ryancamaratta Posted May 5 Share Posted May 5 On 4/23/2025 at 7:33 PM, LordOfAshes0192 said: Don't ask me how or why this works, it just does. Bro I have to ask, I just have to Link to comment Share on other sites More sharing options...
martincurtismartinson Posted May 6 Share Posted May 6 It's Hillarious. Did exactly like the post said. Went in and loaded Oblivion.esm and bam.. There is all the Scripts Items Objects and Nif/Textures. Just like the Original. Wow. They left the entire structure in tact from the original (Brain Explodes) Imagine how much money it saved them to just use all this stuff from the Original Radiant AI Engine and file structure instead of starting over from scratch. Not sure if I'm impressed or insulted right now Link to comment Share on other sites More sharing options...
yoplatz Posted May 7 Share Posted May 7 On 5/2/2025 at 10:41 AM, ModR9K said: 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. oh woops I was keyed into to some irrelevant minutiae and forgot the premise of the thread lmaooo. I also cannot get the script to work. It runs and says its successful, and then i save the changes to the plugin, but on disc, no changes are made. Idk what i'm doing wrong. Link to comment Share on other sites More sharing options...
BasileusXX Posted May 7 Share Posted May 7 Heya! I would like to add lesser spells, attributes and other various modifications to Races and birthsigns, while it is easy to modify the already existing ones with xEdit I really have no clue on how to add new stuff, if anyone could be so kind to help this junior in TES modding I would really appreciate! Cheers! Link to comment Share on other sites More sharing options...
Ffinnegan Posted May 12 Share Posted May 12 As people have already mentioned, editing static objects (merely moving them around, not adding new ones) and then saving the .esp does not result in any change ingame. I was actually trying to fix the placement of some objects but no change occurs in game (I used Haphy's script but to no avail). Anybody have any tips? Link to comment Share on other sites More sharing options...
Dman883 Posted May 13 Share Posted May 13 d3dx9_27.dll was not found Link to comment Share on other sites More sharing options...
Ffinnegan Posted May 13 Share Posted May 13 (edited) I fixed it not showing the changes ingame by removing the .esp, loading the game, then exiting and loading the .esp again. Now changes were in full effect. Might be useful for other use cases. Edited May 13 by Ffinnegan Link to comment Share on other sites More sharing options...
Johyn Posted May 14 Share Posted May 14 Greets! Just wonderin how you folks out there manage to load alterespmain.esp with tescs, so as not to use the data from old oblivion in your scripts/quests? Link to comment Share on other sites More sharing options...
noiseissound Posted Friday at 10:30 PM Share Posted Friday at 10:30 PM Does anyone know why when saving an edited mod all the masters are removed? Link to comment Share on other sites More sharing options...
Sohleks Posted Sunday at 06:20 AM Share Posted Sunday at 06:20 AM On 5/7/2025 at 4:45 AM, BasileusXX said: I would like to add lesser spells, attributes and other various modifications to Races and birthsigns, while it is easy to modify the already existing ones with xEdit I really have no clue on how to add new stuff, if anyone could be so kind to help this junior in TES modding I would really appreciate! Me too. I was tweaking other's with xEdit and decided to do it proper. I have construction set 1.2404 installed and I've loaded oblivion.esm and made some edits which work in game, although seems engaging enemies would cause game to crash. I don't believe construction set can load the new plugins added in remastered, but should I have the DLC loaded even though I don't want to bother those? I think I will remake and leave the old spell records alone and instead create new ones. I should also probably test with only my mod installed next time as I had a lot of others. Link to comment Share on other sites More sharing options...
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