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baronaatista

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Everything posted by baronaatista

  1. This guide was being re-built but hasn't been touched in ages at this point. It'll provide a pretty solid base to work from but is by no means complete. There is a way to access older versions of the guide that were more complete, but I believe they were taken away because of various issues, including falling out of date - it can be helpful if you're willing and able to troubleshoot on your own, but could be detrimental otherwise. Bevilex's modlist on the Nexus is more up to date and has some fairly active support, and there are links on that page to other nexus-hosted oblivion modlists. Between all of that I was able to build a pretty thorough list of my own preference, and a lot of the older issues with OR have been fixed... but (at least last I checked) there are new features which bring new issues. I got pretty far and was able to make Oblivion look great and add a ton of features to the game... but a persistent CTD that I just didn't have the time or desire to figure out killed it for me. I'm sure it's a Windows 10 / OSR or possibly OR settings issue, but... yeah.
  2. @madskyrim; If you check the link in the guide it is for the LE version of the mod, and the guide has you convert it as part of installation.
  3. @ Shadriss - yeah, that is fair enough I was not thinking about the crafting issue. I never liked experience being tied in any way to kills personally and always thought it being to skills and their use was quite innovative on Bethesda's part. They just needed to separate crafting skills from that entirely... and have many more skills in general. As well, a world that isn't completely tied to the level of the PC can help. So I can see the use for Experience then. I still think it's not my ideal solution, nor that big a problem to begin with, thus not really worth the effort of trying to integrate it and balance against the Skill Uncapper AND Level Rate Rebalance personally but hey, different strokes.
  4. I'll admit that I haven't been following this whole debate so forgive me if I'm speaking from ignorance. This is QUITE the on-going debate though. 1 - Am I not understanding something, or can't Skyrim Skill Uncapper do whatever 'Level Rate Rebalance' is doing? Maybe a slightly different method of going about it... 2 - Is Skyrim's leveling system so badly messed up that it takes 3 mods to fix? (especially in an already massive list) / What is it about this 'Experience' mod that people find so appealing? I mean is it really that complicated a subject? Is it worth the effort? Skyrim has a lot of systems that were poorly implemented, needed overhauling. And there have been some clever mods that filled in areas - did things you didn't even know you needed. The levelling system has never been on that list for me. It's one part of the game they've always had right, as far as I'm concerned. I mean, I use the Uncapper and slow it down a bit, try to balance out some of the skills that tend to level much quicker. That's it. It's all you need... anyway. Just my thoughts.
  5. Appreciate the advice - I wound up getting most things to work with GOG and MO2, and was really excited... until I ran into an issue with MenuQue that I just could not solve - it wasn't able to inject .xml code or something? Anyway I wound up going back to Wrye Bash, which worked flawlessly of course... until I finished the 'facelift' and was doing some testing before installing the rest of my mods. Everything smooth as butter, I was starting to get really excited. Only to find that I would hit a 'crash wall' after 10-20 minutes of exploring in the open world, no matter what direction I went. I really would love to play Oblivion again, I just don't have the time to pull apart my installation AGAIN and find out what's going wrong. I'm guessing it's something memory related, but I played with settings on OSR to no avail... anyway I'm not looking for help anymore, I've given up on Oblivion for the moment and have turned my attentions back to Skyrim SE which seems to be getting moving again. I still have my Oblivion install with WB, I might come back to it sometime.
  6. Just wondering if you're aware of the coming changes to the forums and so on Diana? It sounds like everything is moving over to Mod Picker, which only supports Skyrim + Skyrim SE (at the moment at least). Would hate to see you plug a whole ton of effort into this guide when it will be essentially gone in a couple months.
  7. I will say I’ve been using Nethers Follower mod and it seems to work quite well, does pretty much everything I’m looking for in a follower mod, and appears to be compatible with Immersive Horses (there are no conflicted records and I’ve tested them together (albeit briefly).
  8. I mean you don't seem to want to hear it, but I am currently only using ELE + RS (LE STEP setup) and many interiors are extremely dark. Check out these Imgur comparisons. ... The altering of lighting templates (generally, making things darker)... that's what ELE does, specifically.
  9. I’ll say that I’m not 100% here, but as far as I understand it, ELE lite is just a cut-down version of ELE (ie only certain modules/features) All the tweaks to lighting should remain the same. I also used STEP for quite a while and really can’t remember it being brighter in any way than the full SE version. The big question is; were you using an ENB then Shadriss? Moreso, which ENB? If you turn ENB off in-game, you will notice that all of that pitch darkness goes away, and you are left with a slightly darker than vanilla lighting. A very light ENB preset might look more like that than the darkness you’re talking about.
  10. SkyHUD is incredible. Takes a little work to toggle things to exactly your preference (if you're not using a preset) but it's well worth the time.
  11. So ELE is back up, but JawZ says he's out. Too bad, but good on him for leaving his mods up. Also, a modified version of Crime Overhaul just dropped for SE.
  12. The sweet day is finally here!!!! Armor and Clothing Extension Weapon Armor Clothing and Clutter Fixes ohpleaseohpleaseohplease CCOR is not far behind!
  13. 1 - The big difference that I'm aware of is precombination - In order to cut down on resources (I guess, not like I really know) Bethesda implemented this system where tons of insignificant objects in the game get merged into these pre-combined meshes. Any alteration to any object in that mesh - move it, re-size it, anything breaks the mesh for that cell / worldspace and if I remember correctly, for all adjacent cells. This will absolutely tank your FPS in these areas, and can cause the 'sprint bug' where sprinting gets disabled because the game is having trouble loading adjacent cells (as I understand it). More mods than you think wind up doing this as well - Halk Hogan's 'Fallout 4 Reworked HD' texture mod, for instance. The reason is because objects that are part of precombined meshes don't respond to texture changes, so if you use his mod some piles of tires will look awesome and others won't. Which actually brings up another point - this game, as I understand it, really doesn't like loading loose files. You can not use the .esp for HD Reworked Revised if you like (in order to not have it break precombination), you just need to use loose files (and be okay with some objects not receiving texture upgrades) but you can then run into another issue, which is textures taking a loooooong time to load in - the result of not having everything packed in .BA2's and loading from an .esp. Some mods - such as 'scrap everything' type mods usually break all precombined meshes in the game (in order for them to work properly, they need to) and I've heard of some tweaking that can be done to stabilize your framerate, but I don't know what the 'state of the art' is in relation to this. Never had any success trying to use these types of mods so I just avoid them in general. I use 1 mod that significantly alters the worldspace and that is Beantown Interiors. Though Kris Takahashi's 'Tales from the commonwealth' is probably a more substantial addition. 2 - BiRaitBec's guide is probably the most current, but is pretty simple and focussed on graphics, doesn't really get into anything fiddly. Slim pickings in Fallout 4 mod guides - Gernash has one but it has become quite outdated and he was trying to do some fairly complex stuff, so unless you really know what you're doing it's prettty likely to wind up broken, and I don't think most of his CR patches will be of any use. 3 - Yeah, MO2 ftw.
  14. On the LOD / custom texture combo issue, regarding HD LOD's / architecture from Sheson; 'To generate pre-rendered LOD textures you need to create side views of the objects in a similar way like tree billboards are created. Then merge and edit the side views in an image program.' So yeah HD LOD's is doing some things that cannot be achieved by programs like TexGen or xLODGen. So for a lot of the buildings in Skyrim, Noble is the texture set our LOD is based on, and making alterations to Noble in that way (overwriting it or allowing it to be overwritten) will create some weird LOD transitions. It's still possible to pick and choose between SRO (which is pretty much an enhanced vanilla) and Noble by hiding corresponding textures in HD LOD's and letting DynDOLOD Resources through... but again that can only go so far, and is a decent amount of work finding all the corresponding textures.
  15. Hey Sheson I'm so sorry to bother you man, I just have a question I haven't been able to figure out from the manual / readme and so on. I've been experimenting with different texture packs recently (using SRO and laying Noble overtop, then disabling a number of Noble's textures to allow SRO through). ie I really like the whiterun stone walls from SRO (closer to vanilla) yet I like a lot of the wood + roof textures from noble. It is my understanding that TexGen is not generating new textures (at least for more complex objects like buildings) that are specifically based on the texture combinations I'm choosing. Is this accurate? the TexGen output only seems to overwrite a relatively small number of HD LOD textures, and the HD LOD textures nexus page warns that Noble Skyrim is required. As I understand it, a lot of what HD LOD's does is basically outside of the scope of what DynDOLOD can do, and if one wanted to have perfectly matching LOD's for all of the architecture for a custom texture combination, you'd have to load that combination into the CK or something and use some of it's LOD generation tools? or possibly even an external program?
  16. @Godescalcus - I honestly don't know the specifics here, but it is my understanding that DynDOLOD/xLODGen/TexGen are only capable of generating certain types of meshes/textures for LOD, and that generally does not include architecture. That's why we use stuff like tree billboards and HD LOD's - to provide DynDOLOD with ready-made resources to use. If you look at DynDOLOD or TexGen output mods, there are few conflicts with HD LOD's.
  17. Do remember that you guys are using HD LOD's which is based on Noble textures... so significant alterations to loaded textures can cause some weird effects as areas load in. I was using SRO as my base previously without Noble or HD LOD's, but have been experimenting with laying Noble overtop of SRO recently - I think there is some very nice potential using both and being very selective with which mod you allow through in which area, but the issue (if you perceive it to be an issue - I do, at least a little) is that you almost need custom LOD's for certain texture combinations. Some of that can be mitigated by being selective about which textures you are allowing through of course, and further by hiding textures in HD LOD's in order to allow DynDOLOD Resources vanilla LOD textures through... that's getting pretty finicky though.
  18. @Shadriss - nothing I said was directed at you specifically - the conversation was at one point pushing towards a possible setup change, I was just trying to give a little advice on that... lol I apologize if I come off dickishly, I really don’t mean to.
  19. @ Godescalcus - lol I completely disagree with your sensibilities there... I love my dark dungeons, I find them atmospheric and exploring them to be much more fun/tense. That's a different strokes for different folks sort of thing though. But yes, really, ELE is the mod that makes things darker. I wasn't guessing earlier when I said that. RS + ELFX BOTH make the game a little darker at least in some areas, but they do that only by moving around and sometimes removing light sources. Not trying to be a nuisance, just trying to make sure poor Lexy doesn't get convinced to change the lighting in the guide only to find that people still complain about dungeons being too dark.
  20. @Shadriss - were you using an ENB with the STEP setup? If so, which ENB? I mean factually what the ELE mod is doing is altering lighting templates, whereas RS + ELFX both alter light sources and remove/move lights not attached to sources. ELFX just adds some nice effects to light sources as well, and actually - as far as I’m aware, adds more light sources than RS does, hence the flickering issues. You can watch a recent video where Gopher altered ELE specifically in order to make his dungeons less dark for his let’s plays. Doesn’t show how he did it, but does show the results. I’ve used RS + ELE, ELFX + ELE, and the SRLE RS + ELFX + ELE in the past at various times and honestly haven’t noticed a major difference overall for darkness levels. Certain interiors may be darker in one mod and less in another, but I don’t think much difference overall. For controlling darkness levels, ENB + monitor settings are likely your best bet. You can even test on a basic setup - use ELE with RS and your current ENB, visit a bunch of different interiors and see if you notice it being overall brighter.
  21. ... I really don’t understand this conversation, honestly. In my experience ELFX (without the enhancer) does not significantly impact the level of darkness in the game. That is ELE. I find the STEP combo of RS + ELE to be a much simpler solution for CR to lighting, and RS seems to have fewer issues than ELE regarding flickering, but I highly doubt you will find the game any ‘brighter’ with this setup. I also wouldn’t use a brightness toggle in ENB to adjust this, as brightness will affect the entire balance of the image. Instead, I’d toggle ‘ambient lighting interior’ (or whatever it’s called, traveling right now can’t check) I believe under ‘environment’.
  22. @Dianna - now I'm more sorry to hijack your thread for my problem solving, but I suppose it could be enlightening to others? I'm sure we can move this somewhere else if it would be preferred. @ponyrider0 - thanks a million for the detailed and informative help. Been at work the past two days so I haven't been able to test this until just now. entered all 3 commands, compass did not disappear nor did status bars. set tnohsb.hide_compass & set tnohsb.hide_status_bars returned set hide_compass >> 0 set hide_status_bars >> 0
  23. 1) HUD Status Bars ver.5.3.2 ;; HUD Status Bars 5_3_2-34905-5-3-2.zip ;; I did a full manual install - grabbed the 00 Core folder, took the 'ini' folder from 01 Vanilla Style and dropped it into the Core folder. Next I grabbed the 'main' folder from 10 - Optional compass HUD base - (Dark) DarN and dropped it into the 'menus' folder from Core. Next I grabbed tnocompass.xml from 11 - Optional DarNified Compass and dropped in the menus/prefabs/HUDstatusBars folder in Core. Then I renamed the folder to HUD Status Bars and created a .7z archive and installed to MO2. I have also switched out and tested the Skyrim compass + HUD Base with success, but above is my current setup. 2)I think OR or ENB is changing my screenshot button... I'll figure that out but for the moment no picture. I promise you the compass is working and the default encumbrance bar and enemy health bars outlined in HUD Status Bars.ini are not. 3) Base.ini HUD Status Bars.ini 4) OBSE.log MenuQue\Game.log 5) It was a minute or two ago so I can't remember the exact lines command prompt spouted back but I'm pretty sure it wasgetquestrunning -- 1getstage -- 10
  24. Hey Diana, I was directed to you from a question I asked on the bevilex modlist nexus page. Was told you are using MO to handle oblivion, and I checked out this Morroblivion guide - which really looks fantastic by the way. I like the way you've formatted things, and your pre-requisites page is very thorough and detailed. Anyhoo. I apologize for asking a question not directly related to the guide, but I've been having two issues with regular old Oblivion that I just can't wrap my head around, and do relate at least generally to your setup. I'm a pretty experienced mod-user, familiar with file overwrites, patching in xEdit, running external tools and so on - have large installs of my own curation of Fallout 4 and Skyrim / SE and have followed many a guide in the past. That being said obviously Oblivion is a little more finicky than most games and - as a preface - I am using the GOG version with MO2. I am using Hud Status Bars (and HSBE, but I'm less concerned about that... if I can figure out what's going on with HSB I'm certain HSBE will fall right along) and cannot get it to display the bars outlined in it's default 'HUD Status Bars.ini' (or the bars outlined in Basic Primary Needs' readme, placed in HSBE/Basic Primary Needs.esp.ini) - yet, I can manipulate the compass (installed dark/darn compass hud base and optional darnified compass) through 'HUD Status Bars - Base.ini'. OBSE is installed and working correctly.OBSE plugins (at least, any with noticeable effects - such as Enhanced Camera) work correctly. They are manually placed in OBSE/plugins, outside of MO.MenuQue, specifically is installed and as far as I can tell working correctly.DarnUI is installed and working correctly.I have quadruple-checked my install of both mods to ensure they are installed correctly - looked over every file and folder in the .zip, made sure the relevant files and folder paths were all installed correctly... I can see no issue with my installation of the mods. As I said, I can indeed manipulate the compass - move it, resize it, switch it for the Skyrim compass.I have also attempted loading only HSB and not HSBE/BPN, to the same effect.I really feel like I've exhausted every possible issue here and that this must be an MO specific issue... Also, I have a seemingly quite common issue with Weapon Improvement Project - textures are incorrectly mapped onto steel shortswords (and I believe longswords as well). I read on the WIP page multiple posts suggesting Archive Invalidation is the issue... Yet I have 'Automatic Archive Invalidation' ticked in my MO2 profile; this places an Oblivion - Invalidation.bsa in my 'Archives' tab, and the line 'SResourceArchiveList=Oblivion - Invalidation.bsa' in my .ini. As far as I can tell this is basically the same AI method Wrye Bash uses, which most users seem to suggest works perfectly. There are no other examples of corrupted texture issues in my game, I have tons of texture and mesh mods installed and working beautifully... No reason that I can see to think I have an issue with Archive Invalidation in my game - why would it only affect a couple textures on a couple weapons from this mod? I have tried loading WIP both before and after Insanity's Improved Armoury (as IIA has textures but not meshes for these weapons, I thought that might be the issue) to no avail... Any insight anyone at all could provide here would be greatly apprectiated.
  25. @godescalcus - haven't downloaded You Hunger SE but on Oldrim it wasn't scripted, it just added the 'disabled' flag to thousands of food items in the game (through an .esp). Which is why Lexy was saying it's nasty for CR - it is, IF you're trying to resolve it.
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