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baronaatista

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Everything posted by baronaatista

  1. Trying to get Mod Analyzer to work with M02 - every time I analyze a mod I get a windows error saying we had to close the program. Can't find any logs or anything, at least not in MA folder (in a utilities folder on my desktop) or SSE install directory. Didn't want to create a report on Github cause I have the feeling this is a user-error type thing. Soon as I can get it working, I will begin to analyze and submit mods for sure.
  2. Lol no love for Oblivion. Or maybe its just me... I know nobodies playing this game anymore, but Skyrim SE isn't quite ready and unfortunately neither is Fallout 4 (if it will ever be). So I'm occupying myself with modding Oblivion. Plus I wanted to learn more about Wrye Bash. Anyway. Just have a couple questions about some issues I'm having with OR right now - both are apparently known issues, but info on fixes/workarounds is scarce; 1. Player character is transparent in 1st person. Apparently this is due to Ambient Occlusion (from what I've read)? Haven't actually tried disabling it to test because... well I'd really rather not play without. * The one workaround I've heard of is using skin shaders from OBGE - unclear of whether it's possible to use ONLY skin shaders from OBGE. Again, doesn't sound like much of a fix to me to try to use OR + OBGE together... If that's the case I'd likely rather use ENB (which apparently also has the AO transparency issue) with OBGE skin shaders. 2. Blood decals are stretched and distorted, focused around my crosshair. Apparently this is a known bug, simple fix is to set blood decals to off in Oblivion settings... Again not much of a fix but I can live without. 3. That wonderful water shader/effect that plays over the camera in 1st person when exiting water also plays when exiting from any interior space to any exterior space - as far as I can tell. Haven't looked into that much... It's annoying but I can... mostly live with it. Anyway if anybody knows of any solutions that would be wonderful... Though I don't have much hope. At the moment it's looking like I'm going to have to uninstall OR and use ENB...
  3. Alright so lacking an answer I've just gone ahead and used intuition - .txt file in the .zip indicates a super simple install; drop into OBSE/Plugins and go. So I created the folders, dropped the files in, re-zipped and installed normally in WB. Can't see why this should not be correct, if anyone knows otherwise I'd love to hear it.
  4. Start Me Up. Beyond a shadow. It has a bit of a conflict with Some Assembly Required involving edits to mq102 but is otherwise flawless....
  5. Having an issue applying the .bcf for OBSE-Elys-Universal Silent Voice from the Mythic Dawn guide; I redirected the WB Oblivion Mods folder to my desktop, not sure if that's related?
  6. Spent all night last night looking up mods. Why, when I jumped into this, did I not think there would be a similar volume/quality of mods as in Skyrim? I thought yeah I'll just do a STEP type thing and maybe toss a couple extra's on top... Anyway yeah I generally side somewhere in the middle. I like my hardcore/survival type experience and probably a lot of stuff you'd find tedious... but I generally attempt to keep that stuff as minimal as possible. I just find that those finicky mechanics when handled properly can create really nice loops between gameplay and narrative... yeah, deep immersion. I almost never use city/town expansion mods as I find they are a prime culprit for draining performance (and compatibility nightmares), all while adding (IMO) very little to the game. Usually don't use body mods but was thinking that I actually might for this game, as the standard models are not fantastic. Looking at Roberts Male & HGEC (with a minimal option, I'm not into ridiculous cartoonish characters, and I don't need to see tits bounce). With OCOv2 for faces... though I can't decide on that one. The basic vanilla faces are horrible... they don't look like people but more like they're made of some kind of gel... OCO looks like a pretty heavy solution though and I'm concerned about how well it will fit in with the rest of the world... Yet from what I've seen the other solutions (Natural Faces) don't go far enough... Also looking at All Natural for weather, with Realistic Water / Enhanced Water v20 (assuming water mods can be used with OR, haven't looked into that yet)... Anyway yeah I know you're not really actively working on the guide, I just wanted to hear some thoughts from someone who has more knowledge in the Oblivion modding scene than I.
  7. Okay so I was pretty tired when I wrote that. It seems pretty clear you're saying to archive all files/folders in the data folder that aren't BSA. The wording is ambiguous though. As an aside I just realized you've really reduced the scope of the guide from when I first saw it... looks like it will be a solid base to work from though which is more or less what I was looking for. I've literally just gotten into Oblivion modding though so I don't really know what's available... any suggestions for gameplay enhancing stuff? Campfire/Frostfall/Ineed/Hunterborn/Scarcity/CCOR/CACO/Morrowloot/Ordinator/Vigor is the core of my Skyrim install and might be my favorite set of mods ever... So something in that range is what I'd like to do. Currently looking at; OOO MOO Better levelling Better Fatigue Better Health Rebalanced Magic CObl Basic Primary Needs ...and others of course. Thoughts?
  8. I must say I absolutely love the mod. Yes I know it's a forbidden word, but I find it really helps me immerse myself in the world. I've always hated the camera-on-wheels (with hands) feeling of playing these games... and to look down and not see my own chest or feet is extremely weird to me. I also really like the knockdowns, despite the fact that the camera can clip. That being said - I agree that some of its functionality is not quite at the same level of polish as typical STEP standards... and there is a good argument that it doesn't belong here. For me, I will always use these mods, in every Beth game they're available for, as I think the issues are fairly minor and the benefits outweigh them. As a final note I will say that I was having trouble with z-fighting in Oldrim a while back and tried everything I could to reduce it, to no effect at all... something tells me I've found the reason.
  9. Hey man, just starting to go through the guide... Never used WB as a mod manager before so its fun learning that. As a result though I'm definitely at a bit of a deficit - usually pretty good at figuring stuff out, but I find myself confused by your wording in the "Archiving the Data Folder" section. I know, that's pretty early on but I already went through about half the guide once before realizing I had screwed up in the first steps, so I'd like to get it right this time. It's the 'select any file/folder that is not a BSA' line that confuses me. Am I archiving the entire Data folder? Or just the ESP's and the folders in it? *meaning, shouldn't it read; 'select all files and folders that are not '*.bsa'
  10. @Gernash - are you sure your FPS issues are related to graphics card? My FPS is buttery smooth most of the time, but anytime I get near certain areas it tanks right out, down to 15-20. I've been looking into it and found a couple interesting threads; This one is interesting So is this ...Is there a consensus on what to do about precombined objects yet? As I understand it the conventional wisdom remains to disable them, essentially in order for compatibility? The result seems to be a steep cost in performance though. I've only really begun to look into this so forgive me if this is old/useless info.
  11. There's not a lot of info on that top post - are we sure these textures are stuck? Isn't it possible our friend here just doesn't know about the changes to the alteration skin spells from.... CRF I think? He did say 'who have cast spells' and not spell casters/magic users.
  12. For my money aMidianBorn Landscape has the best snow/snow road textures available, and his Ice textures are excellent as well. It is a large pack to download just for a couple textures, but there isn't a better replacement and IMHO they're better than Yuril's by a lot. It is also just generally the best quality while remaining true to vanilla landscape texture pack there is... Kakasi's Ice Texture is worth checking out - I like it for how white it is, I find most of the Ice textures turn really blue with ENB.
  13. As a complete fool who knows virtually nothing about how all this stuff works together... Have you tried creating the F4SE/Plugins folder in actual Fallout data folder and putting the.dll and .ini in there? Creating the folder structure for LooksMenu presets and then placing the preset files in said folder allowed me to see and use them with MO2 where I was unable to with my setup... *EDIT - don't put the actual F4SE .dll in said folders. Just create the folder structure and put .dll/.ini in Plugins folder
  14. Yeah the kkthebeast/zilav script did the trick. Definitely was using the wrong script - AT Renamer from Mators xEdit Scripts. Many thanks dude. And I was gonna mention ELFX... wasn't sure if you knew, and I didn't want to add extra stuff for you to do.
  15. Hey so I realize that this is a bit assinine - apologies ahead of time. As I've said, I'm not using your setup - mostly because I did my own thing (which is really just the standard STEP install) and haven't had any real issues thus far. I've encountered my first, but its strange; So I have MO2 installed in a folder in my Fallout game folder, which is installed regularly with STEAM, just on a separate SSD. My Mods and DL's and such are in Appdata. All tools - Wrye Bash, xEdit, Merge Plugins are in their own folders in base Fallout directory. MO2 calls up and uses the .exe's which recognize my installed mods, and I can make patches in xEdit and .esp's show up in my Overwrite folder. I have even used the Damage Threshold patcher script successfully in the past to add DT to my armor and NPC's. Yet for some reason Mators scripts - or at least some of them - don't seem to work. Trying to run Mators Renamer script on Extended Weapon Mods to inject {Mod} prefix to everything under Misc Item in EWM - script processes, message tab reads as it should, script completes, I get 'apply script done' message... Yet no changes are made to any .esp and I'm not prompted to save anything when I exit. Tried manual saving before exit, no dice. I have this same setup and results with SkyrimSE - tried to run AT quickchange on Windsong Character Overhaul to restore ACBS values from USSEP - script processed, messages tab reads as it should - yet no changes are made to the .esp and no save prompt. I have no idea if this is related to my install or what... I've used the scripts in the past with Skyrim many times without trouble. Totally not your problem but any thoughts?
  16. @Enai - glad to hear you feel like your coming to a place of completion with your mods - the work you've put into everything for the past couple years is pretty crazy. Can't thank you enough for everything you've done for the community... And that is to create the most comprehensive, integrated and roleplay-focused set of mods available. Three Cheers for Enai!
  17. Weaponsmith is a weapon addon pack that incorporates Loads of Ammo, New Calibers, see-through scopes and crafting workbenches and makes all added weapons conform to this standard. Unfortunately not all the authors have given full permission for their work, so part of installing the pack involves downloading the mods separately and then re-packing them. Haven't seen the video but I'm certain it's not that difficult. The question there is really just if that sounds like something you want or not - it's undeniably the best thing going if you want real variety in terms of weapons and ammo in your game.
  18. Just when you think the modding gods have abandoned F04... ;)
  19. Yeah it is an interesting thing... These automation tools are fantastic but in order to be used properly need a pretty solid understanding of the tool itself as well as the underlying mechanics of these games; which is what most people are trying to avoid in using them, and guides and such. Still, it does seem like the wind is blowing that way a little; not sure if you've heard of Mod Picker? Fairly certain the intention there is to have an automated install process, not 100% that's a current feature. Again something I've been meaning to check out. Mator is the author of Mator Smash (and Merge Plugins... he might also be jesus) and the main guy behind Mod Picker... so an all-in-one conflict resolution tool paired with an all-in-one installation tool... there's something very interesting there. There's also StepperUpper an automated install tool that currently does STEP and I believe he's (Airbreather - the author) made one for at least most of SRLE. I feel like from an author's standpoint (not that I am one, trying to put myself in your shoes); learn the tools, select the mods, give some information about what you're doing and why - and then let users just download everything and (at least almost) one-click install... Sounds pretty good to me.
  20. I'd imagine an increased mod capacity and ideally support for original content on PS4 Pro... One could only hope for an MCM built-in to both games? Some kind of load order management or conflict resolution tool for consoles would make sense, but I highly doubt it. I'm actually pretty excited to hear this. Just got back on FO4 after a long time away; I was pretty down on it for a while, but returning I find it's a much better game than most give it credit for, and while the mod scene has been seemingly slow to develop, it is developing. Alternatively, I've also just started tinkering with SSE and I must say... it doesn't take much to have that game look incredible, and at least with my system performance is solid. I not-so-patiently (gratefully, of course) await SKSE64 and hopefully SkyUI. The one thing that is killing me with F04 is item sorting....
  21. You seem like a pretty technically savvy dude - ever look at Mator Smash? I haven't gotten into it yet myself (and am NOT tech-savvy... but I'm sure I could figure it out) but from the descriptions I hear, it sounds like it's damn near an all-in-one conflict resolution tool. You can make your own tags with custom rules, and it handles almost all record types.
  22. Still seemed to hang, though probably less; 15-20 seconds. *cough* I don't have everything installed according to the guide though, *cough* so I'm not sure if there's something particular about how you've got things setup that would affect that.
  23. It takes me about 30-50 seconds from full black screen to main menu on load... haven't tried w/o ENB but at least in comparison to my previous Skyrim/FNV/F04 installs seems pretty typical? I find the more textures and mods I'm loading, the longer it takes... Assuming that specifically in your case the difference was just adding ENB caused much greater load times? Using Win10 with Titan X + SSD
  24. As I understand it, ReShade's .dll needs to be renamed to dxgi.dll and the proxy library function in enblocal.ini is to be left alone for the two to work correctly together - this is the setup of any ENB+ReShade preset I've tried at least.
  25. Yeah that Pathos ENB was too much for me... Playing around with Decay ReShade and using the ENB from Chalk Outline and it works fine with Shadow Boost, and looks pretty great so far... gonna need a little tweaking but I'm pretty happy. I think the issue is either the .307 ENB binary or possibly the newer ReShade framework, haven't done enough testing to be sure.
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