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Psymon

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Layman

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  1. through the magic of necro threading I present some findings. The above posts were done on an old rig that was a quad core 2.66 with 8gb ram, etc. I built a new rig that is ryzen 5 with 32 gb ram and so on ... a modern system. I was jazzed that I may be able to make higher resolution normal and color maps. sadly the limitations of this exe remains and - it fails out when trying to do anything over 1024x1024 on either normal or color maps BUT no error message saying it is out of memory. I've tested this with pretty much all settings that are available via MPGUI and it is persistently failing at higher settings, forget even ultimate - no chance at all. It does soak up a lot of power in task manager, but eh for memory or cpu it has a spike at first but then levels out at around 15% for cpu. so my experience on using this ... and I have several times over the last year or so on different systems that the failing it does is NOT tied to system limitations. If anyone has ever produced 2048 or higher resolutions ... love to hear how they did it. 64gb release/patch? ... :please?:
  2. Just as an update. I bought the GOG version that is already LAA patched. that solved that issue. A worthy purchase for older disc users like myself. The remaining issue is that my rig is apparently too wimpy to handle textures over the 1028 level. It can do the meshes and normals OK, if I recall correctly. The solution is to do multiple runs with just meshs or normals or regular textures ... choosing the lower options and working your way up. This really is only if using province mods like the TWMP group of mods or UL and HESU mods as well. For regular oblivion one should still be able to download all variants still from others who have already generated them I found them on Nexus in 2023. ... have fun
  3. Then also ... why is it after every time I run the 4gb large adress patcher on my DVD copy of oblivion. This program ... refuses to deal with Oblivion reporting: 18 [Warning] Plugins.txt not set, Plugins button disabled When I haven't adjusted the oblivion ini AND the plugins are read by the game launcher AND by wrye bash AND the game loads and runs fine. It seems I've had to reinstall oblivion twice now just to get this via MPGUI to recognize the plugins.txt Good Gravy that is a pain. The last time I ran modded oblivion it was with win7. This is probably some BS with Win10. Probably I should grow up and install a linux for gaming, I tried the registry hack of adding entries for the game, but didnt' take. And I'm painfully aware of the folder and UAC controls of Win10.
  4. First off hello long time no post ... forgive the gratuitous use of necroing to bring this tool back up. I'm trying to work with this program and the front end MPGUI to create distant land for TWMP and UL and then later add in city and village mods to create distant land that is more filled in over the borders in the newer mod added regions. It keeps crashing though even on low settings. I made a report about this on the nexus page. My load order is fairly minimal number wise, but these are easily some of the biggest mods out there, But comparatively .... less than 70 slots of the 255 max. [spoiler]00 Oblivion.esm 01 Morrowind_ob.esm [Version 066] 02 TamRes.esm [Version 1.5] 03 LenasTransport.esm 04 TamRes_LandscapeResource.esm 05 Oblivifall Master File.esm [Version 1.2] 06 LenasCompanions.esm 07 Unofficial Oblivion Patch.esp [Version 2] ++ Oblivion Citadel Door Fix.esp 08 DLCShiveringIsles.esp 09 Unofficial Shivering Isles Patch.esp [Version 270] 0A SM Plugin Refurbish - SI.esp [Version 1.30] 0B TamRes.esp 0C DLCHorseArmor.esp 0D DLCHorseArmor - Unofficial Patch.esp [Version 1.0.9] 0E SM Plugin Refurbish - HorseArmor.esp [Version 1.11] 0F DLCOrrery.esp 10 DLCOrrery - Unofficial Patch.esp [Version 1.0.7] 11 SM Plugin Refurbish - Orrery.esp [Version 1.11] 12 DLCVileLair.esp ++ SM Plugin Refurbish - VileLair.esp [Version 1.21] 13 DLCMehrunesRazor.esp 14 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.8] 15 SM Plugin Refurbish - MehrunesRazor.esp [Version 1.30] 16 DLCSpellTomes.esp ++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1] 17 DLCThievesDen.esp 18 DLCThievesDen - Unofficial Patch.esp [Version 1.0.15] 19 SM Plugin Refurbish - ThievesDen.esp [Version 1.30] 1A DLCFrostcrag.esp 1B DLCFrostcrag - Unofficial Patch.esp [Version 1.0.10] 1C SM Plugin Refurbish - Frostcrag.esp [Version 1.2] 1D Tamriel.esp [Version 3.3] 1E Morrowind_ob.esp [Version 066] 1F Morroblivion Tree Replacer.esp 20 TWMP_BlackMarsh.esp 21 TWMP_Summerset.esp 22 TWMP_Hammerfell.esp [Version 1.2.1] 23 TWMP_HighRock.esp 24 TWMP_SkyrimImproved.esp [Version 1.1.2] 25 TWMP Skyrim Alive.esp 26 TWMP_ValenwoodImproved.esp [Version 1.02.0] 27 TWMP SI.esp 28 ElsweyrAnequina.esp 29 TWMP_Valenwood_Elsweyr.esp 2A ElsweyrPelletine.esp [Version 1.42] 2B Dagger Galore Patch.esp [Version 066] 2C Morroblivion - MDP 2016.esp 2D TWMP Southern Alliance.esp 2E UsefulHomes_mob.esp [Version 0.7.6] 2F Morrowind_ob - Hlaalu.esp 30 GnaarMokExpanded.esp [Version 066] 31 Morroblivion - Improved Caldera.esp [Version 064] 32 Morroblivion Towns Extended.esp 33 Tales from Elsweyr Anequina.esp [Version 2] 34 Tales from Elsweyr Anequina-Rev's Redo.esp [Version 2.9] 35 TWMP_Locations.esp [Version 1.0.9] 36 Oblivifall - Losing My Religion.esp [Version 1.43] 37 Kvatch Rebuilt.esp [Version 3.0RC3] 38 New Senchal.esp 39 Elsweyr Mysteries.esp 3A Rimmen.esp 3B TWMP Valenwood Cities.esp 3C Elsweyr Rhondal Updated.esp 3D Dwemer Ruins.esp 3E Ak- Mournhold in Tamriel.esp 3F RAEVWD Cities.esp [Version 1.9.1] 40 Elsweyr plantations & co..esp 41 TWMP_Azure_Palace.esp 42 Alternative Beginnings.esp [Version 1.4.6] 43 TWMP_Castle_Dunkerlore.esp [Version 1.01] 44 Rost3_Topal.esp [Version 1.0] 45 ElsweyrCityExtension.esp 46 ElsweyrAnequinaPatch.esp [Version 1] ++ Kvatch Rebuilt - No More Burned Ground.esp 47 ValenwoodIslands.esp 48 Alternative Beginnings - Kvatch Intact.esp [Version 3.0.2] 49 Morrowind_ob - Conversation.esp [Version 065] ++ TWMP Black Marsh_Rost3_CastleDunk.esp 4A RAEVWD Imperial City.esp [Version 1.9.2] 4B TWMP Skyrim Guard Armors & Shields.esp 4C Elsweyr South Mark Settlement Updated.esp 4D MtHeimthor.esp 4E Elsweyr South Heimthor Camp Updated.esp 4F AK- Morroblivion in Tamriel.esp 50 Morroblivion - Caldera_Fighters_Guild.esp 51 Elsweyr More Senchal Stuff Updated.esp 52 LevelerCheat.esp 53 Ak- Morroblivion in Tamriel GPS.esp 54 Morrowind_ob - UCWUS.esp [Version 066] ++ Morrowind Lighting - Overhaul.esp 55 Tel Nechim.esp 56 Morrowind Birthsigns.esp ++ MorrowindRacialAbillities.esp ++ ElsweyrAnequinaRoadRecordsPatch.esp 57 ElsweyrCityExtensionPatch.esp [Version 1.1] ++ ElsweyrPelletine - Skeletons.esp [Version 1] ++ ElsweyrPelletine - Mysteries Patch.esp 58 TWMP Northern Realms Localised.esp 59 RefScope.esp [Version 2.1.2] 5A Oblivifall - Losing My Religion Chapel Update.esp [Version 1.1] 5B Dynamic Map.esp [Version 2.1.1] 5C Extended UI.esp [Version 1.8] 5D BetterMenuControls.esp 5E Display Stats.esp [Version 2.0.1] 5F RAEVWD New Sheoth.esp [Version 1.7] 60 Unique Landscapes.esp [Version 2.2.0] ++ ULM TWMPBlackMarsh-EasternPeaks patch.esp [Version 2.0] ++ TWMP_ValenwoodImproved-UniqueLandscapes-Patch.esp ++ ULE KvatchRebuilt-CheydinhalFalls patch.esp [Version 2.0] 61 ULM TWMPSkyrimAlive-JerallGlacier patch.esp [Version 1.1] 62 ULM TWMPSkyrimImproved-JerallGlacier patch.esp [Version 2.1] 63 ULM TWMPSkyrimAlive-Snowdale patch.esp [Version 1.1] 64 ULE TWMPSkyrimAlive-Snowdale patch.esp [Version 1.1] 65 ULM TalesFromElsweyr-BravilBarrowfields patch.esp [Version 2] 66 ULM DwemerRuins-EasternPeaks patch.esp [Version 2] ++ ValenwoodIslands - UL AIO patch.esp ++ ULE Anequina-FallenleafEverglade patch.esp [Version 1.1] ++ ULE LevelerCheat-ImperialIsle patch.esp [Version 1] ++ ULE UnofficialOblivionPatch-CorboloRiver patch.esp [Version 1.0] 67 Bashed Patch, 0.esp [Version 27][/spoiler] I've tried with the bashed patch included with those ++ mods deactivated in this process and the reverse where these are active and the bashed patch is not included. Failures either way. It is odd to me that in the worldspace tab ... the menu UI mods are included. Next time they wont be. Attached are pics of the options I chose. The log always seems to indicate that the last file being accessed is data\Ini\tes4ll\FortUrasekToAleswell.dat Not sure if that is due to an esp it is choking on while referencing that region or just a straight up punking of my rig. A portion of the log is here: [spoiler]11193 [Command] SelectAll 11194 [Command] ExportMap -filename="Tamriel.bmp" -depth=32 11195 [Command] SetHeight -z=-2048 -usegameunits -min 11196 [Command] SetFlag -name="_install_dir" -value="I:\Games\Bethesda Softworks\Oblivion\Data\Meshes\Landscape\LOD" 11197 [Command] SetFlag -name="_install_dir" -value="I:\Games\Bethesda Softworks\Oblivion\Data\Meshes\Landscape\LOD\Oblivion.esm" 11198 [Command] SetFlag -name="opt_useshapes" -value="" 11199 [Command] SetFlag -name="_mindistance" -value="128" 11200 [Command] ReadDataFile -filename="ini\tes4ll\RumareCoastLine.dat" 11201 [Info] ReadDataFile: 33 vertex points added from data file ini\tes4ll\RumareCoastLine.dat 11202 [Command] ReadDataFile -filename="ini\tes4ll\WeyeNorth_FortEmpire.dat" 11203 [Info] ReadDataFile: 38 vertex points added from data file ini\tes4ll\WeyeNorth_FortEmpire.dat 11204 [Command] ReadDataFile -filename="ini\tes4ll\WeyeWaynet.dat" 11205 [Info] ReadDataFile: 26 vertex points added from data file ini\tes4ll\WeyeWaynet.dat 11206 [Command] ReadDataFile -filename="ini\tes4ll\Weye_FortAsh.dat" 11207 [Info] ReadDataFile: 35 vertex points added from data file ini\tes4ll\Weye_FortAsh.dat 11208 [Command] ReadDataFile -filename="ini\tes4ll\FortEmpire_Aleswell.dat" 11209 [Info] ReadDataFile: 62 vertex points added from data file ini\tes4ll\FortEmpire_Aleswell.dat 11210 [Command] ReadDataFile -filename="ini\tes4ll\WayToCheydinhal.dat" 11211 [Info] ReadDataFile: 76 vertex points added from data file ini\tes4ll\WayToCheydinhal.dat 11212 [Command] ReadDataFile -filename="ini\tes4ll\FortUrasekToBridge.dat" 11213 [Info] ReadDataFile: 67 vertex points added from data file ini\tes4ll\FortUrasekToBridge.dat 11214 [Command] ReadDataFile -filename="ini\tes4ll\FortUrasekToAleswell.dat" 11215 [Info] ReadDataFile: 147 vertex points added from data file ini\tes4ll\FortUrasekToAleswell.dat 11216 [Command] SelectAll 11217 [Command] SetGrid -x=4096 -y=4096 11218 [Command] SelectAll 11219 [Command] SetFlag -name="_mindistance" -value="256" 11220 [Command] Panorama -x=0 -y=0 11221 [Info] 3531 panorama vertices set 11222 [Command] Panorama -x=38520 -y=46880 11223 [Info] 3242 panorama vertices set 11224 [Command] Panorama -x=7410 -y=-157980 11225 [Info] 2144 panorama vertices set 11226 [Command] SelectAll 11227 [Command] SetFlag -name="_mindistance" -value="128" 11228 [Command] ContourLine -x=4096 -y=4096 -z=0 -offsetx=0 -offsety=0 11229 [Command] ContourLine: 6911 vertices set 11230 [Command] ContourLine -x=512 -y=512 -z=100 -offsetx=0 -offsety=0 -minmaxgrid=4 -findmax 11231 [Command] ContourLine: 80480 vertices set 11232 [Command] ContourLine -x=512 -y=512 -z=-100 -offsetx=256 -offsety=256 -minmaxgrid=4 -findmin 11233 [Command] ContourLine: 85741 vertices set 11234 [Command] SetFlag -name="_mindistance" -value="256" 11235 [Command] Filter -n=4 11236 [Command] MakeDerivatives -map="_heightmap_filtered" -use16bit 11237 [Fatal] MakeDerivatives: out of memory Background error reader finished Background reader finished [/spoiler] Any help or suggestions would be appreciated and I may as easily come back here to report progress or whatever answer I finally come to. thanks [edit] ok weird so this forum allows screenshots, but not spoiler tags? I placed the lists in code boxes then so ... apologies for presentation.
  5. Question ... after an exchange on beth forums about Skyrim Installation Swapper here - I learned that it is really more geared for those with SSD and smaller hard drives and does not back up the vanilla files. Will this application work like MOM did and back up the vanilla files (good old redundancy)? thanks
  6. Fancy metting you here..

  7. Another lonely profile! Oh no no we can't have that. :P Evening Psymon!

  8. Here is the current readme cut from Bethforums:
  9. I've read over several pages of the CS wiki - and it made me remember that as for creating houses and such - this site was far more helpful. So returning to see if anything about LL had been added I see the answer is no. I sure would appreciate a tutorial that covered the basics of: Understanding leveled lists How to alter or add to leveled lists How to make leveled lists easy to combine What settings to put on creatures and items that will affect the leveled lists Common mistakes to avoid Perhaps instead of creating a whole monster mod or item list overhaul as a graduating exam - make a patch to a common leveled list mod - an item to add to a leveled list or something. thanks for considering. Note: Merged from seperate topic into Tutorial Suggestions ~ IS
  10. No problem but really just letting you guys know - Gaticus is the developer.
  11. Hi all You may know me more from the Bethesda mods forum. I'm no official playtester here, but have worked with many modders in the last few years helping to refine mods. Anyway I've not come to join the guild as an official tester but instead to inform you a powerful new tool that will no doubt help in testing mods. So if this breaks rules please forgive me - I really can't think of a more appropriate place to post about this on the site. The tool is called mTES4 Manager and is being developed by Gaticus and I'm, so far, the only tester and giver of feedback for it. link is to the Bethesda forum WIPz mTES4 Manager The thread I link above has a lot of information and the basics kinks have been worked out. Basically the idea is that it will allow you to have more than one install on your hard drive and be able to swap between two or more installs of the same game. It does this by also swapping out the app data folder and the game profile folder (where the save games are). So that by activating a version of the game (called clones) it then also swaps out these ancillary folders. This means that each game will exist separate from the others. It also means that each set of tools that you install (OBMM, OBSE, TES4edit, and Wrye Bash with consideration that one reassigns the BAIN folder for each version - or it gets shared) in each game version will also not interfere with each other. What this means: Within a minute be able swap between a completely vanilla game to a heavily modded game with just a few clicks. So if one wanted to test a mod with not other mods then test with many mods this can be done with minimal hassle (I guess as long as you don't count the first time you set this up). As a playtester I know this is needed as it is important to get how a mod is behaving in a vanilla game and then how it will behave in a modded game. I also know that keeping a mod testing set up is not always congruent with keeping a mod playing set up. So with this one can have an uber modded game then switch to vanilla in no time. Play two different mod set ups without uninstalling and reinstalling or even using profiles in Wrye Bash! Currently Gaticus is working with me on how to best handle Nehrim. Also it works with Fallout 3 too! Anyway - sorry if I broke a rule, but if any people could benefit I'd imagine it would be you.
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