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Peter ID

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Everything posted by Peter ID

  1. Can't get any simpler than that. You are a genius. Thanks for your help.
  2. Anyone know of a tutorial to replace an NPC (Sonia) with a custom one (I would like to change the face and race - similar to the custom replacers for Vilja)? As an alternative if this is not available, I would at least like to clean up the face and change the eyes (the mouth looks like the Joker from Batman) and the eyes are too bright. Any suggestions would be appreciated. Thanks
  3. You are and always will be "The Man". Thanks.
  4. A while back Arthmoor made a patch for Sherzies Towns that moved the Lost Spires building. Well, that got me thinking that I could do the same with a mod conflicting with UL Imperial Isle, and maybe others. So I would like to learn how it is done. Does anyone know of a good tutorial for someone who does not use the CS other than to look at a mod script?
  5. In that case refscope should tell you the path and texture name or even formid finder, no? A new car...who needs Oblivion!?
  6. I did what you are trying to do just last night, switched from QTP3 to Bomret and Vibrant, to take a look. Look at Corpec's Vibrant thread on Bethsoft and it tells you the install order. As for final result, I added some other textures on top of that for a better look like DTP3 texture for dungeons and ruins, and QTP3 for wood. Then topped off with Improved Trees and Flora and I have a decent looking game running around 350-450MB or VRAM. When I just used QTP3 I ran about 800MB on a 1BG vram and did not have crash problems. I just switched to try something different. I went away from FCOM and my CTDs pretty much went away and I run 170 active plugins! In a 80 hour game I had 3 CTDs and they happend when I was sleeping. I run TIE, OOO, MMM, ROM, Better Citiel, UL mods. So in my case, texture load was not a CTD factor.
  7. For the mods missing from the save, do not assume they have nothing to do with the problem. Some mods modify things they are not supposed to, usually by mistake. When you get the problem sorted, consider cleaning the mods with Tes4Edit.
  8. I have done may different installs but they all contain: Unique Landscapes All Natural + Real Lights Roads and Bridges West Roads Trails of Cyrodiil AWLS Arthmoor's Villages Cyrodiil Transportation Service The Ayleid Steps Enhanced Economy Map Marker Overhaul Darnified UI Darker Dungeons QTP3 (Full and Redimnized depending on how many mods I add) This alone is enough to keep you questing for 200 hours. Everything else varies. Latest install has: TIE ROM OOO MMM WAC JLLO Yeah, seems OK though 10 hours. Just made it to level 2. Stable enough and not crazily unbalanced. Hope to carry this though for a long time.
  9. Off topic, but when going over your mods again, you should remove HrmnsOblivionScriptOptimizationv1.0.esp It is generally accepted that it offers no real benefit. Also, take out the Vampire aging fix and citadel door fix and use the import option for those from the bashed patch. Saves you two esp slots. Something to consider after solving this problem.
  10. Sound simple enough, I will give it a try. Just need to find the right records
  11. Yes, it requires OBSE. The mod download has a download for the scripts, so I can get that. I agree that it must be a quest that runs all the time, at least from my limited understanding. Now I just need to figure out how to create a plugin that just runs a quest with this script which if everything is simple, is all that is needed for this to work. Well, and figure out how to only activate this AFTER character creation, which means after leaving the tutorial dungeon. I think this would need to be a similar process as AF Leveling mod which activates after leaving seweres. So based in your response, I need to find a tutotial for a simple quest mod that runs all the time after it is activated. Makes sense? Then I need to figure how to attach this script and if it is all that is needed. Oh, and I am sure there is more. SInce I would be using an existing working script, the hard part is done, yes?
  12. I have posted this question on Bethesda Forums and it was suggested I ask here also. While I wait for any suggestions, I am looking at the tutorials here to see if an answer can be foud. First, I never made a mod in my life and only looked at a mod in TES4Edit (not understanding 80% of what I see). With that said, there is a great mod called ROM (Revised Oblivion Mod) that has a great feature. It caps you minor skills at 50 and only allows you to max the major skills. I think that is a great feature and I am unable to find a mod that does this. Since ROM creator Underground09 has given permission for the community to work with his mod and even posted the scripts for the Mod, Quote from his thread: "Actually, I have some news: it seems I might be traveling abroad for my work soon, and I will be unable to access my work. I don't even expect to have regular access to a computer at this point, but that might change. In the worst case scenario, at least mods are always open source to the community, so I would not forbid anyone expanding or doing with ROM what they please. I will keep you posted! " I figure to give a shot at taking the leveling feature into a new mod to use in my game without the complete ROM mod, which requires OOO, and I would rather not use OOO anymore, want to try something else. I just don't know how best to go about it. I have some programming experience so first thought comes to mind is strip everything but the leveling and use that. But I do not know how or what to strip that will not break the leveling feature. Next would be a clean mod with just the leveling added but I do not know what it is that I would need to copy/create to do that. I have read the modding tutorials but they do not deal with what I want to do, or at least I do not see the relation if there is one. I have looked at mods that revise birthsigns or provide alternate start but so far can't grasp how that would relate to what I want to do. If anything I figure this leveling mod would have to run after exiting the sewers and be running all the time to check if a skill is advanced. At least that is my understandiong of the script ROM has for this. I do not want to take up anyone's time for an in depth explanation of how to do this (unless they are so inclined ). I would be grateful for just some input on the following: Is there a mod that I can look at that does this already? Is there a mod I can look at that would be a great example for creating this leveling mod based on ROM? Is there a tutorial that deals with the process I would need to create this mod specifically? Any feedback would be greatly appreciated. Who knows, if this works out perhaps I can go further and make ROM modular, as it has some nice features that could be used in any game. Even remove the OOO requirement.
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