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Antraxx777

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    SKYRIM
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    Final Fantasy 6

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  1. You will need to uninstall Qarl's hi-res textures first. ALWAYS uninstall a mod first if you're attempting to overwrite it with something similar, especially since you already get bad framerates with Qarl's; if you didn't uninstall it first you'd only be making things worse. This is why people should be using the OMOD format, and learn to create their own, because it makes uninstalling mods SOOOOOOOOO much easier. The various parallax packs are divided into Oblivion's different set areas such as: CITIES: http://www.tesnexus.com/downloads/file.php?id=4350 (there are actually special ones for each of the different cities but you should try this basic city one first to see if you can run it well) CAVES: http://www.tesnexus.com/downloads/file.php?id=20778 (my favorite, it REALLY makes the caves look more organic) AYLEID RUINS: http://planetelderscrolls.gamespy.com/View...tail&id=773 SEWERS: http://planetelderscrolls.gamespy.com/View...tail&id=788 PRISONS: http://planetelderscrolls.gamespy.com/View...tail&id=744 See if you can run those and make sure to follow the readme directions closely. As an alternative, if you find you can run them well, you could later switch to this overhauled one: http://planetelderscrolls.gamespy.com/View...ail&id=2701 What these mods do: Parallax mapping is a faked 3D texture effect that shifts parts of the texture image based on the angle you view it from, so as you move past it, items like bricks and grooves appear to move realistically in 3D as they would in real life. But since it's a faked effect it does not look accurate at close angles. Oblivion already used this effect to a degree in certain areas but most players will agree it was not used dynamically enough. You might think some of it can look overdone or surreal, well if you don't like them you can always uninstall them. For me they have really added a lot of depth to what otherwise are largely flat, kind of lifeless vanilla textures.
  2. I hear ya, man. I hate how fast those mod messages flood the screen, and hate it even more how little time you have to read them before the next one pops up. The only good way to counter this is to activate them one at a time. But if someone could make a time-filtered mod that could ease up the onslaught of mod messages, I would be very grateful too.
  3. Argonians are intriguing. I definitely want to see a proper visit into Black Marsh someday. Haha in Arena they just looked like rainbow-faced humans.
  4. Not sure about my favorite thing, but I HATE Clanfears and Brown Bears, especially early on -- and they can be lethal especially when teaming up later in the game. I'd say my favorite thing to fight are the mud crabs, just run right by them, swipe and fill up my soul gems. :) To be honest, none of the monsters in the game really excite me (80% feel similar), but at least we didn't have Cliff Racers.
  5. May I suggest using parallaxed texture sets as opposed to Qarl's hi-res ones? Less stress on the system. You need a rather high machine to run Qarl's comfortably. Parallax mods here: http://www.tesnexus.com/downloads/search.php
  6. It's not a disadvantage... but it's also not that great. It's not that hard to claim the Jewel of Rumare and it's one of the simplest spells to make for any race. Also there isn't nearly enough circumstances where you'll NEED to swim through water to get to your next point. Compared to Morrowind and Daggerfall, Oblivion is DRY. Therefore, to me, it seems like a wasted trait.
  7. I like Redguards better than Imperials, actually. Their Adrenaline Rush is especially useful for the first half of the game in turning the tables around on a losing fight. Also, Redguard, was a very interesting Bethesda game.
  8. I adore the work of Zepar on the original "Get Wet" mod, it really brings the models to life when in contact with liquids (haha that sounds kind of dirty). However, we all know it's not the most realistic effect for when someone is plunged in or soaked with water. In short the "raindrop" effect that looks awesome during a storm is not very accurate to represent your wetness while under water (realistically you wouldn't have raindrops on you in water because you're surrounded by liquid and they'd be canceled). I was just wondering if we could push it further. Here is my suggestion, with examples: In the real world, when we get soaked with a liquid and then remove ourselves from the source, the water sticks to our skin afterwards and causes the skin to shine as the light is bent passing through the moisture and reflected. Our clothes and hair become darker due to the water visually being soaked inside, and they become heavier due to the physics of liquid being added to their weight (This is why poofy hair becomes spaghetti strands after getting wet -- it's weighed down). Furthermore, wet hair tends to stick together, as wet things do. Applying this to Oblivion's (or Fallout 3's) world may seem overly ambitious on the surface, but I believe it could be achieved with simple texture/mesh replacements and some shader effects fed by a script that runs when you enter, then leave, a body of water. There could be an added "cooldown" afterward as your character "dries" in the sun. I don't know if this could be combined with the current Get Wet mod, but for now I'm just focusing on when being soaked in a body of water as opposed to during rainfall. Perhaps the best way to describe it is to show you one of the best examples yet I've seen in a game (though unfortunately I couldn't find a better video): From TOMB RAIDER ANNIVERSARY (360): or this: (2:20 mark) Notice how Lara's clothes become darker and her skin glistens after entering water? Even her knit top starts to shine a bit. When I saw this effect for the first time, in realtime, my jaw nearly dropped. I know the tech is different between Oblivion and Tomb Raider, but I'd imagine if we were to achieve such effects we'd be doing something similar to that game's faked effect. How we could do it: - We could use shaders to mimic soaked clothes by throwing a dark transparency over the character, the problem being how would we exclude skin from it. Or perhaps there is a variable that can be set to control the brightness of clothing items... dunno. We could possibly also achieve this with loading in new textures for every clothing/armor piece, but that would require a lot of effort. - In Ashara's Siren's mod, the race auto-equips mermaid tails whenever entering water. We could use the same idea to auto-equip new hair and body meshes and textures when inside a body of water. And since Exnem's body mod lets you select a level of shininess for your skin, could not the same idea be used to represent glistening wet skin? By applying a higher level of specular highlights after a "bath" I think we can. - We could even add in water drops that drip off the body when first leaving water (I have seen this done in 3D games as far back as Conker's Bad Fur Day). Then again that could be where the original Get Wet mod could come into play again. SO, what do you all think? Do you think this mod is a realistic goal. I must make clear I am not making this mod, only proposing it, and wondering if anyone would be interested in helping to make it a reality. This along with Zepar's original mod would make the "getting wet" experience of Oblivion finally complete.
  9. OBMM will report the suspicious conflicting files when trying to install a new OMOD. And while we're at it OMOD is the way to go, it is the cleanest, most headache-free way to install a mod and especially to UNINSTALL one.
  10. I've had many problems with the real hunger and Primary Needs combined mods myself, and the best advice is to just not use them. They tend to corrupt saves with "eternal hunger" statuses, which can partly happen due to deactivating and reactivating the mod at inopportune times. If you must use them, try moving the load order of the ESP file and reloading to a save before the hunger happened. As for the 'broken console button,' try using the Ring of Console: http://www.tesnexus.com/downloads/file.php?id=13133
  11. Have you tried it without the quotes anyway? Also, it could be a keyboard drivers problem.
  12. Yes, Qarl and Timeslips Depth of Field MOD can create the purple ground problem because of the way the original ZIP version replaced the shaders. However, downloading the OMOD version fixes it. Be sure to first replace the original Oblivion shaders before you install the OMOD.
  13. This likely either has to do with your mod order in OBMM or else a conflict with another mod (which you will probably have many problems with if you're indeed running 200 of them). Try moving the mod's ESP file down on the load order list, at least past the other race mods you have. This will make it load last and take priority over other race mods that could be conflicting. For more on load order tips: http://thenexusforums.com/index.php?showto...p;#entry1372755
  14. I haven't had any problems with OBMM on Vista, but yeah one of the first things ANY Vista user needs to do is turn off that damn UAC crap.
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