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Posted (edited)

The CS takes like 30-45 minutes to start up, and I can't unfocus the window, or it never starts up at all (never waited long enough). Is this just... standard operation?

Ok I see, I should just be opening Oblivion.esm instead of AltarMain, just figured it would be good practice to take into account the Remastered changes, but I suppose that can easily be copied over in xEdit

Edited by Swampfox92
Posted

I tested another thing! I created a mod in OG oblivion + CS, created a custom activator and setting the model to the NIF i want, and it didn't work. I WAS able to set the model, unlike my attempt in Remastered + CS, and then find the activator with the correct model in Remastered + CS, but the activator still wont show up in the world. Here's what this taught me about the workaround about using activators instead of static objects: Activators, even with correctly set models, are not inherently functional. The ones in the game are functional, but all activators are not just functional as a property of their class.

Posted
On 5/1/2025 at 6:26 AM, yoplatz said:

If anyone is butting heads with the whole "Static Objects Dont Work" issue, here's an interesting note. @GeraldMods , author of a few recent Remastered said that they actually used Activators as stand-ins for Static Objects. I just attempted to create my own activator, but couldn't set the model path manually. I extracted the BSA and set up a directory that SHOULD be identical to where the game looks inside the BSA, but whenever I tried to select the .nif, CS said 'Directory invalid.' I'm assuming it wasn't a problem with my directory, and is instead a problem where the CS thinks it's installed/ where it expects to find the oblivion dir in general. I dunno though, that doesn't really make sense. I think my next move is to install OG oblivion and to try to create a mod that uses the restrictions of Remastered (activators as static,) and see if that works.

(a big assumption I've made here is that GeraldMods did not create their own activators, but used existing ones. We'll see.)

I doubt people created dozens of new activators for stuff like the Shivering Isles House or @Elianora's IC shack mod. There must be some simple solution

Posted (edited)
7 minutes ago, ModR9K said:

Does someone know why Static objects don't show up in game?

They look fine in the CS and in TES4Redit..

I saw other modders use them too, I even tried https://www.nexusmods.com/oblivionremastered/mods/1132?tab=posts but nothing changes.

Only way I’ve found is to copy and paste existing static objects from another cell, and even then it’s trial and error to which ones appear in game.

But the majority worked for me this way.

Creating a new entry doesn’t work for me as they don’t render in game for me.

Edited by WOTmodsproductions
Posted (edited)
48 minutes ago, WOTmodsproductions said:

Only way I’ve found is to copy and paste existing static objects from another cell, and even then it’s trial and error to which ones appear in game.

But the majority worked for me this way.

Creating a new entry doesn’t work for me as they don’t render in game for me.

I tried this with 3 statics (Bear/Wolf rugs and cooking pot) and not one showed up in game.

In fact, I can't even copypaste a misc from the *same* cell and have it show it up in game, I have to add everything manually everytime

Edited by ModR9K
Posted
5 hours ago, ModR9K said:

I tried this with 3 statics (Bear/Wolf rugs and cooking pot) and not one showed up in game.

In fact, I can't even copypaste a misc from the *same* cell and have it show it up in game, I have to add everything manually everytime

I'm having the same issues! I even tried moving objects in a cell and it doesn't work. When I load the game, noting changes. I can add lights and activator objects, but I cannot add, delete, or move any static objects, the game just doesn't make any changes. it's driving me insane.

Posted
9 hours ago, ModR9K said:

I doubt people created dozens of new activators for stuff like the Shivering Isles House or @Elianora's IC shack mod. There must be some simple solution

Oh, yeah, the development is that people are using this xEdit script to port mods for OG oblivion to remastered. It solves the static object issue (but not for trees) and still has harsh limitations. For example, I believe existing static objects and containers cannot be moved. But still, it's a huge step foreward.

 https://www.nexusmods.com/oblivionremastered/mods/1132?tab=description

Posted
6 minutes ago, yoplatz said:

Oh, yeah, the development is that people are using this xEdit script to port mods for OG oblivion to remastered. It solves the static object issue (but not for trees) and still has harsh limitations. For example, I believe existing static objects and containers cannot be moved. But still, it's a huge step foreward.

 https://www.nexusmods.com/oblivionremastered/mods/1132?tab=description

That's the mod I linked in my first post in this thread. I've been using it for days but it doesn't seem to work for me.

Hence my initial post.

Btw you can move containers, I did move one vanilla chest in my Bruma House mod (the bedroom one).

If any of you is willing, we could test if it's the script that's not working properly for me?

I could send you the new mod version I'm working on and you could pass it through the script in tesedit/xedit, and send it back.

Posted

Ok so I got this to finally work, however now it looks like any mods that I've created through the CS have ZERO effect on anything in the Remastered version. I deleted the entirety of the Frostcrag building within the DLCFrostcrag.esp file (rather than making an additional .esp mod, don't worry, I made backups) just to test it out, and it's still sitting there in the game. I also tried this with the AltarDeluxe.esp and got the same results, as if nothing was changed in the first place.

These are being loaded, as the game would crash otherwise, so I'm not at all sure what's going on here.

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