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ainulaire

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  1. I really appreciate the insights, Drake and Striker. With that explanation it really does sound like I'm lucky the problems weren't worse! It's darn annoying but I guess I'll just have to live through it, hah - I just don't have nearly enough understanding of the scripting (or even where to begin to look) to consider making a compatibility patch. I'll try and do more research into bash tags and see if I can make them play nice together in the meantime. (That said, if anything like boredom/free time comes into play, Drake, and this is a project that sounds interesting, please let me know if you ever end up doing it. Absolutely no expectations, of course!) Thanks again everyone. Edit: Forgot to mention that a lot of the lack of compatibility issues likely comes from the fact that I am using a mod that patches a lot of issues between OCO v1 and Integrated at https://www.nexusmods.com/oblivion/mods/43722?tab=description but the author, while making a version for OCOv2 and RBF, never went further into doing OCOv2 and Integration Integrated
  2. Thanks for the reply and the education - it's truly appreciated. I'm using WyreBash for mod management. I tried uninstalling and reinstalling the mods in the preferred order with no change happening. Then I changed the order of the load order of the mods and found it does not have an effect on the eyes either. The only graphical changes that used to happen were when I use a bashed patch or a non-bashed patch. A non-bashed patch used to end up with the integrated eyes with a weird black box for eyelashes for everyone in the game. It seems the reinstall fixed that, but the glow map texture is still showing up for three eye textures no matter load order or bashed vs non-bashed. This is happening for the eye choices of human characters (Breton and Imperial), with three specific eye colors (and not the other three) of grey, pine, and amber. These files have completely unique Form ID and Editor IDs across both mods. Pine doesn't exist at all even as a common name in Integrated, so why it's suddenly seeing a glow map is baffling. It's like what's happening is that the overall texture is being overwritten by OCO, but if the eye that is the same spot as "grey" in Integrated has a glow map, that glow map is shining through it - which I have no idea how to disable or overwrite. Changing bash tags so they're the same (Integrated only had Graphics, while OCO had 5 including Graphics and Eyes, so I tried to add eyes to Integrated) seemed to have no effect either. I'm going to toggle off OCO really quick and see if the order of the first six eyes shows glow maps for the same eyes that are glowing for OCO and if that's the case, just try manually deleting the _g human eyes from the Data folder. Edit: Turning off OCO just left me with three eyes (the non glowing ones) for the human characters, and trying to just remove the _g eyes manually from the folders ended up coloring all the scleras of the eyes a flat paper white with no type of shading. It looks like any manual manipulation of the folder throws off the textures completely. And something I just noticed is that when all assets are in and Integrated is after OCO (as BOSS recommends), while Nords, Bretons, and Imperials all get the same six eyes with the same three colors glowing heavily, Redguards get the Integrated eye sets (available on some of the custom races too) with no overly bright glow issues at all. So it's really just effecting these three human races, but not all human races.
  3. Hopefully someone can give me a direction where to go with this. I downloaded Integration - A Stranded Light Integrated and played through it a bit before realizing that its resource pack completely clashed with OCO v2's eye textures. It makes the white of the eyes completely white in some cases, and really dark in others. Basically three of the eyes completely glowed - it looks awful in darker settings. I tried playing with no resource textures for a while as a compromise and the obnoxious missing mesh files drove me insane. I've double checked and it's definitely the resource pack of this mod that's causing the eye texture clash due to the amount of eye options it adds at character creation not playing well with OCO's set limit, I guess. A 10 year old thread said that deleting the entire replaced texture file in the data set would cause Oblivion to regenerate a new one upon launching the game. I just ended up moving the entire eyes folder out and all I got was a pair of soulless black holes in my character and the horrid paper-white eyes on NPCs. So that didn't work. I have TES4Edit open. I know the exact file names that are in conflict as WyreBash has listed them, but this is where my confusion starts. I'm comparing the FormIDs and EditorIDs of all of Integration's eye textures, and absolutely none of them match in names where the conflicts are being listed in WyreBash with either vanilla or OCO. They don't even exist in the forms (or names) WyreBash claims it does. Furthermore, I would think that editing my load order would cause Integration's eye files to be entirely overridden, but that doesn't seem to happen since these eyes definitely didn't glow like this before I got the mod. I just want to disable all the human eye textures Integration added, but along with not finding the files with the matching labels I'm looking for, there's nothing easily labeled in TES4Edit that indicates I'm "turning off" a feature. I'm assuming I go to "Edit" and turn off eye textures as playable from 1 to 0 or something similar. I'm currently trying to see if I can compare OCO and Integration to find conflicts between the two of them, but all I've figured out is how to compare one mod to vanilla as opposed to comparing one mod to only one other mod. So yeah, any insight from someone who has more experience than my measly six weeks of poking and prodding and reading and guessing would be greatly appreciated. Screenshots can be provided for more clarification. I didn't play vanilla Oblivion back as a teenager due to how bad the vanilla characters looked (and knew nothing of the world of mods), so this is of some importance to me, hah. Thanks in advance. Edit: Discovered right clicking allowed me to uncheck all mods and select only a handful from there. When I looked for conflicts, the only conflicts named by TES4Edit were hair conflicts, of all things, rather than the eyes WyreBash flagged. Another thing I forgot to mention is that if I don't make a bashed copy, I get all of Integrated's many eye options on the Race menu with NO glow, but I get these horrible black blocks for eyelashes on all characters (it looks like very thick eyeliner from a distance). Integrated is marked as a Graphics bash, but I took it off in my problem solving attempts. Rebuilding my mods in a bash brings back the six options of OCO, only with horrid glows on three eye types (even though I left OCO and integrated purposefully unmerged as I thought merging them was causing conflicts). This happens for both when Integrated is before and after OCO in load order. I have no idea why the eye types expand and work outside of a bashed patch, but eyelashes turn into ugly black blocks, and in a bashed patch, most of Integrated eyes don't show up and three eyes that do show up have a horrible white glow behind them. They're not even really being merged, so it makes no sense to me. Any insight into making something work, whether it's deleting texture files in a mod or marking certain files with bash tags and leaving others unmerged, would be appreciated.
  4. What it says on the tin. I've finished all the vanilla content for my "good" mage character for my very first playthrough (14 years late, I know) and I'm looking into quest/world mods to add to my game. But before I download any of that, I was wondering if there are any vanilla dungeons worth checking out "as is" that aren't related to quests simply due to more unique structures, interesting puzzles, or some other dynamic that makes them stand out from the usual cave/tower/fortress. The amount of enemies isn't an issue, I'm more interested in the landscape or how enemies act within the landscape. (And if there really isn't, I'll start downloading better dungeons and lots of quest mods.) Thanks in advance.
  5. I'll definitely check those out. I've been doing a lot of research on story-driven quest mods and I simply can't believe how much content is out there.
  6. The quarantine was actually why I started playing Oblivion for the first time. I remember when my brother had it back when it first came out, but we were both teens and had no idea about the mods that existed or how to do it, so I couldn't get into it because the character creator looked absolutely horrible, and a decent looking character is part of the gaming experience for me. I've wanted to play at some time over the last few years, but couldn't justify the time it would take. With 8 hours of less work a day, plus another hourish of commuting time free, I've ramped up over 100 hours of playtime (and several more hours researching mods and how to work them) this month. It's been so much fun. I have a lot of cosmetic/prettying the world mods (OCO and add ons, Better Cities, Unique Landscapes and all the compatibility patches) and some gameplay alteration mods (the store, crime has witnesses, vanilla supreme magicka, multiple rings/amulets though I limit myself there, it's more to keep things like water-breathing and a light constantly on without switching all the time). I haven't downloaded any quest mods except what came with UL and BC, but my "good" character is almost done with everything he can do with his moral compass and I like to vary questing with the dungeon crawls, so I'm thinking of downloading rebuild Kvatch because that looks like quality content. Once I start my next character who's going to start neutral and turn to bad I'll be able to do more vanilla content. But it's been a ton of fun.
  7. Thanks for the reply - I already had the spell, so your reply helped me figure out that it's not this causing the problem. It helped lead me to this thread and finding that setting plugins as master files doesn't happen automatically. So I'm going to try the Oblivion solution listed there, though if there's easier ways that have been developed since for adding an esp into the parent master list that anyone knows of, please let me know!
  8. Hi, Very new at messing around with CS, have only done very minor edits to some objects. Hoping someone could shed some light on this issue I'm having. I downloaded Supreme Magicka for basically one spell, the levitation spell. I want to add it to an item, but I found that the mod didn't include enchanting as an option. No problem, I'll create a tiny tweak and check "Enchanting" under the flags for the specific custom spell and save it as a small mod, place it at the end of all the SM mods. It's just not appearing on the enchanting altar. The SM mod allows people to toggle other constant effects for the enchanting altar on and off in the ini so it seems the support is built in - I'm just not sure what else I need to add, or if I just need to place it at the very very end of my load order and not just at the end of the SM spells to make it work. I looked at the levitation scripts in the mod and it all looked like it was related to its movement and uninstalling, so I don't think I need to make a script - but if I do, just let me know and I'll do more digging. Any insight into this would be appreciated.
  9. The Pitch: So the classic monk robes are great pieces of clothing. They kept monks warm, they were easy to make, and they were largely a one-size-fits all type of deal. They were really great for day-to-day life back in the day. You know, so long as you're not running. Or horseback riding. Or fighting undead creatures and stubborn bandits who don't understand that they really should not mess with me, even though I'm tripping over the hem of the robes. There's a reason women had to ride side-saddle back in the day. Those dresses rode up. And robes? Let's just say that your legs are sticking out most ridiculously (especially since the vanilla system doesn't believe in robes and pants co-existing). And let's not even get into how horribly shapeless they look on both men and women. I scoured through the dark weeds of the Clothing mods tab, coming across mods that haven't been downloaded in years, discovered mods last updated back before Vine existed and before yeet came into the English lexicon, but I found nothing like this. And so if there are any clothing enthusiasts who are especially bored while stuck at home, here's some inspiration (I couldn't find anything regarding image posting on the Nexus forums in the sticky general section or the newbie section, please let me know if I need to post images differently): The Real Reason I'm Pitching This Mod Idea: Benedict Cumberbatch makes half robes look amazing. And I want my male sorcerer character who may also have dark hair and sharp cheekbones to look this amazing. Thank you for your time and possible consideration.
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