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Installing Shivering Isles before completing Oblivion?


An_Omen

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I have been playing Oblivion for ages now and it is huge! I never expected to still be playing it after all this time! I guess the modding aspect of it all has increased it's life even more and thus I have not yet got around to any addons such as Shivering Isles.

 

So, here is my question...

I want to use a mod that requires the SI addon but I haven't completed my Oblivion game experience yet. Does SI completely change the game or does it just add extra content and you can still load games in Cyrodill? I am unwilling to try in case all my hard modding work gets messed up and my Oblivion turns into a new Shivering Isles game with no possibility of return to the original game.

 

Please shout at me if I'm being stupid but I guess having not found a similar question on the forums yet and being too scared to actually install SI before I am ready to play it, I thought I would ask.

 

Thanks

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Please shout at me if I'm being stupid...

As you wish: You're a moron! SI is an expansion not a TC. Of course you can install it and still play normal Oblivon.

Ninja forgot to point out that this is the wrong section to ask this, and that had you read the manual that came with SI, you would know the answer pretty much right away. Did you even look?

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Well, you did ask to be shouted at, but I will not. I understand what may have caused this concern, for those who do not know or have not had the mis-pleasure of experiencing it first-hand: there are some older PC games that after the expansion pack is installed, you loose the ability to play the original part of the story. I have not seen very many, and I do not believe this problem continued after 1994/5.

 

So you do have a legitimate question, it is just a few years out of date.

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I haven't completed Oblivion yet either, and I have SI. I'm dwindling around side quests and levelling my character, and hunting for equipment lol. Oh and making my own mods.

 

In fact, SI kinda fixed my Oblivion. Before patching, I was getting some weird bug that caused Oblivion to crash whenever I entered Weynon Priory, the building where you first talk to Jauffre (and also when I look at the back wall when I go to jail). I couldn't even continue the main quest because of that. I suspect it was a broken texture or something. But it got fixed after patching, so I'm happy.

 

Anyway back to your original topic, SI doesn't change Oblivion like they said. It adds something but the Oblivion main quest is still there. Go ahead and patch if you want.

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Thanks for your help guys!

 

Shivering Isles has been added to the Xmas list so in a few weeks I shall install it with it's recommended patch and then reinstall my SI dependant mods that I want to try.

 

I don't mind being shouted at if I'm being a moron. Next question I'll research first then only if I'm uncertain will I post again. Plus sorry for posting in the wrong section.

 

Keep up the good work!

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So, here is my question...

I want to use a mod that requires the SI addon but I haven't completed my Oblivion game experience yet. Does SI completely change the game or does it just add extra content and you can still load games in Cyrodill? I am unwilling to try in case all my hard modding work gets messed up and my Oblivion turns into a new Shivering Isles game with no possibility of return to the original game.

 

Thanks

I understand your concern An_Omen, you just want to be cautious & not ruin a game you love playing.

(As you can see there is no shortage of attackers here, even when the thrill of it is lost by you asking for it)

 

The Shivering Isles installs an updated patch which some modders didn’t like because the new version of the construction set for it lost some functionality (don’t remember what). I mention this to you because you said you were a modder.

The only change to Cyrodiil is a new island in the middle of Niben Bay; that is the way into The Shivering Isles.

One thing somebody did tell me way back when is that they would have rather installed SI before Knights Of The Nine because of some minor problem. I took their advise & will soon install KOTN now after completing the SI main quest.

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The loss of functionality involves dialogue. You can't create lipsynch files with the new CS. Most people keep a separate copy of the last CS version for that purpose if they want to mod with custom dialogue. Otherwise, once I got it properly installed I've had no problems making my mods for it and using numerous mods with it (probably over 100 in my load order ATM).

 

I have at least one character with whom I am not doing the Main Quest much at all - she's perfect for SI and that's where she mostly spends her time. :D

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The loss of functionality involves dialogue. You can't create lipsynch files with the new CS. Most people keep a separate copy of the last CS version for that purpose if they want to mod with custom dialogue. Otherwise, once I got it properly installed I've had no problems making my mods for it and using numerous mods with it (probably over 100 in my load order ATM).

It also breaks the placement of some statics from the listing, disallows alteration of existing spell shaders (or atleast did), can break some mesh linkings, and a few other things. For modding, it realy isn't suggested. You're really better off making mods for 1.1 anyway since everyone can use them without version problems.

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Thanks hoots7, that info is exactly what I wanted to hear.

I appreciate the warnings about the CS patch update too. I'm running the Oblivion 1.2 patch and have had no problems with the CS functions so I will steer clear of using the patched version for modding and as recommended keep a copy of the current CS for any future mod buiding.

 

If it's allowed (apologies if it's the wrong section) I have a question which I can't seem to resolve regarding my game at the moment. Basically all the khajiit NPC's have somehow lost the ability to talk! I have unpacked and repasted the voices1 and voices2 files to my data/sounds/voices folder and have also checked the CS Character/Races menu and checked the voices for each race matched which they did.

 

My next step which I'm not looking forward to is to systematically uncheck each of my 50+ mods in OBMM and see if that makes the khajiit talk again. The only race mod I use is cosmetic compilation which I have already deselected and it still has the problem.

 

Please please if anyone knows or has experienced this problem let me know.

 

Again...Thanks!

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