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ponyrider0

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Everything posted by ponyrider0

  1. For uses that are unable to wait for the wiki-pages to come back online, you can always try to use the google cached version from Jan-17-2017 here: https://webcache.googleusercontent.com/search?q=cache:6hwYY0Lk1IAJ:wiki.step-project.com/User_talk:Diana_TES_GotH/Morroblivion_Overhaul+&cd=1&hl=en&ct=clnk&gl=us I also saved the cached version as a PDF file and posted it here: https://www.mediafire.com/file/pdc41sbz1cy256d/User_talk_Diana_TES_GotH_Morroblivion_Overhaul_-_S.T.E.P.pdf
  2. Thanks for your brutal honesty. You are obviously a very advanced modder and also not afraid of writing out your thoughts and opinions. You're method of manually installing OBSE and related plugins makes a lot of sense for MO users. Why don't you share your installation method for OBSE by writing out step by step instructions. I'm certain that Diana and the community would appreciate any help in revising the guide to be easier to follow. Thanks!
  3. "Apocalypse Now - Quest.esp" has some incompabitilities in the Race subrecords which appears to cause the Oblivion engine to bug-out. At least on my partially completed Morroblivion Overhaul installation, using TES4Edit to delete the entire Race record branch from "Apocalypse Now - Quest.esp" will fix it.
  4. I noticed that some people have gotten mixed up with WB/MO only instructions. So, I went through the guide and modified formatting so that instructions for only "Wrye Bash Users" or "Mod Organizer Users" are hopefully more clearly marked.
  5. Updated Wrye Bash instructions for TES4LODGen and TES4LL so that steps and path names used are all consistent with method to generate projects in the Wrye Bash Installers tab. Optimized all "Test the Game" sections so that TES4LODGen and/or TES4LL are only run when changes to the VWD or Landscape files are made.
  6. Right-click the download link and choose "Save As".
  7. I'm in the process of rebuilding my development machine (harddrive failure and replacement). Once that's done, I'll try to reproduce your issues and give you all some feedback.
  8. Hi Kordac, your graphics card and ram should be enough. The game is most bottle-necked by single-threaded CPU performance, however, even with an over 10year old Phenom II X4 @ 3ghz (with 8gb ram + Radeon 7970 Ghz), I am able to get 20fps @ 1080p in Morroblivion with some performance tuning and decreased shaders (enabled: AO, HDR, bloom, depth of field. disabled: motion blur, anti-aliasing, enhanced shadow smoothing, etc.). The biggest issue which you haven't mentioned is making sure you have enough hardddisk space for all the mods in the overhaul. :)
  9. I removed the following line from More-Armor-Slots instructions, since this extra file is already merged into the main more-armor-slots.esp: 1. Archive more-armor-slots-no-npc.esp to install.
  10. They are the same files, I just renamed it to be more consistent with other files in the They are the exact same file, I just renamed it to be more consistent with the naming scheme of other Unofficial Patch files. The above note still applies to the renamed file, ie there's no need to install if you plan to use the CR patch.
  11. Sorry, I just noticed this last line: The unofficial patch has the full MOB_Lost Magic mod merged into it. So you can safely uninstall MOB_Lost Magic if you are using the Morroblivion Unofficial Patch.
  12. morrowind_ob_-_firemoth_no_more_area_spells.esp - anywhere in load order, before the Bashed PatchGhostGate_BugFix.esp - anywhere after "Morrowind_ob - MorroblivionTreeReplacer.esp". If you don't use that mod, then you won't need this particular bugfix. :)boundspell_rebalance.esp - after Morroblivion_Unofficial_Patch_Magic_Addon.espMorroblivion_Unofficial_Patch.esp - after your last "Morrowind_ob - ...esp" file and before the Bashed PatchMorroblivion_Unofficial_Patch_Magic_Addon.esp - After your Bashed PatchHope that helps!
  13. A brief explanation of Oblivion Reloaded's [FrameRate] section (aka FPS Manager): "Average" is your goal or target fps that you want the FPS manager to achieve. "Gap" and "Delay" are the fps and time thresholds under which the FPS manager will allow your fps to vary before making changes to the Video Quality (FadeMin and GridMin settings). In other words, if your actual framerate is below [Average-Gap] for more seconds than [Delay], then the FPS manager will start decreasing the Fade settings by [FadeStep] to try to increase your framerate. It will keep doing this until your actual framerate is above [Average-Gap] or until it has decreased those settings to [FadeMinObjects] and [FadeMinActors]. If you are in an area with known for bad performance (Seyda Neen), FPS manager may reach FadeMin settings before it can reach your desired [Average] fps. On the other side, if your actual framerate is above [Average+Gap] for more than [Delay] seconds, the FPS manager will start increasing your Video Quality as high as it can, up to the maximum Quality Settings or until your actual framerate is in the [Average +/- Gap] window. I hope this helps!
  14. Thanks for uploading your OblivionReloaded.ini, I recognize the problem (and solution is super-easy): [FrameRate] Average = 30 Gap = 3 Delay = 1 FadeStep = 0.5 FadeMinObjects = 2 FadeMinActors = 2 GridStep = 1 GridMin = 1 Change FadeMinObjects and FadeMinActors to at least 4 or 5 (which should roughly be 25-50% of the Actor/Item/Object Fade sliders). This will fix NPCs and smaller Objects which are in the foreground. To increase your distant building draw distance, you will want to increase GridMin. If you set GridMin to about 5, you should be able to see Vivec city from the prison boat in Seyda Neen (depending on where you stand). I would increase it slowly by one to until you figure out is the lowest setting you can tolerate. Here were the settings I used for my Phenom 2Ghz + 7950 (both overclocked): [FrameRate] Average = 30 Gap = 5 Delay = 3 FadeStep = 0.5 FadeMinObjects = 4 FadeMinActors = 4 GridStep = 1 GridMin = 5 Here is a visual guide to adjusting the Fade values: https://www.tweakguides.com/Oblivion_6.html
  15. It sounds like an issue with either the Oblivion Reloaded FPS manager settings being too aggressive, or that it isn't running... when you are in game, try opening the Video Settings menu and moving the quality settings for Actor Fade, Item Fade and Object Fade up to the highest level (Far Right). Then try looking around. If you initially see much farther, but then everything disappears again, then OR FPS manager is too aggressive. If it doesn't change, then OR FPS manager is probably disabled. Let me know your results.
  16. Sounds good. When I get my development setup back in working order, I will re-work the Active Bugs/Fixes List into a searchable FAQ.
  17. Sorry, I should have been more clear about that mod: Corprus Immunity Fixer only has one purpose: removing a permanent status effect icon bug which only occurs if you do not install Morroblivion-Fixes early in your game. It's safe to just uninstall or unload that mod. RE: Voicefile Redirectory, I think Diana is just moving it to another section ("Extenders and DLL Enhancement Section").
  18. Yes, there are 2-3 spots in Seyda Neen which will surprisingly tax the game engine due to an unfortunate alignment of NPC AI processing, Physics Processing, Collision Detection and Distant Lands drawing. However, even my Phenom II at 2Ghz and a 7950 was able to pull off 10-12 fps in these areas (albeit with optimized quality settings). If your 4.5Ghz CPU is only getting 15fps, then there is definitely much more room for performance optimization. I would start by making sure you are not wasting CPU cycles and Harddrive time by loading distant land meshes and objects that aren't even being displayed: the easiest way to do this is by turning on the FPS Manager in Oblivion Reloaded, but you can also do this by modifying the Oblivion.ini. As a test: turn off Distant Lands and see what frame rates you get -- this is probably close to the FPS you can hope to get by doing performance optimizations. The Oblivion Engine is not performance optimized for the relatively detailed exterior worldspace of Morroblivion where every single village, town and city is part of the same open-world... instead, it expects to be loading the sparse exterior Cells of Cyrodiil or the much smaller detailed city interior sections of the Imperial City. Thankfully, much of the engine's behavior can be tweaked through the Oblivion.ini file or through plugins like Oblivion Reloaded and Oblivion Stutter Remover.
  19. I'm glad that you've at least identified the culprit! Hopefully, you will finally be able to use Wrye Bash without crashes! Shame on Intel for making such a malignant piece of malware. :(
  20. 1 & 2) OBSE (Oblivion Script Extender) plugins are *.DLL files which go in the Oblivion\Data\OBSE\plugins directory. Make sure the correct files are there -- they will not work if they are in Oblivion\Data. *** do not move the obse*.dll files in your Oblivion main directory, those are not plugins, but the actual OBSE program itself. **** 3) To disable the "BSA missing" message, open the Morroblivion.ini file found at: Oblivion\Data\ini\Morroblivion.ini and find this line: set MorroDefaultQuest.ErrorDetection to 1 Then change the 1 to a 0.
  21. Yes, you should use the version of fast-travel that is included with version 1.8b. I did not update the fast travel file for version Morroblivion-Fixes-v1.7, so that's why fast-travel was a separate file with a different version number. Hope that clears up some of the confusion. FYI, the latest bug list and fixes for 2017 are available at: https://tesrenewal.com/forums/morroblivion-problems/active-morroblivion-bugs-and-fixes-list-2017 Currently, that includes Morroblivion-Fixes-v1.8b plus additional bugfix files which were made in Sept-2017. I will try to merge all of these files into a new Morroblivion-Fixes-v1.9 within the next couple weeks.
  22. Hi, Sorry I wasn't able to get my updates out in time for you to put in the guide. It is looking really great so far!
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