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Joehtosis

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Everything posted by Joehtosis

  1. Problem's in the title. Been sitting on this for a while but I'm curious enough now to ask, what could potentially cause this? The mesh is from a replacer by katkat, but basically if the mesh is even slightly in the peripheral of my pc vision, it vanishes. See the images for an example of the same setting, slightly different view angle and watch as the stools appear and don't appear (there are two but in each image you only see one). Is this caused by some sort of bad data in the mesh?
  2. I know of mods for Skyrim that do this, but as far as Oblivion, not so much. The standards are OCOv2 for faces, Roberts male and Robert's female or HGEC for body replacers, among a few race overhauls for beasts. The closest thing I know of to what you describe is a utility that allows for changing body assets separately from race among other things called blockhead. It's mostly used for character overhauls like OCOv2 and some animation replacers. I have no idea if it'd be capable of making what you're talking about any less of a pain but as you already described with needing to make it compatible with the wealth of modded armor meshes out there, I don't think it'd be something done in a day, that's for sure. Replacing textures sounds like the most quickly doable part of this but then for that, you'd need the textures.
  3. Is anyone aware of a mod that changes the weapon formula for bows to base it's attribute on strength instead of agility?
  4. Thank you kindly, I appreciate it. I mean I was around back in '08 but I barely knew how to properly install mods, let alone create them or mess around with scripts, so most common knowledge was likely well beyond me lol. Thankfully screwing with html and css for a near decade is translating over to this pretty well. Also yes, I find it can be pretty taxing especially with RAEVWD LODGen created. Managed to get around that by deleting most of the rocks from the far nif folder, it's at least playable for me now, although Riverhold can still get pretty clunky with how many NPCs there are. Unlike vanilla I find Elsweyr is generally pretty stable in the wilderness and starts getting rickety near towns. I guess all the sand helps lol.
  5. @DrakeTheDragon So, for whatever reason the ESMify option under the Wrye Bash context menu is gone now. There's an Add ESM flag option, not sure if that does the same thing, but that doesn't matter because using CSE worked flawlessly! Thanks a million for your guidance on this! I've only tried my hand at editing with TES4edit, I wasn't aware there were limitations like this.
  6. Thank you very kindly for the detailed response. I'll try to approach in the way you outlined in the next few days. Just responding to note that I'm aware of the time delay and accounted for that, which wasn't fun lol. Left me paranoid each time I tried checking it if I was giving it enough time, but I'm fairly certain I did. Anyway, thanks again. Hopefully I figure this out.
  7. My problem: Trying to add the feet from Khajiit Paws As Ability to the races from Elsweyr: DOA. Context: Within the script of Khajiit Paws was this line: If player.getisrace khajiit ; for "DesuChan's Kawa-Khajiits.esp" add this: || DCKawa || DCKawaKuro || DCKawaShiro || DCKawaZZPale ; for "Elsweyr Anequina.esp" add this: || ANQKhajiitCathay || ANQKhajiitCathayRaht || ANQKhajiitOhmes || ANQKhajiitOhmesFurred || ANQKhajiitOhmesRaht || ANQKhajiitOhmesTattooed01 || ANQKhajiitSuthay || ANQKhajiitTojayI added the || or functions and names after the if player.getisrace in many different permutations, none of which worked. I tried [ If player.getisrace khajiit || ANQKhajiitCathay ], [ If player.getisrace khajiit || player.getisrace ANQKhajiitCathay ], set it all in lower case, I also tried replacing the first entry of khajiit with ANQKhajiitCathay. None of it worked. Then I found this:https://forums.nexusmods.com/index.php?/topic/38372-getisrace-not-working-for-custom-races/So, I tried adding ElsweyrAnequina.esp to the mod as a master. No results. I tried merging the Khajiit Paws As Ability mod with Elsweyr DOA just to see if it would even work, but TES4Edit started spitting errors at me and I didn't like that as a solution anyway. I thought of copying the races from Elsweyr: DOA into an esm to reference in the Khajiit Paws mod, but then you get load order issues where the esm is going to load first but is a child of the higher ElsweyrAnequina.esp, so I don't want to do that. I'm running out of ideas for how to approach this.Is what I'm trying to do even possible without creating an .esm out of Elsweyr: DOA? Semtex seemed to think so by including that line I bolded, which added the race entries into the script but no matter what I do, nothing is panning out here. From what I read in that thread, without the races of Elsweyr being set in a master, it seems that I'm basically running into a dead end. Curious if anyone would know a way to work around this. ———UPDATE———Merged the plugins using merge plugins. Still no results. To be clear, the script will still work with the vanilla khajiit race, it just won't apply to the custom races from Elsweyr: DOA, even if I merge the script into the mod containing the races.
  8. Thanks for clarifying, appreciate it. Edit: Just a small update. I spent a few hours and tested around with these. I'll go ahead and echo what was said, I agree, Cheydinhal Falls is a bit bloated for my tastes, performance starts to tank in that area. To share and also have it on record for my own recollection in the future, this is my very cursory opinion of what I found in terms of performance for each release: (I didn't test the Imperial Isle or Dark Forest as I'm just not interested in those) Performs well Performs well enough Performs poorly
  9. A point of general wisdom that imo eclipses this entire topic: Assume others know what they're doing until proven otherwise. Assuming that something or others that you don't understand are stupid or "foolish" is in itself a hallmark of ignorance.
  10. Sorry, can you be more specific? Start with what first three? These? And dump what last two? The last two I mentioned are Dark Forest (not really interested in this anyway) and the Heath. Or are you referring to the last two that you mentioned? (Skingrad and Chorrol? This wouldn't really follow with your sentence though.) Also I have none of these installed atm and I'm not trying to troubleshoot, just trying to get a sense of what others think about this subject.
  11. So I'm trying to approach installing some of this again, however in the past I've botched installations by assuming I could take on all of them, mostly because the merged version was a simpler installation. Note: I am not saying there is anything wrong or inherently unstable with this mod, only that it isn't practical for me to have all of them installed at once with the rest of my load order, it becomes unstable for various memory related reasons. I've noted that installing portions of this mod that are nearby other heavily edited areas (I use Open Cities Reborn) such as Bravil Barrowfields, Skingrad Outskirts, Chorrol Hinterland & Cheydinhal Falls — are likely bad ideas (although I may test out CF). I also know of particular releases that I absolutely want above all else (Brena River Ravine, Eastern Peaks & Cloudtop Mountains), and some I'm not keen on (Dark Forest). What I'm interested in asking the community in general is this: From your individual perspective and experience, which Unique Landscapes do you find to be the most optimized and least likely to impact performance in-game? For instance: The Heath, it's a pretty small area, so would assuming this has minimal impact be logical? I'd imagine there may have been other threads like this in the past, however I couldn't find anything from within the last five years or specifically about this collection of mods. If someone has information they would rather link me to, I'd appreciate that. Thanks to anyone who has any particular knowledge or insight to share.
  12. It's an example. Your input on this is unsolicited. Looked up how to do it easily in tes4edit, thank you for mentioning this. Also irrelevant. I'm asking in regards to permissions. Some authors are inactive for years on end and I don't have years to wait. Some authors have unfortunately passed on and asking permission is impossible. Giving credit is a default whether they're active or not and doesn't pertain to this. In any case, thanks again for mentioning the creation of parent/child esp files, that'll make most of this simple enough.
  13. This could be a few different things. It could be an invisibility/chameleon effect as mentioned prior, it could be a missing mesh, it could be a missing normal. You'll know it's a missing mesh if there's a yellow triangle or red stop sign. If the issue isn't a game effect, this is often a result of meshes missing normal maps. This is kind of weird though, as Renault is a vanilla character with gear. If you're able to select them in command console, kill the character and see if they stop being invisible. If they're essential characters, you can turn that off with this. If it stops being invisible, it's a game effect. If it's still invisible, it's likely a missing normal. If you can't even select the character, something else is wrong like a missing or empty mesh. If it IS a missing normal:
  14. So I've been building a load order for the first time in quite a while, and in the process I've been accumulating a number of worked out fixes that I've made for my own personal set up. I'd like to share them, but I have concerns over how privileges are fairly handled here, I don't want to disrespect anyone's wishes when it comes to their mod distributions. Asking permission is of course the default, courteous way to navigate this problem, but for many of these fixes that I've been handling, the mod authors have either been absent for years or asking permission would be otherwise impossible. As an example: Let's take one of discovery's mods, atmospheres heaven and hell. I picked this one because I'm well aware there are certain sensitive issues about sharing his files here, so this would be a good case to work my question around. I did not enjoy the night-time fog values that came with the atmospheres.esp plugin. It made lighting mods and others like Road Lights relatively pointless because I couldn't see more than maybe 1/10 of a cell away from my player character. So, I made a quick fix and edited the fog values for the associated weathers in the plugin. Would it be fair game to share my changes that I made solely for the plugin, without actually distributing the rest of the mod, namely the textures and meshes? Or would this be off limits simply because of it's association with the mod makers wishes to no longer host the mods here? This is an extreme case due to the circumstances which those mods are in, most of what I've done simply deals with mod authors who've just been inactive for years. Anyway, I'm curious where the line is drawn when it comes to just making a small edit to an esp, not redistributing all of the sourced files like audio, meshes, textures etc.
  15. Hey guys, Thanks for the replies, they're much appreciated! Maskar: I imagine that's probably something I'd have to do with TES4Edit to mess with Duke's .esp, but to be frank I don't think I'm confident enough to go rooting through his work like that without breaking the mod out-right. I imagine it wouldn't be horribly time consuming with back-ups, but still, I feel I might find myself out of my depth. I'm looking for a quick-and-dirty solution, I don't often find myself with the luxury of enough time to mod these days. Love your overhaul btw, and thanks for the taking the time to address this. Striker879: I actually already have Realistic Fatigue installed myself, I never thought of using it in that way to solve this. With a bit of testing, I've set the .ini file to 1.3 for health's impact on fatigue drain, and that seems to produce the most consistent results. Anything lower tends to still see higher-health enemies like Ogre's flying off, anything higher seems extremely unbalanced. :: Snippet of the ini :: My main concern is this may be a bit unbalancing for certain fights, as I'm essentially removing 1/3 of everyone's health (characters aren't not much of an enemy or ally once they've crumpled to the floor). 1/3 is a pretty big chunk to take out of the fight. I imagine there'd be other ways to balance this with Duke's mod though in adjusting damage in the .ini, so I suppose that'll be my next issue to fiddle around with. My other concern is this still leads to some fairly wonky "death" animations where near-death mobs start doing the electric boogaloo on their way to the ground, they don't seem to fall in the way Realistic Physics & Force Package intends, it's effectively the same as Vanilla. Not as bad as them launching out of orbit I suppose. Just out of curiosity, what settings do you find give you the best results in your .ini file for Realistic Fatigue? I also wasn't entirely sure what portions of Basic Physical Activities (I also use this) would help in addressing this. Thanks again to both of you for responding, I believe I have a reasonable way of approaching this now should I stick with Duke's Melee Combat.
  16. I've been grinning and bearing it for the better part of several years but it's really starting to wear me down now. You all know it, the random occurrence of an enemy just shooting off in some random direction for about 50 or so "feet" after being hit, sometimes getting lost completely if the hit was a kill. Seemingly random, it occurs most often when landing a blow on the enemy's front-side, and normally only after health has dropped below a quarter. Needless to say this is mind-numbingly frustrating when said enemy has been a bastard of a kill to land, and all of their wonderful loot just launches into a field of deep grass and bush, at the bottom of a lake, submerged in lava, or better yet, completely through a wall or floor in a dungeon and into the endless void. I've known it's Duke Patrick's mod for some time now (isolated it on a vanilla install), and I've tried the recommended physics mod spookyfx (Duke Patrick) recommends, Realistic Physics & Force Package with Increased Friction & More Rigid Body skeletons. The problem still bounces about, and I've seen spookyfx reference it as a common issue with the pushactoraway script. This was back in his v2 beta, but the problem persists in 5.9, at least on my install, and ol' Duke hasn't been active in these parts for what seems to be years. My question is primarily this: is there anything I can do to fix or hamper this issue (such as disabling his mod's use -or the game's, I'm not fully aware of how the vanilla engine processes combat- of pushactoraway)? If not, I suppose I'm just going to give up the years old ghost and just try out VCE.
  17. I'll be going through this list and weeding out what is and is not causing this to happen. Most likely NOT causing this issue (tested): Any of the OBSE plugins MOO LAME Mig Lockpicking Hemingweys Capes Quest Log Manager WAC
  18. Mods in common: 00 Oblivion.esm 05 Waalx Animals & Creatures.esm 08 Hemingweys Capes Improved.esm [Version 3.0b] 0D SDR.esm [Version 7.3.2] 0F Oblivifall Master File.esm [Version 1.2] 10 Unofficial Oblivion Patch.esp [Version 3.5.0] 11 DLCShiveringIsles.esp 12 Unofficial Shivering Isles Patch.esp [Version 1.5.4] 1C Enhanced Economy.esp [Version 5.4.3] 1F Quest Log Manager.esp [Version 1.3.2] 20 Dynamic Map.esp [Version 2.1.1] 21 Map Marker Overhaul.esp [Version 3.9.3] 22 Map Marker Overhaul - SI additions.esp [Version 3.9.3] 23 Enhanced Hotkeys.esp [Version 2.3.1] 36 CurseOfHircine.esp ++ CoH Werewolves Clothed.esp ++ CoH Spawn Rates Increased.esp 37 CoH 1st Person Anims.esp 38 Curse of Hircine - Werewolf Hunters.esp 39 CurseOfHircine - Symphony of Night.esp 3A CoH Unarmored.esp 44 WAC.esp 45 WAC - OverSpawn.esp 46 WAC - OverSpawn4v1.0bFCOM.esp 47 WAC - BlackBootDungeon.esp 48 WAC - Dead Knights.esp 49 WAC - Dead Knights Fix.esp 4A WAC - Player Summons.esp 4B WAC - Birds&Insects.esp 4C WAC - Companions.esp 4D WAC - TCOS.esp 4E WAC - TCOSFix4v1.0b.esp 4F WAC - 8th Gate.esp 50 WAC - Gladiator.esp 51 WAC - Magic.esp ++ WAC - HGEC Equipment Replacer.esp ++ WAC - Races RM-HGEC patch by Xtudo.esp 53 BrotherhoodRenewed.esp [Version 1.1.2] ** BrotherhoodRenewed Vwalk.esp 54 Fighters Guild Quests.esp 55 Mages Guild Quests.esp 56 Servant of the Dawn.esp 5D Oblivifall - Losing My Religion.esp [Version 1.43] 61 HUD Status Bars.esp [Version 5.3.2] 63 GuildAdvancementBGU.esp 73 ATakesAll.esp ++ Enhanced Economy - House prices.esp [Version 5.4.3] 7A Mysterious Bear's Epic Necromancy + EM.esp ++ SDR_Detect Life Shader Patch [Oblivion].esp [Version 5.0.0] 81 SDR_Perks And Patches [Oblivion].esp [Version 7.3.0] 82 MigLockpicking.esp [Version 1.8] 83 Enhanced Grabbing.esp [Version 0.5] 85 Oblivion_Character_Overhaul.esp [Version 2.0] 86 bgMagicEV.esp [Version 1.7EV] ** bgMagicEV Vwalk.esp ++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV] ++ bgMagicItemSigil.esp [Version 1.68EV] ++ bgMagicEVStartspells.esp [Version 1.68EV] 87 bgMagicBonus.esp [Version 1.7EV] ++ bgMagicEVAddEnVar.esp [Version 1.68EV] 88 bgMagicEVPaperChase.esp [Version 1.68EV] 89 Elz - No Floating Weapon.esp 8A Bashed Patch, 0.esp 8B Maskar's Oblivion Overhaul.esp [Version] OBSE Plugins in common: AddActorValues Blockhead ConScribe Elys Universal Silent Voices FastExit2 MenQue NifSE Enhanced Camera SDR (Sneaking Detected Recalibirated)
  19. Just posting my load order here so that I don't clog up Elz's comment thread for No Floating Weapon. Active Mod Files: Bain Packages:
  20. Nice to see someone making an updated list for the newer mods that are out these days. I see a couple of redundancies in here though. Gamecompanion, for one thing, is God awful for people like me who have to use design software frequently like PS and press the alt and shift buttons all the time. Really messes with your screen light and all that. Thankfully it's not actually necessary, because the ENBoost patch actually does fake fullscreen if you adjust a setting in the .ini. Also, Maskar's Oblivion Overhaul pretty much does the work of Cava Obscura and Dungeon Actors Have Torches as well, again, through settings that you can adjust in the .ini, so I'd just save the load order space and remove both of them.
  21. Of course lol, if you bought the game on Steam it's yours to uninstall and reinstall as often as you like. I'm not 100% positive, but I think the only restriction they put on that is how many machines you can install it on, but I've never really went looking into that.
  22. "I've also then tried to download the unofficial patch v.1.2.416" I would not recommend installing patches after anything. Really, the order in which you install mods should be like this: 1. The actual game 2. The official patches & DLC 3. The unofficial patches 4. Gameplay changes 5. Overhauls 6. Textures & anything else You should never install mods before patches. For a texture pack, this shouldn't really matter as much, but I would still avoid it just to be on the safe side. The reason you're getting this message "old file not found, however a file of the same name was found. No update done since file contents do not match", is because your game file has been changed by a mod you've already installed. The only real way to fix this is to completely re-install the game. This is why I use Wrye Bash. It really lessons the need to take that kind of step. It takes maybe 2 hours to learn, but it will save you (literally, in my case) days worth of modding time in the future.
  23. Figured it out. Also found someone else having the exact same problem. http://forums.nexusmods.com/index.php?/topic/24261-name-reneers-guard-overhaul/page-60&do=findComment&comment=2531754 From what I can see, our similar mods don't seem to be involving similar scripting conflicts (I figured at first this was a conflict with SDR). Considering his post was almost 4 years ago, and since most of the mods which are similar have most likely been updated since then, I'mma go ahead and just completely uninstall RGO and chalk this up as a bug that's local to RGO as a whole, which probably won't be getting fixed in the near future.
  24. After completing Corruption and Conscience with the 'good' reward, it crashed when I left the Cheydinhal Bridge Inn. And then directly after talking to him. Annnnd then after I disabled him JUST after talking to him to see if I could avoid the crash. So then I decided to try having fun. I loaded before I even started the quest, went to Cheydinhal, disabled him, and it triggered a crash. It's safe to say I'm not completing this quest without cheating a bit, but I really have to wonder, has anyone ever seen a situation like this? I have to assume it's mod related but I have no real idea what that could possibly be, seeing as how I've completed well over 15 quests at this point, and to my knowledge, I have few mods that would even touch him (Aside from a few cosmetic mods, I have very few quest related mods installed atm). It can't be that my save's corrupted, because it happened again even on a new game. Load order, for whatever it's worth:
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