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bobbyskel78

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Everything posted by bobbyskel78

  1. if they're that simplistic, just use Gecko to combine them. this seems promising: mod limit fix
  2. oh, then send a pi**y comment to the author, this could have been changed via script, instead of changing it in the CS game settings or the ini. jk, just move along.
  3. check your ini files, fCombatHitConeAngle. should be around 30 to 45.
  4. is Dr Who any good. i was debating about watching it, didn't care for the trailer ... it seemed very B in FX portion.
  5. lol, i've been begging for some more variety in robes and cloaks. 2/3 drift, half-drift ... i think the prob w/ Oblivion, as is the main problem w/ everything new to a mesh, the textures start to clip unless you turn something else off. recently downloaded Abyss Demon, which gives one the opportunity to have animated wings and animated flying fights. the trade-off from what i can remember, if one activates a cloak, it disables the wings. i'm still wondering if one falls to their death if they do this mid-flight. from what i've seen of past animations or lack of, hair meshes are a good example. they clip into other textures. the animated textures are only wearable and we're just talking about hair. clipping a robe or the visible parts are easy, making the parts beneath continue to render visibility, i'm not sure about. someone else please chime in, i'm just starting to explore the 3d textures of photoshop.
  6. we should really have a "like" button for comments we consider productive. i think it would make a good balance as opposed to just commenting and only seeing a 'report' button ... that's my request.
  7. so to understand correctly, you want to see your own animation in 1st person? that would make me dizzy for most of the moves, vomitous dizzy. first person animations are hardly ever rendered because a first person body is usually not mapped. in honesty, 1st person should always offer better performance and accuracy, as weapon animation for melee and ranged don't match up at all for 3rd person ... they're at different angles. in addition, when one throws animation into the mix, it saps up more gfx. for the most part, 1st person animations are just a short call to showfirstperson 0 (third person), run some animation, then showfirstperson 1 (first person). once an animation is called your controls are disabled for the duration, so what does it matter? enhanced camera is the best i can think of for 1st person ... sorta'. lover's lab uses this exclusively i believe. not sure why. (smirk)
  8. No Go Glow - prevents continous fx which depletes performance for low-end graphics card. no lights flicker was already mentioned, if i remember, the mod doesn't come in a pre-packaged form. you have to dig through it to determine what ya' want. enemies keep weapons in inventory, combined w/ kuertee's cleaned up clean up ... there was a prob with the latter deleting MOO's posters, but that's been fixed. in essence, elimination of loose ... static, clutter, inventory items can be deleted from the game. the prob is when it's a player owned item or location, and dead corpses can be disabled, but not moved, the game tries to move the dead corpses, but from what i've been reading, unless the pc revisits that location (ie. disabled dead), they aren't removed from the game leading to save game bloat. :( keychain is a good mod, compacting the inventory of keys at least to speed up menu mode. a mod should really be made for each sector, yet balancing weight for the holder ... i guess if one didn't care, a bag of holding mod already exists. even Maskar speaks of a disappearing shelf in their crafting section, albeit it's not in the manuals. if ya have a on-board sound card, disabling music in the ini and also sound hwacceleration can boost performance. so the game doesn't totally dull down, i like my music, i play a third-party stream-lined audio player in the back ground about a third of the max sound. on that same note: quiet feet, Ely's universal quiet voices. low poly grass, short grass i just use streamline for the save option and opt for OSR optimized distant lod max beware of many of the older mods, some can really mess your save game up. there is a texture executable; Ordenador - it digs through one's texture files and bsa's if checked and replaces varying dx compression levels, i think for optimization ... some it will reduce the size of, some it will choose a larger value, but i believe the end-goal is performance. gecko can be used sometimes to combine similar mods, i think i'm getting beyond the span of the OP. research all before allowing a mod to alter your game, many of the supposed performances can be embedded in one's saved game and become unrecoverable. the safest one, mod the ini and make a back-up prior. there are tons of different post on what does what.
  9. it actually doesn't sound like that hard of a mod to write. well, as far as the script. player.getnumitems, while numitems > 0, let numitems := numitems - 1, ... ermmm, what is the script supposed to do once it finds the item? that would also require one to know the exact formid of what they're looking for, where if you already know that, then sorting by name, which most mod UI's offer already .... hmm, now i'm confused. ... and why do you have a super-wal-mart in your inventory. if this is a quest item, it's already built into the game quest to remove ... maybe more clarity on the request.
  10. “Do not try and bend the spoon, that’s impossible. Instead, only try to realize the truth … There is no spoon. Then you’ll see that it is not the spoon that bends, it is only yourself.”
  11. not sure if it's of any relevance, but may help. i've been downloading quiet a bit of quest mods, some old or foreign. messagelogger save my boo-hiney a couple of times, as it was logging small discrepancies that the game wasn't ignoring. the only ones of relevance of course didn't start w/ 00 " ... xx, which gives no clue to what's the culprit, but something more like 4f .... xx. using LOOT, it was easy to evaluate the mod and the prob. in many cases it was just an easy delete to a non-essential ref, sometimes it was just correcting a ref or bad loop scripts. i'm not re-building the wheel and know when just to say ... DELETE that mod. i hate the reference errors that start with 00, which is the root game and give no hint of a solution. a tes4edit yields nothing and it seems back-tracking is the only method of solving.
  12. you're obviously setting codes for the ini. have you tried backing up your user ini ... location is normally in the documents/my games/oblivion ... just change the extension from oblivion.ini to oblivion.ini.bak. oblivion will re-build your ini with most of the values from default values in the oblivion directory. any who, the point is sometimes mods change settings which happens in the user profile directory and corrupts some settings unknowingly. allowing the game and the stable mods a chance to re-build usually solves such problems. if it causes too many probs, just delete the re-built ini and rename the backup ... delete the ".bak" from the original file.
  13. well, perhaps i stand corrected. i was looking through the oblivion.ini and found this line. i'm not testing it, but perhaps an option. ;Language values: 0-English, 1-German, 2-French, 3-Spanish, 4-Italian iLanguage=0
  14. menu50, menu75 and menus normally apply to the percentage resolution of a texture which has nothing to do with language choice. in short, he has a russian version of the game. can anyone say torrent.
  15. Post Script: someone did publish a update to the OBMM open-source Python. I didn't see much difference besides a link to the Loot or Boss prog inside of it. It wasn't a 64 bit ver of the prog, so i'm not sure why they bothered. if anything, replace the 7zip executable in OBMM's directory, you can use the 64 bit there. https://www.7-zip.org/download.html just need the 7-Zip Extra: standalone console version, 7z DLL, Plugin for Far Manager. Extract to your OBMM directory, which you can use in conjunction w/ wyre if one wishes.
  16. Reading through your posts/comments, where exactly did you install oblivion ... hopefully not in the default programs(x86) folder as this will void out any access via any mod-manager w/o major security changes. if your using GOTY version, when i tried to use it, i couldn't get obse running until i tried the gog ver of the obse. even then, i couldn't get any mods beyond the unofficial ones to work. so i copied the dlc's and their respective bsa files, archived it ... and yes, some require cleaning via tes4edit. re-ran an older version of oblivion, my si update, si - unofficial, dlc - unofficial ... then 100+ mods ... still going w/ no probs. what if you're not crazy and it's just the rest of the world is??? btw, i'm still using OBMM w/o any problems. i tried wyre, still don't see the appeal. LOOT and a little research before using mods via their forum, i see no gain ... still finding obmm to work fine. i'm sure if i was the only one that felt that way, many authors wouldn't be bothering with a omod version of their mod.
  17. just out of curiosity, when ya say 'checked w/ and w/o sound' did ya actually disable the sound: bDSoundHWAcceleration=0 bSoundEnabled=0 ... i don't particularly care for this one, but worth testing as ya say ya got a tower and could add an audio card. bMusicEnabled=0 ... i do use this one. for music, and hopefully your running x64 platform, just run a slim-line music player and some of your fave tracks. that is if you notice an improvement w/ the 1st or 3rd suggestion, the second would imply a separate card. this is the ini in your default directory where your save games are stored ... could just change em both. one on my sys, oblivion directory and the other documents/my games/ oblivion.
  18. OSR, much like streamline have ini min and max in which they try and maintain the fps ratio. with both, not that i use both, that would be redundant ... i don't set a max or set a more than reasonable max, 50ish. if i remember correctly, OSR has a max set at 0, which i would assume means ignore and a min somewhere around 25 fps. it seems you have found a POV that hits a change and is causing a teeter in rendering. you could test it, open the console and enable display of fps, see what you have set in your ini or just adjust the ini for a lower acceptable fps and see if the anomaly continues. the idea that you can repetitively see this is rather disturbing, as most mods usually run w/ a fquestdelaytime of 0.01, that's a hundred frames per second. __________________edit i was just re-reading my response and i've realized that i've ran across umpteenth mods that the authors have set the fquestdelaytime stupidly low, such as 0.01 and the quest is running in game mode (an eternal loop) ... why the hell would anyone expect to get such a response from even a super computer. 50 fps is awesome ... 20 - 30 is more realistic in combat situations ... sometimes just galloping along enjoying the beautimous scenery. i wonder how much of a pain in the boo-hiney it would be to go through every mod and set the fquestdelaytime to 0.1 ... i'm getting a headache just thinking about it.
  19. American Gods, Season 2 episode 7. i just learned the show has been picked up by another network. to my surprise, i didn't even know a season 2 existed. so this is a big hell yeah in a time when i'm running short on quality shows. Others worth mention: Still have yet to catch up on Vikings. The new Penny Dreadful: LA i see a poor review, yet i decided to watch the older one. I found it most excellent ... well everything besides the abrupt ending. From what i hear, the tv series was meant to be isolated around Venessa Ives, so with the ending of her character, it was decided to end the tv series on season 3. i love fantasy or sci-fy, another one that hits home was watching Expanse. i don't think it got the ratings it deserves for what i believe to be a realistic sci-fi show, something i strive for in my gaming experience ... well, realistic fantasy if there is such a thing. Carnival Row proved to be a watcher. up to this point, it's been all adult geared shows, yet i find solice in some others such as: Locke & Key, A Solo Story, the Mandalorian. I digress. i hope everyone finds a mind stimulating distraction during this zombie apocalypse .... UNPLUG from the news, i guarantee there's nothing new about the news.
  20. download LOOT copy your download order after sorting and paste into the post and a text doc for your reference. should be all the help ya' need for load order suggesting, cleaning, conflicts, out of date mods ... if necessary and your experiencing ctds or freezes, follow your reference from LOOT installing from the top to bottom. some mods just don't have script and will require common sense for their load order: a armor body replacer will take precedence over an unofficial fix. multiple mods, such as cosmetics may not be compatible.
  21. it appears you already are using a mod organizer, i use both LOOT and BOSS. if you decide to reload from the start, be sure to save that list to a txt document and load in order from top to bottom. I always include the unofficial patches as a mod as well, oblivion, si, dlcs and look at what each mod is over-writing if conflicts are detected. From there, it's usually a logical decision on which one should take precedence. it's understandable that nexus wants authors to add some compression to their mods to save bandwidth, yet i don't need to save hard drive space, so i always extract the files and recompress it at 'store' compression. it saves a little bit of time in a total reinstall. many mods just aren't compatible, this should be noted in the description of the mod. some mods are archived into some compressed format ... a requirement of nexus, but the author failed to create a proper directory structure. so don't just blindly add archives, look at the structure and make sure they're getting placed where they should be. i often un-zip the archive, correct the structure if necessary, clean the esp w/ TES4Edit, throw the cleaned esp back into my extracted archive, add patches or fixes over the top of that directory, and then re-rinse and repeat if necessary. leaving myself with a ready to install archive. qarls redimized max + patch was one that saved me a great deal of time in looking at conflicts, as it was writing over the unofficials and the less redimized. most overhaul mods usually have a number of patches available, MOO is the only one i can think of that doesn't. the patches are normally available on the main mods page, if it's still active, otherwise other authors usually jump in and offer a fix. some mods aren't sorted as they have no script attached. the main ones that i've personally had problems w/ is UI mods. every time i deactivate it, i have to deactivate every mod that makes changes to the UI and reinstall all starting with the master first then the mods that make changes allowing them to write over any conflicts. their are a couple of mod/plug-ins that sometimes come in handy. the obse log can be useful. messagelogger also is good at detecting some errors. conscribe is also useful. in some instances messagelogger would throw an infinite amount of errors on the same instance before leading to a freeze or ctd. often i can't find a fix/patch for the problem, as it's usually an older or foreign quest mod. using the CS and correcting/removing a non-essential bypasses the problem, otherwise i abandon it and post the problem to the mod's forum, so others can either try to fix it or not corrupt ones save game. i guess as a final note, some mods specifically state that any mods that alter the same thing ... cosmetics, race, etc ... will usually conflict and possibly lead to a ctd. Gecko sometimes can be used to merge such files, such as cosmetics, you just need to set which one has priority. so for example, your using a playable race of the xivilia, many cosmetic mods already come packaged w/ custom races ... xivilia may be one of them. as a final note, read the comments section. some of the older and abandoned mods are known to be hazardous to your games health and even with a deactivate may still potentially corrupt your save game. use the console for saving the game prior to installing questionable mods, ie. save Lvl1StartClean. i might be repeating what's already been stated, but this is the MO in reference to modding.
  22. seeing they seem oblivious about the bsa archive, i would have to assume you're altering a nif (mesh) from another mod that may not be replacing, but adding an instance of a new item ... which is normal practice for quest mods. however, if your using a hgec version of a body, for example ... other authors have added replacement meshes for those body types to avoid clipping. as Drake already stated, you can use a program such as 'bsa commander' open the oblivion<mesh> folder (data/oblivion-meshes.bsa) and see the directory structure to see if your replacing or modding a mod, the latter probably not being a global replacement. usually a good hint, is look at the structure of where the nif is located at that your altering ... ie. data/meshes/armor/apachii <-that's definitely a modded mesh, .../chainmail/f <- more than likely a replacement for a body type. get the formid and add the item to your inventory. player.additem <formid> <qty>. if this works and your not seeing a global change, your modding a mod and your mod is a child of the mod ... if you renamed it without changing the path structure in the CS, it's not going to show up, the original nor your changes. i'm ranting, sorry.
  23. i've been trying out some third-person mods. it's my umpteenth time playing the game, which i still haven't finished and would like to try a different perspective. a couple of mods i'm using give the option of the over-the-shoulder view, which i prefer. fighting, spell casting ... all work, minus the ability to activate any object. the activate icon is showing up, yet far to the bottom of the screen where the activatable object is. i'm thinking this could probably be fixed by tinkering w/ the hud reticle position. so this is the prob. when the activate icon is visible, it takes a multitude of times, if ever to get the object to activate. i added a block in the code, which is running in 'game mode'. if isControlDisabled 5 enableControl5 endif set myObj to getCrossHairRef if isActivatable onControlDown 5 myObj.Activate endif well, something like that. deactivated the mod and lost my changes. any who, just not sure why the activate icon is showing up, but the default activate button rarely works.
  24. perhaps a silly question, "I wanted to make it so that the stats wouldn't come back at the snap of a finger once the spell ended, but rather slowly creep back throughout the spell duration." why not just use overlapping timed affects? damage str 20 for 10 s damage str 20 for 15 s damage str 20 for 20 s .....
  25. i've never seen any actor in the game use custom spells. i tried to add some to a companion once. even added some in-game spells, covalense (sp?), as it was a healer and they rarely used that. perhaps a work-around if you have access to their inventory or just use the console to add the item, add buff items to their inventory ... they will use that, provided they have the class preference. ie. giving light armor to someone w/o light armor skill points, more than likely will lead to them not using it or selling it, the latter usually for companions. another work-around, as it sounds like your speaking of companions, use a area spell. ie. shield 25%, invisibility, ... 10 area. much of this is also controlled in the combat style. for the most part, combat style is used for creatures that don't possess a certain animation, as if the animation doesn't exist, they will never use that action. although, it can be tweaked a little. for example, necromancers, conjurers, goblin shamans, ... and a number more of humanoid actors have a combat style. there's also one called default, which is used with most humanoid characters. in short, percentages are assigned to each action based on a condition. finding a cs ya like and using the console command setcs <whatever> is the easiest way to implement them. opening the construction set or just looking it up on the Wiki should give one the entirety of all the variations.
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