Yeah a nice summary or outline of what the fuck is going on would be a real plus on that site. It took me a few hours to do it because I had to figure it out all myself, hopefully you can do it faster.
Hint: it's worth it even if it takes a few hours. One of the mods, for example, re-itemizes basically every house to be more in line with the general well-to-do-ness of the occupant. In some houses in you will find the normal clay and ceramic dishes, but in some places you can find silver and even gold table settings, pitchers, all kinds of valuable stuff.
Edit: To steal. Obviously.
harvest on
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited January 2008
So, the four major mods FCOM puts into the game... Can someone explain them briefly in what they do? And if they all have a shared function (like changing leveling related shit) can you explain how they differ or mesh in that way? I know about OOO already. This FCOM idea sounds like it'll unnecessarily bloat the game (I usually don't notice OOO stuff to begin with).
There are step by step instructions on that page. It even tells you which parts of each mod to install, and which to leave out. Hence my spoiler in the second post.
Fran's mod adds creatures and more leveled lists for stuff so there's more variety of monsters/items. It also adds a ton of kinds of flavor/weapons/armor items to the game, but you need FCOM to actually get them to spawn alongside the vanilla and OOO items. Warcry does something. I'm really not sure actually now that I think about it.
It doesn't bloat the world the way creature mods for Morrowind did. In these ones monsters come in more varieties but not more frequently. Overall the effect is to give you a more fixed world to explore. That is, no godlike bandits obviously, different kinds of ecologies in caves/forts/ruins (once I found a cave full of daedra conjurers and Dremora), sometimes a dungeon has a boss monster with followers, more balanced weapons and armor so you don't get two shot by a minotaur, and don't take 65 swings to kill him either.
And I forgot why I checked back to this forum. With FCOM and a couple minimal mods installed I am getting a lot of crashes, but only in combat. Any ideas about how to fix it?
Post your load order in the fcom thread of the elderscrolls forum. They will be of much more help. You could also have a corrupted savegame. Have you tried going to a previous one and fighting some?
Fran's mod adds creatures and more leveled lists for stuff so there's more variety of monsters/items. It also adds a ton of kinds of flavor/weapons/armor items to the game, but you need FCOM to actually get them to spawn alongside the vanilla and OOO items. Warcry does something. I'm really not sure actually now that I think about it.
It doesn't bloat the world the way creature mods for Morrowind did. In these ones monsters come in more varieties but not more frequently. Overall the effect is to give you a more fixed world to explore. That is, no godlike bandits obviously, different kinds of ecologies in caves/forts/ruins (once I found a cave full of daedra conjurers and Dremora), sometimes a dungeon has a boss monster with followers, more balanced weapons and armor so you don't get two shot by a minotaur, and don't take 65 swings to kill him either.
ITS MOPE BETTAR!
Sorry I can't give a coherent appraisal.
Damn, this almost makes me want to install the game. Luckily a friend has it.
The thing that convinced me that it was worthwhile was when I broke into a rich mage's house to plunder it, but got assraped by his security guard, a giant glass golem! It saw me through stealth or something and didn't bother calling the guards, it just beat on me. For some reason having the world pieces just mesh together like that makes it so good.
Is there a mod that allows you to set up your own traps? I would die for a mod like that! It could be as simple as tacking on the default traps to the existing terrain/architecture to setting up your own new traps. I would like to see it go as detailed as having to get the materials together to make the trap, but simply having the ability to set them wherever I want would be fun.
Is there a mod that allows you to set up your own traps? I would die for a mod like that! It could be as simple as tacking on the default traps to the existing terrain/architecture to setting up your own new traps. I would like to see it go as detailed as having to get the materials together to make the trap, but simply having the ability to set them wherever I want would be fun.
So, is there a mod like that floating around?
Doubt it, all traps are worked into the game. Either by having spiked balls flying at you or by having objects shoot spells at you.
Is there a mod that allows you to set up your own traps? I would die for a mod like that! It could be as simple as tacking on the default traps to the existing terrain/architecture to setting up your own new traps. I would like to see it go as detailed as having to get the materials together to make the trap, but simply having the ability to set them wherever I want would be fun.
So, is there a mod like that floating around?
Doubt it, all traps are worked into the game. Either by having spiked balls flying at you or by having objects shoot spells at you.
I guess I've been playing Garry's mod too much...
I really wonder how far you could take Oblivion in that sense? I'm no modder, but one way I could see making traps more dynamic is to take the ones that exist in-game and see how they work and maybe find a way to attach them to stuff at will.
Hell, for starters id see if I could make a spell that summons an anvil (or some other large blunt object) over someone's head. I just love to smack around unwary NPCs with physics objects...
I really wonder how far you could take Oblivion in that sense? I'm no modder, but one way I could see making traps more dynamic is to take the ones that exist in-game and see how they work and maybe find a way to attach them to stuff at will.
Hell, for starters id see if I could make a spell that summons an anvil (or some other large blunt object) over someone's head. I just love to smack around unwary NPCs with physics objects...
Now that I think about it, there was a short clip on youtube years ago showing all sorts of objects falling on each other setting in motion a domino line or something. Does anyone know more about it?
I think physics objects have to be defined in the map file before it's loaded by the engine. I seem to recall something in the construction kit documentation about that. That's probably why there's no traps mod, although I agree it would be sweet.
Now that I think about it, there was a short clip on youtube years ago showing all sorts of objects falling on each other setting in motion a domino line or something. Does anyone know more about it?
And as Harvest said, there's some wierd thing you'd have to mess around with in the construction kit in order to really do anything like this. I think objects are actually massless or fixed in place in some wierd non-normal way until acted upon (minor "what the fuck" spoiler):
In a wizard's tower somewhere in the east, in the third or so room is a replica of the one before it - except that all the futniture is on the ceiling: a dinner table with chairs, silverware, plates, the whole shebang, just sitting there. If you shoot the table, though, all the crap will fall off to collect.
EDIT: Mind you, this is speculation based on a 360-and-soon-to-be-PC player's observation, so sorry if I'm statin' the bleedin' obvious.
There are spell mods out there that allow you to set spell based traps, like PJ's Spell compendium. I don't know if there are any that allow for placing default trap types, but there might be. It wouldn't surprise me.
And are there any mods that do re-models of the different armor cuirasses and the like to get rid of those stupid lopsided plates on one side or the other? I hate those fucking things.
Is there a mod that allows you to set up your own traps? I would die for a mod like that! It could be as simple as tacking on the default traps to the existing terrain/architecture to setting up your own new traps. I would like to see it go as detailed as having to get the materials together to make the trap, but simply having the ability to set them wherever I want would be fun.
So, is there a mod like that floating around?
There is one for Placable Log Traps
and another one called Traps and Tools That allow you to set your own traps but I haven't tried either.
Geez I wish I didn't wasn't so deep in the game before I went back to school. It makes me wish I brought the CD with me to play, but I know I would be failing.
I have four status bars because I'm using the Darnified UI. Totally awesome mod. That bar represents your weapon's durability, with 125% being the maximum (at Expert Armorer skill). There's a pip at 100% so you can judge your weapon's effectiveness regardless of your skill.
Not so much a mod based question, but I just started playing Oblivion again and I noticed that even after patching, there seems to be a delay between moving my mouse and my character changing their viewpoint accordingly. Has the cause of this ever been addressed?
Basically, the Gamebryo engine (discussed further below) seems to have an issue which means it can saturate your CPU and/or Video RAM with pre-rendered frames (whole screens ready to be displayed). On most systems this results in very noticeable mouse and/or keyboard lag, even when your FPS is reasonably high enough not to usually suffer from this (e.g. 25-30FPS+). By reducing the maximum number of frames to render in advance, you reduce this bottlenecking effect and hence significantly reduce or remove the mouse lag.
However, here's the important part: this is not a tweak for improving FPS as such. The general recommendation to set 'Max Frames to Render Ahead' (or 'Flip Queue') from its default of 3 down to 0 will actually reduce performance on many systems, particularly Dual Core or HyperThreading CPUs. Secondly, even on single core systems, you may notice reduced performance in certain areas. So on balance I strongly recommend setting this value to 2 to start with, and if you still have mouse lag, dropping it down to 1. Remember, not all mouse lag is due to this setting: in areas where you have very low FPS (i.e. below 10-15FPS), you will get lagginess - this occurs in virtually any game where your FPS drops down to the low teens or single digits. You will have to consider changing other settings to increase overall FPS.
How do you control load order without changing modification dates? FCOM wants a very specific load order and I don't know how to change it.
Edit: Hey I think you can do it with omm
How do you control load order without changing modification dates?
That's the only way to do it. You can use OBMM, Wrye Bash, or any other re-sequencer to do it, but technically all they're doing under the hood is changing the dates.
edit: using them sure beats opening up the mods and re-saving them in the editor, though.
Should my oblivion.esm file be (1.1) even after patching to 1.2?
to clarify, the Oscuro Oblivion Overhaul.esm and Bobs Armory Oblivion.esp are showing up red in bash and i think they're telling me oblivion.esm is the culprit.
or i could change the date and time and fix everything~
Is there a mod that allows you to set up your own traps? I would die for a mod like that! It could be as simple as tacking on the default traps to the existing terrain/architecture to setting up your own new traps. I would like to see it go as detailed as having to get the materials together to make the trap, but simply having the ability to set them wherever I want would be fun.
So, is there a mod like that floating around?
the closest thign you're gonna get to that is a mod called Thieves Arsenal, which had utility arrows like in Theif
there is a grease arrow which causes people to fall on it.
Dumb question, but I'd like to more or less get all of the DLC for the PC version. I read a while back that Knights of the Nine included all of the previous DLC before it. Is there a similar package that has Shivering Isles + the Knights of the Nine content? Or is the only way to get that all together the GOTY edition?
KoTN only included all of the dlc if you bought it in stores, and not online. Also, KotN is somewhat game breaking if you don't load it last, and can affect other mods. There has never been a patch that I know of other than one that forces the start of a specific conversation.
Posts
Hint: it's worth it even if it takes a few hours. One of the mods, for example, re-itemizes basically every house to be more in line with the general well-to-do-ness of the occupant. In some houses in you will find the normal clay and ceramic dishes, but in some places you can find silver and even gold table settings, pitchers, all kinds of valuable stuff.
Edit: To steal. Obviously.
It doesn't bloat the world the way creature mods for Morrowind did. In these ones monsters come in more varieties but not more frequently. Overall the effect is to give you a more fixed world to explore. That is, no godlike bandits obviously, different kinds of ecologies in caves/forts/ruins (once I found a cave full of daedra conjurers and Dremora), sometimes a dungeon has a boss monster with followers, more balanced weapons and armor so you don't get two shot by a minotaur, and don't take 65 swings to kill him either.
ITS MOPE BETTAR!
Sorry I can't give a coherent appraisal.
Must...resist...
So, is there a mod like that floating around?
I guess I've been playing Garry's mod too much...
I really wonder how far you could take Oblivion in that sense? I'm no modder, but one way I could see making traps more dynamic is to take the ones that exist in-game and see how they work and maybe find a way to attach them to stuff at will.
Hell, for starters id see if I could make a spell that summons an anvil (or some other large blunt object) over someone's head. I just love to smack around unwary NPCs with physics objects...
And as Harvest said, there's some wierd thing you'd have to mess around with in the construction kit in order to really do anything like this. I think objects are actually massless or fixed in place in some wierd non-normal way until acted upon (minor "what the fuck" spoiler):
EDIT: Mind you, this is speculation based on a 360-and-soon-to-be-PC player's observation, so sorry if I'm statin' the bleedin' obvious.
I yelled when I saw this crawl around the corner:
Some of the textures in the Bob's Armory stuff don't have normal maps, making them seem out of place:
And are there any mods that do re-models of the different armor cuirasses and the like to get rid of those stupid lopsided plates on one side or the other? I hate those fucking things.
How come you have 4 status bars? What is the 4th one for? The red one.
There is one for Placable Log Traps
and another one called Traps and Tools That allow you to set your own traps but I haven't tried either.
The Imperial Guard Song
Geez I wish I didn't wasn't so deep in the game before I went back to school. It makes me wish I brought the CD with me to play, but I know I would be failing.
7900GT 256MB
2 gigs of ram
This happened when I first got Oblivion and had an athlon 3200+.
Check this out: http://www.tweakguides.com/Oblivion_13.html
Ninja Edit: Also are any of the DLCs absolutely essential?
But you should get it anyways.
Its a bitch to set up, but its so worth it!
Edit: Hey I think you can do it with omm
That's the only way to do it. You can use OBMM, Wrye Bash, or any other re-sequencer to do it, but technically all they're doing under the hood is changing the dates.
edit: using them sure beats opening up the mods and re-saving them in the editor, though.
to clarify, the Oscuro Oblivion Overhaul.esm and Bobs Armory Oblivion.esp are showing up red in bash and i think they're telling me oblivion.esm is the culprit.
or i could change the date and time and fix everything~
Is there some sort of problem with Nvidia drivers and oblivion? im using an 8800 GTS.
the closest thign you're gonna get to that is a mod called Thieves Arsenal, which had utility arrows like in Theif
there is a grease arrow which causes people to fall on it.