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my one and only request


sumlum

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i've never used mods before... oblivion's my first. anyway... i tried to use a jumble of mods to make the game less monotonous but i can't tell if they're conflicting with each other or not so it would be just godly awesome if some can make like an overhaul off the mods i use

 

the mods i use and seem to be working are:

 

10travellers

300ft crime

latest akatosh mount by saidenstorm

all npcs killable

capes and cloak

most recent cheyindal petshop

crowded cities

crowded roads revamped

dragon castle

female eyecandy body nude

hmm call of adventure

improved castle volenguard

jms bar fights

a jump mod

tsurugi

tsurugi menu_based (btw the sword ingame is named wrong i think)

ninja clan beta

no essential npc

rens beauty pack (most recent i think)

samurai in cyrodiil

unlimited amulets and rings

unsafe streets

younger and hotter npcs

ninja clan

borderless cyrodiil

 

ones that i tried to use but didn't work

cyrodiil 10 most wanted

vin swords

alexander wings

dragon talking sword

ninja sword

cm partners mark and return fixed auto loot disable

companion share and recruit ghettogansta edited version

cover yourself

apachii goddess store

kaleah companion

xenders angel companion

goddess armor (based off the amazon one for exnem's bodies)

mythsword and it's golden form

private army

guard sex(don't ask, i just don't like using console codes to add money or loot dead bodies OR seeing hundreds of days in jails on my stat sheet)

cls classy clothes

dragon invasion II

 

ones i downloaded but either havn't seen if it works or can't tell if it is yet

goblin wars 1 2 and 3

interior fast travel

enchanting and spellmaking unlocker

housewives

longer summons

share recruits obse

me_war summons

giant ogres

locational damage

sots order of nibenay

mass ai

arrow improvement

cm partners more npc

cm partners more npc addons

legendary mastery

female imperial cuirass

 

oh and other mods that i plan to use:

ff7 blades complete

ff7 ac final sword

maddogs fantasy mod

 

notes:

i play with the custom mystic elf race

the crowded cities doesn't seem to add much people... could they be not working

the 10 travellers and crowded roads doesn't show much people either but i assume it works because it showed a traveller on a horse

i didn't run obse because i didn't like the idea of running too many programs at once (got bt,aim and such on already)

and i tried these mods on a version i dled from mini-nova. thought it sounded good cuz the name included no cd crack in it. turns out i can never update it with either eng or uk patches.

oh and i installed the game into my d drive because it had more free space. should i have done it in the c drive instead?

 

i know it's a long list which means alot of work... but i just can't tell which is conflicting and which is not and why won't some of them work...

 

anyway, i uninstalled my current one and is downloading another one off mini-nova from pirateuropa.com so i assume it is the uk version and is planning to patch and update it as much as possible and will install SI and NotN if needed.

 

i'll be very grateful if someone will attempt to do this or just advise me on which of these mods are conflicting(if any) and why some are not working and which of these will not work with uk version.

 

thanks in advance

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crikey, that's a lot to read. Did you say you were using OBMM?

 

if not, get that sucker, it will help massively.

 

I think you will be hard pressed to find people willing to merge those in to one mod. It is almost a guarantee that you are the only person who'll use it. Someone else might like it, but it has two or three mods that they dont want and so they'll ditch it.

 

No one will want to make a mod unless more than a couple of people will use it.

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crikey, that's a lot to read. Did you say you were using OBMM?

 

if not, get that sucker, it will help massively.

 

I think you will be hard pressed to find people willing to merge those in to one mod. It is almost a guarantee that you are the only person who'll use it. Someone else might like it, but it has two or three mods that they dont want and so they'll ditch it.

 

No one will want to make a mod unless more than a couple of people will use it.

Combining that many unrelated mods is usually just a bad idea. Even if you're using the merge functions from the 1.2 CS, when you have that many, conflicts are bound to occur, and trying to merge them may end up breaking both parts. Even trying to merge related mods, like crowded cities,roads, unsafe streets, and other NPC mods or combining just the equipment mods would probably end up breaking most of them, especially if you already have a game that uses the seperate mods. Do you really need 5 different companion mods? Do you really think that pairing all NPCs killable with unsafe streets is a good idea? Do you really plan to constantly use all those weapon mods? Not to mention all the other mods which really don't work too well, like locational damage, or some of the other particularly script heavy mods. You can't get half of them to work right as is. Combining them won't make those mods work any better. You might really want to considder reducing that list to only mods that you have to have, and only one mod that changes one type of thing. Pick one companion mod, pick one group of NPC mods, Pick a few weapon mods. I'd hate to see what kind of performance you have inside cities with all those extra NPCs.

 

Additionally, someone would need to get permission from all those mod creators to share a combined version of anything. You can only combine mods for your own uses, not so that you can share them with anyone. This means that if you want a combined mod, you'll have to do it, or find someone bored enough to spend a few months gathering permission from people.

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i'm very grateful for your replies, but i just noticed i was careless. the mods did conflicted, but on my other computer, with the same version i downloaded on my laptop, i dled some more mods, the 300 brocade, green and gold amazon armor and the ff7 ac blades quest mod. after having them all activated, i found the chest for the talking dragon sword infront of a statue in the market district instead of around weynon priory and the companion sharre recruit mods does seem to work. while i was clearing out IC with the masamune i got from ff7 ac blades quest, i went into the arcane university and i got the option to start recruiting. basically, i think most of the ones i put in the not working list was only altered to be somewhere else.

and i think i'm using the direct2drive version which explains why i can't update or patch it which means it would be natural why some of the mods i dled wouldn't work, because they require the latest patch.

 

well, i don't really need all of the listed mods merge either. just whichever is possible or only enough so other people might consider using it. i had fun clearing out IC, anvil, chorrol, bruma and cheyindal. almost 1k murders.

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i'm very grateful for your replies, but i just noticed i was careless. the mods did conflicted, but on my other computer, with the same version i downloaded on my laptop, i dled some more mods, the 300 brocade, green and gold amazon armor and the ff7 ac blades quest mod. after having them all activated, i found the chest for the talking dragon sword infront of a statue in the market district instead of around weynon priory and the companion sharre recruit mods does seem to work. while i was clearing out IC with the masamune i got from ff7 ac blades quest, i went into the arcane university and i got the option to start recruiting. basically, i think most of the ones i put in the not working list was only altered to be somewhere else.

and i think i'm using the direct2drive version which explains why i can't update or patch it which means it would be natural why some of the mods i dled wouldn't work, because they require the latest patch.

 

well, i don't really need all of the listed mods merge either. just whichever is possible or only enough so other people might consider using it. i had fun clearing out IC, anvil, chorrol, bruma and cheyindal. almost 1k murders.

If you have the Direct2Drive version, you won't be able to use any of the OBSE mods, and explains why those ones aren't working.

 

As for why the same list of mods would work on one computer, but not another, this is likely because of load order. Depending on load order, some conflicts can be worked out to allow most, or some, functionality within a mod. But what I said in my first post is still essentially true. You are trying to work too many mods which affect the same areas of the game, or do the same things, so any combination would still have the same conflicts you currently have, and would probably only result in breaking some of the things which do work now.

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