in the Dark Bro, i think i might just disable the actor, as where am i purposely going to move them to? re-enable on reappearance. yeah, moveto not placeatme, as an alternative.
  7. i've been messing around a great deal w/ bsas, nifskope, and xblender lately. firstly, i don't use Robert's nor OCO. i always and am attempting to create one texture file (dds) (required nvidia dds plugin) for the entire skeleton.nif (blender w/ niftools). all of these 3rd person views of the body can be found in data/meshes/_male (ie. upperbody, lowerbody, hands, foot, head) nifskope can be used here to view them individually. copying the individual nifstripes into a archived existing skeleton.nif should allow one to view and also set the texture path. the texture path is in the Nitristripes/Nitexturingproperty. you can also go a different route if the latter isn't proving useful. it sounds as if all of the other races are being mapped correctly, so i would fire up tes4edit and load it all. if i understood correctly, which i don't think oco even touches on khajitt, as it was a fix for the neck seam, which primarily shows on humanoids, not khajitt, argonian, or orc. the socket method i believe what the method was referred to as. any who, after tes4edit is loaded up, scroll to whatever body cosmetic, this is what ya stated was funky, right? look at the order, who supercedes who? alternatively, as i stated, i don't think Robert's or OCO really deals with non-humanoid. extract the foot dds from Oblivion - textures, for khajitt in a temp folder, actually extract them all with bsa commander. scroll to data/meshes(or textures ... depends)/characters/khajitt and open the mesh file w/ nifskope or blender if it exists, if not scroll over to the textures file same path pretty much, d/textures/c/khajitt. don't want to deal w/ the headache ... check to see if ya have any hd/hi-rez textures that does replace khajitt or nif if the deformity is in shape. none, extract the texture files to over-write any existing khajitt texture and/or mesh files if necessary. contact the author and thank them for the headache ... that's a joke, i would politely bring it to their attention though.
  8. Whenever I try to add these assets into the CS, CTD. i'm assuming you've already checked Construction Set Extender.log for errors, could ya post em? the hyperlink is dead at 9:37 CST. please re-update, not sure why it's dead, this was a ref ... correct?
  9. i don't have a dedicated sound card, so i've always used separate music. this of course, does not exclude general audio sounds (ie. foot steps ... unless there is no audio for such, USV) i've always appreciated alternative, sooooooooo: nine inch nails ranks up there and as i know many vid games are already being constructed by Reznor. ministry, high tepo and a great deal of edge. i decided to switch over to just purely instrumental. so i focused on goth myself, which oddly i find myself listening to not just while i'm playing. many of these playlists can either be streamed, which i would suggest Firefox, as it has a 64 bit platform. i'll grit my teeth, there are plenty of plug-ins that'll let one rip music off of the internet ... if one likes it, support the artist. i've always preferred a try-it before ya-buy-it approach, which seems to apply to everything else besides digital media. any who, the benefit of ripping or buying, is one eliminates the 32 bit constraint of the game and can play all music in a 64 bit player (ie. vlc) . this frees up the game to focus on more pertinent things, such as rendering. well, i shall digress. on a final note, it's important that if one is looking for music, irrelevant one will lose the change from incombat to not ... at least to the best of my knowledge. i use large mp3 instrumental content ... it's all one big bundled (one track) mp3 ... 1 -2 hours, i play it w/ vlc x64. if one is doing a search via youtube, audio can be ripped from vid ... once again, please support the author if one likes. with most of my searches in youtube, i always want to hear/see large volumes. with music, i set the filters for +20 minutes. ------------------------------------- came up with several playlists that i find well suited for the game. they're instrumental and each have their own unique flavor. so, as pre-mentioned, if i'm in a city or a slow-impact situation, i opt for the more calm, then vice versa. 2 Hours of Dark Music by Adrian von Ziegler -- Gothic Music Instrumental -- 3 Hours of Dark Fantasy Music - The Dark Trilogy -- Deep Cello Meditation Music: Dark Meditation Music, Relaxing Music, Dark Cello Music for Relaxation -- Two Steps From Hell - 25 Tracks Best of All Time | Most Powerful Epic Music Mix [Part 1] sorry, long answer for such a short question. ... i can't help it said the scorpion, it's in my nature.
  10. a bat file is much easier to use as opposed to using cmd/powershell, besides i can create a shortcut on my desktop using a bat file. i was looking through my obse.log & CS extender log, w/ loading the game through a bat file, i added the following as well. for the oblivion and vice versa cd "D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins" ren AddActorValues_CS.dll AddActorValues_CS.dlx ren AVUncapper_CS.dll AVUncapper_CS.dlx ren Construction Set Extender.dll Construction Set Extender.dlx ren Better Cities Helper.dlx Better Cities Helper.dll ren DisableVampRace.dlx DisableVampRace.dll ren Elys_USV.dlx Elys_USV.dll ren FasterSleepWait.dlx FasterSleepWait.dll ren FastExit2.dlx FastExit2.dll ren obse_jail_fix.dlx obse_jail_fix.dll ren obse_jump_while_blocking.dlx obse_jump_while_blocking.dll ren OBSE_Kyoma_MenuQue.dlx OBSE_Kyoma_MenuQue.dll ren obse_training_fix.dlx obse_training_fix.dll ren sr_Oblivion_Stutter_Remover.dlx sr_Oblivion_Stutter_Remover.dll obviously one would have to look at their log to see which plugins are for the CS or for the game. now just take some time and get my game sorted ... i still find it amazing i've playing this since the game came out and have still yet to finish. tx again.
  11. i was digging into a texture file for a race: footfemale.dds which is mapped to upperbody.nif, lowerbody.nif & foot.nif, hand.dds to hand.nif and head.dds to head.nif (abstractly) i was trying to add the hand.nif mapping via copy/paste into the texture/map file for u..body,l..body, & foot ... dds. i was able to copy and paste the hand into a clear section of the dds file, although when i open the hand.nif file into the editor it keeps rescaling the file into a 1:1 ratio for the texture/map file (dds). the hand file is a 2:1 scale (ie. 1024 x 512) not sure of importance, but the dds/map file contains the other pre-mentioned (upper,lower, & foot) which i believe are all a 1:1 scale (1024x1024), where the entire rez of the file is (2048x2048). Blender seems to constantly want to rescale the hands to 1:1 and i don't have a option for asymetrical scaling. i'm using x-blender 2.49b r8. in a moment, re-mapping the foot, following a youtube vid, i did have an option of scaling ... or at least i thought. moved past that and here i am. feel like i'm missing something simple here. the purpose, i would like the entirety of the body parts to be all on one scale, both to reduce, if not eliminate seams and/or color distortion. the head file includes a egm file ... is it even possible for all the parts to be inclusive to one uv map. i'm using the the terminology of uv mapping and texture together, as x-blender 2.49b w/ nif script allows for importing of texture files. ask if i'm being unclear ... it is the wee hours of the morn. i guess i could link some pics if necessary.
  12. i glimpsed over the batch file, which seemed mostly renaming ... i would have to imagine that would be a case by case scenario. in retrospect, using injector ... which i have discovered is a memory hog, the CSE and obse_loader play just fine. i opted out of putting the injector exe as a auto-start and confined to game usage. to much memory over-head. i would like to comment further, as from the link ya seemed obscure on the why of those particular files. i was on the verge of using the Sysinternals procmon.exe ... for other purposes, bsa vs bsa vs loose files ... who's on first (Abbott & Costello ... i think, maybe the 3 Stooges) any who, procmon ... w/ the appropriate filters, should log any usage of any dll, exe, or even registry calls and errors. i'm going to have to make sure and bookmark this in my head, as i'm all about getting rid of unnecessary bloat. i think for a temp solution, i'll go back and try enbhost ... is there really any significant difference inbetween using enbhost vs enbinjector? tx 4 the comment, it's got my mind buzzing. ... add one more hair to the camel's back.
  13. **********Solved CS/Oblivion + ENB, switched to Injection and placed it into the auto-start of Windoze well, the title says it all. the CS crashes on start re-directing the potential cause to CSE.log. an error message is logged "Remove the "d3d9.dll" file from the root Oblivion directory. Alternatively, the file can be renamed before launching the editor (it must remain renamed until the editor is closed)" i use the CS quite often, so this seems like a annoyance. methods i've tried to use to resolve: downloaded and installed directx 9 runtime. (crash) 3 files loaded into root: enbhost.exe, enblocal.ini, & d3d9.dll. setup for enblocal.ini, this setup was posted custom enblocal.ini ;using the version for x64 amd, as that's what i have. [PROXY] EnableProxyLibrary=false InitProxyFunctions=true ProxyLibrary=other_d3d9.dll [MULTIHEAD] ForceVideoAdapterIndex=false VideoAdapterIndex=0 [MEMORY] ExpandSystemMemoryX64=true ReduceSystemMemoryUsage=true DisableDriverMemoryManager=true DisablePreloadToVRAM=false EnableUnsafeMemoryHacks=false ReservedMemorySizeMb=256 VideoMemorySizeMb=0 EnableCompression=false [WINDOW] ForceBorderless=false ForceBorderlessFullscreen=false [ENGINE] ForceAnisotropicFiltering=true MaxAnisotropy=16 AddDisplaySuperSamplingResolutions=false [LIMITER] WaitBusyRenderer=false EnableFPSLimit=false FPSLimit=60.0 [iNPUT] KeyFPSLimit=36 KeyShowFPS=106 KeyScreenshot=44 KeyFreeVRAM=115 ----------------------------------- copied and pasted d3d9.dll from %root%/system32 to oblivion directory. allegedly from a article, there was a update for windows 10 v1803 i believe for direct x files. <once again, no go> some obse/plugins are erring out. i know sometimes this is standard, as some plugins are meant for the game, CS, or just a dummy file. Actually, just over-looked the obse editor.log, seems ok. crashes/stops logging at "checking plugin D:\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Construction Set Extender.dll" *************edit: going to try the injector mode again, apparently my bash patch wasn't built prior to checking the injector mode. This fixed where both are running. so the question, i don't want to go too and fro renaming the dll to use the CS. Using the injector version of ENB crashes the game on the start-up loading screen ... no unknown errors are logged. using the same setting for enblocal.ini. any ideas? tx in advance for any potential fixes. not sure if enginebuxfixes, osr or other obse plugins conflict. if so, it's not showing in any log file. ------------------------------------edit UNSOLVED *********apparently this is standard, although the references state the LAA is adjusted & then adjusted back, looking at the error, this doesn't seem to be the case. a final note: receiving this error in obse_loader.log file, using both enb and the 4GB patch. 4GB contains just the "clearing LAA flag" post. "launching editor clearing large-address-aware flag (flags offset = 0000012E checksum offset = 00000170) recorrecting exe checksum (00727F4F -> 00727F2F) crc = 2F9AC10C dll = D:\Bethesda Softworks\Oblivion\obse_editor_1_2.dll using new editor injection method remote memory = 001D0000 old winmain = 0041C500"
  14. try opening the nif file in nifskope and ensure that it's valid. nifskope should show the appropriate parameters ... i've had probs w/ exporting and importing, but no big issue to fix. NiNode (SceneRoot) NiTriStrips NiTexturingProperty NiSourceTexture(%gameroot%/textures/...) ... it goes w/o saying, this isn't a protected directory, is it? UAC and all. invisible usually means something attached to that body part, boots ... yet it sounds like lower body. go into data/meshes/_male/ ... should be *lowerbody.nif. if it's not there, extract it from oblivion - meshes.bsa ... in your data directory. bsa commader will extract it fine. *lowerbody.nif already has a texture path set for the disclothed body portion. just point it to the cuirass and see if it shows correctly, changing it back afterwards, as this is the 3rd person view. exit, don't save should suffice. if you're using a custom body style, it can produce clipping, but rarely the entire portion of a body missing. head, upper body, lower body, hands, feet. remember, it can be anything that attaches itself to the lower body, which can include just about anything ... nifskope should be sufficient in eliminating anything else.
  15. don't load your DLCs via Wrye. i'm not sure why, but i did a full refresh several times and Wrye kept deactivating dlcshiveringisles, ergo, all of the associtated bsa's. just dump the dlcs into the data directory and be done with it. (... and no, LOOT wasn't deactivating them)
  16. a while back i figured i would try out Oblivion Reloaded. As far as i can tell, the mod loaded fine. Yet, with just a simple change in direction view, i felt like i was on lsd, motion sickness was soon to follow and then that would ultimately lead too projectile vomit ... an awesome missle weapon, not so-great on the viewing side of the monitor. apparently, i wasn't the only one who felt it just wasn't for me and then i noticed a release of the Lite version. I've gone through some of the perks ... yet, i don't really understand most of them. apparently OSR or a form thereof is included. i've seen some neat night-eye shaders. i already use camera commands w/ a 3rd person view ... someone referred to it as the magnet affect. heap size, threads, some other stuff that i'm not sure is of use, as i've always read that Oblivion doesn't utilize 64 bit, it doesn't utilize multi-core, i tried some trick to utilize 3.0 shaders ... that didn't fly. is it worth the effort? perhaps some of the perks described like one of those books for Dummies would be helpful. i'm already tearing my hair out trying to get xml to look nice, i just upgraded my monitor and now my skin textures look like crap (1024), can't get a mod to work which is erking me, adding textures on top of textures and no clue why their not merging properly, kgtools i can't get to work, going blender bonkers, finally got Wrye and comfy w/ it now ... and so forth. any who, to re-cap and elaborate. been playing this game since 06' and have yet to finish. this time i want to play mainly in 3rd person. re-play at the hardest level. include UVIII. a short answer, is ORL really going to utilize the potential of my PC rig or not? is there any other perks ... simplistic comments is much obliged, i just don't want to add another over-whelming variable. tx in advance for any commentary. -------------------- i'm pretty sure i tried ENBoost in the past as well. never could get it to work or my rig wasn't up to spec ... i can't remember. i do remember loading a obse dependent plug-in that crashed my game. currently running a radeon rx 570 16G of VRAM (i think) and 32G of ram at a resolution of 2560 x 1440.
  17. see if i can insert a pic, as everyone loves em'. Wrye w/ bsa conflict from the previous comment. the image should be legible, i just did a prnt/scr. Wrye is showing the installer as green (no conflict, mismat ... etc), but as stated above, it does contain both a lower and higher bsa conflict.
  18. I primarily quoted Drake, albeit any ones comment is appreciated. A bit ago, i was trying to get procmon (wininternals)(a regedit/file monitor) to work for a different reason. although, i'm thinking i need to go back and see if i can get it to work so i can see exactly how the game engine is accessing files ... well, unless someone already knows the answer of course. Drake, " Yes, the Vanilla game can't have conflicting files in two or more BSAs." Do you mean conflicts in the same bsa ... i'm pretty sure that's impossible, as one would over-write the other, unless that's not what was meant "The order in which they load is not defined. You'll never know which BSA's file will take precedence over the other or at which time, as it's also reported to change from start of game to start of game. That's why BSAs are never used in "replacement" type mods." For some reason, in Wrye i've set for it to ignore Beth files, i'm assuming this means the root Oblivion BSA's. When going through the installers, bsa conflict is noted, although i was under the assumption that post dated archive takes priority. As an example, i currently have WAC showing a lower bsa conflict w/ Oblivion-Textures and a higher bsa conflict w/ Immersive Weapons. Both of the latter came packaged as bsa files. Doesn't the re-direction solve this? After messing around w/ it for ... well, too long, i've come to the conclusion that quest mods and some shops are best kept in a BSA, preferably uncompressed, everything else seems better using as 7z installers in Wrye. I have noticed that Wrye installers, the lower in the list takes precedence. Not much that LOOT can do for that, it just seems a logical approach of what should take precedence over what. (ie. UOP, really textured, Qarl, 2020 texture, AWLS ... etc) all of my 7z files are uncompressed ... as are all of the BSA files. i believe the only advantage given here for the installers, is less game loading time. Drake, "You know how Wrye Bash's BAIN is operating, don't you? It "extracts" all its mods (.7z) directly into your Data folder, where everything will lie as loose files, just as in good old times. So it's not "exactly" the same as having BSAs. The compression aspect is gone once you "install"." do you mean that Wrye is in essence doing a ordered manual install of the installers and only once, upon install? No, i didn't know that ... i've only been using it for a week or two now and just recently got my game back up and running. in ref to bsa files, i'm uncertain how the game functions, does it first check for a bsa and then loose files? I suppose an additional question w/ all the tinkering, bsa files have flags on the type of data they contain (ie. dds, nif, sound ... etc), so does the game search based on the type of file, example: in a cell a dds file from mymod.esp is needed. a bsa file exists for the textures, meshes, sounds, voice, ... etc. does the game engine know to only check the mod ... mymod - textures.bsa (name is irrelevant, it has the contains dds flag checked, the others don't <mymod - meshes.bsa> then look for a loose file? Ultimately, i don't mind using bsa files, it adds tidy little packages where mod specific patches can be applied. i suppose a metaphor, everyone is a slave to the oblivion.esm file, but their branches may not touch others. so i suppose just like doing a search on a pc, the more files (loose in this case), the longer the search will take. with that logic, it seems more practical to use uncompressed bsa files whereever possible. any who, the whole point of this, i'm not running some rinky-dink rig, but i'm running a great deal fps draining mods, particullarly w/ the spawn size and high rez textures, so trying to squeeze every ounce ... bit, i can out of the rig. i kinda' finally got the whole of bsa re-direction, although i'm also using archive invalidating invalidated (think that's the name), seems pointless to register the other bsa's, just oblivion registered. i did have a bit of an odd-ball question. i took all of my DLC's and packaged them into a 7z (uncompressed ... i use the archives more for organization). it was the first in the list of my installers. everytime i refreshed the installers, Wrye would ... deactivate??? it showed that all of the dlcshiveringisles were missing ... dlcshiveringisles.esp (i believe, also a dummy file that LOOT used to always uncheck, which kept pi$$ing me off, as that nullifies the bsa files) did exist. i've resorted to just dumping the files into the data directory. more of a question of curiosity, why was Wrye doing that. (before ya' ask, i had the dlc's in an archive that was copied from the GOTY version which i could never get to work, to my original PC version) i suppose i'll stop there for brevity and also reading long comments gets me stressed out, so treat others as you would want to be treated, right. tx again for the commentary, unfortunately, the more i read, the more questions are popping up.
  19. tx all for the comments. i found a resolution that worked. the fonts were never the issue, instead it seemed to be Wrye and the bashed patch. i noticed when re-building or building, the graphics from the darkuid darn were being imported. in the past, w/ just using OBMM, any changes that occurred w/ the root UID and any of it's dependents (ie. Atmosph Dark UI Loading Screens, Obliv XP, Alchemy Advanced, Display Stats ... anything that showed a conflict w/ the UI overhaul) After tagging ... which i included anything that added a xml irrelevant of whether it conflicted (probably not necessary, with 'NoMerge'. ... and now the game loads fine. I did take one extra step, which i'm not sure if it was necessary. i installed the bain darkuid, then over-wrote it w/ OBMM. the wizard didn't seem comprehensive when compared to the omod install. (ie. there is an abscence of the player's name, which from memory is incorporated into some armor, also the choice of loading screens, and use of a lighter colored font for the main menu ... all of which i use) Obliv XP seems to have some formatting problems ... looks as if the xml font for the stats is center justified and should be left justified ... more than likely a simple fix. I did use the Ob XP update that was available for a short period, but since deleted, although i doubt it will have any bearing on the functionality. any who, i think just the obmm install alone for the uid would have sufficed. it eliminates the need for the font ini tweak and is more detailed than the bain wizard, although i think the tag is essential, so probably both. i suppose a deactivate tag would have also sufficed.
  20. i was going to use a method of using OBMM to install a omod, which primarily is just installing based on user preference. My preference rarily changes, so install it with OBMM, do a search of the Data directory "*.*". Organize the files based on date creation ... those are your packaged files which one can then easily port into a 7zip or whatever type of archive, being sure to maintain directory structure. The only prob i can see is if the mod changes something outside of the Data directory, which is rare, but usually something in the user ini file or does a name change on something within the structure. a couple of examples: darn and similar, changes the font, a entry is made in the ini file. a similar mod, Atm loading screens, renames the esp and the bsa (ie. ...screens.esp, ...screens.bsa) i suppose with this in mind, if two mods, say cosmetic or texture/mesh etc. qarl &bombret for example. there is no script file, but the two files could be merged. additionally, more newer mods that may write over them or perhaps one is using Ordenador or perhaps a TES4 Quick Clean, repackage the mod and hopefully not have to deal w/ that process again. Perhaps merge all the patches if possible ... many times this isn't possible w/ script files (esp) unless ya' wanna' dig through the CS. as i'm sure has already been addressed, many omods have been repackaged in a form where just installing configured is applicable. in addition, some authors create BAIN wizards for such ... sometimes it's not necessary. if one looks at Maskar for example, all of the options are embedded in the ini files and from there the ini files are what's being using used via a batch script to set values. Once you have the ini set appropriately, that's just a matter of cut/paste into the appropriate location of the ini.
  21. You're way overthinking this. I didn't have to mess with any XML in DarnUI to use 1920x1080 Also, you don't need to compile or decompile the XML files Just open them up in NotePad ++ or any other text editor. The only XMLs you need to mess with are in the PREFAB folder and they have pretty clear Notes inside the files that tell you what each setting does. Better Cities can cause a lot of CTDS, I ended up removing it because of the NPCs it adds Better Cities was actually one of the reasons i moved over to Wrye. That, All Natural and Immersive Interiors. I was using Animated Windows & Lights ... which i did get rid of. I've read through the Wiki that accompanies BC. I thought it odd that i used the BAIN wizard and upon reviewing the configured files, some patches for OOO, RAEVWD oblivifall?? ... were being added. i unchecked those and re-installed configured. you are correct. i'm over-thinking this, it's a bad habit of mine. my reasoning for even bothering w/ the xml, w/ Atmosph Loading Screens ... a fixed resolution was being applied and i was using the option w/ quotes. i think it was set w/ a width of 1286??? ... i changed it to my res width of 1024 and they wrapped correctly. that got me thinking, why would one set a fixed res and not a dynamic one based on the ratio's instead of a fixed one based on a singular wide-screen option. then once i started digging through Darn, it also became more frustrating the fashion in which the xml was written. A simple text editor isn't formatted in a logical way, so i was using Oxygen XML. I've never bothered w/ XML ... Java, javascript, C#, Visual Basic, SQL ... i think i'm a glutten for mental pain. i think i'm going to sleep on it and decide whether to do a total reinstall. i've got the load order now and BC is more than likely, coupled w/ the other mods that affect it, is probably the root of my prob. i find it odd, i've been playing this Dmn game since 2006 and thus far have only managed to close one Oblivion gate ... lmao.
  22. it's not the fonts. i had the same problem when only using omods. any change to any of the dependent mods: ob-XP, Atmospheric Dark Load Scrs, Alchemy Advanced ... required a total reinstall beginning w/ Darn (the root) and so forth. i've already ensured the fonts are in the data directory and appropriate applied settings in the oblivion.ini file (not the default). with the omod, it wasn't necessary to apply an ini tweak, but i've tried both methods. the one thing that's different, i'm using Wrye w/ & w/o OBMM. tried using MO and Nexus, which both seem inferior to OBMM w/o even the capability to use omods. it's almost as if someone stripped omod capability and added some shortcuts to LOOT/BOSS ... i know it delves deeper than that, more so w/ MO, which seems to be focused on reversible changes to any mod that would corrupt, preserving the "data" directory ... i think i was already doing that by backing up the entirety of the program folder, as well as imaging the entire partition, so the similar to UAC properties i rather frown on and seems more appropriate for users who blindly install mods before they bother reading the posts, which usually tell the tale of mods mis-behaving. to-date, i much prefer using Wrye, as it's much quicker and thourough than OBMM. which even in both, i install everything minus the root OBSE files via an omod/installer. (ie. texture/mesh/lod packs, obse plug-ins ... ) with over 200+ mods, the idea of going back to OBMM seems absurd and yet i see no conflicts w/ Wrye, but it's not working. in the abscence of some of the Darn (mostly xml files and no script files (esp/esm not even bsa), i don't understand why it's not working. thinking ahead, and before anyone suggests something i've already addressed. i did originally have my Obliv dir in the Prog directory, but i simply turned off UAC ... as i said, i image my partitions, as restoring rarely fixes anything and i find UAC a nuissance. Just to test it though, i did move the game directory out of the Prog directory, to no avail. starting from the beginning and working my way down the list of installers in Wrye, moving them for the most part on the Loot recommended load order, for the non-script installs, a process of logic UOP, USIP, DSL patch, Qarl - Bombret, 2020 retex ... all of the player cosmetics have been merged via Gecko. I've yet to try to re-build the patch and disallow it from Merging anything. although i'm not sure how that would help w/ non-scripted GUI. As stated before, if one feels it would help, i can attach the load order, conflicts, ... yet, for the most part, they all seem the same as the conflicts i was receiving when using OBMM. the obse.log is useless as everything that is expected to load correctly, is. message logger, seems to be mostly warnings related to a specific fault in a unreferenced mod. the few times i've been able to get conscribe to work, as it's usually just copying data from the console ... which is the rarity i can get to the main menu. loading a save game ... CTD. I doubted it would help, but i did a center on cell Testing Hall, waited the standard 72 game hours for a clean install. i can't remember how i got into the game that time. seems like it's been weeks ago. which was the last time i did an image of that partition. perhaps it's time to do a restore of the partition ... that would be annoying, as the game isn't the only thing there. i keep feel like i'm over-thinking this ... missing something simple. is there anything in Wrye that could be messing w/ a non-scripted GUI? ----------------------------------------- Sorry for that being so elongated, guess i could have just stated, think i already did, the fonts aren't the problem. i need a strong sedative!
  23. i recently decided to switch my mod manager to Wrye ... mainly because of Better Cities. Prior, i was using Darkuid Darn, which is essential, as other mods are dependent on it. thus far, what i've tried. installing just the UI and someone's custom bain wizard. setting wrye to create a installer via changes made to the data folder ... in short monitoring OBMM. Installing the OMOD direct from OBMM. when the latter failed, it seemed obvious something smells in Denmark. Prior to all of this, everything worked w/ just using OBMM and for the life of me i can't figure out why the UIs aren't installing correctly. when installed, the behavior is repetitive, CTD before i can reach the main menu. i started to think, perhaps it's something in the xml files that are the root of both Darn and Dark. I have a xml editor, but even with that it won't even try to compile or view the xml files, as they all seem to missing declarations ... entities i believe was the error. i've yet to ever bother w/ xml and now that i am, it's xml hell. Oxygen XML seems to be redirecting me to rebuild the whole d@mn thing. i was going to opt for visual studio and hopefully it'll provide a more windows/form type of building. based on what i've read thus far from the comments embedded in the code, the authors seemed to be using a fixed resoulution, something i've already ran accross w/ web page design and java script, where a snippet does exist for javascript to dynamically alter the layout to fit any resolution. such, also exists for xml. i'm hoping to have better success w/ the xml editor from Visual Studio ... but i'm not holding my breath. i've already noted other authors attempting to create a BAIN installer for both ObXp and Darn ... which apparently don't play well together. i'm only focusing on getting darn to run currently. Whether it be just cut/paste directory changes and then port those into a Wrye installer. the question: i don't have a single clue what's causing Obliv to CTD. so with my current setup, i've removed every mod that implements any xml data ... deleting the entirety of the data/menus/ files. this approach affected 8 other mods i want to use. i've dug into the Conscribe and Messager logs to no avail. an oddity, upon reviewing the "obse loader" .log, it removes the 4gb ram hack, so i just assumed at this point, that's a waste of time. i currently use EBF and OSR. every plugin according to the obse.log is loading correctly. i can't think of any other utility that will help in debugging the root of this prob. i did try to use procmon (a registry and file monitor), but i can't even get that to work. any suggestions? (yes, the fonts are getting installed and configured in the oblivion.ini) i'm currently thinking it's my bash patch that may be the cause of these pre-mentioned mods from running correctly. i didn't want to insert 8 logs or load order, when i've already been over them w/ a fine tooth comb, albeit i will if one thinks it might help. i'm new to Wrye ... and really feel i'm just missing something simple. tx in advance for any thoughts.
  24. ok ... still scratching my head. the UOP & USIP are supposed to over-write existing Oblivion files. I ran into this prob in the past, the DLC Shivering Isles.esp is a dummy file, but if one deactivates it, you also deactivate DLC Shivering Isles.bsa. i renamed the folders <shorthand> to UOP.bsa & USIP.bsa ... this isn't going to work, as it has to over-write the files Oblivion - xxx.bsa. hmmm, guess i need to unpack the Oblivion bsa files, over-write with U and then re-pack. ???? ... or just deal w/ the conflict messages. guess i'll try that, back up the existing and see if the game immediately CTD.
  25. On a final note, i've noted unpacking many of the BSA files that bsacmd doesn't have a interpretation for most of the hex flags. x02 x03 x707 x703 ... did anyone figure out what they're there for? thus far, i just try to maintain the same flags minus/plus the known ones.
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