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Everything posted by Antraxx777
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Low frame rate with QARL textures 3.0
Antraxx777 replied to karaka4anka9995's topic in Oblivion's Mod troubleshooting
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. -
Any MODS for a delay in multiple game start setup
Antraxx777 replied to greenworms's topic in Oblivion's Mod troubleshooting
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. -
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.
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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.
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Low frame rate with QARL textures 3.0
Antraxx777 replied to karaka4anka9995's topic in Oblivion's Mod troubleshooting
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 -
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.
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Wow, I didn't know about this, thanks :)
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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.
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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.
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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.
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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
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Quotation marks won't show up in console
Antraxx777 replied to Retribution's topic in Oblivion's Mod troubleshooting
Have you tried it without the quotes anyway? Also, it could be a keyboard drivers problem. -
No self-shadows or shadows on the ground.
Antraxx777 replied to madeintheshade's topic in Oblivion's Mod troubleshooting
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. -
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
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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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Auto-save isn't a problem for me, and I find it quite necessary to have it in case I forget to save often enough. The wilderness of Oblivion can be very unpredictable and you could lose an hour's work just like that if you suddenly die. An alternative to auto-save would be the built in rotating save system of Streamline. The best advice when using auto-save: DELETE your older saves and SAVE A NEW GAME often. This will force the game to use a different part of your drive to write the data, as just relying on the auto-save can corrupt itself. It's NEVER a good idea to keep rewriting data in the same place on ANY drive, and Oblivion saves can have big problems if you do. Another piece of advice, if you're using a console version of the game: CLEAR THE CACHE often.
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Broken Mercantile Skill
Antraxx777 replied to metroidkillah's topic in Oblivion's Mod troubleshooting
Yup I had this same glitch from the training Seed-Neeus gives you after the Shadow Over Hackdirt quest (360 version). Do you have the latest Oblivion patch installed? Apparently this was a known problem in older versions of the game but was fixed later. http://www.elderscrolls.com/downloads/updates_patches.htm Also this is from UESPWIKI: "Skill Level is Frozen Note: This has been corrected by the Oblivion 1.1.511 patch. There is a glitch with Free Skill Boosts that causes the skill that received the boost to become temporarily frozen at the new, boosted level. This glitch is most obvious with large skill boosts (e.g., from reading the Oghma Infinium, completing the A Shadow Over Hackdirt quest, or from watching Branwen and Saliith train in the Arena District). The progress bar next to the skill level is stuck at zero, even when the skill is used repeatedly. Eventually, the skill will start to go up again, but it can take quite a while. More details on this bug are provided on the Free Skill Boosts page." -
Caves full of passive monsters?
Antraxx777 replied to niccolo's topic in Oblivion's Mod troubleshooting
Questions: - Did you have high or perfect CHAMELEON at the time? Enemies basically cannot retaliate if you do. - Are you in fact sneaking while attacking, and do you have a MASTER sneak level? - Do you have any items that contribute to sneak. I ask this because the only time I have experienced something similar is using very high sneak while attacking, and managing to stay behind my enemies. The enemies would start to react and then act like they didn't know where i was as I racked up 6x damage bonuses on them (similar to if you have perfect CHAMELEON). But this was also on a savegame that had suffered the ABOMB glitch, so it could be a factor in it. I hope it isn't for your sake though. -
How make good shot and effects in photoshop! Help!
Antraxx777 replied to DiegoSan's topic in Oblivion's Mod troubleshooting
Some suggestions: - Open the CONSOLE and type TM to turn off all the HUD graphics to get a nice clean view of the screen. Hit escape to get back out of the console. (Be sure to go back into the console and type TM again before attempting to play again. This is especially important if you are using Ring of Console). - Using the basic principles of what makes a good photo, line up your shot in a pleasing composition and hit the PRINTSCREEN button when you're satisfied. - You probably won't get the best shot the first time, so move the view around a little in different directions and take a whole bunch of shots of the same subject, making sure to wait til the "Screenshot taken" text clears, of course. - You can always delete duds later, and I emphatically encourage you to do so because pics take 3 MB a piece and can build up deadweight on your drive fast. - Usually the beauty of the game is enough to take a great shot, but yes putting it through a photo editing suite can make it prettier, but if you ask me it's always more impressive to see the base output of the game engine itself (well not excluding mods). - Characters look best in neutral lighting conditions (strong sunlight creates weird shadows and too little light means the screenshot won't have contrast). Torch light is a good way to illuminate your face, but don't do it in already strong light. (Use the various pose mods out there for more posing options, just be sure to reset the animations before trying a new one). - Landscape shots are best when water and reflections are in play, but setting up a good line of foliage and terrain or man-made structure can work wonders too. - Just like in real photography, the "magic hour" applies. This basically means the strongest, prettiest screenshots sill probably be taken during sunset or sunrise as the contrast and colors of the sun's lighting is the most interesting and dynamic then. The sunsets in Oblivion are especially no-brainers -- they're gorgeous. - Use the Ring of Atmospherency mod to tailor the weather to your liking. - Other than that, just like anything... practice. -
I'm partial to Bretons myself. Find the MUNDANE RING and you become a GOD. You also get 50 extra Magicka. In Morrowind, the 50% Reisistance to Magic became VERY HANDY when using the Boots of Blinding Speed. Bretons are well-rounded and mysterious. Tired of all the males looking like aged monks tho (in Oblivion). Yeah Dark Elves do look the most awesome though. Even in vanilla Oblivion the females were gorgeous compared to the other races.
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Slof's animations work for me, as do the other animation mods I have. But I've noticed that TES4edit reports several conflicts between them and especially with Deadly Reflexes 5. You might try moving slof's mode after Deadly Refelx on the load order. Personally I'm experiencing a weird glitch where whenever I load a save game, it acts like I'm in an attacking motion and I can't do poo. I have to go into first person and reset the animation pose (doesn't matter which animation mod, any crystal ball will do) even though I never initiated one. Very strange but I'd have to think it's one of these animation mods responsible. Not saying it's slof's though.